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A Fox! (Class: Beast, LV: 8 (2))
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A Fox! (Class: Beast, LV: 5 (1))
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Size:       1
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Wits:       Cunning
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Senses:     Normal
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Speech:     Yes
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Reaction:   Mercurial
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ID:         14
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Weakness:   N/A
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Movement:   Dash-dancing (Walk)
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{Combat Stat} ({Fixed Value})
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{Combat Stat}+1 ({Fixed Value})
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ACC 10 (17)   EVA 11 (18)
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ACC 11 (18)   EVA  9 (16)
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CNJ  3 (10)   RES  3 (10)
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CNJ  4 (11)   RES  4 (11)
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CHK  9 (16)  INIT 22 (9)
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CHK  4 (11)  INIT 18 (7)
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HP  65, Armor 5, Barrier 3
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HP  50, Armor 1, Barrier 0
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[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)
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[Weapon Attack](?): Melee Attack / Charge 6 Sq. / 1#
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        A Fox!'s Attack Methods
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- [Form: Hammer] 2d6+15 physical damage to the target. 
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[Weapon Attack](?): Melee Attack / Charge 4 Sq. / 1#
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*The fox appears to employ... really fast martial arts?*
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- [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].
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- [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 2d6+35 physical damage. Can only be done once per round.
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*In a burst of Spirit Energy, the fox ignites itself, and charges through, knocking down anyone in its path.*
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[Boss-only] «Spirit Wave Dash»: Constant / User
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- [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.
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[Boss Talent] «Spirit Wave Dash»: Constant / User
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*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.*
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[Boss-only] «Stocked Lives»: Unique / User
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- 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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[Boss Talent] «Stocked Lives»: Unique / User
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*Just when you think the fox is down and out, it is not.*
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- 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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- 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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Unique Effect. The user may only apply one of the following effects of Reflect Hex once per round:
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 * Target unit that is within 1 Sq. of user gains [Shift: Fallen], and cannot declare [Engagement].
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 * After [Damage Calculation] from an attack by the user: The user moves target unit that took at least 1 point of damage from the [Attack Action] up to 1 Sq., ignoring [Engagements].
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- Unique Effect. The user may only apply one of the following effects of Reflect Hex once per round:
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 * When the user would move while [Engaged]: They may ignore [Engagements] for the duration of that move.
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 * 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].
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 * 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.
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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.)
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2-7: Broken Right Wing/Initiative+3: 1500G (Potency: 3)
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9-11: A shiny hexagonal emblem with "20XX" written in the center/OpR, add Insight to any Check: 2000G (Potency: 4)
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«Fearsome Power»:  Constant / User / User
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12: Fox Tail/PD+4: 1500G (Potency: 3) 
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*Once this enemy has sustained enough injury, their body itself causes concept materialization to spring forth, raising combat power remarkably.
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actually idk the scaling for these tbh, might remove fox tail
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- Passive Effect. When the target's HP becomes 200 or less, they gain +1 to the result of [Active Checks], and gain a +2d6 modifier to [Damage Calculation].
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A red fox wearing what looks to be a white tactical vest. You're not sure why it's here, but its speed is impressive, and its manipulation of Spirit Energy almost dazzling to watch.
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2-5: N/A
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Developer's notes: 
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6-9: Broken Left Wing/Initiative+1: 500G (Potency: 1)
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This [Mononoke] was designed with the concept of speed. 
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10-12: Some kind of hexagonal emblem with "20XX" written in the center/OpR, during [Damage Calculation], add +3 to {Barrier}: 1000G (Potency: 2)
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Typically, a team of [Player Characters] have a head and shoulders advantage against a single enemy, due to the immense advantage in action economy, or how many more turns the [Player Characters] have, compared to that single enemy. Judging by the design of later Mononoke, Rikizo is at least aware that Mononoke should at least attempt scaling up to higher levels. That, or he thought giving higher-level Mononoke «Continuous Action», one of the BEST action economy-related Talents, was possibly a good idea (it might have been).
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A red fox wearing what looks to be a tactical vest. You're not sure why it's here, but its speed is impressive, and its manipulation of Spirit Energy almost dazzling to watch.
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I was inspired by something I found in a tabletop game called "Adeptus Evangelion," which adapted the Dark Heresy system to the setting of Neon Genesis Evangelion- In it, player characters there fought Angels, which would also take turns between the players' turns. I found it an excellent way to work around this disparity of player action economy vs. enemy action economy, as opposed to, say, giving them additional parts or some minions to fight in addition.
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Developer's notes: This [Mononoke] was designed with the concept of speed. 
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While its [Weapon Attack] is extremely piddly, the threat comes from being able to attack multiple times, and having tools to avoid unfavourable [Engagements], as well as eliminating certain threats to its goals (such as a way to reflect Magical Attacks, which either target his terrible Resist or heal people he is targeting). Without a strong redirecting or mitigation talents, A Fox! is capable of systematically eliminating enemies one-by-one.
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Typically, a team of [Player Characters] have a pretty good advantage against a single enemy, due to the immense advantage in action economy, or how many more turns the [Player Characters] have, compared to that single enemy. Judging by the design of later Mononoke, Rikizo is at least aware that the Mononoke should at least attempt scaling up to the more difficult 
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For added sadism, it is recommended that you consider Savage Divinity or Fearsome Power, which will be guaranteed to be constantly on, and provide their respective bonuses. While «Defy Common Sense» can be useful, its effect is somewhat dampened if in conjunction with «Stocked Lives».
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I was inspired by something I found in a tabletop game called "Adeptus Evangelion," which adapted the Dark Heresy system to the setting of Neon Genesis Evangelion- In it, player characters there fought Angels, which would also take turns between the players' turns. I found it an excellent way to work around this disparity, as opposed to, say, giving them additional parts or some minions to fight in addition.
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Its standard attack may appear to be a simple charge and blowback attack, but it can also push players away, so it can continue launching more and more attacks- One might even consider using this in lieu of Reflect Hex, so it can be used later as an "emergency" burst.
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As «Stocked Lives» is intended as a sort of very screwy comeback mechanic, it is recommended that you do not give A Fox! «Defy Common Sense». In addition, A Fox! benefits greatly from the additional [Timing: Attack] gained through «Savage Divinity». If you are seeking a somewhat different experience than the intended difficulty of this fight, consider combining the two, as to ensure that A Fox! is a constant threat to literally anything in its sight.