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- 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.
- 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
- New (10/11/2019) Generic bosses up until level 10 have been added to the pastebin.
- 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.
- New (10/10/2019) The mononoke have been moved to two individual pastes. Please see the ToC For links to each set
- New (7/26/2019):Simplified godhunters, avatar of ruin, humanoid, beast, and insect mononoke, as well as boss talents have all been translated.
- New (5/31/2019):Rules and Guides mostly translated.
- New (5/29/2019):Book Recieved, ToC Translated.
- ToC
- Chapter 1: Master Section(1) Mononoke Data
- - How to use this book [XXXA]
- - [Kamigakari] World-view Supplement [XXXB]
- - Additional Rules and Guide for attacks derived from Wits[XXXC]
- - Simplified Godhunter NPC's [XXXD]
- - <Avatar of Ruin> [XXXE]
- - Mononoke [Moved to Individual pastes]
- [See This paste for humanoid, beast, insectoid, and plant mononoke: https://pastebin.com/njdQYj29]
- [See This paste for mechanical, undead, mythical, and chaos mononoke: https://pastebin.com/mu6N4NJq]
- - Advice on Mononoke [XXXG]
- Chapter 2: Master Section Mononoke composition catalog [XXXH](Seems to be battle setups. Hard to Translate, as they rely on a graphic)
- - Mononoke composition catalog [XXXH-1] (Unfinished)
- - Recommended Mononoke compositions [XXXH-2] (Unfinished)
- - [Class:XXXs] World Influence Lvl:1~ (repeat for 8 again)[XXXH-3] (Unfinished)
- Chapter 3: Master Section Generic Boss Data (Unfinished)
- - About [Generic Bosses] [XXXI]
- - [Generic Boss/Lvl:3~] (repeat for 20 levels)[XXXJ] (Unfinished)
- - Boss Talents [XXXK]
- * Unmarked [XXXK-1]
- * Circle ○ [XXXK-2] (Lvl 5)
- * Full Star ★ [XXXK-3] (Lvl 7)
- * Empty Star ☆ [XXXK-4] (Lvl 12)
- - Last Boss Talents [XXXL]
- - Distortions List/Summary [XXXM]
- ================================================================================
- - How to use this book [XXXA]
- ================================================================================
- 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.
- 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.
- -Combination of boss and mononoke formations.
- ----------------------------------------
- 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.
- * Mononoke formation: PC average [world interference LV]
- * General purpose boss: PC average [world interference LV] + 2
- - About Mononoke Reprinted in this book
- ----------------------------------------
- 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.
- -Acquisition of materials
- ----------------------------------------
- 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]).
- -Material marked as automatic
- Only one [Material] listed as Auto can be acquired regardless of [LV].
- -Formidable Mononoke – Great Enemies
- ----------------------------------------
- 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.
- Value that all the PCs can get by defeating a large enemy
- [XP]: [Large Enemy] [LV] + l 0
- [Crest] Recovery: [Large Enemy] [LV]
- -Intelligent/Wits Attack Guide
- ----------------------------------------
- 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].
- ================================================================================
- - [Kamigakari] World-view Supplement [XXXB]
- ================================================================================
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- COLLABORATORS AND INOUSHA
- 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'.
- The average collaborator rarely takes part in battles, because they aren't in a good position to help godhunters.
- 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.
- 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.
- 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.
- Unlike godhunters, Inousha have a high probability to pass their abilities on to the next generation through genetics.
- 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.
- 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.
- 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.
- ================================================================================
- - Additional Rules and Guide for attacks derived from Wits[XXXC]
- ================================================================================
- Additional Rules:
- ----------------------------------------
- - Priority of same [timing] talents
- 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.
- ・ Apply effects of [timing: start] as Descending order of [Initiative]
- ・ Apply effects of [timing: end] as Descending order of (Initiative)
- ・ [Timing:Unique] = Apply Effects From the last [Timing:Unique used], up to the first one used. First in, Last out.
- [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.]
- - Use of Talent when out of combat
- The character can use a Talent even out of combat. At that time, the character is subject to the following restrictions:
- ・ 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.
- • Except for [Timing: Always], you can use a Talent only once per scene.
- -[Form] of a Physical Attack and Magical Attack Talent
- 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].
- -Supplement to "Style Acquisition"
- 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.
- ※ Supplement to Style Ultimate
- ※ 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
- - Guide for attacks derived from Wits
- ----------------------------------------
- -Wits: Low
- 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.
- 2 PCs in range: Evens PC 1, Odds PC 2
- 3 PCs in range: 1 and 2 PC 1, 3 and 4 PC 2, 5 and 6 PC 3
- 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)
- 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)
- [Target: X#] attack 2 or more
- 1-3: "The Closest Targets in Range"
- 4-5: "The Furthest Targets in Range"
- 6: "Targets in range with the lowest [Initiative]"
- ※ [Initiative] is specified in ascending order of values
- Attacks with [Range:Combat Zone]
- Designate all opponents within range.
- Use of “Talent” such as [start / defense / special / end], Use immediately, when available.
- -Wits: Normal
- 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.
- 2 PCs in range: Evens PC 1, Odds PC 2
- 3 PCs in range: 1 and 2 PC 1, 3 and 4 PC 2, 5 and 6 PC 3
- 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)
- 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)
- [Target: X#] attack 2 or more
- 1-3: "The Closest Targets in Range"
- 4-5: "The Furthest Targets in Range"
- 6: "Targets in range with the lowest [Initiative]"
- ※ [Initiative] is specified in ascending order of values
- [Range:Combat Zone] Attacks
- Designate all opponents within range.
- Use of “Talent” such as [start / defense / special / end], Use immediately, when available.
- -Wits: High
- 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.
- [TL note: First sentence basically means "Bully the slow PC's"]
- 2 PCs in range:
- Evens: Target with the lowest [HP]
- Odds: An adversary with the lowest [Initiative]
- ※GM specifies if the adversary's value or equivalent
- 3 PCs in range:
- 1 and 2: Enemy with the lowest [HP]
- 3 and 4: An Enemy with the lowest [Initiative]
- 5 and 6: An Enemy with the lowest [Armor] or [Barrier]
- ※GM specifies if the adversary's value or equivalent
- 4 PCs in range:
- 1 and 2: Enemy with the lowest [HP]
- 3 and 4: An Enemy with the lowest [Initiative]
- 5 and 6: An Enemy with the lowest [Armor] or [Barrier]
- ※GM specifies if the adversary's value or equivalent
- 5 PCs in range:
- 1 and 2: Enemy with the lowest [HP]
- 3 and 4: An Enemy with the lowest [Initiative]
- 5 and 6: An Enemy with the lowest [Armor] or [Barrier]
- ※GM specifies if the adversary's value or equivalent
- [Target: X#] attack targeting two or more targets
- 1-2: Enemies with the lowest [HP]
- 3-4: Enemies with the lowest [Armor] or [Barrier]
- 5-6: Enemies with the lowest [Initiative]
- ※ Designated in ascending order of values
- [Range:Combat Zone] Attack
- 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.
- When using a talent with [Timing:start / defense / special / end] Choose the most effective times to use these.
- -Wits: Clever
- 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.
- 2 PCs in range:
- An Enemy with the lowest [Initiative]
- ※GM specifies if the adversary's value or equivalent
- 3 PCs in range:
- 1 and 2: An Enemy with the lowest [HP]
- 3-6: An Enemy with the lowest [Initiative]
- ※GM specifies if the adversary's value or equivalent
- 4 PCs in range:
- 1: An Enemy with the lowest [Armor] or [Barrier]
- 2-6: An Enemy with the lowest [Initiative]
- ※GM specifies if the adversary's value or equivalent
- 5 PCs in range:
- 1: An Enemy with the lowest [Armor] or [Barrier]
- 2-6: An Enemy with the lowest [Initiative]
- ※GM specifies if the adversary's value or equivalent
- [Target: X#] hitting 2 or more targets
- Enemies with the lowest [Initiative]
- ※ Designated in ascending order of values (Lowest init first)
- [Range:Combat zone] Attacks
- 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.
- When using a talent with [Timing:start / defense / special / end] Choose the most effective times to use these.
- Supplementary on attack guidelines
- • Target PC number
- 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
- • Use in other extended rulebooks
- These guidelines may be used in conjunction with the "emergent NPC" listed in Machine God of Damocles p82.
- ================================================================================
- Simplified Godhunter NPC's [XXXD]
- ================================================================================
- 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>.
- 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.
- 1: Select Mononoke data
- When creating a simplified Godhunter, begin by selecting data for [Mononoke], found in a Kamigakari-related book.
- 2: Customize name or appearance
- Next, freely change the name, talent names, or appearance of the selected <Mononoke> as needed.
- 3: Add [Boss Modifiers]
- Add [Boss Modifiers], found on page XX of the core, to the selected <Mononoke> data.
- 4: Make further corrections
- 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>.
- Type: Change to any [Type].
- Weaknesses: Reduce acquired [Weaknesses] by 1 (Minimum 0)
- Combat Stats: +1 to all [Combat Stats]
- PD: +[LV]
- MD: +[LV]
- Initiative: +10
- HP: Gain a modifier according to LV. (+50 HP per 5 levels; 1-5, +50; 6-10, +100; etc.)
- Additional Talents
- After making the corrections above, add two more Boss Talents.
- 5: Materials
- Change the [Material] entry to read "None".
- 6: Cost
- All "talents" used by the simplified <Godhunter> will be treated as "[Cost]: None.”
- 7: Overflow
- A simplified <Godhunter> does not gain [Overflow] at [Timing: Start], as per NPC rules. This is because their talents do not have a [Cost].
- 8: Spirit Burn
- 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].
- 9: About [Shift: Dead]
- 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.
- 10: Artificial Regalia and Fool's Gold
- 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.
- ================================================================================
- - <Avatar of Ruin> [XXXE]
- ================================================================================
- <Avatar of Ruin>
- 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.
- Creation of NPC: <Avatar of Ruin>
- 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].
- Template Modifications for <Avatar of Ruin>
- Name
- Change to any common name or god name.
- LV
- [LV: 12] Minimum. If it is not at least LV12, it cannot be an <Avatar of Ruin>.
- Type
- Incomplete Body: Change to [Type: Chaos]
- Full Body: Change to [Type: God]
- Weakness
- Delete any existing [weakness] as described below.
- Incomplete body: [weakness]-1 type (minimum 0)
- Full Body: [Weakness]-2 types (minimum 0)
- Combat Values
- Add +1 to all of the [fixed values].
- Physical Damage / Magic Damage / Initiative Value
- Make the following corrections to existing values:
- Incomplete body: +10
- Full body: + LV
- HP
- Make the following corrections to existing values:
- Incomplete Body: Add ([LV] + 2) x 50 (Minimum 700 at level 12)
- Full body: [HP]: Change to god]
- Last Boss Talents
- 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:
- Incomplete Body:
- LV12 - 15: Acquire 1 Last Boss Talent
- LV16 - 19: Acquire 2 Last Boss Talents
- LV20 ~: Acquire 3 Last Boss Talents
- Full Body:
- Regardless of LV, acquire 4 Last Boss Talents.
- Example: an [Incomplete Body] with the Aramitama and Boss templates at L13, would gain 7 Boss Talents, and 1 Last Boss Talent.
- ※ <Concept: Ruin>
- Timing: Constant
- Range: User
- Target: User
- Cost: None
- *The method through which an Avatar of Ruin embodies itself as a true existence.*
- Passive Effect. The target changes the [Cost] of acquired [Talents] to [None].
- HP Value: God
- 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.
- [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.]
- ================================================================================
- Mononoke [XXXF]
- ================================================================================
- 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:
- Humanoid, Beast, Insectoid, Plant: https://pastebin.com/njdQYj29
- Mechanical, Undead, Mythical, Chaos: https://pastebin.com/mu6N4NJq
- We apologize for the inconvenience.
- ================================================================================
- Advice on Mononoke [XXXG]
- ================================================================================
- *Mononoke, Attack, and Defense*
- 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-.
- *Catching up with PCs*
- 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.
- 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.
- 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.
- *Save the difficulty for the final battle*
- 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.
- DETAILS ON MONONOKE OPERATION
- *Mononoke Talents: 1*
- When [Mononoke] use a talent in some way, all conditions and restrictions described in the talent are assumed to be satisfied.
- *Mononoke Talents: 2*
- If a [Mononoke] uses a talent that requires spending [Crest], then it is assumed that the [Crest] has been spent without consuming anything.
- *Mononoke Talents: 3*
- When a [Mononoke] uses a talent that describes a {Main Stat} value, apply a {Combat Stat} in its place.
- *Godhunters and Contract Summons*
- 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].
- *Mononoke - Move: Flight*
- When a [Mononoke] with [Move: Fly] declares an [Engagement] on a character with [Shift: Flight], that character cannot reject the [Engagement].
- *Allied Mononoke*
- 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].
- *NPC*
- 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].
- ================================================================================
- - About [Generic Bosses] [XXXI]
- ================================================================================
- [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]
- 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.
- 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:
- - [Bosses] have no [Material] items.
- 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.
- - Acquired Boss talent
- Pre-made bosses gain various Boss Talents, acquired according to [LV]. However, experienced GMs may freely exhange any Boss Talents according to the scenario.
- - Event Talents
- 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.
- - Explanation
- 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.
- - A and B
- 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 ▼.
- ▽ indicates the bosses' preferred defense method. If there are multiple, the GM should use any ▽ to protect against PC attacks.
- Precautions when using bosses and mononoke
- The GM should be aware of the following points when operating [General Bosses], User-made [Bosses] or [Mononoke].
- - Correction to damage
- Modifications to [Damage] from Boss And aramitama templates, are already applied to [Boss Talents].
- - Usage conditions for Talents
- 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.
- - Declaration of <<Savage Divinity>>
- 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.
- - Change level of a sample scenario
- 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.
- ================================================================================
- - [Generic Bosses] [XXXJ]
- ================================================================================
- [Boss] Tentacle Devil / Class: Chaos / LV: 3 (1)
- Size : 3
- Wits : Clever
- Senses : Heat
- Speech : Yes
- Reaction : Hostile
- ID : 13
- Weakness : [Cold] [Magnet] [Shock] [Light]
- Movement :
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 08 | 05 | 02 | 08 | 02
- {Fixed Values} | 15 | 12 | 09 | 15 | 09
- {Initiative} : 21 (9)
- {HP} : 243
- Armor : 8
- Barrier : 2
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / Melee / 1#
- - [Form: Axe] 3d6+33 physical damage.
- <<Hell Tentacle>>: Physical Attack / Engaged / 2#
- - [Element: Cold / Form: Hammer] 2d6+23 physical damage. 1/Round.
- ▽ <<Tentacle Defense>>: Defense / Engaged / 1#
- - Use on Damage Rediction. The target gains +5 [Armor].
- <<Spooky Tentacle Mass>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack].
- Boss Talents:
- <<Unusual Movement>>: Prep / User
- - The target moves 3Sq, Ignoring [Engagements]. This talent does not spend [Prep]. 1/Round.
- B <<Dispersal Setup>>: Prep / User
- - 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].
- A <<Salvo Attack>>: Physical Attack / Engaged / 1#
- - The user performs two [Weapon Attacks] on the target. 1/Round.
- <<True Words of Ruin>>: Unique / Combat Zone / 1#
- - Use on Damage Calculation. The user loses 10 {HP} and gains either effect 1 or 2. 1/Round.
- 1. Apply [Shift: Downed - Taken Out - Dead] to an Innocent.
- 2. Gain +[1d6x3] [Damage].
- <<Deadly Blow>>: Constant / User
- - The target gains +5 [Damage] to [Weapon Attacks] (Calculated). If the target is a [Mononoke], gain an additional +15.
- Event Talents:
- First Event/Distortion
- <<Blow of Destruction>>: Physical Attack / Engaged / Area
- - 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.
- Second Event/Distortion:
- <<Spirit Interceptor>: Start / Combat Zone / Combat Zone
- - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Session.
- Explanation:
- *A soft-bodied Aramitama with countless tentacles.*
- On Prep: Simple Move + <<Unusual Movement>> + <<Dispersal Setup>> -> approach the PCs.
- On Attack: Use ▼ in any order. Apply <<True Words of Ruin>> on [Damage Calculation].
- On Defense: Apply ▽ when taking [Physical Damage].
- If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
- ----------------------------------------
- Terrible Evil Spirit / Class: Chaos / LV: 3 (1)
- Size : 2
- Wits : Clever
- Senses : Heat
- Speech : Yes
- Reaction : Hostile
- ID : 15
- Weakness : [Fire] [Wind] [Light] [Phantom]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 08 | 07 | 06 | 05 | 05
- {Fixed Values} | 15 | 14 | 13 | 12 | 12
- {Initiative} : 18 (8)
- {HP} : 243
- Armor : 3
- Barrier : 0
- Attack Methods
- ▼[Weapon Attack]: Melee Attack / Engaged / 1#
- - [Form: Axe] 2d6+21 physical damage.
- ▼<<Evil Spirit Strike>>: Physical Attack / Engaged / 1#
- - The user gains +2 to {Accuracy}, then dealt [Form: Axe] 3d6+25 physical damage.
- ▼<<Poison Strike>>: Physical Attack / Engaged / 1#
- - [Form: Axe] 2d6+25 physical damage. If the target takes at least 1 point of this damage, they gain [Shift: Poison].
- <<Offensive Thought>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack].
- Boss Talents:
- B <<Instant Transmission>>: Start / User
- - The target moves into any square up to 7 sq away. This talent does not consume [Start]. 1/Round.
- <<Dispersal Setup>>: Prep / User
- - 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].
- <<Widen Range>>: Unique / User
- -Use at Any Time. The target loses 5 {HP}, then changes the [Range] of their [Timing: Attack] [Actions] to [Combat Zone]. 1/Round.
- <<True Words of Ruin>>: Unique / Combat Zone / 1#
- - Use on Damage Calculation. The user loses 10 {HP} and gains either effect 1 or 2. 1/Round.
- 1. Apply [Shift: Downed - Taken Out - Dead] to an Innocent.
- 2. Gain +[1d6x3] [Damage].
- A <<Evil Law Mastery>>: Constant / User
- -The target may use <<Widen Range>> one additional time per round.
- Event Talents:
- First Event/Distortion:
- <<Giants Soul>>: Unique / Combat Zone / 1#
- - 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.
- Second Event/Distortion:
- <<Family Summons>>: Constant / User
- - 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
- Explanation:
- *A ghost or demon that has become an Aramitama.*
- On Start: Use <<Instant Transmission>> and create distance from the PC.
- On Prep: Use <<Dispersal Setup>>
- On Attack: Use <<Widen Range>> up to 2 times depending on setup, and apply <<True Words of Ruin>> on [Damage Calculation].
- If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
- ----------------------------------------
- Evil Majin / Class: Chaos / LV: 3 (1)
- Size : 2
- Wits : Clever
- Senses : Magic
- Speech : Yes
- Reaction : Hostile
- ID : 16
- Weakness : [Fire] [Toxin] [Phantom]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 04 | 08 | 10 | 04 | 04
- {Fixed Values} | 11 | 15 | 17 | 11 | 11
- {Initiative} : 19 (8)
- {HP} : 252
- Armor : 1
- Barrier : 0
- Attack Methods
- ▼[Weapon Attack]: Magical Attack / 7 Sq. / 2# / Cancels
- - [Element: Fire /Form: Magic] 2d6+17 magical damage.
- <<Acceleration Limit>>: Start / Combat Zone / Combat Zone
- - The Target gains +10 {Initiative}. 1/Combat.
- ▼<<Heterogenerous Great Magic>>: Magical Attack / 7 Sq. / Area / Halves
- - [Element: Light / Form: Magic] 4d6+24 magical damage.
- ▽<<Barrier Magic>>: Defense / 7 Sq. / 1#
- - Use on Damage Reduction. The target gains +5 [Armor].
- ▽<<Evil Divine Power>>: Constant / User
- - 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.
- Boss Talents:
- <<Scattershot>>: Unique / User
- - Use at Any Time. The target gaints +3# to the [Target] of an [Attack Action]. 1/Round.
- <<True Words of Ruin>>: Unique / Combat Zone / 1#
- - Use on Damage Calculation. The user loses 10 {HP} and gains either effect 1 or 2. 1/Round.
- 1. Apply [Shift: Downed - Taken Out - Dead] to an Innocent.
- 2. Gain +[1d6x3] [Damage].
- B <<Penetrating Impact>>: Unique / Combat Zone / 1#
- - Use on Damage Reduction. The user loses 5 {HP}, then [Halves] the targets [Armor] or [Barrier]. 1/Round.
- A <<Evil Law Mastery>>: Constant / User
- - The target may use <<True Words of Ruin>> one additional time per round.
- <<Savage Divinity>>: Constant / User
- - 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].
- Event Talents:
- First Event/Distortion:
- <<Giants Soul>>: Unique / Combat Zone / 1#
- - 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.
- Second Event/Distortion:
- <<Forbidden Mystery>>: Unique / User
- - 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.
- Explanation:
- *A human who became an Aramitama through a contract of souls.*
- On Start: Use <<Acceleration Limit>>.
- 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.
- On Defense: Always apply ▽.
- If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
- ----------------------------------------
- Fallen Deity / Class: Chaos / LV: 3 (1)
- Size : 4
- Wits : Clever
- Senses : Heat
- Speech : Yes
- Reaction : Hostile
- ID : 15
- Weakness : [Fire] [Magnet] [Toxin]
- Movement : Walk, Fly
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 10 | 04 | 10 | 04 | 07
- {Fixed Values} | 17 | 11 | 17 | 11 | 14
- {Initiative} : 22 (9)
- {HP} : 253
- Armor : 5
- Barrier : 5
- Attack Methods
- ▼[Weapon Attack]: Ranged Attack / 10 Sq. / 1#
- - [Element: Cold / Form: Ranged] 2d6+18 physical damage.
- <<Freezing Barrier>>: Start / Combat Zone / Combat Zone
- - The target reduces [Damage] other than [Element: Fire or Shock] by 10.
- ▼ <<Area Freeze>>: Magical Attack / 10 Sq. / 3# / Halves
- - [Element: Cold / Form: Magic] 3d6+23 magical damage. 1/Round.
- <<Sinister Beauty>>: Constant / User
- - 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].
- Boss Talents:
- <<Puppet>>: Start / Combat Zone / 1#
- - One Target other than the user gains +3 to [Active Checks] and +10 To [Damage Calculation].
- B <<Scattershot>>: Unique / User
- - Use While Active. Gain + 3# to the [Target] of an [Attack Action]. 1/Round.
- <<Fearsome Strike>>: Unique / User
- - 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.
- A <<Calamity Caller>>: End / Combat Zone / 1#
- - Remove all negative [Shifts] from any one Mononoke that has "x#" written in its name, and it recovers HP up to its maximum value.
- <<Savage Divinity>>: Constant / User
- - When the target's {HP} becomes 200 or less, gain +1 to [Active Checks]. Additionally, during the targets [Turn], gain x1 [Timing: Attack].
- Event Talents:
- First Event/Distortion:
- <<Spirit Interceptor>>: Start / Combat Zone / Combat Zone
- - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Round.
- Second Event/Distortion:
- <<Family Summons>>: Constant / User
- - 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
- Explanation:
- *A lesser deity that became an Aramitama.*
- On Start: Target 1 NPC with <<Puppet>>
- On Prep: Simple Move
- On Attack: Attack from long distance, applying <<Scattershot>>. Additionally, use <<Fearsome Strike>> on approaching PCs.
- On End: Apply <<Calamity Caller>> to the most powerful "x#" NPC.
- If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
- ----------------------------------------
- Evil Machine God / Class: Chaos / LV: 3 (1)
- Size : 3
- Wits : Clever
- Senses : Magic
- Speech : Yes
- Reaction : Hostile
- ID : 15
- Weakness : [Cold] [Wind] [Shock] [Magnet]
- Movement :
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 08 | 04 | 06 | 11 | 05
- {Fixed Values} | 15 | 11 | 13 | 18 | 12
- {Initiative} : 26 (11)
- {HP} : 258
- Armor : 5
- Barrier : 2
- Attack Methods
- ▼[Weapon Attack]: Melee Attack / Engaged / 1#
- - [Form: Sword] 3d6+16 physical damage.
- <<Majin Onslaught>>: Physical Attack / Engaged / Area
- - [Form: Axe] 3d6+23 physical damage. 1/Round.
- ▽<<Mobile Protection>>: Defense / 5 Sq. / 1#
- - 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).
- <<Exterior Regeneration>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target [Recovers] 10 {HP} before and after [Damage Reduction].
- Boss Talents:
- <<Terrain Mutation>>: Prep / 7 Sq. / 1# (1 Sq.)
- - The user [Installs] an obstacle equal to "Big Building [HP: 80 / Armor: 10] in any square in range. 1/Round.
- ▼ <<Winds of Death>>: Physical Attack / 7 Sq. / 4#
- - The user performs a [Weapon Attack], and gains +2d6 to [Damage]. 1/Round.
- <<Scattershot>>: Unique / User
- - Use While Active. Gain + 3# to the [Target] of an [Attack Action]. 1/Round.
- A <<Supernatural Cannonball>>: Constant / User
- - 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.
- B <<<Family Summons>>: Constant / User
- - 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
- Event Talents:
- First Event/Distortion:
- <<Giants Soul>>: Unique / Combat Zone / 1#
- - 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.
- Second Event/Distortion:
- <<Calamity Caller>>: End / Combat Zone / 1#
- - Remove all negative [Shifts] from any one Mononoke that has "x#" written in its name, and it recovers HP up to its maximum value.
- Explanation:
- *An Aramitama with an inorganic body.*
- On Prep: Use <<Terrain Mutation>>.
- On Attack: Use ▼, and apply <<Scattershot>> to <<Supernatural Cannonball>>.
- On Defense: When allied NPCs are attacked, use ▽ as often as possible. Additionally, recover 10 {HP} before and after each [Damage Reduction].
- If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
- ----------------------------------------
- Sinister Magic Beast / Class: Chaos / LV: 3 (1)
- Size : 3
- Wits : Clever
- Senses : Magic
- Speech : Yes
- Reaction : Hostile
- ID : 15
- Weakness : [Shock] [Wind] [Magnet]
- Movement : Walk, Fly
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 10 | 04 | 02 | 08 | 05
- {Fixed Values} | 17 | 11 | 09 | 15 | 12
- {Initiative} : 26 (11)
- {HP} : 268
- Armor : 5
- Barrier : 2
- Attack Methods
- ▼[Weapon Attack]: Melee Attack / Engaged / 1#
- - [Form: Sword] 2d6+19 physical damage. [Additional Effect]: Gain +1# [Target] to [Physical Attack].
- ▼ <<Magical Beast Howl>>: Physical Attack / 7 Sq. / Area
- - [Form: Hammer] 2d6+26 physical damage. 1/Round.
- ▽ <<Attack Absorption>>: Unique / Combat Zone / 1#
- - Change the targets [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
- <<Beast God Spirit Power>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack].
- Boss Talents:
- ▼ <<Winds of Death>>: Physical Attack / 7 Sq. / 4#
- - The user performs a [Weapon Attack], and gains +2d6 to [Damage]. 1/Round.
- A ▼ <<Salvo Attack>>: Physical Attack / Engaged / 1#
- - The user performs two [Weapon Attacks] on the target. 1/Round.
- ▽ <<Widen Range>>: Unique / User
- -Use at Any Time. The target loses 5 {HP}, then changes the [Range] of their [Timing: Attack] [Actions] to [Combat Zone]. 1/Round.
- B ▽ <<Returning Souls>>: Unique / User
- - Use On Damage Reduction. Perform a [Weapon Attack] once on [Range: Item / Target: 1#]. The Target cannot make a [Reactive Check] 1/Round.
- <<Savage Divinity>>: Constant / User
- - When the target's {HP} becomes 200 or less, gain +1 to [Active Checks]. Additionally, during the targets [Turn], gain x1 [Timing: Attack].
- Event Talents:
- First Event/Distortion:
- <<Soul Smash>>: Unique / User
- - 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.
- Second Event/Distortion:
- <<True Words of Ruin>>: Unique / Combat Zone / 1#
- - Use on Damage Calculation. The user loses 10 {HP} and gains either effect 1 or 2. 1/Round.
- 1. Apply [Shift: Downed - Taken Out - Dead] to an Innocent.
- 2. Gain +[1d6x3] [Damage].
- Explanation:
- *A magical beast-type Aramitama with a sinister appearance.*
- On Prep: Perform a [Combat Move] to approach the PCs.
- On Attack: Use ▼ in any order. The target pf [Physical Attacks] always has +1# from the [Additional Effect].
- On Defense: When NPC becomes the target of a wide-area attack, use all of ▽ [Timing: Uniques].
- If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
- ----------------------------------------
- Soul Stealer / Class: Chaos / LV: 4 (1)
- Size : 2
- Wits : Clever
- Senses : Normal
- Speech : Yes
- Reaction : Hostile
- ID : 16
- Weakness : [Cold] [Wind] [Toxin] [Phantom]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 11 | 09 | 04 | 04 | 04
- {Fixed Values} | 18 | 16 | 11 | 11 | 11
- {Initiative} : 21 (9)
- {HP} : 243
- Armor : 1
- Barrier : 1
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / Engaged / 1#
- - [Form: Sword] 2d6+30 physical damage. [Additional Effect]: Change the [Armor] of the target of a [Physical Attack] to 0. 1/Combat.
- <<Cunning Surprise Attack>>: Start / Combat Zone / 1# / No Reactive Check
- - The target exchanges {Initiative} with the user. 1/Combat.
- ▼ <<Murderous Blow>>: Physical Attack / Engaged / 1#
- - [Form: Sword] 3d6+37 Physical damage. 1/Round.
- A <<Gouge The Weak Points>>: Unique / Engaged / 1#
- Use on Damage Reduction. The target cannot apply [Halve] effects. 1/Combat.
- Boss Talents:
- ▼ <<Winds of Death>>: Physical Attack / 7 Sq. / 4#
- - The user performs a [Weapon Attack], and gains +2d6 to [Damage]. 1/Round.
- <<Scattershot>>: Unique / User
- - Use While Active. Gain + 3# to the [Target] of an [Attack Action]. 1/Round.
- <<True Words of Ruin>>: Unique / Combat Zone / 1#
- - Use on Damage Calculation. The user loses 10 {HP} and gains either effect 1 or 2. 1/Round.
- 1. Apply [Shift: Downed - Taken Out - Dead] to an Innocent.
- 2. Gain +[1d6x4] [Damage].
- B <<Fearsome Strike>>: Unique / User
- - 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.
- <<Variant Augmentation>>: Constant / User
- - The target gains x1 [Timing: Attack] during their turn, and +5 to [Damage] (Calculated).
- Event Talents:
- First Event/Distortion:
- <<Blow of Destruction>>: Physical Attack / Engaged / Area
- - 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.
- Second Event/Distortion:
- <<Soul Smash>>: Unique / User
- - 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.
- Explanation:
- *A serial killer or similar existence that became an Aramitama.*
- On Start: Use <<Cunning Surprise Attack>> on the PC with the highest {Initiative}.
- On Prep: Use a [Combat Move] to approach the PCs.
- 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>>.
- If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
- ----------------------------------------
- Demon Insect God / Class: Chaos / LV: 4 (1)
- Size : 3
- Wits : Clever
- Senses : Magic
- Speech : Yes
- Reaction : Hostile
- ID : 15
- Weakness : [Wind] [Magnet] [Toxin]
- Movement : Walk, Swim
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 10 | 08 | 02 | 05 | 04
- {Fixed Values} | 17 | 15 | 09 | 16 | 11
- {Initiative} : 28 (9)
- {HP} : 256
- Armor : 10
- Barrier : 5
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / Engaged / 1#
- - [Form: Axe] 3d6+24 physical damage.
- <<Grotesque Command>>: Start / Combat Zone / Combat Zone / No Reactive Check
- - NPCs other than the [Boss] take their turn immediately, regardless of {Initiative} (user specifies the order). 1/Session.
- ▼ <<Countless Scissor-Arms>> Physical Attack / Charge 2 Sq. / 2#
- - [Form: Sword] 5d6+23 physical damage. 1/Round.
- A ▼ <<Tear Limb From Limb>>: Physical Attack / Engaged / 1#
- - [Form: Sword] 3d6+28 physical damage, and the target [Halves] their [Armor]. 1/Round.
- ▽ <<Island Ruler>>: Constant / User
- - 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].
- Boss Talents:
- <<Instant Transmission>>: Start / User
- - The target moves into any square up to 7 sq away. This talent does not consume [Start]. 1/Round.
- B <<Dispersal Setup>>: Prep / User
- - 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].
- <<True Words of Ruin>>: Unique / Combat Zone / 1#
- - Use on Damage Calculation. The user loses 10 {HP} and gains either effect 1 or 2. 1/Round.
- 1. Apply [Shift: Downed - Taken Out - Dead] to an Innocent.
- 2. Gain +[1d6x4] [Damage].
- <<Deadly Blow>>: Constant / User
- - The target gains +5 [Damage] to [Weapon Attacks] (Calculated). If the target is a [Mononoke], gain an additional +15.
- <<Savage Divinity>>: Constant / User
- - When the target's {HP} becomes 200 or less, gain +1 to [Active Checks]. Additionally, during the targets [Turn], gain x1 [Timing: Attack].
- Event Talents:
- First Event/Distortion:
- <<Forced Sealing>> End / Combat Zone / 1#
- - The user rolls 1d6, and on a result other than 1 or 2, the target [Mononoke] gains [Shift: Dead] (No reactive check). 1/Combat.
- Second Event/Distortion:
- <<Giants Soul>>: Unique / Combat Zone / 1#
- - 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.
- Explanation:
- *An evil insect god which became an Aramitama.*
- On Start: Use <<Grotesque Command>> and <<Instant Transmission>> to approach PCs.
- On Prep: Use <<Dispersal Setup>>.
- 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>>.
- If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
- ----------------------------------------
- Cyber Phantom / Class: Chaos / LV: 4 (1)
- Size : 2
- Wits : Clever
- Senses : Normal
- Speech : Yes
- Reaction : Hostile
- ID : 10
- Weakness : [Fire] [Cold] [Shock] [Magnet]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 02 | 03 | 11 | 10 | 04
- {Fixed Values} | 09 | 10 | 18 | 17 | 11
- {Initiative} : 20 (9)
- {HP} : 244
- Armor : 3
- Barrier : 2
- Attack Methods
- ▼[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
- - [Form: Magic] 2d6+27 magical damage.
- <<Spiritual Power Discharge>>: Start / Combat Zone / Combat Zone / No Reactive Check
- - The target gains -3 {Initiative}.
- ▼ <<Curse Propagation>>: Magical Attack / 7 Sq. / 3# / Halves
- - [Form: Magic] 2d6+33 maigcal damage. Targets that fail their [Reactive Check] gain [Shift: Pain]. 1/Round.
- <<Repair Program>>: End / User
- - The target {Recovers} 10 {HP}.
- A ▽<<Evil Fictional Presence>>: Constant / User
- - The target [Halves] [Rank: 2 or less] [Physical Damage].
- Boss Talents:
- <<Puppet>>: Start / Combat Zone / 1#
- - One Target other than the user gains +3 to [Active Checks] and +10 To [Damage Calculation].
- ▼ <<Winds of Death>>: Physical Attack / 7 Sq. / 4#
- - The user performs a [Weapon Attack], and gains +2d6 to [Damage]. 1/Round.
- B <<Calamity Caller>>: End / Combat Zone / 1#
- - Remove all negative [Shifts] from any one Mononoke that has "x#" written in its name, and it recovers HP up to its maximum value.
- <<Family Summons>>: Constant / User
- - 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
- <<Variant Augmentation>>: Constant / User
- - The target gains x1 [Timing: Attack] during their turn, and +5 to [Damage] (Calculated).
- Event Talents:
- First Event/Distortion:
- <<Crest Erosion>>: Constant / User
- - 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}.
- Second Event/Distortion:
- <<The Collapse of Heaven And Earth>>: Magical Attack / Combat Zone / Combat Zone / Halves
- - 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.
- Explanation:
- *A strange being rumored to exist online, that became an Aramitama.*
- On Start: Use <<Puppet>> or <<Spiritual Power Discharge>>.
- On Attack: Use ▼ twice.
- On End: If an "x#" mononoke was defeated, use <<Calamity Caller>>. If there are no defeated "X#" mononoke, use <<Repair Program>>.
- When there are few remaining mononoke, activate <<Family Summons>>.
- If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
- ----------------------------------------
- Soul Eater / Class: Chaos / LV: 4 (1)
- Size : 2
- Wits : Clever
- Senses : Magic
- Speech : Yes
- Reaction : Hostile
- ID : 15
- Weakness : [Shock] [Wind] [Light] [Phantom]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 08 | 05 | 10 | 05 | 05
- {Fixed Values} | 15 | 12 | 17 | 12 | 12
- {Initiative} : 20 (9)
- {HP} : 269
- Armor : 3
- Barrier : 2
- Attack Methods
- ▼[Weapon Attack]: Melee Attack / Engaged / 1#
- - [Form: Sword] 2d6+24 physical damage.
- <<Hypnosis Stare>>: Start / 4 Sq. / Area / No Reactive Check
- - The target gains [Shift: Darkness].
- <<Spirit Claw>>: Physical Attack / Engaged / 1#
- - The user gains +2 on {Accuracy} check, then deals [Form: Sword] 2d+24 physical damage.
- ▼ <<Phantom Magic>>: Magical Attack / 4 Sq. / 3# / Cancels
- - [Element: Phantom / Form: Magic] 2d6+26 magical damage. 1/Round.
- <<Spirit Eater>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack].
- Boss Talents:
- ▼ <<Winds of Death>>: Physical Attack / 7 Sq. / 4#
- - The user performs a [Weapon Attack], and gains +2d6 to [Damage]. 1/Round.
- <<Widen Range>>: Unique / User
- -Use at Any Time. The target loses 5 {HP}, then changes the [Range] of their [Timing: Attack] [Actions] to [Combat Zone]. 1/Round.
- B ▽ <<Returning Souls>>: Unique / User
- - Use On Damage Reduction. Perform a [Weapon Attack] once on [Range: Item / Target: 1#]. The Target cannot make a [Reactive Check]. 1/Round.
- A <<Evil Law Mastery>>: Constant / User
- -The target may use <<Returning Souls>> one additional time per round.
- <<Deadly Blow>>: Constant / User
- - The target gains +5 [Damage] to [Weapon Attacks] (Calculated). If the target is a [Mononoke], gain an additional +15.
- Event Talents:
- First Event/Distortion:
- <<Ultimate Magic>>: Magical Attack / 7 Sq. / 1# / Halves
- - Magical Attack. The user gains +2 to the {Conjure} check, then deals [Form: Magic] 2d6+29 magical damage. 1/Round.
- Second Event/Distortion:
- <<Spirit Interceptor>>: Start / Combat Zone / Combat Zone
- - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Session.
- Explanation:
- *A powerful Aramitama that eats human souls.*
- On Start: Apply <<Hypnosis Stare>>.
- 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>>.
- On Defense: When attacked by [Range: Engaged], apply <<Returning Souls>> up to twice per round.
- If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
- ----------------------------------------
- Corrupted Demon Hunter / Class: Chaos / LV: 5 (1)
- Size : 2
- Wits : Clever
- Senses : Normal
- Speech : Yes
- Reaction : Hostile
- ID : 15
- Weakness : [Cold] [Shock] [Toxin]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 10 | 09 | 06 | 04 | 04
- {Fixed Values} | 17 | 16 | 13 | 11 | 11
- {Initiative} : 25 (10)
- {HP} : 258
- Armor : 5
- Barrier : 3
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / Engaged / 1#
- - [Form: Sword] 2d6+29 physical damage. [Additional Effect]: Change the [Attack Action] to [Range: Charge 3 Sq]. 1/Combat.
- ▼ <<Tactics II>>: Physical Attack / Engaged / 1#
- - The user gains +2 on {Accuracy} check, and deals [Form: Sword] 3d6+33 physical damage.
- ▼ <<Secret Killing Technique>>: Physical Attack / Combat Zone / 3#
- - The user gains +3 on {Accuracy} check, and deals [Form: Sword] 58 physical damage. 1/Combat.
- ▽ <<Spellcleave>>: Unique / User
- - Use On {Resist} Check. The target makes an {Accuracy} check in place of the {Resist} check. 1/Round.
- <<Fearsome Technique>>: Constant / User
- - During the targets [Turng], gain x1 [Timing: Attack].
- Boss Talents:
- <<Instant Transmission>>: Start / User
- - The target moves into any square up to 7 sq away. This talent does not consume [Start]. 1/Round.
- <<Unusual Movement>>: Prep / User
- - The target moves 3Sq, Ignoring [Engagements]. This talent does not spend [Prep]. 1/Round.
- B 〇 <<Demon Seikuken>>: Unique / Engaged / 1#
- - Use at Any Time. The user performs a [Difficulty: 17] [Physical Attack] that deals [Form: Sword] 4d6+49 Physical Damage. 1/Round.
- <<Scattershot>>: Unique / User
- - Use While Active. Gain + 3# to the [Target] of an [Attack Action]. 1/Round.
- A <<Evil Law Mastery>>: Constant / User
- -The target may use <<Demon Seikuken>> one additional time per round.
- Event Talents:
- First Event/Distortion:
- <<Secret Spiritual Power>>: Start / Combat Zone / 1#
- - 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].
- Second Event/Distortion:
- <<True Words of Ruin>>: Unique / Combat Zone / 1#
- - Use on Damage Calculation. The user loses 10 {HP} and gains either effect 1 or 2. 1/Round.
- 1. Apply [Shift: Downed - Taken Out - Dead] to an Innocent.
- 2. Gain +[1d6x5] [Damage].
- Explanation:
- *A Demon Hunter brought to despair through the power of an Aramitama.*
- On Start: Use <<Instant Transmission>> to approach PCs
- On Declaring [Engagements]: Use <<Demon Seikuken>> twice on PCs with low {Evade}.
- 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>>.
- If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
- ----------------------------------------
- Evil God Statue / Class: Chaos / LV: 5 (1)
- Size : 4
- Wits : Clever
- Senses : Magic
- Speech : Yes
- Reaction : Hostile
- ID : 21
- Weakness : [Fire] [Magnet] [Light]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 11 | 06 | 06 | 15 | 05
- {Fixed Values} | 18 | 13 | 13 | 22 | 12
- {Initiative} : 20 (12)
- {HP} : 297
- Armor : 20
- Barrier : 10
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / Charge 3 Sq. / Area
- - [Element: Shock / Form: Hammer] 5d6+25 physical damage.
- ▼ <<Evil God Strike>>: Physical Attack / Engaged / 1#
- - [Form: Hamme] 5d6+35 physical damage. 1/Round.
- ▽ <<Evil Protection>>: Defense / 5 Sq. / 1#
- - Use on Damage Reduction. The user receives the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
- ▽ <<Avatar of Evil>>: Constant / User
- - 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.
- Boss Talents:
- ▼ <<One Shot To Tear The Earth>>: Physical Attack / Charge 3 Sq. / 1#
- - The user gains +2 on {Accuracy} check, then deals [Form: Hammer] 4d6+37 physical damage.
- ▽ <<Returning Souls>>: Unique / User
- - Use On Damage Reduction. Perform a [Weapon Attack] once on [Range: Item / Target: 1#]. The Target cannot make a [Reactive Check]. 1/Round.
- B <<Widen Range>>: Unique / User
- -Use at Any Time. The target loses 5 {HP}, then changes the [Range] of their [Timing: Attack] [Actions] to [Combat Zone]. 1/Round.
- A <<Evil Law Mastery>>: Constant / User
- -The target may use <<Widen Range>> one additional time per round.
- ▽〇 <<Intercept Position>>: Constant / User
- - 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.
- Event Talents:
- First Event/Distortion:
- <<Soul Smash>>: Unique / User
- - 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.
- Second Event/Distortion:
- <<Spirit Interceptor>>: Start / Combat Zone / Combat Zone
- - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Session.
- Explanation:
- *A giant statue of a god, which has became an Aramitama.*
- On Prep: [Combat Move] towards the PCs.
- On Attack: Use any ▼.
- 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.
- If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
- ----------------------------------------
- Fallen Sorcerer / Class: Chaos / LV: 5 (1)
- Size : 2
- Wits : Clever
- Senses : Normal
- Speech : Yes
- Reaction : Hostile
- ID : 15
- Weakness : [Cold] [Magnet] [Toxin]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 06 | 04 | 12 | 11 | 05
- {Fixed Values} | 13 | 11 | 19 | 18 | 12
- {Initiative} : 22 (9)
- {HP} : 303
- Armor : 2
- Barrier : 6
- Attack Methods
- ▼ [Weapon Attack]: Magical Attack / 7 Sq. / 2# / Cancels
- - [Form: Magic] 2d6+26 magical damage.
- ▼ <<Attack Magic II>>: Magical Attack / 10 Sq. / Area / Halves
- - [Form: Magic] 3d6+31 magical damage.
- ▼ <<Great Magic>>: Magical Attack / Combat Zone / Combat Zone / Cancels
- - The user gains +2 on {Conjure} check, then deals [Form: Magic] 32 magical damage. 1/Combat.
- ▽ <<Blink>>: Unique / User
- - Use when Reactive. The target may make a {Resist} check in place of a [Reactive Check].
- <<Secret Magic>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack].
- Boss Talents:
- <<Puppet>>: Start / Combat Zone / 1#
- - One Target other than the user gains +3 to [Active Checks] and +10 To [Damage Calculation].
- ▼ <<Ultimate Magic>>: Magical Attack / 7 Sq. / 1# / Halves
- - Magical Attack. The user gains +2 to the {Conjure} check, then deals [Form: Magic] 2d6+34 magical damage. 1/Round.
- <<Scattershot>>: Unique / User
- - Use While Active. Gain + 3# to the [Target] of an [Attack Action]. 1/Round.
- <<Giants Soul>>: Unique / Combat Zone / 1#
- - 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.
- 〇 <<At-Will Magic>>: Constant / User
- - The target gains +50 to {Maximum HP}. Additionally, the target does not spend [Timing: Start] when using [Boss Talents].
- Event Talents:
- First Event/Distortion:
- <<Spirit Interceptor>>: Start / Combat Zone / Combat Zone
- - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Session.
- Second Event/Distortion:
- <<Family Summons>>: Constant / User
- - 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
- Explanation:
- *A skilled magic user who became an Aramitama.*
- On Start: Apply <<Puppet>> + <<At-Will Magic>> on all NPCs.
- On Prep: [Simple Move] away from the PCs
- On Attack: Use <<Attack Magic II>>, then <<Ultimate Magic>> + <<Scattershot>> in that order.
- On Defense: Use ▽ when receiving a Physical Attack.
- If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
- ----------------------------------------
- Blasphemous Body / Class: Chaos / LV: 5 (1)
- Size : 3
- Wits : Clever
- Senses : Magic
- Speech : Yes
- Reaction : Hostile
- ID : 15
- Weakness : [Cold] [Shock] [Wind] [Phantom]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 06 | 06 | 14 | 11 | 05
- {Fixed Values} | 13 | 13 | 21 | 18 | 12
- {Initiative} : 31 (12)
- {HP} : 311
- Armor : 8
- Barrier : 2
- Attack Methods
- ▼ [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
- - [Form: Magic] 2d6+23 magical damage. [Additional Effect]: Change the [Attack Action] to [Target: 5#]. 1/Combat.
- ▼ <<Blood Spear>>: Magical Attack / 10 Sq. / Area / Halves
- - [Form: Magic] 3d6+30 magical damage.
- A <<Chaos Thought>>: Unique / 7 Sq. / 1#
- - Use when the target declares a Talent. Cancel the effect of one [Timing: Unique] talent used by the target. 1/Round.
- ▽ <<Repulsive Chaos>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halved] [Form: Sword - Spear] [Physical Damage].
- Boss Talents:
- ▼ <<Ultimate Magic>>: Magical Attack / 7 Sq. / 1# / Halves
- - Magical Attack. The user gains +2 to the {Conjure} check, then deals [Form: Magic] 2d6+36 magical damage. 1/Round.
- <<Mystic Blood Regeneration>>: End / User
- - The target [Recovers] 20 {HP}. This talent does not consume [End]. 1/Round.
- <<Scattershot>>: Unique / User
- - Use While Active. Gain + 3# to the [Target] of an [Attack Action]. 1/Round.
- 〇 <<Spirit Destruction>>: Unique / Combat Zone / 1#
- - 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.
- B <<Evil Law Mastery>>: Constant / User
- -The target may use <<Spirit Destruction>> one additional time per round.
- Event Talents:
- First Event/Distortion:
- <<Instant Transmission>>: Start / User
- - The target moves into any square up to 7 sq away. This talent does not consume [Start]. 1/Round.
- Second Event/Distortion:
- <<Wave of Thought>>: Attack / Combat Zone / 1# / No Reactive Check
- - 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.
- Explanation:
- *A human soul that became an Aramitama which endlessly craves flesh.*
- On Prep: Make a [Simple Move] away from the PCs.
- On Attack: Use <<Ultimate Magic>> + <<Scattershot>>, then <<Blood Spear>> as the basic strategy.
- On Unique: Cancel [Timing: Start] talents with <<Spirit Destruction>> up to twice per round. Cancel [Timing: Unique] talents with <<Chaos Thought>>.
- If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
- ----------------------------------------
- Fallen Tsukumogami / Class: Chaos / LV: 6 (2)
- Size : 4
- Wits : Clever
- Senses : Heat
- Speech : Yes
- Reaction : Hostile
- ID : 18
- Weakness : [Cold] [Shock] [Magnet] [Toxin]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 14 | 06 | 13 | 07 | 02
- {Fixed Values} | 21 | 13 | 20 | 14 | 09
- {Initiative} : 25 (10)
- {HP} : 367
- Armor : 10
- Barrier : 5
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / 7 Sq. / 2#
- - [Element: Shock / Form: Sword] 5d6+32 physical damage.
- <<Ninety-Nine Spirits>>: Prep / User
- - The users [Attack Actions] gain +4 Sq. to [Range].
- ▼ <<Sacred Treasure Spinning Arts (神器が紡ぐ術式)>>: Magical Attack / 7 Sq. / Area / Halves
- - [Element: Shock / Form: Magic] 3d6+36 magical damage. 1/Round.
- <<Fearsome Machine-God>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Rank: 2 or less] [Physical Damage].
- Boss Talents:
- ▼ <<One Shot To Tear The Earth>>: Physical Attack / 7 Sq. / 1#
- - The user gains +2 on {Accuracy} check, then deals [Form: Sword] 4d6+39 physical damage.
- <<Scattershot>>: Unique / User
- - Use While Active. Gain + 3# to the [Target] of an [Attack Action]. 1/Round.
- <<Penetrating Impact>>: Unique / Combat Zone / 1#
- - Use on Damage Reduction. The user loses 5 {HP}, then [Halves] the targets [Armor] or [Barrier]. 1/Round.
- 〇 <<Divine Power Penetration>>: Unique / User
- - Use on Damage Calculation. [Range: Engaged / Target: 1#] takes [Damage] equal to the result of [Damage Calculation]. 1/Combat.
- A 〇 <<Spirit Destruction>>: Unique / Combat Zone / 1#
- - 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.
- B <<Evil Law Mastery>>: Constant / User
- -The target may use <<Penetrating Impact>> one additional time per round.
- Event Talents:
- First Event/Distortion:
- <<Secret Spiritual Power>>: Start / Combat Zone / 1#
- - 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].
- Second Event/Distortion:
- <<Spirit Interceptor>>: Start / Combat Zone / Combat Zone
- - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Session.
- Explanation:
- *A mighty tsukumogami that became an Aramitama.*
- On Start: When PCs declare a talent, cancel it with <<Spirit Destruction>>.
- On Prep: Use <<Ninety-Nine Spirits>>.
- On Attack: Combine <<One Shot To Tear The Earth>> with <<Scattershot>>, and use <<Penetrating Impact>> twice a round with <<Evil Law Mastery>>.
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- ----------------------------------------
- Deranged Executioner / Class: Chaos / LV: 6 (2)
- Size : 2
- Wits : Clever
- Senses : Normal
- Speech : Yes
- Reaction : Hostile
- ID : 17
- Weakness : [Fire] [Cold] [Shock] [Light]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 15 | 09 | 06 | 04 | 06
- {Fixed Values} | 22 | 16 | 13 | 11 | 13
- {Initiative} : 37 (14)
- {HP} : 379
- Armor : 4
- Barrier : 5
- Attack Methods
- ▼[Weapon Attack]: Melee Attack / Engaged / 1#
- - [Form: Sword] 2d6+30 physical damage.
- <<Murder Technique>>: Start / Combat Zone / 1# / No Reactive Check
- - The target cannot use [Timing: Unique] talents. 1/Combat.
- ▼ <<Skilled Killing Arts>>: Physical Attack / 7 Sq. / 1#
- - [Form: Ranged] 3d6+47 physical damage.
- <<Beast in Human Skin>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, targets of the user's [Attack Actions] cannot [Halve] [Damage].
- Boss Talents:
- 〇 <<Hunter's Eye>>: Start / User
- - 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.
- <<Hidden Depths>>: Prep / User
- - The target gains +1 to [Active Checks] and +12 [Damage]. 2/Combat.
- B <<Scattershot>>: Unique / User
- - Use While Active. Gain + 3# to the [Target] of an [Attack Action]. 1/Round.
- A <<Evil Law Mastery>>: Constant / User
- -The target may use <<Scattershot>> one additional time per round.
- 〇 <<Awaken Hidden Power>>: Constant / User
- - <<Hidden Depths>> Required. The target gains +5 {Initiative} (Calculated). Additionally, after using <<Hidden Depths>>, the target may perform x1 [Timing: Attack].
- Event Talents:
- First Event/Distortion:
- <<Blow of Destruction>>: Physical Attack / Engaged / Area
- - 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.
- Second Event/Distortion:
- <<Forced Sealing>> End / Combat Zone / 1#
- - The user rolls 1d6, and on a result other than 1 or 2, the target [Mononoke] gains [Shift: Dead] (No reactive check). 1/Combat.
- Explanation:
- *A professional hitman who turned into an Aramitama.*
- On Start: Use <<Hunter's Eye>>, and target the PC with the most [Timing: Unique] talents with <<Murder Technique>>.
- On Prep: Use <<Hidden Depths>> + <<Awaken Hidden Power>>.
- On Attack: Use ▼ + apply <Scattershot>> twice per round. Do not forget to appply <<Beast with Human Skin>>.
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- ----------------------------------------
- Evil Chrysalis / Class: Chaos / LV: 6 (2)
- Size : 2
- Wits : Clever
- Senses : Heat
- Speech : Yes
- Reaction : Hostile
- ID : 18
- Weakness : [Fire] [Shock] [Wind]
- Movement : 18
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 17 | 07 | 07 | 19 | 08
- {Fixed Values} | 24 | 14 | 14 | 26 | 15
- {Initiative} : 26 (11)
- {HP} : 373
- Armor : 7
- Barrier : 1
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / 7 Sq. / 1#
- - [Form: Sword] 2d6+43 physical damage.
- ▼ <<Poison Claw>>: Physical Attack / 3 Sq. / 1#
- - [Form: Sword] 5d6+33 physical damage. If the target takes at least one point of this damage, they gain [Shift: Poison].
- ▼ <<Rainbow Pseudopod>>: Physical Attack / 3 Sq. / 1#
- - [Form: Sword] 5d6+43 physical damage, and the target may not use [Timing: Defense] talents. 1/Round.
- <<Worship from Followers>>: Constant / User
- - The target gains +1 {Accuracy} and +1d for [Physical Attacks] for each NPC that is [Engaged] with the target.
- Boss Talents:
- <<Instant Transmission>>: Start / User
- - The target moves into any square up to 7 sq away. This talent does not consume [Start]. 1/Round.
- B <<Dispersal Setup>>: Prep / User
- - 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].
- A <<Extra Limbs A>>: Constant / User
- - 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].
- <<Extra Limbs B>>: Constant / User
- - 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].
- 〇 <<Concept: Restoration>>: Unique / User
- - 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>>.
- 〇 <<Concept: Killing Intent>>: Constant / User
- - The target gains +1 to [Active Checks] and +10 [Damage] (Calculated).
- Event Talents:
- First Event/Distortion:
- <<One Shot To Tear The Earth>>: Physical Attack / 7 Sq. / 1#
- - The user gains +2 on {Accuracy} check, then deals [Form: Axe] 4d6+42 physical damage.
- Second Event/Distortion:
- <<Giants Soul>>: Unique / Combat Zone / 1#
- - 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.
- Explanation:
- *A mighty evil god that transformed into an Aramitama. It has agile movement with the many rainbow-colored pseudopods protruding from its back.*
- On Start: Use <<<Instant Transmission>> to approach PCs.
- On Prep: Use <<Dispersal Setup>>.
- On Attack: Use any ▼, up to 3 times per round. Reveal the effects of <<Extra Limbs>> on a successful [Identify].
- After losing the effect of <<Extra Limbs>>, activate <<Concept: Restoration>>.
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- ----------------------------------------
- Sealed Evil Beast / Class: Chaos / LV: 6 (2)
- Size : 2
- Wits : Clever
- Senses : Normal
- Speech : Yes
- Reaction : Hostile
- ID : 14
- Weakness : [Fire] [Cold] [Magnet] [Toxin]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 10 | 13 | 13 | 05 | 05
- {Fixed Values} | 17 | 20 | 20 | 12 | 12
- {Initiative} : 30 (12)
- {HP} : 385
- Armor : 3
- Barrier : 4
- Attack Methods
- ▼[Weapon Attack]: Melee Attack / Engaged / 1#
- - [Form: Sword] 4d6+38 physical damage.
- <<Instant Camoflage>>: Start / User
- The target gains [Shift: Hidden / Difficulty: 20].
- ▼ <<Magic Beast Spirit>>: Physical Attack / Engaged / 1#
- - The user gains +2 on {Accuracy} check, then deals [Form: Sword] 4d6+38 physical damage.
- ▼ <<Thought Disruption>>: Magical Attack / 4 Sq. / 3# / Cancels
- - [Element: Magnet / Form: Magic] 4d6+43 magical damage. 1/Round.
- <<Sealed Being>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack].
- Boss Talents:
- A <<Dispersal Setup>>: Prep / User
- - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
- <<Widen Range>>: Unique / User
- -Use at Any Time. The target loses 5 {HP}, then changes the [Range] of their [Timing: Attack] [Actions] to [Combat Zone]. 1/Round.
- <<Fearsome Power>> + <<Unusual Spiritual Pressure>>: Constant / User
- - The target gains +20 {Maximum HP}, +1 to [Active Checks] and +2d6 to [Damage].
- 〇 <<Flying Death>>: Constant / User
- - Required <<Widen Range>>. The target may change [Range: Engaged - Charge X Sq.] [Attack Actions] to [Range: 7 Sq].
- 〇 <<Concept: Killing Intent>>: Constant / User
- - The target gains +1 to [Active Checks] and +10 [Damage] (Calculated).
- Event Talents:
- First Event/Distortion:
- <<Forced Sealing>> End / Combat Zone / 1#
- - The user rolls 1d6, and on a result other than 1 or 2, the target [Mononoke] gains [Shift: Dead] (No reactive check). 1/Combat.
- Second Event/Distortion:
- <<True Words of Ruin>>: Unique / Combat Zone / 1#
- - Use on Damage Calculation. The user loses 10 {HP} and gains either effect 1 or 2. 1/Round.
- 1. Apply [Shift: Downed - Taken Out - Dead] to an Innocent.
- 2. Gain +[1d6x5] [Damage].
- Explanation:
- *A magic beast Aramitama which was sealed away for many years.*
- On Start: Use <<Instant Camoflage>>.
- On Prep: Use <<Dispersal Setup>>.
- On Attack: Use ▼ and apply either <<Widen Range>> or <<Flying Death>>.
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- ----------------------------------------
- Insane Divine Beast / Class: Chaos / LV: 7 (2)
- Size : 3
- Wits : Clever
- Senses : Magic
- Speech : Yes
- Reaction : Hostile
- ID : 17
- Weakness : [Fire] [Cold] [Light] [Phantom]
- Movement : Walk, Fly
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 14 | 08 | 12 | 09 | 08
- {Fixed Values} | 21 | 15 | 19 | 16 | 15
- {Initiative} : 30 (12)
- {HP} : 394
- Armor : 10
- Barrier : 1
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / 7 Sq. / 1#
- - [Form: Spear] 3d6+39 physical damage.
- ▼ <<Toxin Attack>: Physical Attack / Charge 2 Sq. / 1#
- - [Element: Toxin / Form: Spear] 6d6+35 physical damage.
- ▼ <<Dark Magic>>: Magical Attack / 7 Sq. / 3# / Cancels
- - [Element: Toxin / Form: Magic] 5d6+30 magical damage. 1/Round.
- <<Martial Arts Obstruction>>: Unique / 7 Sq. / 1#
- - Use on {Accuracy} check. Cancel the [Damage] and other effects of the targets [Physical Attack]-type [Weapon Attack]. 1/Round.
- ▽ <<Cunning Wisdom>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target reduces [Damage] from targets other than [Range: Engaged] by 10.
- Boss Talents:
- ▽ <<Giants Soul>>: Unique / Combat Zone / 1#
- - 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.
- <<Forbidden Miracle>>: Unique / Combat Zone / 1#
- - Use after making an [Opposed Check] with the target. The user swaps the result of their check with the target's. 1/Combat.
- A <<Fearsome Strike>>: Unique / User
- - 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.
- 〇 <<Spirit Destruction>>: Unique / Combat Zone / 1#
- - 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.
- ★ <<The Will of Darkness>>: Unique / Combat Zone / 1#
- - 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.
- ▽〇 <<Curse Mutation>>: Constant / User
- - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack].
- Event Talents:
- First Event/Distortion:
- <<Curse Release>>: Unique / Combat Zone / 1#
- - Use on Check. The target gains +10 to the result of the check. 1/Combat.
- Second Event/Distortion:
- <<Instant Transmission>>: Start / User
- - The target moves into any square up to 7 sq away. This talent does not consume [Start]. 1/Round.
- Explanation:
- *A high-ranked mythical beast that transformed into an Aramitama.*
- On Prep: Adjust positioning with a [Simple Move].
- On Attack: Use any of ▼.
- On Defense: Use a combination of ▽ when attacked.
- 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.
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- ----------------------------------------
- Mighty Evil Spirit / Class: Chaos / LV: 7 (2)
- Size : 2
- Wits : Clever
- Senses : Magic
- Speech : Yes
- Reaction : Hostile
- ID : 18
- Weakness : [Fire] [Wind] [Magnet] [Light]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 12 | 04 | 12 | 05 | 06
- {Fixed Values} | 19 | 11 | 19 | 12 | 13
- {Initiative} : 32 (13)
- {HP} : 422
- Armor : 5
- Barrier : 5
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / Engaged / 1#
- - [Form: Hammer] 2d6+38 physical damage. [Additional Effect]: Change an [Attack Action] to [Range: Charge 7 Sq.]. 1/Round.
- <<Gaze: Fallen>>: Start / 4 Sq. / Area / No Reactive Check
- - The target gains [Shift: Fallen].
- ▼ <<Life Drain>>: Physical Attack / Engaged / 3#
- - [Form: Spear] 3d6+31 physical damage. If the target fails a [Reactive Check], the user [Recovers] 20 {HP}.
- ▼ <<Pulse of Spirit Power>>: Magical Attack / 7 Sq. / 2# / Cancels
- - [Form: Magic] 2d6+35 magical damage. Targets that fail their [Reactive Check] gain [Shift: Pain]. 1/Round.
- <<Great Evil>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack].
- Boss Talents:
- ★ <<Careful Raid>>: Start / Combat Zone / Combat Zone
- - NPCs other than the user change {Wits} to [Clever], and gain +14 {Initiative}.
- <<Puppet>>: Start / Combat Zone / 1#
- - One Target other than the user gains +3 to [Active Checks] and +10 To [Damage Calculation].
- A <<Giants Soul>>: Unique / Combat Zone / 1#
- - 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.
- <<Commander Aspect>>: Constant / User
- - NPCs other than [Bosses] in the [Combat Zone] gain +7 {Initiative}.
- 〇 <<At-Will Magic>>: Constant / User
- - The target gains +50 to {Maximum HP} (Calculated). Additionally, the target does not spend [Timing: Start] when using [Boss Talents].
- B〇 <<Regalia Crush>>: Constant / User
- - If the [Target] of an [Attack Action] is equipped a [Form: Suit / Cost: 2800G or Less], the user gains +35 [Damage].
- Event Talents:
- First Event/Distortion:
- <<Hundred Spirit Waves>>: Prep / User
- - 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].
- Second Event/Distortion:
- <<Secret Spiritual Power>>: Start / Combat Zone / 1#
- - 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].
- Explanation:
- *A high-ranking guardian spirit who once protected the land, now turned into an Aramitama.*
- On Start: Use <<At-Will Magic>> to apply <<Puppet>> + ★ <<Careful Raid>> + <<Commander Aspect>> to all NPCs. Apply <<Gaze: Fallen>> to the PCs.
- On Prep: Make a [Simple Move] to move away from the PCs.
- 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.
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- ----------------------------------------
- Vengeful Oni / Class: Chaos / LV: 7 (2)
- Size : 2
- Wits : Clever
- Senses : Domain
- Speech : Yes
- Reaction : Hostile
- ID : 23
- Weakness : [Fire] [Shock] [Wind] [Light]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 14 | 11 | 04 | 05 | 05
- {Fixed Values} | 21 | 18 | 11 | 12 | 12
- {Initiative} : 36 (14)
- {HP} : 431
- Armor : 5
- Barrier : 5
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / 7 Sq. / 3#
- - [Element: Cold / Form: Spear] 4d6+38 physical damage.
- <<Devil's Resonance>>: Start / Combat Zone / Combat Zone
- - NPCs other than the user that are [LV: 7 or Less] gain +10 [Damage] and {Initiative}.
- ▼ <<Revenge Strike>>: Physical Attack / 7 Sq. / Combat Zone
- - [Element: Cold / Form: Sword] 5d6+44 physical damage. 2/Round.
- ▽ <<Space-Time Distortion>>: Unique / Combat Zone / 1#
- - 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.
- <<Mystic Power of Love and Hate>>: Constant / User
- - During the targets [Turn], gain x2 [Timing: Attack].
- Boss Talents:
- ★ <<Elite Mutation>>: Start / Combat Zone / Combat Zone
- - NPCs other than the user change {Wits} to [Clever], gain +3 to [Active Checks], and the target removes "x#" from its name.
- <<Penetrating Impact>>: Unique / Combat Zone / 1#
- - Use on Damage Reduction. The user loses 5 {HP}, then [Halves] the targets [Armor] or [Barrier]. 1/Round.
- ▽<<Giants Soul>>: Unique / Combat Zone / 1#
- - 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.
- B <<Returning Souls>>: Unique / User
- - Use On Damage Reduction. Perform a [Weapon Attack] once on [Range: Item / Target: 1#]. The Target cannot make a [Reactive Check]. 1/Round.
- A〇 <<Intercept Position>>: Constant / User
- - 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.
- 〇 <<At-Will Magic>>: Constant / User
- - The target gains +50 to {Maximum HP} (Calculated). Additionally, the target does not spend [Timing: Start] when using [Boss Talents].
- Event Talents:
- First Event/Distortion:
- <<One Shot To Tear The Earth>>: Physical Attack / 7 Sq. / 1#
- - The user gains +2 on {Accuracy} check, then deals [Form: Axe] 4d6+42 physical damage.
- Second Event/Distortion:
- <<Spirit Interceptor>>: Start / Combat Zone / Combat Zone
- - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Session.
- Explanation:
- *A demon that became an Aramitama.*
- On Start: Apply ★ <<Elite Mutation>> + <<Devil's Resonance>> using 〇<<At-Will Magic>>.
- On Prep: Adjust the distance from the PCs with a [Combat Move].
- On Attack: Use any ▼ + <<Penetrating Impact>>.
- 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>>.
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- !!!!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>>.!!!!
- ----------------------------------------
- Evil Enforcer / Class: Chaos / LV: 7 (2)
- Size : 2
- Wits : Clever
- Senses : Normal
- Speech : Yes
- Reaction : Hostile
- ID : 18
- Weakness : [Wind] [Light] [Toxin]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 14 | 09 | 10 | 04 | 04
- {Fixed Values} | 21 | 16 | 17 | 11 | 11
- {Initiative} : 32 (13)
- {HP} : 485
- Armor : 4
- Barrier : 3
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / Engaged / 1#
- - [Form: Sword] 2d6+43 physical damage.
- <<Spirit Seal>>: Start / Combat Zone / 1#
- - The target cannot perform [Influence]. 1/Combat.
- ▼ <<Executive Fighting Technique>>: Physical Attack / Engaged / 1#
- - [Form: Sword] 5d6+40 physical damage to the target. Additionally, the target cannot use [Timing: Defense] [Talents]. 1/Round.
- ▼ <<Recovery Magic II>>: Magical Attack / User / Cancels
- - The target [Recovers] 20 {HP}. 1/Round.
- <<Unusual Martial Arts>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack].
- Boss Talents:
- B <<Dispersal Setup>>: Prep / User
- - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
- ▼ <<One Shot To Tear The Earth>>: Physical Attack / 7 Sq. / 1#
- - The user gains +2 on {Accuracy} check, then deals [Form: Axe] 4d6+42 physical damage.
- <<Widen Range>>: Unique / User
- -Use at Any Time. The target loses 5 {HP}, then changes the [Range] of their [Timing: Attack] [Actions] to [Combat Zone]. 1/Round.
- 〇 <<Concept: Killing Intent>>: Constant / User
- - The target gains +1 to [Active Checks] and +10 [Damage] (Calculated).
- A〇 <<Flying Death>>: Constant / User
- - Required <<Widen Range>>. The target may change [Range: Engaged - Charge X Sq.] [Attack Actions] to [Range: 7 Sq].
- ★ <<High-Level Presence>>: Constant / User
- - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
- Event Talents:
- First Event/Distortion:
- <<Invisible Wall>>: Defense / Combat Zone / Combat Zone
- - Use on Damage Reduction. The target gains +35 [Armor] and [Barrier]. 1/Combat.
- Second Event/Distortion:
- <<Instant Transmission>>: Start / User
- - The target moves into any square up to 7 sq away. This talent does not consume [Start]. 1/Round.
- Explanation:
- *A mysterious executioner who was turned into an Aramitama.*
- On Prep: Apply <<Dispersal Setup>>.
- On Attack: Use ▼ for 3 Attacks, and apply 〇 <<Flying Death>>.
- Activate <<Spirit Seal>> on the second or third turn, when the PCs dice are unsuited for using abilities.
- When injured, use <<Recovery Magic II>> as a [Timing: Attack], and target all defenders with <<Executive Fighting Technique>>.
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- ----------------------------------------
- Evil Daiyoukai / Class: Chaos / LV: 8 (2)
- Size : 4
- Wits : Clever
- Senses : Magic
- Speech : Yes
- Reaction : Hostile
- ID : 18
- Weakness : [Shock, Wind, Magnet, Toxin]
- Movement :
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 16 | 12 | 02 | 02 | 05
- {Fixed Values} | 23 | 19 | 09 | 09 | 12
- {Initiative} : 32 (13)
- {HP} : 412
- Armor : 10
- Barrier : 5
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / Engaged / 1#
- - [Form: Spear] 6d6+39 physical damage.
- ▼ <<Great Youkai Strike>>: Physical Attack / Engaged / 1#
- - [Form: Spear] 6d6+55 physical damage.
- B▽ <<Divine Counter>>: Defense / User / No Evasion
- - Use Before {Evasion} Check. The {Evasion} check automatically fails, but [Range: Engaged / Target: 1#] takes [Form: Axe] 2d6+40 physical damage.
- ▽ <<Epithet of Fear>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Form: Axe - Hammer] [Physical Damage].
- Boss Talents:
- <<Widen Range>>: Unique / User
- -Use at Any Time. The target loses 5 {HP}, then changes the [Range] of their [Timing: Attack] [Actions] to [Combat Zone]. 1/Round.
- ▽<<Giants Soul>>: Unique / Combat Zone / 1#
- - 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.
- ▽ <<Returning Souls>>: Unique / User
- - Use On Damage Reduction. Perform a [Weapon Attack] once on [Range: Item / Target: 1#]. The Target cannot make a [Reactive Check]. 1/Round.
- ▽〇 <<Intercept Position>>: Constant / User
- - 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.
- A〇 <<Flying Death>>: Constant / User
- - Required <<Widen Range>>. The target may change [Range: Engaged - Charge X Sq.] [Attack Actions] to [Range: 7 Sq].
- ★ <<Deity of Madness>>: Constant / User
- - 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].
- Event Talents:
- First Event/Distortion:
- <<Soul Smash>>: Unique / User
- - 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.
- Second Event/Distortion:
- <<Spirit Interceptor>: Start / Combat Zone / Combat Zone
- - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Session.
- Explanation:
- *A great monster who has become an Aramitama.*
- On Prep: Use a [Combat Move] to approach PCs.
- On Attack: Use ▼ while [Engaged].
- When attacked by a wide-area attack, use <<Giant's Soul>> + ▽ in combination (Apply <<Widen Range>> or <<Flying Death>> to increase distance as necessary).
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- ----------------------------------------
- Moonlit Ruler / Class: Chaos / LV: 8 (2)
- Size : 3
- Wits : Clever
- Senses : Domain
- Speech : Yes
- Reaction : Hostile
- ID : 20
- Weakness : [Cold] [Magnet] [Toxin] [Phantom]
- Movement : Walk, Fly
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 03 | 07 | 15 | 15 | 07
- {Fixed Values} | 10 | 14 | 22 | 22 | 14
- {Initiative} : 38 (15)
- {HP} : 435
- Armor : 10
- Barrier : 15
- Attack Methods
- ▼ [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
- - [Form: Magic] 3d6+38 magical damage. [Additional Effect]: [Halve] the targets [Armor] and [Barrier]. 1/Round.
- <<Moonlight Night Master>>: Start / Combat Zone / Combat Zone / No Reactive Check
- - The target removes [Shift: Flight], and changes [Move] to [Walk].
- ▼ <<Breath of Darkness>>: Magical Attack / Combat Zone / 3# / Cancels
- - [Element: Magnet / Form: Magic] 6d6+55 magical damage. 1/Round.
- <<Ominous Bird Miasma>>: Unique / Combat Zone / 1#
- - Use At Any Time. The target loses 1 [Overflow]. 1/Round.
- <<Blue Flame>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target reduces [Element: Fire] damage to 0, and ignores other effects.
- Boss Talents:
- ★ <<Spiritual Overload>>: Start / Combat Zone / Combat Zone / No Reactive Check
- - The target adds [1] to the [Cost] when using [Talents] other than [Timing: Constant]. 1/Combat.
- ▼ <<Ultimate Magic>>: Magical Attack / 7 Sq. / 1# / Halves
- - Magical Attack. The user gains +2 to the {Conjure} check, then deals [Form: Magic] 2d6+46 magical damage. 1/Round.
- B 〇 <<Spirit Destruction>>: Unique / Combat Zone / 1#
- - 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.
- <<Scattershot>>: Unique / User
- - Use While Active. Gain + 3# to the [Target] of an [Attack Action]. 1/Round.
- A <<Evil Law Mastery>>: Constant / User
- -The target may use <<Spirit Destruction>> one additional time per round.
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP} (Calculated).
- Event Talents:
- First Event/Distortion:
- <<Wave of Thought>>: Attack / Combat Zone / 1# / No Reactive Check
- - 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.
- Second Event/Distortion:
- <<The Collapse of Heaven And Earth>>: Magical Attack / Combat Zone / Combat Zone / Halves
- - 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.
- Explanation:
- *A powerful spirit that only appears on moonlight nights, corrupted into an Aramitama.*
- On Start: Apply <<Spiritual Overload>>.
- On Prep: Adjust position with a [Simple Move].
- On Attack: Use ▼ + <<Scattershot>>.
- 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.
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- ----------------------------------------
- Possessed Aragami / Class: Chaos / LV: 8 (2)
- Size : 2
- Wits : Clever
- Senses : Magic
- Speech : Yes
- Reaction : Hostile
- ID : 19
- Weakness : [Shock] [Wind] [Light] [Phantom]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 15 | 06 | 14 | 08 | 05
- {Fixed Values} | 22 | 13 | 21 | 15 | 12
- {Initiative} : 37 (14)
- {HP} : 438
- Armor : 05
- Barrier : 10
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / Engaged / 1#
- - [Form: Axe] 4d6+38 physical damage.
- ▼ <<Harmful Spirit Release>>: Magical Attack / 7 Sq. / 2# / Cancels
- -[Element: Toxin / Form: Magic] 5d6+50 magical damage.
- ▽ <<Spiritual Charge>>: Defense / User
- - Use on Damage Reduction. The target [Halves] [Physical Damage].
- <<Vengeful Spirit Prisoner>>: Constant / User
- - 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.
- Boss Talents:
- ★ <<Careful Raid>>: Start / Combat Zone / Combat Zone
- - NPCs other than the user change {Wits} to [Clever], and gain +16 {Initiative}.
- <<Puppet>>: Start / Combat Zone / 1#
- - One Target other than the user gains +3 to [Active Checks] and +10 To [Damage Calculation].
- B <<Dispersal Setup>>: Prep / User
- - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
- <<Calamity Caller>>: End / Combat Zone / 1#
- - Remove all negative [Shifts] from any one Mononoke that has "x#" written in its name, and it recovers HP up to its maximum value.
- 〇 <<At-Will Magic>>: Constant / User
- - The target gains +50 to {Maximum HP} (Calculated). Additionally, the target does not spend [Timing: Start] when using [Boss Talents].
- A <<Family Summons>>: Constant / User
- - 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
- Event Talents:
- First Event/Distortion:
- <<Forced Sealing>> End / Combat Zone / 1#
- - The user rolls 1d6, and on a result other than 1 or 2, the target [Mononoke] gains [Shift: Dead] (No reactive check). 1/Combat.
- Second Event/Distortion:
- <<Fearsome Strike>>: Unique / User
- - 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.
- Explanation:
- *An aramitama that rose from a particularly powerful bloodline.*
- On Start: Apply <<Careful Raid>> + <<Puppet>> to all NPCs.
- On Prep: Make a [Simple Move] and apply <<Dispersal Setup>>.
- On Attack: Use any ▼.
- During the second round, use <<Family Summons>> and <<Calamity Caller>> from that point on.
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- ----------------------------------------
- Spirit Vein Dweller / Class: Chaos / LV: 8 (2)
- Size : 4
- Wits : Clever
- Senses : Area
- Speech : Yes
- Reaction : Hostile
- ID : 19
- Weakness : [Fire] [Wind] [Magnet]
- Movement : Walk, Fly, Swim
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 15 | 04 | 07 | 13 | 06
- {Fixed Values} | 22 | 11 | 14 | 20 | 13
- {Initiative} : 38 (15)
- {HP} : 509
- Armor : 10
- Barrier : 10
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / Engaged / 1#
- - [Form: Spear] 7d6+50 physical damage. [Additional Effect]: Change an [Attack Action] to [Range: 7 Sq.].
- ▼ <<Strange Poison>>: Physical Attack / Engaged / Area
- - [Form: Spear] 8d6+45 physical damage. Targets that take at least 1 point of this damage gain [Shift: Poison].
- <<Thorny Exoskeleton>>: Defense / User
- - Use on Damage Reduction. The target gains +10 [Armor].
- <<Spirit Vein Eater>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target always has [Remove: Fallen, Darkness, Poison, Pain, Paralysis].
- Boss Talents:
- ▼ <<Winds of Death>> + 〇<<Whirlwind of Death>>: Physical Attack / 7 Sq. / 4#
- - 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.
- A <<Forced Sealing>> End / Combat Zone / 1#
- - The user rolls 1d6, and on a result other than 1 or 2, the target [Mononoke] gains [Shift: Dead] (No reactive check). 1/Combat.
- B <<Widen Range>>: Unique / User
- -Use at Any Time. The target loses 5 {HP}, then changes the [Range] of their [Timing: Attack] [Actions] to [Combat Zone]. 1/Round.
- 〇 <<Concept: Killing Intent>>: Constant / User
- - The target gains +1 to [Active Checks] and +10 [Damage] (Calculated).
- ★ <<High-Level Presence>>: Constant / User
- - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
- Event Talents:
- First Event/Distortion:
- <<Indestructible Body>>: Defense / User
- - 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.
- Second Event/Distortion:
- 〇 <<Wave of Impossibility>>: Constant / User
- - <<Indestructible Body>> required. The target does not lose HP when using <<Indestructible Body>>, and can reduce [Damage] by 30 when using <<Indestructible Body>>.
- Explanation:
- *An Aramitama that leeches off a spiritual vein, gradually absorbing the power of an entire region.*
- On Prep: Adjust position with a [Simple Move], and apply <<Dispersal Setup>>.
- On Attack: Use any ▼ + <<Widen Range>> for 3 attacks.
- On End: If a [Bound Primal] is appearing, target it with <<Forced Sealing>>.
- When hit by a [Physical Attack], apply <<Thorny Exoskeleton>>.
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- !!!!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>>.!!!!
- ----------------------------------------
- Warped Holy Spirit / Class: Chaos / LV: 9 (2)
- Size : 2
- Wits : Clever
- Senses : Domain
- Speech : Yes
- Reaction : Hostile
- ID : 25
- Weakness : [Cold] [Shock] [Wind]
- Movement : Walk, Fly, Swim
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 17 | 02 | 06 | 16 | 02
- {Fixed Values} | 24 | 09 | 13 | 23 | 09
- {Initiative} : 28 (11)
- {HP} : 415
- Armor : 20
- Barrier : 5
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / 10 Sq. / 2#
- - [Form: Spear] 4d6+40 physical damage.
- ▼ <<Spirit Wrath>>: Physical Attack / 10 Sq. / Area
- - [Form: Spear] 7d6+60 physical damage. 1/Round.
- ▽ <<Spirit Protection>>: Defense / 10 Sq. / 1#
- - Use on Damage Reduction. The user receives the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
- <<Spirit Barrier>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, NPCs other than the user in the [Combat Zone] reduce [Damage] by -10.
- Boss Talents:
- 〇 <<Magic Mirror>>: Unique / Combat Zone / 1#
- - Use on damage calculation. The target receives [Damage] calculated by themselves (No Reactive Check). 1/Session.
- B▽ <<Giants Soul>>: Unique / Combat Zone / 1#
- - 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.
- ▽ <<Returning Souls>>: Unique / User
- - Use On Damage Reduction. Perform a [Weapon Attack] once on [Range: Item / Target: 1#]. The Target cannot make a [Reactive Check]. 1/Round.
- ★ <<The Will of Darkness>>: Unique / Combat Zone / 1#
- - 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.
- A▽ <<Evil Law Mastery>>: Constant / User
- -The target may use <<Giants Soul>> one additional time per round.
- ▽〇 <<Intercept Position>>: Constant / User
- - 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.
- Event Talents:
- First Event/Distortion:
- <<One Shot To Tear The Earth>>: Physical Attack / 7 Sq. / 1#
- - The user gains +2 on {Accuracy} check, then deals [Form: Sword] 4d6+51 physical damage.
- Second Event/Distortion:
- <<Invisible Wall>>: Defense / Combat Zone / Combat Zone
- - Use on Damage Reduction. The target gains +45 [Armor] and [Barrier]. 1/Combat.
- Explanation:
- *A once great spirit, distorted into an Aramitama.*
- On Prep: Approach with a [Combat Move].
- On Attack: Use any ▼.
- When an NPC is hit by an attack, combine both protection + counter-attacks.
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- ----------------------------------------
- Dark Soul / Class: Chaos / LV: 9 (2)
- Size : 2
- Wits : Clever
- Senses : Magic
- Speech : Yes
- Reaction : Hostile
- ID : 15
- Weakness : [Fire] [Cold] [Light] [Shock]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 19 | 03 | 08 | 15 | 05
- {Fixed Values} | 26 | 10 | 15 | 22 | 12
- {Initiative} : 36 (14)
- {HP} : 484
- Armor : 10
- Barrier : 5
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / 5 Sq. / 1#
- - [Form: Sword] 4d6+35 physical damage.
- ▼ <<Dark Spirit Strike>>: Physical Attack / 7 Sq. / 1#
- - [Form: Spear] 6d6+60 physical damage, and the target [Halves] their [Armor]. 1/Round.
- ▽ <<A Hero Never Dies>>: Defense / User
- - Use on Damage Reduction. The target reduces all damage to 0, ignores other effects, and sets their {HP} to 100. 1/Combat.
- ▽ <<Fearsome Tale>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target reduces [Damage] from ranged or magic [Weapon Attacks] by 20.
- Boss Talents:
- A 〇 <<Hunter's Eye>>: Start / User
- - 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.
- B <<Dispersal Setup>>: Prep / User
- - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
- ▼ <<One Shot To Tear The Earth>>: Physical Attack / 7 Sq. / 1#
- - The user gains +2 on {Accuracy} check, then deals [Form: Axe] 4d6+53 physical damage.
- <<True Words of Ruin>> + 〇<<Elimination of Concepts>>: Unique / Combat Zone / 1#
- - Use on Damage Calculation. The user loses 10 {HP} and gains +[1d6x10] [Damage] against [Target: 1#].
- ★ <<High-Level Presence>>: Constant / User
- - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
- Event Talents:
- First Event/Distortion:
- <<Instant Transmission>>: Start / User
- - The target moves into any square up to 7 sq away. This talent does not consume [Start]. 1/Round.
- Second Event/Distortion:
- <<Forced Sealing>> End / Combat Zone / 1#
- - The user rolls 1d6, and on a result other than 1 or 2, the target [Mononoke] gains [Shift: Dead] (No reactive check). 1/Combat.
- Explanation:
- *A great heroic spirit, corrupted into an Aramitama.*
- On Start: Apply <<Hunter's Eye>>.
- On Prep: Apply <<Dispersal Setup>>.
- On Attack: Use any ▼, applying <<True Words of Ruin>> + 〇<<Elimination of Concepts>>.
- When taking lethal damage, activate ▽<<A Hero Never Dies>>.
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- ----------------------------------------
- Shadow of Destruction / Class: Chaos / LV: 9 (2)
- Size : 4
- Wits : Clever
- Senses : Domain
- Speech : Yes
- Reaction : Hostile
- ID : 27
- Weakness : [Cold] [Wind] [Light]
- Movement : Walk, Fly, Swim
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 06 | 06 | 15 | 18 | 05
- {Fixed Values} | 13 | 13 | 22 | 25 | 12
- {Initiative} : 36 (14)
- {HP} : 520
- Armor : 20
- Barrier : 5
- Attack Methods
- ▼ [Weapon Attack]: Magical Attack / 10 Sq. / 3# / Cancels
- - [Element: Phantom / Form: Magic] 4d6+35 magical damage.
- ▼ <<Enveloping Shadow>>: Magical Attack / 10 Sq. / 2# / Cancels
- - [Element: Toxin / Form: Magic] 7d6+60 magical damage. 2/Round.
- <<Shadow Howl>>: Unique / Combat Zone / 1#
- - Use when the target declares a talent. Use one [Timing: Attack] Talent against the target. 1/Round
- A <<Wave of Evil>>: Unique / Combat Zone / 1#
- - The target loses {HP} equal to their {Initiative}. 1/Combat.
- B <<Chaos Guardian>>: Constant / User
- - The target reduces the [Damage] of [Target: 2#+] [Attack Actions] to 0.
- Boss Talents:
- <<Soul Smash>> + 〇 <<Crest Annihilation>>: Unique / User
- - 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.
- <<Skilled Magical Technique>>: Constant / User
- - 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.
- ★ <<High-Level Presence>>: Constant / User
- - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
- Event Talents:
- First Event/Distortion:
- <<Ultimate Magic>>: Magical Attack / 7 Sq. / 1# / Halves
- - Magical Attack. The user gains +2 to the {Conjure} check, then deals [Form: Magic] 2d6+52 magical damage. 1/Round.
- Second Event/Distortion:
- <<Spirit Interceptor>: Start / Combat Zone / Combat Zone
- - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Session.
- Explanation:
- *A collective of evil conciousness transformed into an Aramitama.*
- On Prep: [Simple Move].
- On Attack: Use any ▼.
- If a PC attempts to dramatically increase their {Initiative}, counter with <<Shadow Howl>> and <<Wave of Evil>>.
- Use <<Soul Smash>> and 〇 <<Crest Annihilation>> on PCs who consume [Crest].
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- ----------------------------------------
- Forbidden Magic User / Class: Chaos / LV: 9 (2)
- Size : 2
- Wits : Clever
- Senses : Magic
- Speech : Yes
- Reaction : Hostile
- ID : 25
- Weakness : [Shock] [Wind] [Toxin] [Phantom]
- Movement : Walk, Fly
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 06 | 04 | 18 | 14 | 04
- {Fixed Values} | 13 | 11 | 25 | 21 | 14
- {Initiative} : 37 (14)
- {HP} : 522
- Armor : 4
- Barrier : 10
- Attack Methods
- ▼ [Weapon Attack]: Magical Attack / 6 Sq. / 2# / Cancel
- - [Element: Fire / Form: Magic] 3d6+40 magical damage.
- <<Forbidden Curse>>: Start / User
- - The target gains +5d6 [Damage].
- B <<Forbidden Domain>>: Unique / 10 Sq. / 1#
- - Use when the target declares a Talent. Cancel the effect of one [Timing: Defense] or [Timing: Unique] talent. 1/round.
- ▽ <<Curse Strengthening>>: Constant / User
- - 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.
- Boss Talents:
- <<Dispersal Setup>>: Prep / User
- - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
- ▼ <<Ultimate Magic>>: Magical Attack / 7 Sq. / 1# / Halves
- - Magical Attack. The user gains +2 to the {Conjure} check, then deals [Form: Magic] 2d6+52 magical damage. 1/Round.
- ▼ <<The Collapse of Heaven And Earth>> + 〇<<The Collapse of the World>>: Magical Attack / Combat Zone / Combat Zone / Halves
- - 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.
- ▽ <<Evil Law Mastery>>: Constant / User
- -The target may use <<Ultimate Magic>> one additional time per round.
- ★ <<High-Level Presence>>: Constant / User
- - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
- Event Talents:
- First Event/Distortion:
- <<Hidden Depths>> (A): Prep / User
- - The target gains +1 to [Active Checks] and +18 to [Damage]. 1/Combat.
- Second Event/Distortion:
- <<Hidden Depths>> (B): Prep / User
- - The target gains +1 to [Active Checks] and +18 to [Damage]. 1/Combat.
- Explanation:
- *A great magician that used forbidden magic to become an Aramitama.*
- On Start: Apply <<Forbidden Curse>>.
- On Prep: Make a [Simple Move] and <<Dispersal Setup>>.
- On Attack: Use any 3 ▼.
- When a PC tries to use a [Timing: Defense] talent, cancel it with <<Forbidden Domain>>.
- Use <<The Collapse of Heaven And Earth>> as a trump card after turn 2.
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- ----------------------------------------
- Assassin of Gods / Class: Chaos / LV: 10 (2)
- Size : 2
- Wits : Clever
- Senses : Normal
- Speech : Yes
- Reaction : Hostile
- ID : 22
- Weakness : [Cold] [Shock] [Wind] [Magnet]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 19 | 12 | 13 | 04 | 04
- {Fixed Values} | 20 | 19 | 20 | 11 | 11
- {Initiative} : 49 (18)
- {HP} : 498
- Armor : 8
- Barrier : 10
- Attack Methods
- ▼ [Weapon Attack]: Magical Attack / 5 Sq. / 1# / Halves
- - [Element: Phantom / Form: Magic] 2d6+50 magical damage. [Additional Effect]: Gain +[1d6x10] [Damage]. 1/Combat.
- <<Spirit Walk>>: Start / User
- - Place the target up to 7 Sq. away.
- ▼ <<God-Killing Fist>>: Physical Attack / Charge 3 Sq. / 1#
- - [Element: Wind / Form: Spear] 5d6+80 physical damage.
- ▽ <<Evil Eye>>: Unique / 6 Sq. / 1#
- - Use when the target declares a Talent. Cancel the effect of one talent other than [Timing: Constant].
- <<Outsider Magic>>: Constant / User
- - During the targets [Turn], gain x2 [Timing: Attack].
- Boss Talents:
- <<Secret Spiritual Power>>: Start / Combat Zone / 1#
- - 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].
- <<Hundred Spirit Waves>>: Prep / User
- - 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].
- <<Indestructible Body>>: Defense / User
- - 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.
- 〇 <<Demon Seikuken>>: Unique / Engaged / 1#
- - Use at Any Time. The user performs a [Difficulty: 26] [Physical Attack] that deals [Form: Sword] 4d6+72 Physical Damage. 1/Round.
- 〇 <<Divine Power Penetration>>: Unique / User
- - Use on Damage Calculation. [Range: Engaged / Target: 1#] takes [Damage] equal to the result of [Damage Calculation]. 1/Combat.
- ★ <<Fate Distortion>> Unique / Combat Zone / 1#
- - 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.
- ▽ <<Evil Law Mastery>>: Constant / User
- -The target may use 〇 <<Demon Seikuken>> one additional time per round.
- Event Talents:
- First Event/Distortion:
- <<Curse Release>>: Unique / Combat Zone / 1#
- - Use on Check. The target gains +10 to the result of the check. 1/Combat.
- Second Event/Distortion:
- <<Fearsome Strike>>: Unique / User
- - 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.
- Explanation:
- *An exceptionally talented martial artist who became an Aramitama.*
- On Start: Use <<Spirit Walk>> or <<Secret Spiritual Barrier>>, then immediately use 〇 <<Demon Seikuken>> twice.
- On Prep: Apply <<Hundred Spirit Waves>>.
- On Attack: Use any ▼.
- When the PC declares a {Evade} check, apply <<Fate Distortion>>.
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- ----------------------------------------
- Emissary of Hell / Class: Chaos / LV: 10 (2)
- Size : 2
- Wits : Clever
- Senses : Magic
- Speech : Yes
- Reaction : Hostile
- ID : 24
- Weakness : [Wind] [Magnet] [Light] [Phantom]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 05 | 03 | 16 | 16 | 08
- {Fixed Values} | 12 | 10 | 23 | 23 | 15
- {Initiative} : 46 (17)
- {HP} : 541
- Armor : 5
- Barrier : 5
- Attack Methods
- ▼ [Weapon Attack]: Magical Attack / 10 Sq. / 2# / Cancels
- - [Form: Magic] 4d6+30 magical damage.
- <<Whispers From Hell>>: Start / Combat Zone / Combat Zone
- - NPCs other than the user gain +6 {Initiative}.
- ▼ <<Hell Rays>>: Magical Attack / 7 Sq. / 1# / Cancels
- - [Element: Light / Form: Magic] 6d6+40 magical damage.
- ▼ <<Hell Spirit Waves>>: Magical Attack / 7 Sq. / 1# / Cancels
- - [Element: Cold / Form: Magic] 5d6+70 magical damage, and the target [Halves] their [Barrier]. 1/Round.
- <<Hell Miasma>>: End / Combat Zone / Combat Zone / No Reactive Check.
- - Targets other than [Range: Engaged] lose [1d6x5] {HP}. 1/Combat.
- <<Hell Pursuer>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target may make [Magical Attacks] after a [Combat Move].
- Boss Talents:
- B <<Spirit Interceptor>: Start / Combat Zone / Combat Zone
- - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Session.
- <<Dispersal Setup>>: Prep / User
- - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
- ▼ <<Winds of Death>> + 〇<<Whirlwind of Death>>: Physical Attack / 10 Sq. / 4#
- - 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.
- 〇 <<Curse Reflection>>>: Unique / Combat Zone . 1#
- - 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.
- ★ <<The Will of Darkness>>: Unique / Combat Zone / 1#
- - 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.
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP} (Calculated).
- Event Talents:
- First Event/Distortion:
- <<Forced Sealing>> End / Combat Zone / 1#
- - The user rolls 1d6, and on a result other than 1 or 2, the target [Mononoke] gains [Shift: Dead] (No reactive check). 1/Combat.
- Second Event/Distortion:
- <<Forbidden Miracle>>: Unique / Combat Zone / 1#
- - Use after making an [Opposed Check] with the target. The user swaps the result of their check with the target. 1/Combat.
- Explanation:
- *An ambassador from the depths of hell, transformed into an Aramitama.*
- On Start: Apply <<Spirit Interceptor>> and <<Whispers from Hell>>.
- On Prep: Apply <<Dispersal Setup>> .
- On Attack: Use any ▼.
- When gaining a negative [Shift], apply <<Curse Reflection>>.
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- ----------------------------------------
- Villain / Class: Chaos / LV: 10 (2)
- Size : 2
- Wits : Clever
- Senses : Domain
- Speech : Yes
- Reaction : Hostile
- ID : 22
- Weakness : [Wind] [Magnet] [Phantom] [Toxin]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 15 | 11 | 08 | 09 | 04
- {Fixed Values} | 22 | 18 | 15 | 16 | 11
- {Initiative} : 38 (15)
- {HP} : 593
- Armor : 10
- Barrier : 5
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / Charge 3 Sq. / 1#
- - [Form: Hammer] 2d6+44 physical damage.
- <<Dark Crystal Transformation>>: Start / User
- - The target gains +2d6 [Physical Damage]. 1/Combat.
- ▼ <<Empty Fist>>: Physical Attack / Charge 3 Sq. / 1#
- - The user gains +2 on {Accuracy} check, then deals [Form: Hammer] 3d6+60 physical damage, and the target [Halves] their [Armor].
- ▼ <<Dark Crystal Kick>>: Physical Attack / Charge 6 Sq. / Area
- - [Form: Spear] 2d6+80 physical damage, and targets cannot apply "Reduce Damage by X" effects. 1/Round.
- <<Evil Transforming Superhero>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, once per turn, gain +5d6 [Damage].
- Boss Talents:
- <<Massive Spirit Emission>> + 〇 <<Explosion of Spiritual Power>>: Start / User
- - 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.
- <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>: Unique / Combat Zone / 1#
- - Use on Damage Calculation. The user loses 10 {HP} and gains +[1d6x10] [Damage] against [Target: 1#].
- <<Penetrating Impact>>: Unique / Combat Zone / 1#
- - Use on Damage Reduction. The user loses 5 {HP}, then [Halves] the targets [Armor] or [Barrier]. 1/Round.
- B 〇 <<Curse Mutation>>: Constant / User
- - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack].
- ★ <<High-Level Presence>>: Constant / User
- - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
- Event Talents:
- First Event/Distortion:
- <<Massive Spirit Emission B>>: Start / User
- - The target gains +1 to [Active Checks] and [Halves] [Damage] from [Weapon Attacks]. 1/Combat
- Second Event/Distortion:
- <<Massive Spirit Emission C>>: Start / User
- - The target gains +1 to [Active Checks] and [Halves] [Damage] from [Weapon Attacks]. 1/Combat
- Explanation:
- *A powerful transforming hero who became an Aramitama.*
- On Start: Apply <<Dark Crystal Transformation>>.
- On Prep: Use a [Combat Move] to approach the PCs.
- On Attack: Use any ▼.
- When the PC attempts to defend or cover, apply <<Penetrating Impact>>, <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>.
- Use <<Massive Spirit Emission>> + 〇 <<Explosion of Spiritual Power>> on the second turn.
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- ----------------------------------------
- Ancient God Statue / Class: Chaos / LV: 10 (2)
- Size : 4
- Wits : Clever
- Senses : Magic
- Speech : Yes
- Reaction : Hostile
- ID : 21
- Weakness : [Shock] [Magnet]
- Movement : Walk, Fly
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 15 | 11 | 08 | 09 | 04
- {Fixed Values} | 22 | 18 | 15 | 16 | 11
- {Initiative} : 38 (15)
- {HP} : 593
- Armor : 10
- Barrier : 5
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / Charge 5 Sq. / 1#
- - [Form: Sword] 4d6+44 physical damage.
- <<Mechanical Mobility>>: Start / User
- - The target gains +10 [Damage] and {Initiative}.
- ▼ <<God Statue Blow>>: Physical Attack / Charge 5 Sq. / 1#
- - [Form: Hammer] 6d6+60 physical damage, and the target cannot apply "reduce damage by X" effects. 2/Round.
- ▼ <<Spirit Ray Shot>>: Magical Attack / Combat Zone / Area / Cancels
- - [Element: Light / Form: Magic] 5d6+60 magical damage.
- <<Massacre God>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack].
- Boss Talents:
- <<Terrain Mutation>>: Prep / 7 Sq. / 1# (1 Sq.)
- - The user [Installs] an obstacle equal to "Big Building [HP: 80 / Armor: 10] in any square in range. 1/Round.
- ▽<<Giants Soul>>: Unique / Combat Zone / 1#
- - 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.
- 〇<<Atrocious Strike>>: Unique / Engaged / 1#
- - 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.
- ▽<<Evil Law Mastery>>: Constant / User
- -The target may use <<Giants Soul>> one additional time per round.
- B ▼<<Supernatural Cannonball>>: Constant / User
- - 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.
- A 〇<<Building Warhead>>: Constant / User
- - <<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#].
- ★ <<High-Level Presence>>: Constant / User
- - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
- Event Talents:
- First Event/Distortion:
- <<Spirit Bending>>: Start / User
- - 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].
- Second Event/Distortion:
- <<Invisible Wall>>: Defense / Combat Zone / Combat Zone
- - Use on Damage Reduction. The target gains +50 [Armor] and [Barrier]. 1/Combat.
- Explanation:
- *An ancient statue of a god which became an Aramitama.*
- On Start: Apply <<Mechanical Movement>>.
- On Prep: Use <<Terrain Mutation>> twice (With <<Building Warhead>>) to place two obstacles [Engaged] with the user.
- On Attack: Use Any ▼.
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- ----------------------------------------
- Evil Dragon / Class: Chaos / LV: 11 (3)
- Size : 4
- Wits : Clever
- Senses : Magic
- Speech : Yes
- Reaction : Hostile
- ID : 21
- Weakness : [Cold] [Shock] [Light] [Phantom]
- Movement : Walk, Swim
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 18 | 06 | 03 | 15 | 04
- {Fixed Values} | 25 | 13 | 10 | 22 | 11
- {Initiative} : 48 (18)
- {HP} : 603
- Armor : 15
- Barrier : 15
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / Charge 4 Sq. / 1#
- - [Form: Axe] 6d6+62 physical damage.
- B ▼ <<Dragon Fang>>: Physical Attack / Engaged / Area
- - [Form: Sword] 4d6+70 physical damage. If the target takes at least one point of this damage, it gains [Shift: Poison].
- A <<Evil Eye>>: Unique / 10 Sq. / 1#
- - Use when the target declares a Talent. Cancel the effect of one non-[Timing: Constant] Talent the target used.
- <<Dragon-God Associate>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target reduces [Element: Fire] [Damage] to 0, and ignores other effects.
- Boss Talents:
- 〇 <<Hunter's Eye>>: Start / User
- - 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.
- ▽ <<Indestructible Body>>: Defense / User
- - 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.
- ★ <<The Will of Darkness>>: Unique / Combat Zone / 1#
- - 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.
- <<Fearsome Strike>>: Unique / User
- - 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.
- ▽<<Giants Soul>>: Unique / Combat Zone / 1#
- - 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.
- <<Crest Erosion>>: Constant / User
- - 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}.
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP} (Calculated).
- Event Talents:
- First Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Second Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Explanation:
- *A Dragon that became an Aramitama.*
- On Start: Apply <<Hunter's Eye>>.
- On Prep: Make a [Combat Move].
- On Attack: Use any ▼.
- 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].
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- ----------------------------------------
- Otherworld Ruler / Class: Chaos / LV: 11 (3)
- Size : 2
- Wits : Clever
- Senses : Normal
- Speech : Yes
- Reaction : Hostile
- ID : 25
- Weakness : [Cold] [Wind]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 02 | 17 | 17 | 05 | 04
- {Fixed Values} | 09 | 24 | 24 | 12 | 11
- {Initiative} : 45 (17)
- {HP} : 639
- Armor : 10
- Barrier : 10
- Attack Methods
- ▼ [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
- - [Form: Magic] 2d6+48 magical damage. [Additional Effect]: Gain +[1d6x10] [Damage] to an [Attack Action]. 1/Session.
- ▼ <<Extradimensional Magic>>: Magical Attack / Combat Zone / #2 / Cancels
- - [Form: Magic] 6d6+60 magical damage. 2/Round.
- ▼ <<Drilling Magic>>: Magical Attack / 10 Sq. / 1# / Cancels
- - [Element: Light / Form: Magic] 5d6+80 magical damage. 1/Round.
- A <<Barrier Disruption>>: Defense / 7 Sq. / 1#
- - The target exhanges [Barrier] with the user. 2/Round.
- B ▽ <<Destroy Magic>>: Unique / Combat Zone / 1#
- - Use when the target declares a [Magical Attack]. [Halve] the [Magical Damage] of the attack. 2/Round.
- <<Extraordinary Waves>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target always has [Remove: Darkness, Fallen, Paralysis].
- Boss Talents:
- <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>: Unique / Combat Zone / 1#
- - Use on Damage Calculation. The user loses 10 {HP} and gains +[1d6x10] [Damage] against [Target: 1#].
- 〇 <<Magic Mirror>>: Unique / Combat Zone / 1#
- - Use on damage calculation. The target receives [Damage] calculated by themselves (No Reactive Check). 1/Session.
- ▽ <<Giants Soul>>: Unique / Combat Zone / 1#
- - 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.
- 〇 <<Ki Diffusal>>: Unique / 7 Sq. / 1#
- - The user loses 10 {HP}, then the target gains a -[1d6x10] modifier to [Damage] or [Recovery] effects. 1/Round.
- ▽ <<Evil Law Mastery>>: Constant / User
- -The target may use <<True Words of Ruin>> one additional time per round.
- ★ <<High-Level Presence>>: Constant / User
- - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
- Event Talents:
- First Event/Distortion:
- <<Forbidden Miracle>>: Unique / Combat Zone / 1#
- - Use after making an [Opposed Check] with the target. The user swaps the result of their check with the target. 1/Combat.
- Second Event/Distortion:
- <<Dispersal Setup>>: Prep / User
- - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
- Explanation:
- *A superhuman from another world who became an Aramitama.*
- On Prep: Make a [Simple Move].
- On Attack: Use any ▼ + <<True Words of Ruin>> & 〇<<Elimination of Concepts>>, + <<Evil Law Mastery>> + <<Barrier Disruption>>.
- Use ▽ when attacked by wide-area attacks.
- If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
- ----------------------------------------
- Ruinous Demon Insect / Class: Chaos / LV: 12 (3)
- Size : 5
- Wits : Clever
- Senses : Domain
- Speech : Yes
- Reaction : Hostile
- ID : 24
- Weakness : [Cold] [Shock] [Magnet] [Phantom]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 19 | 04 | 04 | 17 | 04
- {Fixed Values} | 26 | 11 | 11 | 24 | 11
- {Initiative} : 43 (16)
- {HP} : 951
- Armor : 20
- Barrier : 20
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / Charge 4 Sq. / 2#
- - [Form: Hammer] 5d6+65 physical damage. [Additional Effect]: Change the [Attack Action] to [Range: Combat Zone]. 1/Round.
- A <<Mental Disruption>>: Start / Combat Zone / Combat Zone / No Reactive Check
- - The target gains -2 to [Reactive Checks].
- ▼<<Demon Rampage>>: Physical Attack / Charge 3 Sq. / Area
- - [Form: Hammer] 5d6+80 physical damage. Targets that fail their [Reactive Check] are moved up to 3 Sq. away.
- <<Deep Crawler>>: Constant / User
- - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target [Halves] [Element: Fire - Light] [Damage], and ignored other effects.
- Boss Talents:
- 〇<<Incurable Sickness>>: Start / Combat Zone / 1# / No Reactive Check
- - The target reduced [Recovery] effects from Talents by 60. This talent does not consume [Timing: Start]. 1/Combat.
- <<Indestructible Body>> + 〇 <<Wave of Impossibility>>: Defense / User
- - 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.
- <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>: Unique / Combat Zone / 1#
- - Use on Damage Calculation. The user loses 10 {HP} and gains +[1d6x10] [Damage] against [Target: 1#].
- ▽★ <<Sacrificial Curse>>: Unique / Combat Zone / 1#
- - 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).
- ▽☆<<Lord of Sacrifice>>: Constant / User
- - 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.
- Event Talents:
- First Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Second Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Explanation:
- *An enormous insect that oversees spirituality transformed into an Aramitama.*
- On Start: Apply <<Mental Disruption>>.
- On Prep: [Combat Move].
- On Attack: Use ▼ three times, and apply <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>.
- Use ▽ in combination when attacked. Apply 〇<<Incurable Sickness>> on the second round.
- If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
- ----------------------------------------
- Man-Eating Ruins / Class: Chaos / LV: 12 (3)
- Size : 5
- Wits : Clever
- Senses : Domain
- Speech : Yes
- Reaction : Hostile
- ID : 23
- Weakness : [Fire] [Cold] [Wind] [Toxin]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 21 | 02 | 27 | 06 | 03
- {Fixed Values} | 28 | 09 | 34 | 13 | 10
- {Initiative} : 53 (20)
- {HP} : 1077
- Armor : 15
- Barrier : 20
- Attack Methods
- ▼ [Weapon Attack]: Physical Attack / Combat Zone / 1#
- - [Element: Cold / Form: Spear] 3d6+60 physical damage.
- <<Illusory Village>>: Start / Combat Zone / Combat Zone / No Reactive Check
- - The target gains -2 to [Reactive Checks].
- <<God Power - Heaven's Return>>: Start / 5 Sq. / 5# / No Reactive Check
- - [Install] the target up to 5 Sq. away.
- ▼ <<Earth Spear>>: Physical Attack / 10 Sq. / 1#
- - [Element: Magnet / Form: Spear] 7d6+80 physical damage.
- ▼ <<Barrier Earthquake>>: Magical Attack / Combat Zone / Combat Zone / Cancels
- - [Element: Magnet / Form: Magic] 5d6+50 magical damage. 1/Round.
- <<Spirit Barrier Fusion>>: Constant / User
- - During the targets [Turn], gain x1 [Timing Attack]. Additionally, [Halve] all [Magical Damage] other than [Range: Engaged].
- Boss Talents:
- <<Puppet>>: Start / Combat Zone / 1#
- - One Target other than the user gains +3 to [Active Checks] and +10 To [Damage Calculation].
- ★ <<Careful Raid>>: Start / Combat Zone / Combat Zone
- - NPCs other than the user change {Wits} to [Clever], and gain +24 {Initiative}.
- B▽ <<Giants Soul>>: Unique / Combat Zone / 1#
- - 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.
- 〇 <<Curse Mutation>>: Constant / User
- - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack].
- A▽ <<Evil Law Mastery>>: Constant / User
- -The target may use <<Giants Soul>> one additional time per round.
- 〇 <<At-Will Magic>>: Constant / User
- - The target gains +50 to {Maximum HP} (Calculated). Additionally, the target does not spend [Timing: Start] when using [Boss Talents].
- ☆ <<Perfect Control>>: Constant / User
- - 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.
- Event Talents:
- First Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Second Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Explanation:
- *An abandoned village, empowered as an Aramitama.*
- On Start: Apply <<At-Will Magic>> + <<Puppet>> + ★ <<Careful Raid>> + ☆ <<Perfect Control>> + <<Illusory Village>> or <<God Power - Heaven's Return>>.
- On Prep: [Simple Move].
- On Attack: Use ▼.
- use all ▽ when hit with wide-area attacks.
- If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
- ----------------------------------------
- Dragon Zombie / Class: Chaos / LV: 13 (3)
- Size : 4
- Wits : Clever
- Senses : Magic
- Speech : Yes
- Reaction : Hostile
- ID : 27
- Weakness : [Fire] [Cold] [Light] [Phantom]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 21 | 04 | 12 | 16 | 07
- {Fixed Values} | 28 | 11 | 19 | 23 | 14
- {Initiative} : 42 (16)
- {HP} : 949
- Armor : 10
- Barrier : 5
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / 7 Sq. / 2#
- - [Element: Toxin / Form: Axe] 4d6+50 physical damage.
- ▼ <<Death Dragon Strike>>: Physical Attack / Charge 2 Sq. / Area
- - [Element: Wind / Form: Axe] 5d6+82 physical damage, and the target loses 3d6 {HP}.
- ▼ <<Breaking the Earth>>: Physical Attack / Charge 2 Sq. / Area
- - [Form: Axe] 6d6+122 physical damage.
- <<Writhing Body>>: Unique / User
- - Use on Damage Reduction. The target [Installs] up to 5 Sq. away. 2/Round.
- B <<Toxic Juices>>: End / Engaged / Area / No Reactive Check
- - [Element: Toxic] 4d6+42 magical damage.
- <<Extra Attack II>>: Constant / User
- - During the targets [Turn], gain x2 [Timing: Attack].
- Boss Talents:
- A <<Secret Spiritual Power>>: Start / Combat Zone / 1#
- - 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].
- <<Savage Divinity>>: Constant / User
- - When the target's {HP} becomes 500 or less, gain +1 to [Active Checks]. Additionally, during the targets [Turn], gain x1 [Timing: Attack].
- <<Aura of Despair>>: Constant / User
- - When the target's {HP} becomes 500 or less, the target [Halves] [Damage] from [Weapon Attacks] or [Timing: Attack / Cost: X] talents.
- <<Crest Erosion>>: Constant / User
- - 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}.
- 〇 <<Curse Mutation>>: Constant / User
- - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack]
- ★ <<Deity of Madness>>: Constant / User
- - 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].
- ☆ <<Forced Criticality>>: Constant / User
- - 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.
- Event Talents:
- First Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Second Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Explanation:
- *A dragon corpse, first awakened as an undead then warped into an Aramitama.*
- On Start: Apply <<Secret Spiritual Power>>.
- On Prep: Make a [Combat Move].
- On Attack: Use any ▼ 3 times.
- When Remaining {HP} is 500 or less, apply all of <<Savage Divinity>>, <<Aura of Despair>> and <<Deity of Madness>>.
- If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
- ----------------------------------------
- Rampaging Leyline / Class: Chaos / LV: 13 (3)
- Size : 5
- Wits : Clever
- Senses : Area
- Speech : Yes
- Reaction : Hostile
- ID : 25
- Weakness : [Shock] [Wind] [Magnet]
- Movement : Walk, Fly, Swim
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 13 | 02 | 20 | 03 | 08
- {Fixed Values} | 20 | 09 | 27 | 10 | 15
- {Initiative} : 41 (16)
- {HP} : 1005
- Armor : 20
- Barrier : 20
- Attack Methods
- ▼[Weapon Attack]: Ranged Attack / Combat Zone / 3#
- - [Form: Ranged] 5d6+50 physical damage.
- B <<Release Spirit>>: Start / Combat Zone / Combat Zone
- - [Mononoke] specified by the user gain +1 to [Checks] and +5 {Initiative}.
- ▼ <<Leyline Eruption>>: Magical Attack / 10 Sq. / 1# / Cancels
- - [Element: Magnet / Form: Magic] 6d6+80 magical damage, and the target [Halves] their [Barrier].
- <<Exploding Spirit>>: Unique / User
- - Use on Damage Calculation. The target gains +[1d6x10] [Damage]. 1/Round.
- <<Automatic Spirit Barrier>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target always has [Remove: Fallen, Darkness, Poison, Pain, Paralysis].
- Boss Talents:
- <<Variant Appearance>>: Start / Combat Zone / 1#
- - 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.
- <<Puppet>>: Start / Combat Zone / 1#
- - One Target other than the user gains +3 to [Active Checks] and +10 To [Damage Calculation].
- ★ <<Intent Alignment>>: Prep / Combat Zone / Combat Zone
- - 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).
- <<Skilled Magical Technique>>: Constant / User
- - 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.
- 〇 <<At-Will Magic>>: Constant / User
- - The target gains +50 to {Maximum HP} (Calculated). Additionally, the target does not spend [Timing: Start] when using [Boss Talents].
- ☆ <<Force of Will>>: Constant / User
- - 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".
- Event Talents:
- First Event/Distortion:
- <<The Collapse of Heaven And Earth>>: Magical Attack / Combat Zone / Combat Zone / Halves
- - 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.
- Second Event/Distortion:
- <<Dispersal Setup>>: Prep / User
- - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
- Explanation:
- *A leyline that itself became an Aramitama.*
- On Start: Use 〇<<At-Will Magic>> + <<Variant Appearance>> on 2 NPCs, and <<Puppet>> + <<Release Spirit>> on all NPCs,.
- On Prep: [Simple Move], then ★<<Intent Alignment>> + ☆<<Force of Will>>.
- On Attack: Use any ▼ twice, + Apply <<Exploding Spirit>>.
- If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
- ----------------------------------------
- Immortal Hero / Class: Chaos / LV: 14 (3)
- Size : 3
- Wits : Clever
- Senses : Magic
- Speech : Yes
- Reaction : Hostile
- ID : 27
- Weakness : [Cold] [Shock] [Wind] [Magnet]
- Movement : Walk, Fly
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 25 | 06 | 09 | 17 | 07
- {Fixed Values} | 32 | 13 | 16 | 24 | 14
- {Initiative} : 58 (21)
- {HP} : 1030
- Armor : 20
- Barrier : 10
- Attack Methods
- ▼[Weapon Attack]: Melee Attack / Charge 2 Sq. / Area
- - [Form: Axe] 6d6+50 physical damage.
- <<Devil's Guidance>>: Start / Combat Zone / Combat Zone
- - When other NPCs perform an [Attack Action], halve the [Armor] and [Barrier] of the target.
- ▼<<Demon Strike>>: Physical Attack / 7 Sq. / 2#
- - [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].
- <<Bloodstained Hero>>: Constant / User
- - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target gains +2 to [Active Checks] against targets with a [Negative Shift].
- Boss Talents:
- ★ <<Intent Alignment>>: Prep / Combat Zone / Combat Zone
- - 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).
- <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>: Unique / Combat Zone / 1#
- - Use on Damage Calculation. The user loses 10 {HP} and gains +[1d6x10] [Damage] against [Target: 1#].
- B <<Penetrating Impact>>: Unique / Combat Zone / 1#
- - Use on Damage Reduction. The user loses 5 {HP}, then [Halves] the targets [Armor] or [Barrier]. 1/Round.
- A▽ <<Evil Law Mastery>>: Constant / User
- -The target may use <<True Words of Ruin>> one additional time per round.
- 〇 <<Curse Mutation>>: Constant / User
- - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack].
- ☆ <<Force of Will>>: Constant / User
- - 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".
- Event Talents:
- First Event/Distortion:
- <<Blow of Destruction>>: Physical Attack / Engaged / Area
- - 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.
- Second Event/Distortion:
- 〇 <<The Collapse of the World>>: Constant / User
- - 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>>.
- Explanation:
- *A great heroic spirit that appeared as an Aramitama.*
- On Start: Apply <<Devil's Guidance>>.
- On Prep: Apply ★<<Intent Alignment>> + ☆<<Force of Will>>, and make a [Combat Move].
- On Attack: Use ▼ + <<Penetrating Impact>>, <<True Words of Ruin>> +〇 <<Elimination of Concepts>> + <<Evil Law Mastery>>.
- If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
- ----------------------------------------
- Great Dark God / Class: Chaos / LV: 14 (3)
- Size : 5
- Wits : Clever
- Senses : Domain
- Speech : Yes
- Reaction : Hostile
- ID : 35
- Weakness : [Cold] [Shock] [Toxin]
- Movement : Walk, Swim
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 07 | 07 | 21 | 21 | 09
- {Fixed Values} | 14 | 14 | 28 | 28 | 16
- {Initiative} : 40 (15)
- {HP} : 1050
- Armor : 30
- Barrier : 30
- Attack Methods
- ▼[Weapon Attack]: Magical Attack / 10 Sq. / 1# / Cancels
- - [Element: Magnet / Form: Magic] 5d6+60 magical damage.
- <<Ominous Spirit>>: Start / Combat Zone / Combat Zone / No Reactive Check
- - The target loses one [Spirit Dice]. 1/Combat.
- ▼<<Evil Wind Storm>>: Magical Attack / Combat Zone / 1# / Cancels
- - [Element: Wind / Form: Magic] 6d6+90 magical damage, and the target reduces [Barrier] by 30.
- ▼<<Dark Spirit Wave>>: Magical Attack / Comat Zone / Combat Zone / Cancels
- - [Element: Phantom / Form: Magic] 6d6+60 magical damage. 1/Round.
- ▽<<Giant Self>>: Unique / Combat Zone / 1#
- - 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).
- ▽<<Spirit of the Dark God>>: Constant / User
- - 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].
- Boss Talents:
- A <<Dispersal Setup>>: Prep / User
- - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
- ▽〇 <<Magic Mirror>>: Unique / Combat Zone / 1#
- - Use on damage calculation. The target receives [Damage] calculated by themselves (No Reactive Check). 1/Session.
- B ▽ <<Giants Soul>>: Unique / Combat Zone / 1#
- - 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.
- ▽<<Evil Law Mastery>>: Constant / User
- -The target may use <<Giants Soul>> one additional time per round.
- 〇 <<Boundary Shield>>: Constant / User
- - While the target is [Ready], reduce [Damage] by 30.
- ★ <<High-Level Presence>>: Constant / User
- - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
- ☆ <<Cursed Body>>: Constant / User
- - 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}.
- Event Talents:
- First Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Second Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Explanation:
- *A mighty deity that became an Aramitama.*
- On Start: Apply <<Ominous Spirit>>.
- On Prep: Apply <<Dispersal Setup>>.
- On Attack: Use any ▼.
- Combine ▽ when attacked.
- If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
- ----------------------------------------
- Incarnation of Storms / Class: Chaos / LV: 15 (3)
- Size : 5
- Wits : Clever
- Senses : Domain
- Speech : Yes
- Reaction : Hostile
- ID : 25
- Weakness : [Fire] [Magnet] [Phantom] [Toxin]
- Movement : Walk, Fly
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 26 | 23 | 02 | 08 | 04
- {Fixed Values} | 33 | 30 | 09 | 15 | 11
- {Initiative} : 62 (23)
- {HP} : 1066
- Armor : 20
- Barrier : 20
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / Charge 6 Sq. / 1#
- - [Form: Spear] 5d6+75 Physical damage.
- <<Avatar of Storms>>: Start / 7 Sq. / Area / No Reactive Check
- - The target gains one of [Shift: Darkness - Fallen].
- ▼ <<Wind Blast>>: Physical Attack / Combat Zone / 1#
- - [Element: Wind / Form: Sword] 6d6+120 physical damage.
- ▼ <<Aragami Gale>>: Physical Attack / Combat Zone / Combat Zone
- - [Form: Axe] 6d6+60 physical damage. 1/Round.
- ▽ <<Wind God Protection>>: Defense / Engaged / 1#
- - Use on Damage Reduction. The target gains +10 [Armor] and [Barrier].
- <<Divine Gale>>: Constant / User
- - During the targets [Turn], gain x2 [Timing: Attack].
- Boss Talents:
- ★ <<Spiritual Overload>>: Start / Combat Zone / Combat Zone / No Reactive Check
- - The target adds [1] to the [Cost] when using [Talents] other than [Timing: Constant]. 1/Combat.
- B <<Dispersal Setup>>: Prep / User
- - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
- <<Penetrating Impact>>: Unique / Combat Zone / 1#
- - Use on Damage Reduction. The user loses 5 {HP}, then [Halves] the targets [Armor] or [Barrier]. 1/Round.
- 〇<<Atrocious Strike>>: Unique / Engaged / 1#
- - 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.
- ▽<<Evil Law Mastery>>: Constant / User
- -The target may use <<Penetrating Impact>> one additional time per round.
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP} (Calculated).
- 〇 <<Curse Mutation>>: Constant / User
- - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack].
- ☆ <<Special Attack Resistance>>: Constant / User
- - The target gains +200 {Maximum HP} (CalculateD). Additionally, the target reduces damage from [Weapon Attacks or Special Attacks] by 75.
- Event Talents:
- First Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Second Event/Distortion:
- <<Spirit Interceptor>: Start / Combat Zone / Combat Zone
- - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Session.
- Explanation:
- *A high-ranking wind god that became an Aramitama.*
- On Start: Apply <<Spiritual Overload>> or <<Avatar of Storms>>.
- On Prep: Apply <<Dispersal Setup>> and make a [Simple Move].
- On Attack: ▼ + <<Penetrating Impact>> + <<Evil Law Mastery>>.
- Use ▽ when attacked.
- If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
- ----------------------------------------
- Spirit Pruner / Class: Chaos / LV: 15 (3)
- Size : 3
- Wits : Clever
- Senses : Domain
- Speech : Yes
- Reaction : Hostile
- ID : 15
- Weakness : [Shock] [Wind] [Magnet]
- Movement :
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 12 | 09 | 22 | 16 | 06
- {Fixed Values} | 19 | 16 | 29 | 23 | 13
- {Initiative} : 70 (25)
- {HP} : 1083
- Armor : 5
- Barrier : 5
- Attack Methods
- ▼ [Weapon Attack]: Magical Attack / 10 Sq. / 1# / Cancels
- - [Element: Shock / Form: Magic] 3d6+66 magical damage.
- <<Divine Power - Causality>>: Start / Combat Zone / Combat Zone
- - The target gains +2 to [Checks].
- ▼ <<Judgment>>: Magical Attack / Combat Zone / 1# / Cancels
- - [Element: Light / Form: Magic] 6d6+100 magical damage. 1/Round.
- A▼ <<Spirit Termination>>: Magical Attack / 10 Sq. / 1# / Cancels
- - [Form: Magic] 6d6+120 magical damage. If the target is a [Mononoke], reduce its {HP} to 0. 1/Round.
- <<Forced Decision>>: Unique / Combat Zone / 1#
- - The target exchanges their [Result] with the user. 1/Combat.
- ▽ <<Death God>>: Constant / User
- - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target gains +20 [Armor] and [Barrier] against [Damage] that does not have an [Element].
- Boss Talents:
- B <<Dispersal Setup>>: Prep / User
- - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
- ▼ <<Winds of Death>> + 〇<<Whirlwind of Death>>: Physical Attack / 10 Sq. / 4#
- - 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.
- ▼ <<Ultimate Magic>>: Magical Attack / 7 Sq. / 1# / Halves
- - Magical Attack. The user gains +2 to the {Conjure} check, then deals [Form: Magic] 2d6+74 magical damage. 1/Round.
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP} (Calculated).
- <<Aura of Despair>>: Constant / User
- - When the target's {HP} becomes 500 or less, the target [Halves] [Damage] from [Weapon Attacks] or [Timing: Attack / Cost: X] talents.
- ★ <<High-Level Presence>>: Constant / User
- - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
- ☆ <<Forced Criticality>>: Constant / User
- - 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.
- Event Talents:
- First Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Second Event/Distortion:
- <<Savage Divinity>>: Constant / User
- - When the target's {HP} becomes 500 or less, gain +1 to [Active Checks]. Additionally, during the targets [Turn], gain x1 [Timing: Attack].
- Explanation:
- *A god of death and the underworld turned into an Aramitama.*
- On Start: Apply <<Divine Power - Causality>>.
- On Prep: Make a [Simple Move] and apply <<Dispersal Setup>>.
- On Attack: Use ▼ according to the situation.
- Combine all ▽ when attacked.
- If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
- ----------------------------------------
- Undersea Calamity / Class: Chaos / LV: 16 (4)
- Size : 5
- Wits : Clever
- Senses : Domain
- Speech : Yes
- Reaction : Hostile
- ID : 28
- Weakness : [Fire] [Shock] [Magnet]
- Movement : Walk, Swim
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 23 | 03 | 02 | 20 | 04
- {Fixed Values} | 30 | 10 | 09 | 27 | 11
- {Initiative} : 53 (20)
- {HP} : 1137
- Armor : 20
- Barrier : 20
- Attack Methods
- ▼[Weapon Attack]: Melee Attack / 10 Sq. / 2#
- - [Form: Spear] 6d6+70 physical damage. [Additional Effect]: After [Damage Calculation], [Install] the target up to 3 Sq. away.
- A <<Overload>>: Start / Combat Zone / Combat Zone / No Reactive Check
- - The target must spend an extra [Spirit Dice] when using [Talents].
- ▼ <<Massive Tentacle>>: Physical Attack / 9 Sq. / 2#
- - [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.
- B <<Toxic Blood>>: End / 4 Sq. / Area / No Reactive Check
- - [Element: Toxin] 5d6+50 magical damage.
- ▽ <<Anti-God Beast>>: Constant / User
- - 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.
- Boss Talents:
- ▼ <<Blow of Destruction>> + ○ <<The Collapse of the World>>: Physical Attack / Engaged / Area
- - 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.
- <<Skilled Magical Technique>>: Constant / User
- - 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.
- ▽ 〇 <<Curse Mutation>>: Constant / User
- - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack].
- ★ <<High-Level Presence>>: Constant / User
- - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
- ☆ <<Absolute Belief>>: Constant / USer
- - 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.
- Event Talents:
- First Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Second Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Explanation:
- *A great deep-sea god manifesting as an Aramitama.*
- On Start: Apply <<Overload>>.
- On Prep: Make a [Combat Move].
- On Attack: Use any ▼.
- Use ☆ <<Absolute Belief>> if the PCs attempt to cancel <<Overload>>.
- If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
- ----------------------------------------
- Deity of Madness / Class: Chaos / LV: 16 (4)
- Size : 3
- Wits : Clever
- Senses : Domain
- Speech : Yes
- Reaction : Hostile
- ID : 26
- Weakness : [Fire] [Cold] [Wind] [Toxin]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 07 | 02 | 29 | 23 | 04
- {Fixed Values} | 14 | 09 | 36 | 30 | 11
- {Initiative} : 64 (23)
- {HP} : 1196
- Armor : 25
- Barrier : 5
- Attack Methods
- ▼[Weapon Attack]: Magical Attack / 7 Sq. / 3# / Cancels
- - [Element: Magnet / Form: Magic] 3d6+75 magical damage.
- <<Unstable Terrain>>: Start / Combat Zone / Combat Zone / No Reactive Check
- - The user places the target up to 5 Sq. away. This talent does not consume [Start]. 1/Round.
- ▼<<Ray System of Gods Might>>: Magical Attack / Combat zone / 2# / Cancels
- - [Element: Magnet / Form: Magic] 6d6+110 magical damage. 2/Round.
- ▼<<Madness God Spirit>>: Magical Attack / Combat Zone / 1# / Cancels
- - Non-user targets [Recover] 50 [Magical Damage]. 1/Round.
- <<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].
- Boss Talents:
- ★ <<Careful Raid>>: Start / Combat Zone / Combat Zone
- - NPCs other than the user change {Wits} to [Clever], and gain +32 {Initiative}.
- <<Soul Smash>> + 〇 <<Crest Annihilation>>: Unique / User
- - 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.
- B <<Penetrating Impact>>: Unique / Combat Zone / 1#
- - Use on Damage Reduction. The user loses 5 {HP}, then [Halves] the targets [Armor] or [Barrier]. 1/Round.
- <<Skilled Magical Technique>>: Constant / User
- - 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.
- ▽<<Evil Law Mastery>>: Constant / User
- -The target may use <<Penetrating Impact>> one additional time per round.
- ☆ <<Perfect Control>>: Constant / User
- - 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.
- Event Talents:
- First Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Second Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Explanation:
- *A high-ranking god and master that became an Aramitama.*
- On Start: Apply <<Unstable Terrain>> + ★ <<Careful Raid>> + ☆ <<Perfect Control>>.
- On Prep: Make a [Combat Move] + apply <<Governor of the Earth>>.
- On Attack: Use any ▼ + <<Penetrating Impact>> + <<Evil Law Mastery>> + <<Soul Smash>> + <<Crest Annihilation>>.
- If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
- ----------------------------------------
- Scripture of Destruction / Class: Chaos / LV: 17 (4)
- Size : 2
- Wits : Clever
- Senses : Domain
- Speech : Yes
- Reaction : Hostile
- ID : 25
- Weakness : [Fire] [Cold] [Wind]
- Movement : Walk, Fly
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 08 | 09 | 24 | 24 | 07
- {Fixed Values} | 15 | 16 | 31 | 31 | 14
- {Initiative} : 66 (24)
- {HP} : 1175
- Armor : 30
- Barrier : 10
- Attack Methods
- ▼[Weapon Attack]: Magical Attack / 10 Sq. / 4# / Cancels
- - [Element: Shocck / Form: Magic] 2d6+74 magical damage.
- <<Evil Sutra>>: Start / Combat Zone / Combat Zone
- - NPCs other than the user gain +10 [Armor], [Barrier] and {Initiative}.
- <<Forbidden Secrets>>: Prep / Combat Zone / 1# / No Reactive Check
- - Remove all [Negative Shifts] except [Downed, Taken Out, Dead].
- ▼<<Concept - Word Spirit>>: Magical Attack / Combat Zone / 3# / Cancels
- - [Element: Phantom / Form: Magic] 6d6+120 magical damage. Targets may not apply "reduce damage by x#" effects.
- ▼<<World-Breaking Magic>>: Magical Attack / Combat Zone / Combat Zone / Cancels
- - [Element: Light / Form: Magic] 7d6+70 magical damage. 1/round.
- <<Infinite Casting>>: Constant / User
- - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target gains +10 [Magical Damage] against targets who are [Ready].
- Boss Talents:
- <<Variant Appearance>>: Start / Combat Zone / 1#
- - 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.
- ★ <<Careful Raid>>: Start / Combat Zone / Combat Zone
- - NPCs other than the user change {Wits} to [Clever], and gain +34 {Initiative}.
- B〇 <<Ki Diffusal>>: Unique / 7 Sq. / 1#
- - The user loses 10 {HP}, then the target gains a -[1d6x10] modifier to [Damage] or [Recovery] effects. 1/Round.
- <<Skilled Magical Technique>>: Constant / User
- - 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.
- ▽<<Evil Law Mastery>>: Constant / User
- -The target may use <<Ki Diffusal>> one additional time per round.
- 〇 <<At-Will Magic>>: Constant / User
- - The target gains +50 to {Maximum HP} (Calculated). Additionally, the target does not spend [Timing: Start] when using [Boss Talents].
- ☆ <<Perfect Control>>: Constant / User
- - 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.
- Event Talents:
- First Event/Distortion:
- <<Hidden Depths>> (A): Prep / User
- - The target gains +1 to [Active Checks] and +34 to [Damage]. 1/Combat.
- Second Event/Distortion:
- <<Hidden Depths>> (B): Prep / User
- - The target gains +1 to [Active Checks] and +18 to [Damage]. 1/Combat.
- Explanation:
- *A written prophecy of destruction contained within a regalia, brought to life as an Aramitama.*
- On Start: Apply <<Variant Appearance>> to two defender NPCs. Then apply <<At-Will Magic>>, + ★<<Careful Raid>> + <<Evil Sutra>>.
- On Prep: [Simple Move]
- On Attack: Use ▼, applying <<Infinite Casting>> if possible.
- If the target makes a wide-area attack, apply 〇 <<Ki Diffusal>> + <<Evil Law Mastery>>.
- If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
- ----------------------------------------
- Ancient Evil / Class: Chaos / LV: 17 (4)
- Size : 2
- Wits : Clever
- Senses : Domain
- Speech : Yes
- Reaction : Hostile
- ID : 29
- Weakness : [Shock] [Magnet] [Light]
- Movement : Walk, Fly
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 25 | 25 | 06 | 08 | 05
- {Fixed Values} | 32 | 32 | 13 | 15 | 12
- {Initiative} : 66 (24)
- {HP} : 1160
- Armor : 30
- Barrier : 30
- Attack Methods
- ▼[Weapon Attack]: Melee Attack / Engaged / 1#
- - [Form: Sword] 3d6+75 physical damage.
- <<Evil God Advent>>: Start / User
- - The target gains +1 {Accuracy} and +25 [Physical Damage].
- ▼<<Evil God Ritual>>: Physical Attack / Combat Zone / 3#
- - [Element: Shock / Form: Axe] 6d6+115 physical damage, and the target [Halves] their [Armor].
- A <<Sacred Treasure's Power>>: Unique / Combat Zone / 1#
- - Use when the target declares a Talent. Cancel the effect of a [Timing: Unique] talent used by the target. 2/Round.
- <<One Pillar of Former Rulers>>: Constant / User
- - During the targets [Turn], gain x2 [Timing: Attack]. Additonally, the target [Halves] [Damage] while [Not Ready].
- Boss Talents:
- ★ <<Intent Alignment>>: Prep / Combat Zone / Combat Zone
- - 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).
- ▼ <<Blow of Destruction>> + ○ <<The Collapse of the World>>: Physical Attack / Engaged / Area
- - 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.
- <<Skilled Magical Technique>>: Constant / User
- - 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.
- <<Fearsome Strike>>: Unique / User
- - 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.
- ☆ <<Force of Will>>: Constant / User
- - 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".
- Event Talents:
- First Event/Distortion:
- <<Hidden Depths>>: Prep / User
- - The target gains +1 to [Active Checks] and +34 to [Damage]. 1/Combat.
- Second Event/Distortion:
- 〇 <<Boundary Shield>>: Constant / User
- - While the target is [Ready], reduce [Damage] by 30.
- Explanation:
- *A sealed aramitama, told of in ancient traditions.*
- On Start: Apply <<Evil God Advent>>.
- On Prep: Apply ★ <<Intent Alignment>> + ☆ <<Force of Will>>. Afterwards, [Combat Move] away from the PCs.
- On Attack: Use any ▼.
- If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
- ----------------------------------------
- Ruin-Caller Superman / Class: Chaos / LV: 18 (4)
- Size : 2
- Wits : Clever
- Senses : Domain
- Speech : Yes
- Reaction : Hostile
- ID : 33
- Weakness : [Wind] [Toxin] [Phantom]
- Movement : Walk, Fly, Swim
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 28 | 06 | 28 | 06 | 04
- {Fixed Values} | 33 | 13 | 35 | 13 | 11
- {Initiative} : 73 (26)
- {HP} : 1130
- Armor : 20
- Barrier : 20
- Attack Methods
- ▼[Weapon Attack]: Melee Attack / 7 Sq. / 3#
- - [Form: Sword] 6d6+60 physical damage.
- ▼<<Transcendent Secret>>: Physical Attack / Combat Zone / 3#
- - [Element: Wind / Form: Axe] 6d6+130 physical damage, and the target [Halves] their [Armor].
- ▼<<Forbidden Power>>: Magical Attack / Combat Zone / Combat Zone / Cancels
- - [Element: Phantom / Form: Magic] 6d6+110 magical damage. 1/Round.
- A <<Breakout Technique>>: Unique / Combat Zone / 1#
- - Use when the target declares a [Talent]. Cancel the effect of one [Timing: Start or Unique] talent used by the target. 1/Round.
- ▽ <<Skill Return>>: Unique / Combat Zone / 1#
- - Use on Damage Calculation. The target takes [Damage] calculated by themselves. 1/Session.
- ▽ <<Transcendence>>: Constant / User
- - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target [Halves] [Damage] while [Ready].
- Boss Talents:
- <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>: Unique / Combat Zone / 1#
- - Use on Damage Calculation. The user loses 10 {HP} and gains +[1d6x10] [Damage] against [Target: 1#].
- B▽〇 <<Magic Mirror>>: Unique / Combat Zone / 1#
- - Use on damage calculation. The target receives [Damage] calculated by themselves (No Reactive Check). 1/Session.
- ▽★ <<Sacrificial Curse>>: Unique / Combat Zone / 1#
- - 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).
- ☆<<Lord of Sacrifice>>: Constant / User
- - 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.
- <<Forced Sealing>> End / Combat Zone / 1#
- - The user rolls 1d6, and on a result other than 1 or 2, the target [Mononoke] gains [Shift: Dead] (No reactive check). 1/Combat.
- <<Evil Law Mastery>>: Constant / User
- -The target may use <<True Words of Ruin>> one additional time per round.
- ▽ 〇 <<Curse Mutation>>: Constant / User
- - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack].
- ☆<<Lord of Sacrifice>>: Constant / User
- - 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.
- Event Talents:
- First Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Second Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Explanation:
- *A superhuman with world-altering powers that became an Aramitama.*
- On Prep: Gain distance with a [Combat Move].
- On Attack: Use any ▼ + <<True Words of Ruin>> + 〇 <<Elimination of Concepts>> + <<Evil Law Mastery>>.
- When hit with wide-area attacks, use ▽★ <<Sacrificial Curse>> + ☆<<Lord of Sacrifice>>.
- If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
- ----------------------------------------
- Apocalypse Serpent God / Class: Chaos / LV: 18 (4)
- Size : 3
- Wits : Clever
- Senses : Domain
- Speech : Yes
- Reaction : Hostile
- ID : 40
- Weakness : [Fire] [Cold] [Shock] [Magnet]
- Movement : Walk, Fly
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 29 | 27 | 10 | 05 | 05
- {Fixed Values} | 36 | 34 | 17 | 12 | 12
- {Initiative} : 72 (26)
- {HP} : 1231
- Armor : 20
- Barrier : 20
- Attack Methods
- ▼[Weapon Attack]: Melee Attack / 6 Sq. / 6#
- - [Element: Toxin / Form: Hammer] 6d6+60 physical damage.
- ▼<<Snake God Combat Arts>>: Physical Attack / Charge 6 Sq. / Area
- - [Element: Toxin / Form: Axe] 6d6+130 physical damage, and targets may not apply "Reduce damage by x#" effects.
- ▼<<God-Killing Poison Fang>>: Physical Attack / Engaged / Area
- - [Form: Sword] 5d6+150 physical damage. If the target is a mononoke, reduce their {HP} to 0. 1/Round.
- ▼<<Spiral Snake Invitation>>: Physical Attack / Combat Zone / Combat Zone
- - [Form: Spear] 7d6+70 physical damage. 1/Round.
- <<Snakefather>>: Constant / User
- - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target recovers 20 {HP} each [Damage Reduction].
- Boss Talents:
- ★ <<Elite Mutation>>: Start / Combat Zone / Combat Zone
- - NPCs other than the user change {Wits} to [Clever], gain +3 to [Active Checks], and the target removes "x#" from its name.
- B〇 <<Demon Seikuken>>: Unique / Engaged / 1#
- - Use at Any Time. The user performs a [Difficulty: 36] [Physical Attack] that deals [Form: Sword] 4d6+108 Physical Damage. 1/Round.
- 〇<<Atrocious Strike>>: Unique / Engaged / 1#
- - 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.
- ▽ <<Returning Souls>>: Unique / User
- - Use On Damage Reduction. Perform a [Weapon Attack] once on [Range: Item / Target: 1#]. The Target cannot make a [Reactive Check]. 1/Round.
- A <<Evil Law Mastery>>: Constant / User
- -The target may use <<Demon Seikuken>> one additional time per round.
- ▽〇 <<Intercept Position>>: Constant / User
- - 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.
- ▽〇 <<Curse Mutation>>: Constant / User
- - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack].
- ☆ <<Perfect Control>>: Constant / User
- - 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.
- Event Talents:
- First Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Second Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Explanation:
- *A god of snakes and dragons that became an Aramitama.*
- On Start: Apply ★ <<Elite Mutation>> + ☆ <<Perfect Control>>.
- On Prep: [Engage] any PC, then use 〇<<Demon Seikuken>> + <<Evil Law Mastery>> or 〇<<Atrocious Strike>>.
- On Attack: Use any ▼.
- When attacked, use a combination of ▽.
- If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
- ----------------------------------------
- Incomplete Avatar of Ruin / Class: Chaos / LV: 19 (4)
- Size : 4
- Wits : Clever
- Senses : Domain
- Speech : Yes
- Reaction : Hostile
- ID : 37
- Weakness : [Fire] [Shock] [Magnet]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 08 | 06 | 27 | 25 | 05
- {Fixed Values} | 15 | 13 | 34 | 32 | 12
- {Initiative} : 74 (27)
- {HP} : 1200
- Armor : 20
- Barrier : 20
- Attack Methods
- ▼[Weapon Attack]: Magical Attack / 10 Sq. / 3# / Cancels
- - [Element: Wind / Form: Magic] 7d6+70 magical damage.
- <<Poison Zone>>: Start / Combat Zone / Combat Zone / No Reactive Check
- - The target gains -2 to {Evade}, and [Halves] [Armor] and [Barrier].
- ▼<<Eternal Poison Spear>>: Magical Attack / Combat Zone / 2# / Cancels
- - [Element: Toxin / Form: Magic] 6d6+140 magical damage, and the target [Halves] [Barrier].
- ▼<<Spirit Metamorphosis>>: Magical Attack / Combat Zone / Combat Zone / Cancels
- - [Element: Phantom / Form: Magic] 6d6+100 magical damage, and the target gains [Shift: Poison].
- B▽ <<Poison Hallucination>>: Unique / Combat Zone / #1
- - 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).
- ▽ <<King of Gods>>: Constant / User
- - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target gains +40 [Armor] and [Barrier] while [Not Ready].
- Boss Talents:
- <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>: Unique / Combat Zone / 1#
- - Use on Damage Calculation. The user loses 10 {HP} and gains +[1d6x10] [Damage] against [Target: 1#].
- A▽〇 <<Magic Mirror>>: Unique / Combat Zone / 1#
- - Use on damage calculation. The target receives [Damage] calculated by themselves (No Reactive Check). 1/Session.
- ▽ <<Returning Souls>>: Unique / User
- - Use On Damage Reduction. Perform a [Weapon Attack] once on [Range: Item / Target: 1#]. The Target cannot make a [Reactive Check]. 1/Round.
- <<Forced Sealing>> End / Combat Zone / 1#
- - The user rolls 1d6, and on a result other than 1 or 2, the target [Mononoke] gains [Shift: Dead] (No reactive check). 1/Combat.
- ▽〇 <<Curse Mutation>>: Constant / User
- - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack].
- ▽★ <<Sacrificial Curse>>: Unique / Combat Zone / 1#
- - 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).
- ☆<<Lord of Sacrifice>>: Constant / User
- - 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.
- Event Talents:
- First Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Second Event/Distortion:
- <<Overly Strange Magical Energy>>: Constant / User
- - The target gains +50 {Maximum HP}.
- Explanation:
- *An Avatar of Ruin reaching its final stage of completion.*
- On Start: Apply <<Poison Zone>>.
- On Prep: [Simple Move].
- On Attack: Use any ▼ + <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>.
- Use ▽ in combination when attacked.
- If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
- ----------------------------------------
- Temple of the End / Class: Chaos / LV: 19 (4)
- Size : 5
- Wits : Clever
- Senses : Domain
- Speech : Yes
- Reaction : Hostile
- ID : 35
- Weakness : [Shock] [Magnet] [Light]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 30 | 08 | 20 | 10 | 08
- {Fixed Values} | 37 | 15 | 27 | 17 | 15
- {Initiative} : 53 (20)
- {HP} : 1250
- Armor : 30
- Barrier : 30
- Attack Methods
- ▼[Weapon Attack]: Ranged Attack / Combat Zone / 3#
- - [Form: Spear] 5d6+80 physical damage.
- A <<Rampaging Leyline>>: Start / Combat Zone / 1# / Cancels
- - Change all the targets [Spirit Dice] to [Overflow].
- ▼ <<Evil Wind Tornado>>: Physical Attack / Combat Zone / 1#
- - [Element: Wind / Form: Hammer] 6d6+140 physical damage, and the target [Halves] their [Armor].
- ▼ <<Space Collapse>>: Magical Attack / Combat Zone / Combat Zone / Cancels
- - [Element: Phantom / Form: Magic] 6d6+100 magical damage. 1/Round.
- ▽ <<Psychic Temple>>: Constant / User
- - 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].
- Boss Talents:
- ▼ <<Blow of Destruction>> + ○ <<The Collapse of the World>>: Physical Attack / Engaged / Area
- - 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.
- 〇 <<Ki Diffusal>>: Unique / 7 Sq. / 1#
- - The user loses 10 {HP}, then the target gains a -[1d6x10] modifier to [Damage] or [Recovery] effects. 1/Round.
- B▽〇 <<Magic Mirror>>: Unique / Combat Zone / 1#
- - Use on damage calculation. The target receives [Damage] calculated by themselves (No Reactive Check). 1/Session.
- ★ <<The Will of Darkness>>: Unique / Combat Zone / 1#
- - 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.
- <<Skilled Magical Technique>>: Constant / User
- - 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.
- ☆ <<Cursed Body>>: Constant / User
- - 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}.
- Event Talents:
- First Event/Distortion:
- <<Hidden Depths>>: Prep / User
- - The target gains +1 to [Active Checks] and +38 to [Damage]. 1/Combat.
- Second Event/Distortion:
- 〇 <<Boundary Shield>>: Constant / User
- - While the target is [Ready], reduce [Damage] by 30.
- Explanation:
- *The temple of gods from ancient legends, awakened as an Aramitama.*
- On Start: Apply <<Rampaging Leyline>>.
- On Prep: Make a [Simple Move] away from the PCs.
- On Attack: Use any ▼. Apply ▼ <<Blow of Destruction>> + ○ <<The Collapse of the World>> on the second turn, whenever possible.
- Use ▽ when hit by an attack.
- If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
- ----------------------------------------
- God of Destruction From The End / Class: Chaos / LV: 20 (4)
- Size : 2
- Wits : Clever
- Senses : Domain
- Speech : Yes
- Reaction : Hoslite
- ID : 46
- Weakness : [Fire] [Light]
- Movement : Walk, Fly, Swim
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 33 | 27 | 09 | 10 | 08
- {Fixed Values} | 40 | 34 | 16 | 17 | 15
- {Initiative} : 68 (25)
- {HP} : 1400
- Armor : 20
- Barrier : 20
- Attack Methods
- ▼ [Weapon Attack]: Melee Attack / 10 Sq. / 4#
- - [Element: Light / Form: Spear] 6d6+90 physical damage.
- <<Complete Transformation>>: Start / User
- - Halve the [Target] of [Attack Actions] [Armor]. This talent does not spend [Start].
- ▼ <<Destruction God Strike>>: Physical Attack / 10 Sq. / 3#
- -[Element: User's Choice / Form: Axe] 6d6+180 physical damage, and targets cannot apply "reduce damage by x#" effects.
- ▽ <<Terminus Eye>>: Unique / 10 Sq. / 1#
- - Use when the target declares a Talent. Cancel the effect of one talent other than [Timing: Constant]. 3/Round.
- <<Primordial Killing>>: Unique / User
- - Use on Damage Calculation. The target of the users [Attack Action] cannot apply [Halves]. 1/Round.
- A▽ <<Infinite Regeneration>>: Defense / User
- - Use on Damage Reduction. The target [Recovers] 30 {HP}.
- ▽<<Ultimate Deity>>: Constant / User
- - During the targets [Turn], gain x3 [Timing: Attack]. Additionally, while the target is [Not Ready], gain +30 [Armor] and [Barrier].
- Boss Talents:
- ★ <<Elite Mutation>>: Start / Combat Zone / Combat Zone
- - NPCs other than the user change {Wits} to [Clever], gain +3 to [Active Checks], and the target removes "x#" from its name.
- <<Hidden Depths>>: Prep / User
- - The target gains +1 to [Active Checks] and +40 to [Damage]. 2/Combat.
- <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>: Unique / Combat Zone / 1#
- - Use on Damage Calculation. The user loses 10 {HP} and gains +[1d6x10] [Damage] against [Target: 1#].
- <<Evil Law Mastery>>: Constant / User
- -The target may use <<True Words of Ruin>> one additional time per round.
- <<Art Adaptation>>: Constant / User
- - The target delays the effect of all Talents other than [Timing: Constant] until [Timing: Start] of the next round.
- ☆ <<Perfect Control>>: Constant / User
- - 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.
- Event Talents:
- First Event/Distortion:
- <<Hidden Depths>>: Prep / User
- - The target gains +1 to [Active Checks] and +40 to [Damage].
- Second Event/Distortion:
- 〇 <<Boundary Shield>>: Constant / User
- - While the target is [Ready], reduce [Damage] by 30.
- Explanation:
- On Start: Apply <<Complete Transformation>> + ★ <<Elite Mutation>> + ☆ <<Perfect Control>>.
- On Prep: Apply <<Hidden Depths>>.
- On Attack: Use any ▼ + <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>.
- Use ▽ when attacked.
- If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
- ----------------------------------------
- Primate Murder / Class: Chaos / LV:20 (4)
- Size : 2
- Wits : Clever
- Senses : Domain
- Speech : Yes
- Reaction : Hostile
- ID : 40
- Weakness : [Cold] [Shock] [Toxin]
- Movement : Walk, Fly, Swim
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 12 | 04 | 32 | 28 | 04
- {Fixed Values} | 19 | 11 | 39 | 35 | 11
- {Initiative} : 55 (20)
- {HP} : 1450
- Armor : 20
- Barrier : 20
- Attack Methods
- ▼[Weapon Attack]: Magical Attack / 10 Sq. / 4# / Cancels
- - [Element: Fire / Form: MAgic] 6d6+90 magical damage.
- ▼<<Heavenly Flame>>: Magical Attack / Combat Zone / 3# / Cancels
- - [Element: Fire / Form: Magic] 170+[1d6x10] magical damage, and targets cannot apply "reduce damage by x#" effects.
- ▼<<Illuminate>>: Magical Attack / Combat Zone / Combat Zone / No Reactive Check
- - [Element: Light] 6d6+130 magical damage. 1/Round.
- A▽<<Infinite Regeneration>>: Defense / User
- - Use on Damage Reduction. The target [Recovers] 30 {HP}.
- B<<Greater Magnitude Authority>>: Unique / Combat Zone / 1#
- - 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.
- ▽<<Bloodstained Right Hand>>: Constant / User
- - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, while the target is [Ready], they gain +30 [Armor] and [Barrier].
- Boss Talents:
- ★ <<Elite Mutation>>: Start / Combat Zone / Combat Zone
- - NPCs other than the user change {Wits} to [Clever], gain +3 to [Active Checks], and the target removes "x#" from its name.
- <<Hidden Depths>>: Prep / User
- - The target gains +1 to [Active Checks] and +40 to [Damage]. 2/Combat.
- 〇 <<Ki Diffusal>>: Unique / 7 Sq. / 1#
- - The user loses 10 {HP}, then the target gains a -[1d6x10] modifier to [Damage] or [Recovery] effects. 1/Round.
- <<Evil Law Mastery>>: Constant / User
- -The target may use <<Ki Diffusal>> one additional time per round.
- ▽<<Continuous Attack Resistance>>: Contant / User
- -The target gains a modifier to [Armor] and [Barrier] equal to (Number of times that turn the attacker has performed [Damage Calculation] -1) x20.
- ▽〇 <<Curse Mutation>>: Constant / User
- - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack].
- ▽☆ <<Perfect Control>>: Constant / User
- - 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.
- Event Talents:
- First Event/Distortion:
- <<Hidden Depths>>: Prep / User
- - The target gains +1 to [Active Checks] and +40 to [Damage].
- Second Event/Distortion:
- <<Hidden Depths>>: Prep / User
- - The target gains +1 to [Active Checks] and +40 to [Damage].
- Explanation:
- *The Savior of humanity, ascended to a false god.*
- On Start: Apply ★ <<Elite Mutation>> + ☆ <<Perfect Control>>.
- On Prep: Make a [Simple Move] + apply <<Hidden Depths>>.
- On Attack: Use any ▼.
- When attacked, use ▽ according to the situation.
- If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
- ----------------------------------------
- ================================================================================
- - Boss talents [XXXK]
- ================================================================================
- 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+].
- For each Star-marked talent the boss has, gain an additional +50 XP per PC, and an extra 1d6 when recovering {Crest}
- ================================================================================
- Unmarked: XXXK-1
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- [Boss Talent] <<Secret Spiritual Power>>
- Timing : Start
- Range : User
- Target : User
- Cost : None
- Using a forbidden art, the boss compresses a wide-range attack, massively boosting its power.
- 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].
- [Boss Talent] <<Spirit Bending>>
- Timing : Start
- Range : User
- Target : User
- Cost : None
- By compressing and releasing a wide-area attack, the boss makes its trajectory unpredictable.
- 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].
- [Boss Talent] <<Spirit Interceptor>>
- Timing : Start
- Range : Combat Zone
- Target : Combat Zone
- Cost : None
- Semi-automatically intercept and attack all opponents' magic and range attacks.
- 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.
- [Boss Talent] <<Instant Transmission>>
- Timing : Start
- Range : User
- Target : User
- Cost : None
- The boss moves in an instant by amazing acceleration or spiritual transfer.
- 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).
- [Boss Talent] <<Terrain Mutation>>
- Timing : Prep
- Range : 7 Sq
- Target : 1# (Square)
- Cost : None
- Using evil supernatural forces, the boss changes the terrain to make huge obstacles appear.
- 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).
- [Boss Talent] <<Hundred Spirit Waves>>
- Timing : Prep
- Range : User
- Target : User
- Cost : None
- The boss uses a series of strikes that create countless afterimages, expanding its attack range.
- 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].
- [Boss Talent] <<One Shot To Tear The Earth>>
- Timing : Attack
- Range : Item
- Target : 1#
- Cost : None
- The boss uses a powerful relic, weapon or item that as it strikes, sends out a blow that can tear the earth.
- 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.
- [Boss Talent] <<Wave of Thought>>
- Timing : Attack
- Range : Combat Zone
- Target : 1#
- Cost : None
- An empowered spiritual aura that extinguishes the effects of arts and techniques.
- 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).
- [Boss Talent] <<Mystic Blood Regeneration>>
- Timing : End
- Range : User
- Target : User
- Cost : None
- By using evil methods on itself, the boss's physical exhaustion is healed and injuries repaired at regular intervals.
- Effect: Unique Effect. The target [Recovers] 20 {HP}. This [Talent] does not consume [End], but may only be used once per round (or scene).
- [Boss Talent] <<Forced Sealing>>
- Timing : End
- Range : Combat Zone
- Target : 1#
- Cost : None
- Summoned spirits and beasts are forcibly sealed away by overwhelming them with tremendous spiritual power.
- 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.
- [Boss Talent] <<Penetrating Impact>>
- Timing : Unique
- Range : Combat Zone
- Target : 1#
- Cost : None
- By releasing tremendous spiritual power while attacking, the boss pierces the opponents defenses.
- 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).
- [Boss Talent] <<Giant's Soul>>
- Timing : Unique
- Range : Combat Zone
- Target : 1#
- Cost : None
- By forcing spiritual power out from the body, the boss creates a temporary illusion of great size, and concentrates attacks onto itself.
- 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).
- [Boss Talent] <<Scattershot>>
- Timing : Unique
- Range : User
- Target : User
- Cost : None
- The boss spreads out spiritual power while attacking, expanding the effect of the attack further.
- Effect: Use While Active. Gain + 3# to the [Target] of an [Attack Action]. This talent may only be used once per round (or scene).
- [Boss Talent] <<Aura of Despair>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- After receiving serious injury, the boss repels attacks with the evil power of their soul.
- 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.
- [Boss Talent] <<Continuous Attack Resistance>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- An unconventional spirit makes the boss resistant to repeated attacks.
- 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.)
- [Boss Talent] <<Melee Weapon Arts>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- The boss gains the ability to make powerful attacks while equipped with physical weapons and relics.
- 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}].
- [Boss Talent] <<Ranged Weapon Arts>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- The boss gains the ability to make powerful attacks while fighting with ranged armaments.
- 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}].
- [Boss Talent] <<Magic Weapon Arts>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- The boss gains the ability to make powerful attacks while fighting with magical weapons.
- 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}].
- [Boss Talent] <<Commander Aspect>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- The boss has characteristics of a tactical commander who served as a leader for many years.
- Effect: Always Active. NPCs other than [Bosses] in the [Combat Zone] gain +[User's {Lv}] to {Initiative}.
- [Boss Talent] <<Instant Spiritual Manipulation>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- The boss activates a special power instantly by freely manipulating spiritual energy.
- 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].)
- [Boss Talent] <<Skilled Magical Technique>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- The boss has a great proficiency in using forbidden magic.
- 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.
- [Boss Talent] <<Evil Law Mastery>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- By mastering a certain evil, the boss uses special magic in rapid succession.
- 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.
- [Boss Talent] <<Variant Augmentation>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- By bringing its concept closer to evil, the boss dramatically boosts its fighting ability.
- 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].
- [Boss Talent] <<Death's Footsteps>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- With great cunning, the boss flees from the brink of death.
- 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.
- [Boss Talent] <<Curse Release>>
- Timing : Unique
- Range : Combat Zone
- Target : 1#
- Cost : None
- By unsealing forgotten evils, the boss unlocks anothers potential.
- 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).
- [Boss Talent] <<Ultimate Magic>>
- Timing : Attack
- Range : 7 Sq.
- Target : 1#
- Cost : None
- By using forbidden secrets and evil knowledge, the boss creates a powerful magic attack.
- 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).
- [Boss Talent] <<Unusual Spiritual Pressure>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Controlling artificial regalia within the body, the boss converts power into spiritual pressure and expressed it in all directions.
- 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.
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- Circle ○: XXXK-2 (Lvl 5)
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- [Boss Talent] ○ <<Art of Collapse>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- By reinforcing its soul, the boss dramatically raises the power of a certain technique.
- 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].
- [Boss Talent] ○ <<At-Will Magic>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- The boss strengthens itself with reinforcement techniques that allows the quick utilization of magic.
- Effect: Always Active. The target gains +50 to {Maximum HP}. Additionally, the target does not spend [Timing: Start] when using [Boss Talents].
- [Boss Talent] ○ <<Atrocious Strike>>
- Timing : Unique
- Range : Engaged
- Target : 1#
- Cost : None
- 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.
- 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).
- [Boss Talent] ○ <<Awaken Hidden Power>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- The boss completely unlocks evil powers hidden within its body.
- Effect: Always Active. <<Hidden Depths>> Required. The target gains +5 to {Initiative}. Additionally, after using <<Hidden Depths>>, the target may perform x1 [Timing: Attack].
- [Boss Talent] ○ <<Boundary Shield>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- By overlapping barriers it has developed, the boss reduces impacts on its body.
- Effect: Always Active. While the target is [Ready], reduce damage taken by [User's {LV}x4] (Maximum 30).
- [Boss Talent] ○ <<Building Warhead>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- 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.
- 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#].
- [Boss Talent] ○ <<Concept: Killing Intent>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Becoming an embodiment of killing intent, the boss exerts immense combat power.
- Effect: Always active. The target gains +1 to [Active Checks] and +10 to [Damage].
- [Boss Talent] ○ <<Crest Annihilation>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Crush the souls of all those who attack.
- 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.".
- [Boss Talent] ○ <<Curse Mutation>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- An all-purpose ability that reverses a curse on the boss into a powerful supernatural attack.
- 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].
- [Boss Talent] ○ <<Curse Neutralization>>
- Timing : Prep
- Range : Combat Zone
- Target : Combat Zone
- Cost : None
- Draining its own life energy, the boss neutralize a powerful curse.
- 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].
- [Boss Talent] ○ <<Curse Reflection>>
- Timing : Unique
- Range : Combat Zone
- Target : 1#
- Cost : None
- The boss has the ability to resist a curse and reflect it's spiritual power back upon person who cast it.
- 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).
- [Boss Talent] ○ <<Demon Seikuken>>
- Timing : Unique
- Range : Engaged
- Target : 1#
- Cost : None
- The boss uses a special magic or terrifying martial arts that strike a horrifying blow on an opponent.
- 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).
- [Boss Talent] ○ <<Divine Beast Eater>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- The boss has a hidden spiritual power that exerts extraordinary effects on Mononoke.
- Effect: Always Active. <<Deadly Blow>> Required. Whenever the target performs an [Attack Action] against a [Mononoke], they add [Users {Lv} × 5] to [Damage].
- [Boss Talent] ○ <<Divine Power Penetration>>
- Timing : Unique
- Range : User
- Target : User
- Cost : None
- Using lost secrets, the boss fully penetrates a target with its divine power.
- 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).
- [Boss Talent] ○ <<Elimination of Concepts>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- The boss uses spiritual power so immense, it can destroy another's concept of itself.
- 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#]."
- [Boss Talent] ○ <<Flying Death>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- During melee attacks and charges, the boss can extend the distance through emitting spiritual power.
- Effect: Always Active. <<Widen Range>> Required. The target may change [Range: Engaged - Charge X Sq.] [Attack Actions] to [Range: 7 Sq].
- [Boss Talent] ○ <<Hunter's Eye>>
- Timing : Start
- Range : User
- Target : User
- Cost : None
- Significantly depleting its vitality, the boss triggers a magic power in its eye that predicts its opponent's movements.
- 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).
- [Boss Talent] ○ <<Incurable Sickness>>
- Timing : Start
- Range : Combat Zone
- Target : 1#
- Cost : None
- A secret technique that temporarily causes high concentrations of nausea, dramatically reducing the targets healing ability.
- 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).
- [Boss Talent] ○ <<Intercept Position>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- You are always ready to intercept an incoming attack.
- 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.
- [Boss Talent] ○ <<Ki Diffusal>>
- Timing : Unique
- Range : 7 Sq.
- Target : 1#
- Cost : None
- By eroding away the spiritual power of a technique, its effectiveness is dropped drastically.
- 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).
- [Boss Talent] ○ <<Magic Mirror>>
- Timing : Unique
- Range : Combat Zone
- Target : 1#
- Cost : None
- 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.
- 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.
- [Boss Talent] ○ <<Malicious Bullet>>
- Timing : Unique
- Range : Combat Zone
- Target : 1#
- Cost : None
- The boss fires off an evil bullet formed from compressed spirit energy that homes in on its target.
- 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).
- [Boss Talent] ○ <<Regalia Crush>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- The boss has an unusual ability that deprives the spiritual power from cheaply crafted or weak regalias, opening the target to powerful attacks.
- "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.)
- [Boss Talent] ○<<Spirit Destruction>>
- Timing : Unique
- Range : Combat Zone
- Target : 1#
- Cost : None
- Instantly destroy and dissipate the spiritual power the subject is about to release.
- 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).
- [Boss Talent] ○ <<The Collapse of the World>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- By twisting concepts, the boss enhances magical abilities to devastating levels.
- 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).
- [Boss Talent] ○ <<Wave of Impossibility>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Cladding itself in a body of spirit energy, the boss can withstand any attack.
- 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>>.
- [Boss Talent] ○ <<Whirlwind of Death>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- The boss emits a horrific shockwave that destroys and slaughters all.
- 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].
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- Full Star ★ : XXXK-3 (Lvl 7)
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- [Boss Talent] ★ <<Careful Raid>>
- Timing : Start
- Range : Combat Zone
- Target : Combat Zone
- Cost : None
- Using a clever trick, the boss ensures its allies act first.
- Effect: Unique Effect. NPCs other than the user change {Wits} to [Clever], and gain +[User's {Lv}x2] to {Initiative}.
- [Boss Talent] ★ <<Deity of Madness>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- When severely injured, the boss gains the ability to counter-attack on any target.
- 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].
- [Boss Talent] ★ <<Elite Mutation>>
- Timing : Start
- Range : Combat Zone
- Target : Combat Zone
- Cost : None
- Bestowing an ally with special spiritual power, the boss enhances it into an elite combatent.
- 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.
- [Boss Talent] ★ <<Fate Distortion>>
- Timing : Unique
- Range : Combat Zone
- Target : 1#
- Cost : None
- Manipulating a great deal of spiritual power, the boss distorts a targets fate directly.
- 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).
- [Boss Talent] ★ <<High-Level Presence>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- An extremely high-level presence that has powerful all-purple abilities and immense combat skills.
- Effect: Always Active. The target gains +100 {Maximum HP}, and x1 [Timing: Attack] during its turn.
- [Boss Talent] ★ <<Implosion Barrier>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Compressing and containing its spiritual aura, the boss tremendously boosts its defenses.
- Effect: Always Active. This talent cannot be acquired by Aramitama. The target gains Either 1, 2, 3 or 4.
- 1. +20 [Armor]
- 2. +20 [Barrier]
- 3. +10 [Armor] and [Barrier]
- 4. +200 {Maximum HP}
- [Boss Talent] ★ <<Intent Alignment>>
- Timing : Prep
- Range : Combat Zone
- Target : Combat Zone
- Cost : None
- By using a mighty spirit aura, the boss focuses its willpower and becomes able to move objects at will.
- 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).
- [Boss Talent] ★ <<Sacrificial Curse>>
- Timing : Unique
- Range : Combat Zone
- Target : 1#
- Cost : None
- The boss distorts the range and trajectory of an attack, subjecting a subordinate to its effects instead.
- 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).
- [Boss Talent] ★ <<Spiritual Overload>>
- Timing : Start
- Range : Combat Zone
- Target : Combat Zone
- Cost : None
- The boss releases an intense pressure that puts stress on the use of spiritual techniques.
- 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).
- [Boss Talent] ★ <<The Will of Darkness>>
- Timing : Unique
- Range : Combat Zone
- Target : 1#
- Cost : None
- The boss crushes and disables special techniques under the power of its own spirit.
- 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).
- ================================================================================
- Empty Star ☆ : XXXK-4 (Lvl 12)
- ================================================================================
- [Boss Talent] ☆ <<Absolute Belief>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- By connecting its convictions to its spiritual power, the boss becomes powerful enough to utterly reject the intervention of others.
- 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.
- [Boss Talent] ☆ <<Special Attack Resistance>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Weaving a special supernatural power, the boss has unmatched resistance to specific attacks.
- 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].
- [Boss Talent] ☆ <<Cursed Body>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- The boss has a body that can absorb curses, and release them into the surroundings.
- 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}.
- [Boss Talent] ☆ <<Evil God>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- 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.
- 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].
- [Boss Talent] ☆ <<Lord of Sacrifice>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- As a supernatural existence, the boss's power is at its highest state.
- 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.
- [Boss Talent] ☆ <<Force of Will>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- The boss can manipulate others freely by forcing its will onto them.
- 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".
- [Boss Talent] ☆ <<Forced Criticality>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- A forbidden law that forces a critical state, triggering curses that only activate when near death.
- 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.
- [Boss Talent] ☆ <<Perfect Control>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- The boss is able to control evil beings with the power of its terrible spirit.
- 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.
- ================================================================================
- Last Boss Talents : XXXL (Avatar of Ruin Only)
- ================================================================================
- [Last Boss] ※ <<Authority: Ruin>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- The avatar is an embodiment of destruction itself.
- Passive Effect. The target changes the [Cost] of all acquired talents to [None].
- [Last Boss] <<Authority: Greed>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Embodying the vice of greed, the avatar is able to use special techniques beyond their usual limits.
- Passive Effect. The user may target one acquired talent with an "x# per combat" limit, and use it once per round.
- [Last Boss] <<Authority: Wrath>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Embodying the vice of wrath, the avatar makes its opponents hesitate with turbulent emotions.
- Passive Effect. The target gains x1 [Timing: Start], [Timing: Prep], [Timing: Attack], [Timing: End] each.
- [Last Boss] <<Authority: Lust>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Embodying the vice of lust, the avatar forces itself past its limits.
- Passive Effect. The target gains +1d6 to all [Rolls] or +4 to all [Fixed Values].
- [Last Boss] <<Authority: Sloth>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Embodying the vice of sloth, the avatar acquires unearned talents.
- 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}.
- [Last Boss] <<Authority: Greed>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Embodying the vice of greed, the avatar is able to use special techniques beyond their usual limits.
- Passive Effect. The user may target one acquired talent with an "x# per combat" limit, and use it once per round.
- [Last Boss] <<Authority: Envy>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Embodying the vice of envy, the avatar cripples an opponents soul under certain conditions.
- 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.
- [Last Boss] <<Authority: Gluttony>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Embodying the vice of gluttony, the avatar devours pieces of damaged spirit to restore its own vitality.
- 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}.
- [Last Boss] <<Authority: Folly>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Embodying the vice of folly, the avatar returns the side-effects of techniques with a spirit that tramples over others.
- 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].
- [Last Boss] <<Authority: Rejection>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Embodying the vice of rejection, the avatars spirit strongly refuses any attacks, weakening them.
- Passive Effect. The target may change [Damage] from targets other than [Range: Engaged] to 0, and ignore other effects.
- [Last Boss] <<Authority: Cruelty>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Embodying the vice of cruelty, the avatar ridicules the idea of mercy while trampling the fallen.
- Passive Effect. Characters in the [Combat Zone] that gain [Shift: Downed] lose 2d6 [Crest]. This effect cannot be stopped by using Vital Ignition immediately.
- [Last Boss] <<Authority: Apathy>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Embodying the vice of apathy, the avatar rejects any emotions that cause interference.
- 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).
- [Last Boss] <<Authority: Wicked>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Embodying the vice of wickedness, the avatar devours pieces of damaged spirit to restore its own vitality.
- 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].
- [Last Boss] <<Authority: Materialism>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Embodying the vice of materialism, the avatar pushes aside all attacks besides those with focused spirit.
- Passive Effect. The target reduces damage from [Special Attacks] and [Weapon Attacks] by [User's {Lv} x10], and ignores other effects.
- [Last Boss] <<Authority: Atheism>>
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Embodying the vice of atheism, the avatar shatters all beings by denying the existence of good gods.
- 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].
- ================================================================================
- - Distortions [XXXM]
- ================================================================================
- [Distortion] Demonic Curse
- Sense : 15 / 19
- Rating : 7
- Requirement : 2#
- Mend : {Agility} 18
- Target : Check Participant
- Special Damage : None
- Penalty : All {Main Stats} -2
- Impacts
- Impact A:
- - Recover {Crest} equal to the [Rating].
- Impact B:
- - + 5 [Armor] and [Barrier].
- *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.*
- ----------------------------------------
- [Distortion] False Utopia
- Sense : 12 / 15
- Rating : 3
- Requirement : All
- Mend : {Intellect} 16
- Target : Area
- Special Damage : 2d6 [Recovery]
- Penalty : {Will} -1 (Stacks)
- Impacts
- Impact A:
- - Change 3 [Spirit Dice] to any value.
- Impact B:
- - The [Creator] is accompanied by 3 Mononoke that has a [LV] equal to the PC's average [World Influence LV] -1 (Minimum 1, stacks).
- *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.*
- ----------------------------------------
- [Distortion] Onigajo
- Sense : N/A
- Rating : 10
- Requirement : None
- Mend : None
- Target : Area
- Special Damage : None
- Penalty : None
- Impacts
- Impact A:
- - Recover {Crest} equal to the [Rating].
- Impact B:
- - Acquire a Boss Talent (up to 3) per material obtained by the PCs.
- *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.*
- ----------------------------------------
- [Distortion] Forced Amalgamation
- Sense : N/A
- Rating : 6
- Requirement : None
- Mend : None
- Target : Area
- Special Damage : None
- Penalty : None
- Impacts
- Impact A:
- - None
- Impact B:
- - None
- *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.*
- ----------------------------------------
- [Distortion] Invocation Technique
- Sense : N/A
- Rating : 10
- Requirement : None
- Mend : None
- Target : Area
- Special Damage : None
- Penalty : None
- Impacts
- Impact A:
- - None
- Impact B:
- - None
- *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.
- ----------------------------------------
- [Distortion] Feast of Poison
- Sense : 15 / 17
- Rating : 7
- Requirement : All
- Mend : {Will} 16
- Target : Area
- Special Damage : d6 = to Rating
- Penalty : {Strength} -1
- Impacts
- Impact A:
- - Gain 2 [Materials].
- Impact B:
- - The [Creator] is accompanied by up to 3 NPCs of any kind with a [LV] equal to the PC's average [World Influence LV].
- *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).*
- ----------------------------------------
- [Distortion] Evil God Summon
- Sense : N/A
- Rating : X
- Requirement : None
- Mend : None
- Target : Area
- Special Damage : None
- Penalty : None
- Impacts
- Impact A:
- - Recover [Crest] equal to the [Rating].
- Impact B:
- - At the end of turn X from [Combat Start], place an [Aramitama] of [LV: X] next to the [Creator], then the [Creator] disappears.
- *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].*
- ----------------------------------------
- [Distortion] Shuffle
- Sense : 14 / 16
- Rating : 7
- Requirement : All
- Mend : {Luck} 13
- Target : Area
- Special Damage : [Rating] + 2d6 (Ignore Armor).
- Penalty : None
- Impacts
- Impact A:
- - [Recover] [Crest] equal to the [Rating] -2.
- Impact B:
- - The [Creator] is accompanied by up to 2 NPCs of any kind with a [LV] equal to the PC's average [World Influence LV].
- *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.*
- ----------------------------------------
- [Distortion] Curse Mark
- Sense : 14 / 16
- Rating : 8
- Requirement : 2#
- Mend : {Agility} 17
- Target : Check Participant
- Special Damage : 30 (Ignore Armor).
- Penalty : {Luck} -2 (Stacks)
- Impacts
- Impact A:
- - [Recover] [Crest] equal to the [Rating].
- Impact B:
- - Increase {Maximum HP} by 30 (Stacks).
- *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.*
- ----------------------------------------
- [Distortion] Spell Circle Expansion
- Sense : 12 / 15
- Rating : 5
- Requirement : All
- Mend : {Strength} 12
- Target : Area
- Special Damage : 30 (Ignore Armor)
- Penalty : {Agility} -12
- Impacts
- Impact A:
- - Gain 1 [Material].
- Impact B:
- - None.
- *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.*
- ----------------------------------------
- [Distortion] Curse Reinforcement
- Sense : 15 / 19
- Rating : 10
- Requirement : 2#
- Mend : {Strength} 17
- Target : Check Participant
- Special Damage : 7d6 (Ignore Armor)
- Penalty : {Luck} -2
- Impacts
- Impact A:
- - [Recover] [Crest] equal to the [Rating] -2.
- Impact B:
- - +3d6 during [Damage Calculation].
- *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.*
- ----------------------------------------
- [Distortion] Living Poem
- Sense : 10 / 14
- Rating : 3
- Requirement : All
- Mend : {Strength} 13
- Target : Area
- Special Damage : 20 (Ignore Armor)
- Penalty : {Agility} -2
- Impacts
- Impact A:
- - Recover {HP} up to the maximum.
- Impact B:
- - +5 [Armor].
- *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].*
- ----------------------------------------
- [Distortion] Great Ritual Magic
- Sense : 13 / 18
- Rating : 9
- Requirement : All
- Mend : {Will} 17
- Target : Check Participant
- Special Damage : 5d6 (Ignore Armor)
- Penalty : {Will} -2 (Stacks)
- Impacts
- Impact A:
- - [Recover] [Crest] equal to the [Rating].
- Impact B:
- - Increase {Maximum HP} by 30 (Stacks).
- *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.*
- ----------------------------------------
- [Distortion] Terrain Control
- Sense : 15 / 18
- Rating : 5
- Requirement : 3#
- Mend : {Intellect} 17
- Target : Check Participant
- Special Damage : 30 (Ignore Armor)
- Penalty : {Luck} -2
- Impacts
- Impact A:
- - [Recover] [Crest] equal to the [Rating] +5
- Impact B:
- - Acquire one additional Boss Talent (Stacks).
- *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].*
- ----------------------------------------
- [Distortion] Cover Location
- Sense : N/A
- Rating : 5
- Requirement : None
- Mend : None
- Target : None
- Special Damage : None
- Penalty : None
- Impacts
- Impact A:
- - None
- Impact B:
- - None
- *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.*
- ----------------------------------------
- [Distortion] Regalia of Corruption
- Sense : 13 / 15
- Rating : 5
- Requirement : 2#
- Mend : {Will} 16
- Target : 16
- Special Damage : 30 (Ignore Armor)
- Penalty : {Will} -2 (Stacks)
- Impacts
- Impact A:
- - Change 3 [Spirit Dice] to any value.
- Impact B:
- - Acquire one additional Boss Talent (Stacks).
- *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.*
- ----------------------------------------
- [Distortion] Soul Warping Trigger
- Sense : N/A
- Rating : 5
- Requirement : None
- Mend : None
- Target : None
- Special Damage : None
- Penalty : None
- Impacts
- Impact A:
- - None
- Impact B:
- - None
- *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.*
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