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- Phase 1: Fast, annoying, introduces Taunt. Discourages spreading out.
- Phase 2: Annoying, slower, repositions herself. Forces the party to spread out.
- Phase 3: Not very fast. Singular strike focused. A lot of AOEs, lot of corralling enemies into AOEs.
- "Divine Wind" Fujiwara (Level 10 Humanoid)
- ACC 24, EVA 23, CNJ 8, RES 8, CHK 15
- 130 HP, 2 Armor, 10 Barrier.
- Size 2, 17 Initiative.
- Domain Senses, Walk Movement (7).
- Can Talk, Hostile Disposition.
- Attack Methods:
- Weapon Attack / Timing: Attack, Charge 4 Sq. (1#); 24 vs. EVA
- Hit: 2d6+40 Sword damage. A target not in an [Engagement] with one of their allies has their [Armor] reduced to 0 during [Damage Reduction].
- [Additional Effect][1/Round]: May also designate up to 2 additional targets within 4 Sq. when making attack. Increase damage dealt to the third target by 1d6+16.
- Whirlwind / Timing: Attack (Magical), Engaged (Area); 22 vs. RES (Resist: Cancels)
- Hit: 2d6+28 Wind damage, push each target 1 Sq. and they cannot move until the end of their next turn.
- Effect: Afterwards, Fujiwara moves 2 Sq., ignoring [Engagements].
- Taunt / Timing: Start, Combat Zone (1#)
- Special: This unit cannot target the same unit twice in an encounter with Taunt. Taunt does not spend [Start].
- Effect: Target unit must spend their [Timing: Attack] to make an [Attack Action] that targets Fujiwara, if able. During the next [Timing: End], if the target did not cause Fujiwara to lose HP: Until the next [Timing: End], all damage they take cannot be reduced by any means.
- Ninja Run / Timing: Prep, Personal
- Effect: Fujiwara makes a [Combat Move], ignoring [Engagements] while moving this way and may spend any number of her [Timing: Attack] during this movement.
- Lotus Stance Cut / Timing: Unique, Personal
- Trigger: During Fujiwara's [Reactive Check].
- Effect: 1/Round. If the attack is a [Magical Attack], treat as though the {Resist} check had failed, and then [Halve] the [Magical Damage] dealt. Otherwise, Fujiwara gains +2d6 to her [Reactive Check].
- Insightful Sword / Timing: Unique, Combat Zone (1#)
- Trigger: Target fails an {Accuracy} or {Conjure} check against Fujiwara.
- Effect: Fujiwara [Installs] to a space engaged to the target, and make a [Weapon Attack] that targets the target. She gains an additional use of her [Additional Effect].
- The Only Thing I Know For Real / Timing: Constant, Personal
- Effect: Fujiwara gains +1x [Timing: Attack] during her turn. Each time Fujiwara performs [Damage Reduction], she moves 2 Sq., ignoring [Engagements].
- There Will Be Bloodshed / Timing: Unique, Personal
- Trigger: Fujiwara is reduced to 0 or lower {HP}.
- Special: This Attack Method cannot be canceled. Fujiwara may use this, even if a Talent or Shift says she can't.
- Effect: Fujiwara [Installs] [Engaged] with the unit who caused her death, and prompts a QTE ({Agility} vs. 19).
- * On success: The unit pushes Fujiwara 3 Sq.
- After this check resolves, Fujiwara dies. Spawn "Kamikaze" Kazue in the same square, adding 2d6 to her Initiative. Mark a square at least 3 Sq. away from Fujiwara as [Final Rest].
- ____________________
- "You think I'm harmless? Well, lemme show you a forbidden form of the Fujiwara New Shadow School - Nikudan!"
- /me emanates a surge of murderous intent! You understand now her true name as...
- /desc "Kamikaze" Kazue
- "Kamikaze" Kazue (Level 10 Humanoid)
- ACC 24, EVA 24, CNJ 7, RES 16, CHK 20
- 130 HP, 2 Armor, 10 Barrier.
- Size 2, 15 Initiative.
- Domain Senses, Walk Movement (8).
- Can Talk, Hostile Disposition.
- Attack Methods:
- Weapon Attack / Timing: Attack (Physical, Melee), Charge 7 Sq. (1#); 24 vs. EVA
- Hit: 2d6+40 Hammer damage.
- [Additional Effect]: If target takes 1 or more damage, choose a cardinal direction. 1 Sq. at a time, push target in that direction until they reach the edge or until they become adjacent to another unit that is not Kazue, forcibly put them in an [Engagement] with all adjacent units, and make the following Special Physical Melee Attack that targets other unit that was put into an [Engagement] with the target this way, other than the target:
- Attack (Physical, Ranged): 22 vs. EVA
- Hit: 2d6+28 Hammer damage.
- Taunt / Timing: Start, Combat Zone (1#)
- Special: This unit cannot target the same unit twice in an encounter with Taunt. Taunt does not spend [Start].
- Effect: Target unit must spend their [Timing: Attack] to make an [Attack Action] that targets Kazue, if able. During the next [Timing: End], if the target did not cause Kazue to lose HP: Target becomes marked for death.
- Shun Goku Satsu / Timing: Unique, 10 Sq. (1#)
- Special: Can only be used on targets that are marked for death. Marked
- Trigger: Target is not [Engaged] with Kazue, and makes a [Magical Attack] or [Ranged Attack], or fails on an {Accuracy} check.
- Effect: Kazue [Installs] [Engaged] with the target, and makes the following attack.
- Attack (Physical, Melee, Special): Engaged (1# triggering unit); 24 vs. INS
- Hit: No [Damage Reduction] occurs. If the target is in an [Engagement] with one of their allies, apply the Miss effect. Otherwise, reduce their HP to 0.
- Miss: Reduce target's HP to 5 (to 1, if at 5 or less).
- Hyakkishu / Timing: Prep, 4 Sq. (1 Sq. in range)
- Effect: Kazue [Installs] in target square. She then uses one of the following Attack Methods:
- Hyakki Gojin (Physical, Melee): Charge 3 Sq. (#1 unit not yet targeted this round by Hyakki Gojin); 20 vs. EVA
- Hit: 2d6+40 Sword damage, and Kazue may use Hyakkishu again.
- Hyakki Gozanku (Magical): 5 Sq. (Area); 20 vs. RES
- Hit: 2d6+28 magic damage.
- Hyakki Gorasen (Physical, Melee): Engaged (Area); 24 vs. EVA
- Hit: 2d6+28 Wind/Hammer damage, and each target is pushed 3 Sq.
- Ashura Senku / Timing: Unique, Charge 7 Sq. (1# not the triggering unit)
- Special: Kazue ignores [Engagements] while using Ashura Senku. Ashura Senku may be used up to 3/Round, but it may not target the same unit more than once per round.
- Trigger: Another unit declares a Talent that targets Kazue.
- Effect: Kazue applies one of the following effects that she has not applied this round.
- * [Install] the target to the square on the opposite side of herself. (No reactive check.)
- * Swap squares with the target. (No reactive check.)
- * Make a [Weapon Attack] on the target.
- The Only One Left / Timing: Constant, Personal
- Effect: Kazue [Halves] the damage from [Attack Actions] of Rank 2 or lower. In addition, after each time she performs [Damage Reduction], she can move up to 3 Sq., ignoring [Engagements].
- Ride Upon the Dragon's Back / Timing: Unique, Personal
- Trigger: Kazue is reduced to 0 or lower {HP}.
- Special: This Attack Method cannot be canceled. Kazue may use this, even if a Talent or Shift says she can't.
- Effect: Kazue applauds whomever landed the finishing blow. Then, Kazue pushes any unit at [Final Rest] out of the square and [Installs] at [Final Rest] to make the following attack:
- Attack (Physical, Melee): Combat Zone (each enemy in range); 24 vs. EVA
- Hit: 3d6+40 Sword damage.
- Effect: After this attack resolves, Kazue dies. Spawn Fujiwara Kazue in the same square, adding 3d6 to her Initiative and granting her [Blade Unlocked] (max. 4).
- She stands over the unconscious body of CHARNAME, her back turned to the rest of you all, with the kanji for "godlike person" (神人 shinjin) appearing on her back, emblazoned in a bloody carmine.
- ____________________
- "Let me show you the final form of the Fujiwara New Shadow School: The Singular Strike Overthrow - Ikkitōsen!"
- Fujiwara Kazue (Level 10 Humanoid)
- ACC 24, EVA 22, CNJ 7, RES 16, CHK 19
- 130 HP, 2 Armor, 10 Barrier.
- Size 2, 12 Initiative.
- Domain Senses, Walk Movement (6).
- Can Talk, Hostile Disposition.
- Attack Methods:
- Weapon Attack / Timing: Attack, Charge 3 Sq. (1#); 24 vs. EVA
- Hit: 2d6+40 physical Sword damage. A target not in an [Engagement] with one of their allies has their [Armor] reduced to 0 during [Damage Reduction].
- [Additional Effect][1/Round]: May also designate up to 2 additional targets within 3 Sq. when making attack. Increase damage dealt to the third target by 1d6+16.
- Taunt / Timing: Start, Combat Zone (1#)
- Special: This unit cannot target the same unit twice in an encounter with Taunt. Taunt does not spend [Start].
- Effect: Target unit must spend their [Timing: Attack] to make an [Attack Action] that targets Kazue, if able. During the next [Timing: End], if the target did not cause Kazue to lose HP: Kazue gains [Blade Unlocked] (max. 4).
- Judgement Cut End / Timing: Unique, Combat Zone/Combat Zone
- Special: Requires 4 [Blade Unlocked], and consumes each upon use.
- Trigger: Use at any time. (Read: Use it ASAP.)
- Attack (Melee, Special): 28 vs. INS
- Hit: No [Damage Reduction] occurs. Reduce target's HP to 0.
- Miss: Reduce target's HP to 5 (if already 5 or lower, to 1 instead).
- Sougenmu / Timing: Start, Personal
- Special: Sougenmu does not spend [Start].
- Effect: 1/Round. [Install] a [Phantasm Double] on any empty square if there is not one (it shares Kazue's stats and name, but has 50 HP and 0 Armor/Barrier). Also, after that, execute SHIN KYOGIRI.
- SHIN KYOGIRI: Kazue chooses column or row. During [Timing: End], she deals 50 physical Sword damage to each enemy (no Reactive Check) in her column and adjacent columns (if column) or each enemy in her row and adjacent rows (if row). The Phantasm Double will do the same but for the opposite choice. Each unit in the center column/row are pushed out (in a direction of their choice) and an Obstacle equivalent to a Common House (40 HP/6 Armor) is placed in each unoccupied square in that column/row.
- Kuuenzan / Timing: Start, Combat Zone (1#)
- Special: The Phantasm Double will also declare this Talent, but must target a different unit, if possible.
- Effect: During [Timing: End], Kazue [Installs] [Engaged] with the target, and makes the following attack.
- Special: This attack MUST target as many enemies as possible. X = number of targets.
- Attack (Physical, Melee): Engaged (Area); 28 vs. EVA
- Hit: 4d6 damage. During [Damage Calculation], gain a modifier of (180/X).
- Effect: Afterwards, Kazue moves 2 Sq., ignoring [Engagements].
- Unencumbered Mind / Timing: Prep, Personal
- Effect: Kazue [Installs] up to 3 times, each time [Installing] into a square within 2 Sq. of her. She marks each enemy she becomes [Engaged] to while [Installing], and makes the following attack to each enemy that has a mark afterwards:
- Attack (Physical, Melee): 22 vs. RES
- Hit: 1d6+14 physical damage, and the target receives a -2 to their [Active Checks] during their next turn.
- Messenkou / Timing: Prep, Engaged (Area)
- Special: Can only be used as the first [Timing: Prep].
- Attack (Magical): 24 vs. RES
- Hit: 2d6+40 magical damage. Push the target 1 Sq.
- Effect: If 3 or more units were hit by this attack, Kazue gains [Blade Unlocked] (max. 4).
- Deadly Deflect / Timing: Unique, Personal
- Trigger: During Kazue's [Reactive Check].
- Effect: 1/Round. If the attack is a [Magical Attack], treat as though the {Resist} check had failed, designate another valid target for that [Attack Action], and then [Halve] the [Magical Damage] dealt to both Kazue and that target. Otherwise, Kazue gains +2d6 to her [Reactive Check].
- Goshoryuken / Timing: Unique, Engaged (1# triggering unit)
- Trigger: A unit enters an [Engagement] with Kazue while she is not moving.
- Attack (Physical, Melee): 22 vs. EVA
- Hit: 2d6+28 damage, push each target 1 Sq. and they cannot move until the end of their next turn.
- Must-Die Draw / Timing: Unique, Charge 7 Sq. (1# triggering unit)
- Trigger: The first time that Kazue is targeted by another unit's [Attack Action].
- Effect: 1/Round. Change her [Reactive Check] to 2d6+22. If the attacking unit fails their [Active Check], they take 2d6+28 damage (no Reactive Check).
- The Only Thing I've Ever Known / Timing: Constant, Personal
- Effect: During Kazue's turn, she gains 1x [Timing: Prep]. She reduces all damage dealt by units that are not [Engaged] with her by 40. Each time she performs [Damage Reduction], she moves 2 Sq.
- Losing My Identity / Timing: Unique, Personal
- Trigger: Kazue is reduced to 0 or lower {HP}.
- Special: This Attack Method cannot be canceled. Kazue may use this, even if a Talent or Shift says she can't.
- Effect: Kazue [Installs] [Engaged] with the unit who caused her death, and prompts a QTE ({Agility} vs. 3d6+19).
- * On success: The unit pushes Kazue 2 Sq.
- * On failure: The unit is reduced to 1 HP.
- After resolving this check, Kazue dies.
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