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| 1 | - | A Fox! (Class: Beast, LV: 5 (1)) |
| 1 | + | Snaaake! (Class: Humanoid, LV: 5 (1)) |
| 2 | - | Size: 1 |
| 2 | + | Size: 2 |
| 3 | - | Wits: Cunning |
| 3 | + | Wits: Cunning |
| 4 | - | Senses: Normal |
| 4 | + | Senses: Normal |
| 5 | - | Speech: Yes |
| 5 | + | Speech: Yes |
| 6 | - | Reaction: Mercurial |
| 6 | + | Reaction: Mercurial |
| 7 | - | ID: 14 |
| 7 | + | ID: 20 |
| 8 | - | Weakness: N/A |
| 8 | + | Weakness: N/A |
| 9 | - | Movement: Dash-dancing (Walk) |
| 9 | + | Movement: Walk |
| 10 | ||
| 11 | - | {Combat Stat}+1 ({Fixed Value})
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| 11 | + | {Combat Stat} ({Fixed Value})
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| 12 | ACC 11 (18) EVA 9 (16) | |
| 13 | CNJ 4 (11) RES 4 (11) | |
| 14 | CHK 4 (11) INIT 18 (7) | |
| 15 | - | HP 50, Armor 1, Barrier 0 |
| 15 | + | HP 58, Armor 1, Barrier 0 |
| 16 | ||
| 17 | - | [Boss] MODS: HP +100 (actually 25), Fearsome Power [Boss Talent], Spirit Wave Dash, Stocked Lives, +5 Init/PD/MD (maybe not damage), weak to [Psychic], +1 to all combat stats (and fixed stats by proxy) |
| 17 | + | Snaaake!'s Attack Methods |
| 18 | [Weapon Attack]: Melee Attack / Engaged / 1# | |
| 19 | - | A Fox!'s Attack Methods |
| 19 | + | *Do YOU know CQC?* |
| 20 | - | [Weapon Attack](?): Melee Attack / Charge 4 Sq. / 1# |
| 20 | + | - [Form: Hammer] 3d6+20 physical damage to the target. |
| 21 | - | *The fox appears to employ... really fast martial arts?* |
| 21 | + | |
| 22 | - | - [Form: Hammer] 2d6+5+5 physical damage twice to the target. After [Damage Calculation], if the target took more than 10 points of damage from the attack, the user moves the target up to 1 Sq., ignoring [Engagements]. |
| 22 | + | «There!»: Unique / Combat Zone / 1# |
| 23 | *A hidden explosive located within the pillar detonates.* | |
| 24 | - | «Flame Fox»: Melee Attack / 7 Sq. / 1# (1 Sq.) |
| 24 | + | - 1/Round. Unique Effect. Use at any time. Target Obstacle declares an [Engagement] with as many units as possible and makes a [Ranged Attack] bestowed with [Fire] that deals 5d6+40 damage to [Range: Engaged / Target: Area], also, after that, destroy that Obstacle. |
| 25 | - | *In a burst of Spirit Energy, the fox ignites itself, and charges through, knocking down anyone in its path.* |
| 25 | + | |
| 26 | - | - [Element: Fire / Form: Spear] The user [Installs] themselves into any square in range that is in a straight cardinal direction (or a diagonal) from its original position. Then, all units between those two spaces are attacked for 4d6+18+5 physical damage. Can only be done once per round. |
| 26 | + | «Professional CQC»: Special Attack / Engaged / 1# |
| 27 | *The soldier takes advantage of the distance to grab you.* | |
| 28 | - | [Boss Talent] «Spirit Wave Dash»: Constant / User |
| 28 | + | - [Form: Hammer] 2d6+15 physical damage to the target, also if the target failed their {Reactive Check}, apply one of the following effects:
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| 29 | - | *The fox moves at nearly blurring speeds. It is impressive that you can even perceive him, when he acts in the blink of an eye.* |
| 29 | + | * The target takes 3d6+10 HP damage and is moved up to 4 Sq., ignoring [Engagements]. |
| 30 | - | - When another unit ceases to be the [Actor]: The target may become [Ready] again, even if they were [Not Ready], and the target becomes the [Actor]. |
| 30 | + | * The target takes 2d6+8 HP damage and gains [Shift: Fallen]. |
| 31 | * The target gains [Shift: Pain]. | |
| 32 | - | [Boss Talent] «Stocked Lives»: Unique / User |
| 32 | + | |
| 33 | - | *Just when you think the fox is down and out, it is not.* |
| 33 | + | «Tranquilizer»: Ranged Attack / 5 Sq. / 1# |
| 34 | - | - At the end of a turn that the target gained [Shift: Dead], the target gains [Remove: Dead], and if they do, their current {HP} is set to their maximum. (This effect is mandatory.) The user may only activate Stocked Lives up to three times per combat (or once per scene).
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| 34 | + | *The soldier shoots you with a tranquilizing dart, causing you to fall asleep.* |
| 35 | - | - In addition, as [Timing: Constant, Range/Target: User], any positive bonuses to the target's {HP} are quartered (this includes Boss Talents and the Boss/Aramitama Template). This effect may not be toggled off.
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| 35 | + | - [Form: Ranged] 1/Round. 1d6+0 physical damage to the target that ignores [Armor], also if the target failed their {Reactive Check}, they gain [Shift: Fallen], and if they do, until the end of the target's next turn, they gain the following effect as [Timing: Constant / Range: User / Target: User / Effect Class: Passive Effect]:
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| 36 | * The target may not perform any {Checks} or gain any [Timings]. This effect may not be turned off. This effect may be removed as [Timing: Prep / Attack] from [Engaged/1#].
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| 37 | - | «Reflect Hex»: Unique / Engaged / 1# |
| 37 | + | |
| 38 | - | *A sudden outwards burst of spirit energy that disorients nearby opponents, it can take many forms.* |
| 38 | + | |
| 39 | - | - Unique Effect. The user may only apply one of the following effects of Reflect Hex once per round: |
| 39 | + | |
| 40 | - | * When the user would move while [Engaged]: They may ignore [Engagements] for the duration of that move. |
| 40 | + | 2~5: N/A |
| 41 | - | * After [Damage Calculation] from an attack by the user: Target unit that took at least 1 point of damage from the [Attack Action] gains [Shift: Fallen]. |
| 41 | + | 6~9: Tactical Vest Padding/HP+3: 500G (Potency: 1) |
| 42 | - | * When target unit would be targeted by a [Magical Attack] or a [Ranged Attack]: The unit that made the [Attack Action] becomes the target, instead. |
| 42 | + | 10+: Solidified Eye/{Insight}+2: 1000G (Potency: 2)
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| 43 | - | If the user is a [Boss], they may activate Reflect Hex once per turn. (Normally, [Timing: Unique] effects may only be activated once per round.) |
| 43 | + | |
| 44 | A rather mundane-looking veteran soldier in tactical gear. He is laden with several explosives and equipment for close-quarters combat. |