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GM Supplement Mononoke (Humanoid, Beast, Insectoid, Plant)

Oct 11th, 2019 (edited)
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  1. New (10/10/2019):Since the File size For the mononoke and the rest of the books content exceeded the file limit for a pastebin, the mononoke are being moved here, and to a second paste specific for mononoke. They are being split into Humanoid, Beast, insectoid, and plant in one, and Mechanical, Undead, Mythical, and Chaos for another. Sorry for the inconvenience
  2.  
  3. ToC
  4. - Mononoke [XXXF]
  5. * Humanoid LVL 1-10 [XXXF-1A] 11-20 [XXXF-1B]
  6. * Beast LVL 1-10 [XXXF-2A] 11-20 [XXXF-2B]
  7. * Insectoid LVL 1-10 [XXXF-3A] 11-20 [XXXF-3B]
  8. * Plant LVL 1-10 [XXXF-4A] 11-20 [XXXF-4B]
  9.  
  10.  
  11. ================================================================================
  12. - Mononoke [XXXF]
  13. ================================================================================
  14. * Humanoid Mononoke 1-10 [XXXF-1A]
  15. ================================================================================
  16. Black Belt / Class: Humanoid / LV: 1 (1)
  17. Size : 2
  18. Wits : High
  19. Senses : Normal
  20. Speech : Yes
  21. Reaction : Mercurial
  22. ID : 10
  23. Weakness : [Toxin] [Phantom]
  24. Movement : Walk
  25. | ACC | EVA | CNJ | RES | CHK
  26. {Combat Stats} | 05 | 05 | 03 | 03 | 03
  27. {Fixed Values} | 12 | 12 | 10 | 10 | 10
  28. {Initiative} : 5 (4)
  29. {HP} : 35
  30. Armor : 1
  31. Barrier : 0
  32.  
  33. Attack Methods
  34. [Weapon Attack]: Melee Attack / Engaged / 1#
  35. - [Form: Hammer] 2d6+8 physical damage to the target.
  36.  
  37. <<Power Reservoir 1>>: Prep / User
  38. - The target gains a +1d6 modifier to physical damage.
  39.  
  40. <<Battle Art 1>>: Physical Attack / Engaged / 1#
  41. - [Form: Hammer] 2d6+8 physical damage to the target. The target cannot apply a [Timing: Defense] talent.
  42.  
  43. Materials (2d6)
  44. 2~5: None
  45. 6~9: Martial Arts Wear/Strength +1: 500G (Potency: 1)
  46. 10~: Black Belt/Acc +1: 1000G (Potency 2)
  47.  
  48. Description
  49. Advanced Martial-Artists and powerful fighters. They exert considerable power as members of the general public, but are somewhat ineffective against the paranormal.
  50. ----------------------------------------
  51.  
  52. Shard Prisoner x5 / Class: Humanoid / LV: 1 (1)
  53. Size : 2
  54. Wits : Low
  55. Senses : Normal
  56. Speech : Yes
  57. Reaction : Hostile
  58. ID : 9
  59. Weakness : [Shock] [Toxin]
  60. Movement : Walk
  61. | ACC | EVA | CNJ | RES | CHK
  62. {Combat Stats} | 05 | 04 | 03 | 03 | 04
  63. {Fixed Values} | 12 | 11 | 10 | 10 | 11
  64. {Initiative} : 5 (4)
  65. {HP} : 40
  66. Armor : 1
  67. Barrier : 1
  68.  
  69. Attack Methods
  70. [Weapon Attack]: Melee Attack / Engaged / 1#
  71. - [Form: Hammer] 2d6+10 physical damage to the target.
  72.  
  73. <<Rampage I>>: Physical Attack / Engaged / Area
  74. - [Form: Hammer] 2d6+10 physical damage to the target, 1/Round.
  75.  
  76. <<Elemental Attack I>>: Physical Attack / Engaged / 1#
  77. - [Element: Fire / Form: Hammer] 2d6+16 physical damage to the target, 1/Round.
  78.  
  79. Materials (2d6)
  80. 2~7: None
  81. 8+: Impulse Fragment/PD+1: 500G (Potency: 1)
  82.  
  83. Innocents that have come into contact with tiny Shards and been driven insane by the overwhelming memories. They have completely lost all reason, arousing their base destructive impulses. Because their strength has been enhanced due to the influence of a Shard, they possess combat abilities far beyond that of Innocents. They are also referred to as "Possessed."
  84. ----------------------------------------
  85.  
  86. Evil Subordinate x3 / Class: Humanoid / LV: 1 (1)
  87. Size : 2
  88. Wits : Clever
  89. Senses : Normal
  90. Speech : Yes
  91. Reaction : Hostile
  92. ID : 16
  93. Weakness : [Toxin]
  94. Movement : Walk
  95. | ACC | EVA | CNJ | RES | CHK
  96. {Combat Stats} | 06 | 02 | 02 | 03 | 03
  97. {Fixed Values} | 13 | 09 | 09 | 10 | 10
  98. {Initiative} : 7 (4)
  99. {HP} : 40
  100. Armor : 5
  101. Barrier : 5
  102.  
  103. Attack Methods
  104.  
  105. [Weapon Attack]: Ranged Attack / 10 Sq / 2#
  106. - [Form: Ranged] 2d6+7 physical damage to the target.
  107.  
  108. <<Planted Loyalty>> Unique / 10 Sq. / 1#
  109. - Use on Damage Reduction. Change the [Target] of the targets [Attack Action] to [1#], reduce its [Damage] by 10, and the user receives the effects and [Damage] instead. This talent may be used once per round.
  110.  
  111. <<Sneaky Tactics>> Constant / User
  112. Passive Effect. As long as the target does not have [Shift: Dead], [Class: Humanoid] NPCs other than [Bosses] in the combat zone gain +1d6 to [Damage]. This effect accumulates, up to a maximum of 3d6.
  113.  
  114. Materials: (2d6)
  115. 2~7: None
  116. 8+: Mark of Association/Intellect+1: 500G (Potency: 1)
  117.  
  118. Description:
  119. A former Innocent who was given insane power by an Aramitama or an evil organisation, and became a fiercely loyal mononoke. They appear in various placed equipped with firearms to spread evil. Perhaps because they are infused with special magics, they have no fear of death and are a troublesome existence that uses its powers to find out who is superior.
  120. ----------------------------------------
  121.  
  122. Inousha / Class: Humanoid / LV: 2 (1)
  123. Size : 2
  124. Wits : Clever
  125. Senses : Normal
  126. Speech : Yes
  127. Reaction : Mercurial
  128. ID : 14
  129. Weakness : [Phantom] [Toxin]
  130. Movement : Walk
  131. | ACC | EVA | CNJ | RES | CHK
  132. {Combat Stats} | 07 | 03 | 07 | 03 | 03
  133. {Fixed Values} | 14 | 10 | 14 | 10 | 10
  134. {Initiative} : 10 (5)
  135. {HP} : 31
  136. Armor : 1
  137. Barrier : 0
  138.  
  139. Attack Methods
  140.  
  141. [Weapon Attack]: Melee Attack / 5 Sq / 1#
  142. - [Form: Hammer] 2d6+9 physical damage to the target. Additionally, once per combat, increase the # of [Targets] by 2.
  143.  
  144. <<Predict Future>>: Start / Combat Zone / 1#
  145. - The [Target] gains +5 {Initiative}
  146.  
  147. <<Psychic Blast>> Magical Attack / 7 Sq / 1# / Halves
  148. [Element: Shock] 2d6+12 Magical Damage. This talent can be used once per round.
  149.  
  150. <<ESP>> Unique / Combat Zone / 1#
  151. Use at any time. Once per turn, remove one positive [Shift] from the [Target].
  152.  
  153. Materials (2d6)
  154. 2~9: None
  155. 10+: Power-Strengthening Pill/MD+2: 1000G (Potency: 2)
  156.  
  157. Description:
  158. A runaway Innocent who learned to manipulate their spiritual power. Some Inousha reach a revelation and user their powers for good, while others misuse them for their own gain.
  159. ----------------------------------------
  160.  
  161. Magical Girl / Class: Humanoid / LV: 2 (1)
  162. Size : 2
  163. Wits : High
  164. Senses : Normal
  165. Speech : Yes
  166. Reaction : Mercurial
  167. ID : 13
  168. Weakness : [Toxin] [Phantom]
  169. Movement : Walk
  170. | ACC | EVA | CNJ | RES | CHK
  171. {Combat Stats} | 03 | 03 | 06 | 06 | 03
  172. {Fixed Values} | 10 | 10 | 13 | 12 | 10
  173. {Initiative} : 7 (4)
  174. {HP} : 36
  175. Armor : 2
  176. Barrier : 2
  177.  
  178. Attack Methods
  179.  
  180. [Weapon Attack]: Magical Attack / 7 Sq. / 1#
  181. - 2d6+9 magical damage to the target.
  182.  
  183. <<Big Spell>>: Magical Attack / Combat Zone / Combat Zone / Cancel
  184. - The user gains a +2 modifier to {Conjure} check result and inflicts 14 magical damage on the target. 1/Combat
  185.  
  186. <<Cure Spell>>: Magical Attack / 7 Sq. / 1#
  187. - Target's {HP} [Recovers] by 2d6+9 magical damage, 1/Round.
  188.  
  189. Materials (2d6)
  190. 2~5: None
  191. 6~9: Magical Girl Dress/Luck+1: 500G (Potency: 1)
  192. 10+: Magical Girl Staff/Conjure+1: 1000G (Potency: 2)
  193.  
  194. A girl who carries a Shard, and has awakened to the primitive spirit energy manipulation technique of "magic." Innocently, they believe in using the power of magic for the right reasons. She protects her school and home town as an ally of justice, but in many of these cases, the girl has an unstable mind due to puberty, and becomes tainted with evil, just a little. Due to the influence of spirit energy, even if she shows her face in public, Innocents will not recognize her.
  195. ----------------------------------------
  196.  
  197. Modern Soldier x3 / Class: Humanoid / LV: 2 (1)
  198. Size : 2
  199. Wits : High
  200. Senses : Heat
  201. Speech : Yes
  202. Reaction : Mercurial
  203. ID : 7
  204. Weakness : [Magnet] [Phantom]
  205. Movement : Walk
  206. | ACC | EVA | CNJ | RES | CHK
  207. {Combat Stats} | 06 | 05 | 03 | 03 | 03
  208. {Fixed Values} | 13 | 12 | 10 | 10 | 10
  209. {Initiative} : 7 (4)
  210. {HP} : 41
  211. Armor : 2
  212. Barrier : 0
  213.  
  214. Attack Methods
  215.  
  216. [Weapon Attack]: Ranged Attack / 5 Sq. / 1#
  217. - Inflict [Form: Ranged] 2d6+12 physical damage to the target. [Additional Effect]: Once per battle, change the [Attack Action]'s [Target] to [Area].
  218.  
  219. <<Battle Skill I>>: Physical Attack / Engagement / 1#
  220. User gains +1 {Accuracy}, and inflicts [Form: Spear] 2d6+12 physical damage to the target.
  221.  
  222. <<Coordination>>: Constant / User
  223. For each Mononoke with the same name as the target in an [Engagement] (including the target itself), it gains +1 {Accuracy} and +3 to [Physical Damage]
  224.  
  225. Materials (2d6)
  226. 2~9: Broken Firearm/PD+1: 500G (Potency: 1)
  227. 10+: Family Photo/Will+3: 1000G (Potency: 2)
  228.  
  229. Special forces troops armed with Artificial Regalias. They operate in a three-man cell. Their proficient, coordinated attacks may sometimes overwhelm Mononoke.
  230. ----------------------------------------
  231.  
  232. Special Bodyguard / Class: Humanoid / LV: 2 (1)
  233. Size : 2
  234. Wits : High
  235. Senses : Normal
  236. Speech : Yes
  237. Reaction : Mercurial
  238. ID : 8
  239. Weakness : [Toxin] [Phantom]
  240. Movement : Walk
  241. | ACC | EVA | CNJ | RES | CHK
  242. {Combat Stats} | 06 | 03 | 03 | 06 | 03
  243. {Fixed Values} | 13 | 10 | 10 | 13 | 10
  244. {Initiative} : 8 (5)
  245. {HP} : 41
  246. Armor : 5
  247. Barrier : 0
  248.  
  249. Attack Methods
  250.  
  251. [Weapon Attack]: Ranged Attack / 4 Sq. / 1#
  252. - [Form: Ranged] 2d6+8 physical damage to the target.
  253.  
  254. <<Defense Technique>>: Unique / User
  255. - Target gains +5 modifier to [Armor]. 1/Round.
  256.  
  257. <<Cover>>: Defense / Engaged / 1#
  258. Use On Damage Reduction. The user takes the damage the target would have received. (If {Resist} check, it automatically becomes a failure.) This Talent cannot be used on [Area - Combat Zone] [Attack Actions].
  259.  
  260. Materials (2d6)
  261. 2~5: None
  262. 6~9: Broken Gun/PD+1: 500G (Potency: 1)
  263. 10+: Black Suit/HP+6: 1000G (Potency: 2)
  264.  
  265. A bodyguard specialist wearing a black suit. They are skilled at the protection of government officials and VIPs of business enterprises, as well as the protection of scholars and Magi who assist in the research of Aramitama and Mononoke. Because of this, many of their acquired combat techniques are specialized in defense.
  266. ----------------------------------------
  267.  
  268. Tactician / Class: Humanoid / LV: 2 (1)
  269. Size : 2
  270. Wits : Clever
  271. Senses : Normal
  272. Speech : Yes
  273. Reaction : Mercurial
  274. ID : 15
  275. Weakness : [Phantom]
  276. Movement : Walk
  277. | ACC | EVA | CNJ | RES | CHK
  278. {Combat Stats} | 05 | 06 | 03 | 06 | 03
  279. {Fixed Values} | 12 | 13 | 10 | 13 | 10
  280. {Initiative} : 5 (4)
  281. {HP} : 41
  282. Armor : 3
  283. Barrier : 1
  284.  
  285. Attack Methods
  286.  
  287. [Weapon Attack]: Ranged Attack / 7 Sq. / 1#
  288. - [Form: Ranged] 2d6+7 physical damage to the target. [Additional Effect]: Change the type of [Attack Action] to [Special Attack]. 1/Round.
  289.  
  290. <<Paranormal Tactical Support>>: Start / 7 Sq. / 2#
  291. - The target gains +2 to [Active Checks], and +5 to [Damage].
  292.  
  293. <<Anti-Paranormal Tactical Advisor>>: Constant / User
  294. - Unless the target has [Shift: Dead], [Class: Humanoid] NPCs in the [Combat Zone] other than [Bosses] gain +10 to {Initiative}.
  295.  
  296. Materials (2d6)
  297. 2~9: None
  298. 10+: USB Memory/Intellect+1: 500G (Potency: 1)
  299.  
  300. Description:
  301. An expert collaborator who works as a specialist in anti-paranormal tactics. Their strategies are always accurate, and their presence alone eases the struggle of godhunters.
  302. ----------------------------------------
  303.  
  304. Fishmen x5 / Class: Humanoid / LV: 2 (1)
  305. Size : 2
  306. Wits : High
  307. Senses : Heat
  308. Speech : Yes
  309. Reaction : Mercurial
  310. ID : 10
  311. Weakness : [Fire] [Toxin]
  312. Movement : Walk/Swim
  313. | ACC | EVA | CNJ | RES | CHK
  314. {Combat Stats} | 06 | 04 | 01 | 04 | 02
  315. {Fixed Values} | 13 | 11 | 08 | 11 | 09
  316. {Initiative} : 8 (5)
  317. {HP} : 46
  318. Armor : 2
  319. Barrier : 0
  320.  
  321. Attack Methods
  322.  
  323. [Weapon Attack]: Melee Attack / Engaged / 1#
  324. - [Form: Spear] 2d6+14 physical damage to the target.
  325.  
  326. <<Siege Formation>>: Start / Combat Zone / Combat Zone
  327. - "x#" Mononoke within [Range] gain +2 to {Accuracy} checks.
  328.  
  329. <<Fishmen Strike>>: Physical Attack / Engaged / 1#
  330. - [Form: Hammer] 2d6+14 physical damage to the target, and this enemy may force targets that took at least 1 point of damage to move 1 Sq. ignoring [Engagements].
  331.  
  332. Materials (2d6)
  333. 0~6: None
  334. 7~10: Glistening Scales/Armor+1: 500G (Potency: 1)
  335. 11+: Spiney Fin/HP+6: 1,000G (Potency: 2)
  336.  
  337. Description
  338. A Mononoke with the appearance of a humanoid fish, having the head of one, plus scaley arms and legs. They can interbreed with humans, and while as a hatchling they appear like a human, gradually as they grow into an adult they make a total metamorphosis into their original form, and after that, they return to the seas. Although their appearance imitates humans, they are overwhelmingly powerful when in groups, and in particular they are highly dangerous when in water.
  339. ----------------------------------------
  340.  
  341. Hinoenma / Class: Humanoid / LV: 3 (1)
  342. Size : 2
  343. Wits : High
  344. Senses : Normal
  345. Speech : Yes
  346. Reaction : Hostile
  347. ID : 13
  348. Weakness : [Light] [Toxin]
  349. Movement :
  350. | ACC | EVA | CNJ | RES | CHK
  351. {Combat Stats} | 06 | 07 | 03 | 03 | 03
  352. {Fixed Values} | 13 | 14 | 10 | 10 | 10
  353. {Initiative} : 12 (6)
  354. {HP} : 37
  355. Armor : 2
  356. Barrier : 0
  357.  
  358. Attack Methods
  359.  
  360. [Weapon Attack]: Melee Attack / Engaged / 1#
  361. - [Form: Sword] 2d6+9 physical damage to the target.
  362.  
  363. <<Darkstalker Bloodshed>>: Prep / User
  364. - When the target uses a Talent with [Effect Class: Physical Attack / Target: X#], increase [Target] by 2#.
  365.  
  366. <<Clever Strike>>: Physical Attack / Engaged / 1#
  367. - The user gains a +2 modifier on {Accuracy} check and inflicts [Form: Sword] 2d6+9 physical damage to the target.
  368.  
  369. Materials (2d6)
  370. 2~5: None
  371. 6~9: Bat Wing/Initiative+1: 500G (Potency: 1)
  372. 10+: Succubus Nails/PD+2: 1000G (Potency: 2)
  373.  
  374. A tiny Shard dwells in this descendant of Darkstalkers, who turned into a Mononoke that drinks the lifeblood of humans. It is a beautiful man or woman with pale skin, and with its charms, it bewitches pitiful victims and drinks their blood. It has retractable bat wings on its back, and sharp nails that become like blades due to lengthening, and it attacks with agile movements reminiscent of a beast.
  375. ----------------------------------------
  376. Magical Girl Leader / Class: Humanoid / LV: 3 (1)
  377. Size : 2
  378. Wits : Clever
  379. Senses : Magic
  380. Speech : Yes
  381. Reaction : Mercurial
  382. ID : 16
  383. Weakness : [Phantom]
  384. Movement : Walk
  385. | ACC | EVA | CNJ | RES | CHK
  386. {Combat Stats} | 03 | 07 | 09 | 03 | 03
  387. {Fixed Values} | 10 | 14 | 16 | 10 | 10
  388. {Initiative} : 13 (6)
  389. {HP} : 52
  390. Armor : 1
  391. Barrier : 0
  392.  
  393. Attack Methods
  394.  
  395. [Weapon Attack]: Magical Attack / 7 Sq. / 1#
  396. - [Form: Magical] 2d6+11 Magical damage to the target.
  397.  
  398. <<Gleam of Magic>> : Start / Combat Zone / Combat Zone
  399. - The [Target] gains +10 to {Initiative}. 1/Combat
  400.  
  401. <<Purifying Magic Cannon>>: Magical Attack / 7 Sq / Area / Halves
  402. - [Element: Fire] 4d6+18 Magical Damage to the target. 1/Round.
  403.  
  404. <<Barrier Magic>>: Defense / 7 Sq. / 1#
  405. -Use on Damage Reduction. The target gains +5 to [Armor]
  406.  
  407. <<Magical Battle Proficiency>>: Always / User
  408. Passive Effect. During the targets turn, gain x1 [Timing: Attack]. Additionally, unless the target has [Shift: Dead], [Class: Humanoid] NPCs in the [Combat Zone] other than [Bosses] reduce [Damage] by 10.
  409.  
  410. Materials (2d6)
  411. 2~8: None
  412. 9+: Magical Accessory/Conjure+2: 1000G (Potency: 2)
  413.  
  414. Description:
  415. A capable magical girl who leads other magical girls. She excels not only in combat, but in leadership as well. She coordinates actions with her fellow magical girls or paranormal organizations that she associates with to drive away wicked paranormal existences daily.
  416.  
  417. ----------------------------------------
  418. Noble / Class: Humanoid / LV: 3 (1)
  419. Size : 2
  420. Wits : Clever
  421. Senses : Heat
  422. Speech : Yes
  423. Reaction : Hostile
  424. ID : 16
  425. Weakness : [Phantom]
  426. Movement : Walk
  427. | ACC | EVA | CNJ | RES | CHK
  428. {Combat Stats} | 08 | 08 | 03 | 03 | 03
  429. {Fixed Values} | 15 | 15 | 10 | 10 | 10
  430. {Initiative} : 15 (7)
  431. {HP} : 55
  432. Armor : 10
  433. Barrier : 10
  434.  
  435. Attack Methods
  436.  
  437. [Weapon Attack]: Melee Attack / 10 Sq. / 1#
  438. - [Form: Sword] [Element: Fire] 2d6+11 physical damage to the target.
  439.  
  440. <<Mysterious Bloodine>>: Physical attack / 7 Sq. / 3#
  441. - [Form: Axe] 3d6+20 Physical Damage. 1/round
  442.  
  443. <<Protection Act>>: Defense / 10 Sq. / 1#
  444. - Use On Damage Reduction. The user takes the [Damage] and all other effects that would have been inflicted, in place of the target. If used against a [Magical Attack], treat it as though the {Resist} check failed.
  445.  
  446. <<Divine Lineage>>: Constant / User
  447. - During the targets [Turn], gain x1 [Timing: Attack. In addition, unless the target has [Shift: Dead], [Class: Humanoid] NPCs in the [Combat Zone] other than [Bosses] gain "May Apply [Shift: Dead] to all Mononoke with ""x#"" written in their [Name]".
  448.  
  449.  
  450. Materials (2d6)
  451. 2~9: None
  452. 10+: High Pedigree Blood Sample/Accuracy+1: 1000G (Potency: 2)
  453.  
  454. Description:
  455. The descendants of a family that has the blood of a Sakimitama. While not as strong as a godhunter, their spiritual power is nevertheless powerful. Many belong to associations, but some prefer to remain hidden and live peacefully.
  456.  
  457. ----------------------------------------
  458. Suiko / Class: Humanoid / LV: 3 (1)
  459. Size : 2
  460. Wits : Normal
  461. Senses : Heat
  462. Speech : Yes
  463. Reaction : Hostile
  464. ID : 10
  465. Weakness : [Fire] [Phantom]
  466. Movement : Walk/Swim
  467. | ACC | EVA | CNJ | RES | CHK
  468. {Combat Stats} | 08 | 03 | 04 | 03 | 03
  469. {Fixed Values} | 15 | 10 | 11 | 10 | 10
  470. {Initiative} : 9 (5)
  471. {HP} : 47
  472. Armor : 3
  473. Barrier : 1
  474.  
  475. Attack Methods
  476.  
  477. [Weapon Attack]: Melee Attack / Engaged / 1#
  478. - [Form: Axe] 2d6+11 physical damage to the target.
  479.  
  480. <<Elemental Attack I>>: Physical Attack / Engaged / 1#
  481. - [Element: Cold / Form: Axe] 2d6+19 physical damage to the target, 1/Round.
  482.  
  483. <<Serpent's Venom>>: Magical Attack / 4 Sq. / 1# / Cancel
  484. - [Element: Toxin] 2d6+7 magical damage to the target, if target takes at least 1 point of this damage, they take
  485. [Shift: Fallen]. 1/Round.
  486.  
  487. Materials (2d6)
  488. 2~5: None
  489. 6~9: Rubbery Skin/Armor+1: 500G (Potency: 1)
  490. 10+: Webbed Hand/Speed+1: 1000G (Potency: 2)
  491.  
  492. A humanoid water youkai with skin like black rubber, and webbed hands and feet. Once the retainer of a dragon god, it is the descendant of those who lost that power and turned into Mononoke. It has an appearance that resembles humans in some ways, save having googly eyes, and a mouth sprouting fangs to its ears. Human livers are its favorite food, and dragging its victims back to its spirit barrier, where it lives, it will feast. It is also called a kappa.
  493.  
  494. ----------------------------------------
  495. Kitsunetsuki / Class: Humanoid / LV: 4 (1)
  496. Size : 2
  497. Wits : Clever
  498. Senses : Normal
  499. Speech : Yes
  500. Reaction : Mercurial
  501. ID : 16
  502. Weakness : [Poison]
  503. Movement : Walk
  504. | ACC | EVA | CNJ | RES | CHK
  505. {Combat Stats} | 03 | 03 | 08 | 10 | 03
  506. {Fixed Values} | 10 | 10 | 15 | 17 | 10
  507. {Initiative} : 10 (5)
  508. {HP} : 58
  509. Armor : 1
  510. Barrier : 1
  511.  
  512. Attack Methods
  513.  
  514. [Weapon Attack]: Magical Attack / 10 Sq. / 1# / Cancels
  515. - [Form: Magic] 2d6+12 Magical damage to the target.
  516.  
  517. <<Infectious Possession>> Start / Combat Zone / Combat Zone
  518. - The target gains +40 to [Armor] and [Barrier] when they are the target of [Attack Action] with [Target: 2# or more], including [Area - Combat Zone].
  519.  
  520. <<Kitsune Spirit>>: Prep / User
  521. - The target adds +3# to the [Target] of its [Attack Actions].
  522.  
  523. <<Kitsune Illusion>> Unique / Combat Zone / 1#
  524. - Use when the target declares a Talent. Cancel the effect of one [Timing: Unique] talent that the target used. 1/Round.
  525.  
  526.  
  527.  
  528. Materials (2d6)
  529. 2~9: None
  530. 10+: Dial Paper/Will+2: 1000G (Potency: 2)
  531.  
  532. Description:
  533. A shard prisoner who gained spiritual power after posession by a kitsune, changing their appearance closer to a fox. In many cases, they appear from a cursed vessel such as Kokkuri-san.
  534.  
  535. [TL Note] Kokkuri-san is a spirit relating to a japanese ouija-type game. Look it up, its pretty neat.
  536. ----------------------------------------
  537. Origin User / Class: Humanoid / LV: 4 (1)
  538. Size : 2
  539. Wits : Clever
  540. Senses : Normal
  541. Speech : Yes
  542. Reaction : Mercurial
  543. ID : 18
  544. Weakness : [Phantom]
  545. Movement : Walk
  546. | ACC | EVA | CNJ | RES | CHK
  547. {Combat Stats} | 03 | 03 | 09 | 09 | 03
  548. {Fixed Values} | 10 | 10 | 16 | 16 | 10
  549. {Initiative} : 10 (5)
  550. {HP} : 60
  551. Armor : 5
  552. Barrier : 5
  553.  
  554. Attack Methods
  555.  
  556. [Weapon Attack]: Magical Attack / 10 Sq. / 2# / Cancels
  557. - [Element: Cold] 2d6+12 Magical damage to the target.
  558.  
  559. <<Blessing of Origin>>: Start / Combat Zone / Combat Zone
  560. - Targets other than [Bosses] gain +2 to [Active Checks] and +5 to [Damage].
  561.  
  562. <<Origin Protection>>: Defense / Combat Zone / 1#
  563. - Use on Damage Reduction. The target gains +30 to [Armor] and [Barrier] when they are the target of [Attack Actions] with [Target: 2# or more], including [Area - Combat Zone].
  564.  
  565. <<Spiritual Origin Power>>: Constant / User
  566. - During the targets turn, gain x1 [Timing: Attack]. Additionally, unless the target has [Shift: Dead], [Class: Humanoid] NPCs within the [Combat Zone] other than [Bosses] gain +10 to {Initiative}.
  567.  
  568. Materials (2d6)
  569. 2~9: None
  570. 10+: Book of Origins/Conjure+1: 1000G (Potency: 2)
  571.  
  572. Description:
  573. A talented individual who has mastered the spiritual power of Origin Elements. Supports allies by using specialized strengthening and defensive abilities. Aids in hunting wicked men and mononoke, and handing out punishment for various evil acts.
  574.  
  575. ----------------------------------------
  576. Serial Killer / Class: Humanoid / LV: 4 (1)
  577. Size : 2
  578. Wits : Clever
  579. Senses : Normal
  580. Speech : Yes
  581. Reaction : Hostile
  582. ID : 16
  583. Weakness : [Cold] [Toxin]
  584. Movement : Walk
  585. | ACC | EVA | CNJ | RES | CHK
  586. {Combat Stats} | 10 | 08 | 03 | 03 | 03
  587. {Fixed Values} | 17 | 15 | 10 | 10 | 10
  588. {Initiative} : 13 (6)
  589. {HP} : 43
  590. Armor : 1
  591. Barrier : 1
  592.  
  593. Attack Methods
  594.  
  595. [Weapon Attack]: Melee Attack / Engaged / 1#
  596. - [Form: Sword] 2d6+17 physical damage to the target. [Additional Effect]: Set the target's [Armor] to 0. 1/Combat.
  597.  
  598. <<Cunning Surprise Attack>>: Start / Combat Zone / 1# / No Reactive Check
  599. - The target exchanges {Initiative} with the user. 1/Combat.
  600.  
  601. <<Murderous Blow>>: Physical Attack / Engaged / 1#
  602. - [Form: Sword] 3d6+24 Physical damage to the target. 1/Round.
  603.  
  604. <<Gouge The Weak Points>>: Unique / Engaged / 1#
  605. Use on Damage Reduction. The target cannot apply [Halve] effects. 1/Combat.
  606.  
  607. Materials (2d6)
  608. 2~9: None
  609. 10+: Vile Object/Will+3: 1500G (Potency: 3)
  610.  
  611. Description:
  612. A human who turned into a Mononoke after gaining a shard while they were killing people. A genuine scum who derives pleasure from murder. However, they are capable of extraordinary cunning; godhunters must never lower their guard when confronting one.
  613.  
  614. ----------------------------------------
  615. Demon Hunter / Class: Humanoid / LV: 5 (1)
  616. Size : 2
  617. Wits : Clever
  618. Senses : Normal
  619. Speech : Yes
  620. Reaction : Mercurial
  621. ID : 15
  622. Weakness : [Toxin]
  623. Movement : Walk
  624. | ACC | EVA | CNJ | RES | CHK
  625. {Combat Stats} | 09 | 08 | 05 | 03 | 03
  626. {Fixed Values} | 16 | 15 | 12 | 10 | 10
  627. {Initiative} : 15 (7)
  628. {HP} : 58
  629. Armor : 5
  630. Barrier : 3
  631.  
  632. Attack Methods
  633.  
  634. [Weapon Attack]: Melee Attack / Engaged / 1#
  635. - [Form: Sword] 2d6+14 physical damage to the target.
  636.  
  637. <<Combat Art II>>: Physical Attack / Engaged / 1#
  638. - The user gains a +2 modifier on {Accuracy} check and inflicts [Form: Sword] 2d6+19 physical damage to the target.
  639.  
  640. <<Hidden Art II>>: Physical Attack / Combat Zone / 1#
  641. - The user gains a +3 modifier on {Accuracy} check and inflicts [Form: Sword] 33 physical damage to the target, 1/Combat.
  642.  
  643. <<Spellcleave>> Unique / User
  644. - Use On {Resist} Check. The target makes an {Accuracy} check in place of the {Resist} check.
  645.  
  646. Materials (2d6)
  647. Auto: Anti-Demon Talisman/Barrier+1: 500G (Potency: 1)
  648. 2~10: None
  649. 11~12: Evilslaying Blade/Strength+4: 2000G (Potency: 4)
  650.  
  651. A modern warrior who has inherited the ultimate techniques of their style, and devoted themselves to the extermination of Mononoke. It's common for them to dress in contemporary tight clothes. They also provide guidance to Godhunters.
  652.  
  653. ----------------------------------------
  654. Guardian / Class: Humanoid / LV: 5 (1)
  655. Size : 2
  656. Wits : Clever
  657. Senses : Normal
  658. Speech : Yes
  659. Reaction : Mercurial
  660. ID : 20
  661. Weakness : [Toxin]
  662. Movement : Walk
  663. | ACC | EVA | CNJ | RES | CHK
  664. {Combat Stats} | 10 | 03 | 05 | 10 | 03
  665. {Fixed Values} | 17 | 10 | 12 | 17 | 10
  666. {Initiative} : 11 (6)
  667. {HP} : 72
  668. Armor : 20
  669. Barrier : 20
  670.  
  671. Attack Methods
  672.  
  673. [Weapon Attack]: Ranged Attack / 8 Sq. / 2#
  674. - [Form: Ranged] 2d6+16 physical damage to the target.
  675.  
  676. <<All Purpose Protection>>: Defense / Charge 5 Sq. / 1#
  677. - Use on Damage Reduction. The user takes the [Damage] and all other effects that would have been inflicted, in place of the target. This movement ignored [Engagements]. If used against a [Magical Attack], treat it as though the {Resist} check failed.
  678.  
  679. <<Professional Support>>: Unique / Combat Zone / 1
  680. - Use on Damage Reduction. Change the [Target] of the [Attack Action] the target made to [1#], and the user receives the [Damage]. 1/ Round.
  681.  
  682. <<Protective Counterattack>>: Unique / User
  683. - Use on Damage Reduction. The target performs a [Form: Ranged / 4d6+20 Physical Damage] [Physical Attack] on [Range: 8 Sq / Target 2#], with an {Accuracy} result of 19.
  684.  
  685. <<Paranormal Martial Arts>>: Constant / User
  686. - Passive effect. While the target is [Not Ready], gain +20 [Armor] and [Barrier].
  687.  
  688. Materials (2d6)
  689. Automatic: Silver Bullet/PD+2: 1000G (Potency: 2)
  690.  
  691. Description:
  692. Professional bodyguards known in the world of the supernatural. While thoroughly protecting their targets from paranormal techniques, they retaliate with sharp counter-attacks.
  693.  
  694. ----------------------------------------
  695. Magician / Class: Humanoid / LV: 5 (1)
  696. Size : 2
  697. Wits : Clever
  698. Senses : Normal
  699. Speech : Yes
  700. Reaction : Mercurial
  701. ID : 15
  702. Weakness : [Toxin]
  703. Movement : Walk
  704. | ACC | EVA | CNJ | RES | CHK
  705. {Combat Stats} | 05 | 03 | 11 | 10 | 04
  706. {Fixed Values} | 12 | 10 | 18 | 17 | 11
  707. {Initiative} : 12 (6)
  708. {HP} : 53
  709. Armor : 2
  710. Barrier : 6
  711.  
  712. Attack Methods
  713.  
  714. [Weapon Attack]: Magical Attack / 5 Sq. / 1# / Cancels
  715. - [Form: Magic] 2d6+16 Magical damage to the target.
  716.  
  717. <<Attack Magic II>>: Magical Attack / 10 Sq / Area / Halves
  718. - [Form: Magic] 2d6+21 magical damage to the target.
  719.  
  720. <<Great Magic>> Magical Attack / Combat Zone / Combat Zone / Cancels
  721. - The user gains a +2 modifier on {Conjure} check, and inflicts [Form: Magic] 22 magical damage to the target.
  722.  
  723. <<Blink>>: Unique / User
  724. - Use on Reactive Check. The target may use {Resist} for the [Reactive Check]. 1/Round.
  725.  
  726. <<Secret Magic>>: Constant / User
  727. - Passive effect. During the targets [Turn], gain x1 [Timing: Attack].
  728.  
  729.  
  730. Materials (2d6)
  731. 2~8: None
  732. 9+: Abyssal Tome/Luck+4: 2000G (Potency: 4)
  733.  
  734. Description:
  735. A powerful, modern magician who spends their days on magical research, and possesses a magic tome that holds generations of traditional sorcery. Many of these magicians prefer old-fashioned clothing.
  736.  
  737. ----------------------------------------
  738. Shadow / Class: Humanoid / LV: 5 (1)
  739. Size : 2
  740. Wits : Clever
  741. Senses : Normal
  742. Speech : Yes
  743. Reaction : Mercurial
  744. ID : 15
  745. Weakness : [Toxin]
  746. Movement : Walk
  747. | ACC | EVA | CNJ | RES | CHK
  748. {Combat Stats} | 10 | 05 | 07 | 03 | 03
  749. {Fixed Values} | 17 | 12 | 14 | 10 | 10
  750. {Initiative} : 20 (9)
  751. {HP} : 55
  752. Armor : 3
  753. Barrier : 3
  754.  
  755. Attack Methods
  756.  
  757. [Weapon Attack]: Magical Attack / 10 Sq. / 2# / Cancels
  758. - [Element: Phantom] 2d6+12 Magical damage to the target.
  759.  
  760. <<Spear Handling>: Physical Attack / 3 Sq / 2#
  761. - [Form: Spear] 5d6+16 Physical Damage.
  762.  
  763. <<Shadow Field>>: Defense / Combat Zone / 1#
  764. - Use on Damage Reduction. The target gains +40 to [Armor] and [Barrier] when they are the target of [Attack Actions] with [Target: 2# or more], including [Area - Combat Zone].
  765.  
  766. <<Shadow Shatter>>: Unique / Combat Zone / 1#
  767. - Use when the target declares a talent. Cancel the effect of one [Timing: Start - Unique] talent that the target used. 1/Round.
  768.  
  769. <<Shadow Law>>: Constant / User
  770. - Unless the target has [Shift: Dead], [Class: Humanoid] NPCs in the [Combat Zone] other than [Bosses] gain +10 to [Damage].
  771.  
  772. Materials (2d6)
  773. 2~8: None
  774. 9+: Shadow Spear/Agility+2: 1000G (Potency: 2)
  775.  
  776. Description:
  777. A modern ninja that controls shadows and ninjustu. Armed with telescoping spears, they hunt evil mononoke. Many of them conceal their faces behind a mask.
  778. ----------------------------------------
  779. Barrier Technician / Class: Humanoid / LV: 6 (2)
  780. Size : 2
  781. Wits : Clever
  782. Senses : Normal
  783. Speech : Yes
  784. Reaction : Mercurial
  785. ID : 17
  786. Weakness : [Cold] [Shock]
  787. Movement : Walk
  788. | ACC | EVA | CNJ | RES | CHK
  789. {Combat Stats} | 05 | 03 | 14 | 05 | 05
  790. {Fixed Values} | 12 | 10 | 21 | 12 | 12
  791. {Initiative} : 15 (7)
  792. {HP} : 95
  793. Armor : 10
  794. Barrier : 10
  795.  
  796. Attack Methods
  797.  
  798. [Weapon Attack]: Magical Attack / 10 Sq. / 2# / Cancels
  799. - [Element: Magnet] 3d6+20 Magical damage to the target.
  800.  
  801. <<Barrier Transition>>: Start / 10 Sq. / 1# / No Reactive Check
  802. - Move the target to any unoccupied square withing range.
  803.  
  804. <<Barrier Law>>: Defense / 10 Sq. / 1#
  805. - Use on Damage Reduction. The user takes the [Damage] and all other effects that would have been inflicted, in place of the target. If used against a [Magical Attack], treat it as though the {Resist} check failed.
  806.  
  807. <<Psychic Sealing Blade>>: Unique / 10 Sq. / 1#
  808. - Use on Damage Reduction. Change the [Target] of the [Attack Action] the target made to [1#], and the user receives the [Damage].
  809.  
  810. <<Fracture Boundary>>: Constant / User
  811. - Passive Effect. The target reduces damage from [Attack Actions] that aren't [Range: Engaged] by 50. Additionally, unless the target has [Shift: Dead], [Class: Humanoid] NPCs in the [Combat Zone] that aren't [Bosses] gain +10 {Initiative}.
  812.  
  813. Materials (2d6)
  814. Automatic: Barrier Technician's Cloth/Barrier+3: 1500G (Potency: 3)
  815.  
  816. Description:
  817. A member of a rare lineage who specializes in manipulation and sealing spiritual energy. Their barriers are strong, and difficult to break even for clever godhunters.
  818.  
  819. ----------------------------------------
  820. Ippon Datara / Class: Humanoid / LV: 6 (2)
  821. Size : 3
  822. Wits : High
  823. Senses : Magic
  824. Speech : Yes
  825. Reaction : Neutral
  826. ID : 15
  827. Weakness : [Magnet] [Phantom]
  828. Movement : Walk
  829. | ACC | EVA | CNJ | RES | CHK
  830. {Combat Stats} | 10 | 02 | 10 | 07 | 03
  831. {Fixed Values} | 17 | 09 | 17 | 14 | 10
  832. {Initiative} : 14 (7)
  833. {HP} : 89
  834. Armor : 10
  835. Barrier : 5
  836.  
  837. Attack Methods
  838.  
  839. [Weapon Attack]: Magical Attack / Engaged / 1#
  840. - [Form: Hammer] 4d6+19 physical damage to the target.
  841.  
  842. <<Iron Mallet Strike>>: Physical Attack / Engaged / 1#
  843. - [Form: Hammer] 3d6+24 physical damage to the target, and this enemy may force targets that took at least 1 point of damage to move up to 2 Sq. ignoring [Engagements].
  844.  
  845. <<Throw Stone>>: Magical Attack / 7 Sq. / 1# / Halves
  846. - 2d6+15 magical damage to the target. 1/Round.
  847.  
  848. <<Counter>>: Defense / User / No Evasion
  849. - Use On {Evasion} Check. The {Evasion} check automatically fails, but [Range: Engaged / Target: 1#] takes [Form: Hammer] 3d6+24 physical damage.
  850.  
  851. Materials (2d6)
  852. 2~10: Giant Eyelid/Intellect+1: 500G (Potency: 1)
  853. 11+: Rare Ore/Armor+3: 1,500G (Potency: 3)
  854.  
  855. Description
  856. A Mononoke that gained power when a Shard came to reside in an ore or gemstone and gathered spirit energy. A giant with one eye and one leg, it has the power to freely control metals. It is worshiped by mountain people, and while it does not actively hurt people, neither does it give mercy to those who violate its dominion.
  857.  
  858. ----------------------------------------
  859. Professional / Class: Humanoid / LV: 6 (2)
  860. Size : 2
  861. Wits : Clever
  862. Senses : Normal
  863. Speech : Yes
  864. Reaction : Mercurial
  865. ID : 17
  866. Weakness : [Fire] [Light]
  867. Movement : Walk
  868. | ACC | EVA | CNJ | RES | CHK
  869. {Combat Stats} | 14 | 08 | 05 | 03 | 05
  870. {Fixed Values} | 21 | 15 | 12 | 10 | 12
  871. {Initiative} : 20 (9)
  872. {HP} : 79
  873. Armor : 4
  874. Barrier : 5
  875.  
  876. Attack Methods
  877.  
  878. [Weapon Attack]: Melee Attack / Engaged / 1#
  879. - [Form: Sword] 2d6+18 physical damage to the target.
  880.  
  881. <<Killing Trick>>: Start / Combat Zone / 1# / No Reactive Check
  882. - The target is unable to use any [Timing: Unique] moves. 1/Combat.
  883.  
  884. <<Proficiency in Killing>>: Physical Attack / Engaged / 1#
  885. - [Form: Sword] 3d6+35 physical damage to the target.
  886.  
  887. <<Beast in Human Skin>>: Constant / User
  888. - During the target's [Turn], it gains +1 [Timing: Attack]. Also, targets of the user's [Attack Actions] cannot halve damage.
  889.  
  890. Materials (2d6)
  891. 2~9: None
  892. 10~12: Favorite Trophy/Initiative+3: 1500G (Potency: 3)
  893.  
  894. Description:
  895. Top-class hitmen who make a living eliminating both humans and paranormal beings. Their tricks and techniques are actually closer to the realm of supernatural gifts rather than use of spirit energy, however they themselves believe that those are the results of their long experience and disciplined training.
  896.  
  897. ----------------------------------------
  898. Head Exorcist / Class: Humanoid / LV: 7 (2)
  899. Size : 2
  900. Wits : Clever
  901. Senses : Magic
  902. Speech : Yes
  903. Reaction : Mercurial
  904. ID : 24
  905. Weakness : [Toxin]
  906. Movement : Walk
  907. | ACC | EVA | CNJ | RES | CHK
  908. {Combat Stats} | 05 | 03 | 13 | 13 | 03
  909. {Fixed Values} | 12 | 10 | 20 | 20 | 10
  910. {Initiative} : 10 (5)
  911. {HP} : 95
  912. Armor : 10
  913. Barrier : 10
  914.  
  915. Attack Methods
  916.  
  917. [Weapon Attack]: Magical Attack / 10 Sq. / 2# / Cancels
  918. - [Element: Light] 4d6+22 Magical damage to the target.
  919.  
  920. <<Prediction Release>>: Start / Combat Zone / Combat Zone
  921. -[Class: Humanoid] NPCs other than the user gain +10 {Initiative}, and [Halve] the [Armor] and [Barrier] of the [Targets] of [Attack Actions].
  922.  
  923. <<Defense Command>>: Defense / 10 Sq. / 1#
  924. Use on Damage Reduction. One [Class: Humanoid] NPC designated by the user who is present in the [Combat Zone] takes [Damage] and all other effects that would have been inflicted on the [Target]. (treat as if {Resist} check failed. The NPC may choose to refuse this effect)
  925.  
  926. <<Talisman Barrier>>: Constant / User
  927. Passive Effect. Unless the target has [Shift: Dead], [Class: Humanoid] NPCs in the [Combat Zone] other than [Bosses] reduce damage by 50 from [Target: 2# Or More], Including [Area - Combat Zone].
  928.  
  929. Materials (2d6)
  930. Automatic: Ancestral Tool/MD+2: 1,000G (Potency: 2)
  931.  
  932. Description:
  933. A chief of exorcists or knights-templar who is responsible for a branch belonging to one of the paranormal factions. Though they are not Godhunters, they have long cultivated the secret arts of their bloodline and exorcism. They have great command over these arts as well as command over the inousha that serve as their subordinates.
  934.  
  935. ----------------------------------------
  936. Holy Enforcer / Class: Humanoid / LV: 7 (2)
  937. Size : 2
  938. Wits : High
  939. Senses : Normal
  940. Speech : Yes
  941. Reaction : Mercurial
  942. ID : 18
  943. Weakness : [Toxin]
  944. Movement : Walk
  945. | ACC | EVA | CNJ | RES | CHK
  946. {Combat Stats} | 12 | 08 | 08 | 03 | 03
  947. {Fixed Values} | 19 | 15 | 15 | 10 | 10
  948. {Initiative} : 19 (8)
  949. {HP} : 85
  950. Armor : 4
  951. Barrier : 3
  952.  
  953. Attack Methods
  954.  
  955. [Weapon Attack]: Melee Attack / Engaged / 1#
  956. - [Form: Sword] 2d6+16 physical damage to the target.
  957.  
  958. <<Seal Dragon's Veins>>: Start / Combat Zone / 1# / No Reactive Check
  959. - The target cannot perform [Influence]. 1/Combat.
  960.  
  961. <<Ambition II>>: Physical Attack / Engaged / 1#
  962. - [Form: Sword] 2d6+24 physical damage to the target. Additionally, the target cannot use [Timing: Defense] [Talents]. 1/Round.
  963.  
  964. <<Recovery Magic II>>: Magical Attack / 7 Sq / 1# / Cancels
  965. - The target [Recovers] 2d6+20 magical damage. 1/Round.
  966.  
  967. <<Extra Attack I>>: Constant / User
  968. - During the targets [Turn], gain x1 [Timing: Attack].
  969.  
  970.  
  971. Materials (2d6)
  972. 2-11: Spiritual Cloth/Speed+1: 1000G (Potency: 2)
  973. 12: Sacred Sword/PD+4: 2000G (Potency: 4)
  974.  
  975. Description:
  976.  
  977. A Templar of the <Church>. They are executioners who brand all opposing supernatural beings as heretics and eliminate them. Each of them are warriors who specialize in anti-supernatural combat; experts in both the martial and magical arts clad in vesments made of spirit threads.
  978. ----------------------------------------
  979. Tenaga Ashinaga / Class: Humanoid / LV: 7 (2)
  980. Size : 3
  981. Wits : High
  982. Senses : Normal
  983. Speech : Yes
  984. Reaction : Hostile
  985. ID : 19
  986. Weakness : [Wind] [Toxin]
  987. Movement : Walk
  988. | ACC | EVA | CNJ | RES | CHK
  989. {Combat Stats} | 12 | 04 | 03 | 20 | 04
  990. {Fixed Values} | 19 | 11 | 10 | 17 | 11
  991. {Initiative} : 19 (8)
  992. {HP} : 85
  993. Armor : 7
  994. Barrier : 4
  995.  
  996. Attack Methods
  997.  
  998. [Weapon Attack]: Special Attack / 4 Sq. / 1#
  999. - [Form: Ranged] 3d6+27 physical damage to the target. [Additional Effect]: Change an [Attack Action] to a [Special Attack]. 1/Combat.
  1000.  
  1001. <<Gain Distance>>: Start / User
  1002. - The target [Installs] into any square within [Range: 7 Sq.] 1/Combat.
  1003.  
  1004. <<Clever Strike>>: Physical Attack / Engaged / 1#
  1005. - The user gains +2 to the {Accuracy} check, then deals [Form: Hammer] 2d6+27 physical damage to the target.
  1006.  
  1007. <<Rampage II>>: Physical Attack / Combat Zone / Area
  1008. - [Form: Hammer] 2d6+32 physical damage to the target. 1/Round.
  1009.  
  1010. <<Two Gods, One Body>>: Constant / User
  1011. - During the target's [Turn], it gains +1 [Timing: Attack].
  1012.  
  1013. Materials (2d6)
  1014. 2~9: Giant Claw/Strength+1: 500G (Potency: 1)
  1015. 10+: Clam Toy/Speed+2: 1,500G (Potency: 3)
  1016.  
  1017. Description
  1018. A pair of giant Mononoke, where one has extremely long arms and the other has extremely long legs. They act as a pair, and are believed to sink ships and assault then eat humans using their long limbs like whips. They are spoken of as a type of demon, but in some regions they serve as messengers for the gods.
  1019.  
  1020. ----------------------------------------
  1021. Veteran Magical Girl / Class: Humanoid / LV: 7 (2)
  1022. Size : 2
  1023. Wits : Clever
  1024. Senses : Normal
  1025. Speech : Yes
  1026. Reaction : Neutral
  1027. ID : 13
  1028. Weakness : [Phantom] [Toxin]
  1029. Movement : Walk
  1030. | ACC | EVA | CNJ | RES | CHK
  1031. {Combat Stats} | 13 | 10 | 08 | 03 | 03
  1032. {Fixed Values} | 20 | 17 | 15 | 10 | 10
  1033. {Initiative} : 19 (8)
  1034. {HP} : 70
  1035. Armor : 10
  1036. Barrier : 5
  1037.  
  1038. Attack Methods
  1039.  
  1040. [Weapon Attack]: Melee Attack / 2 Sq. / 1#
  1041. - [Form: Spear] 2d6+13 physical damage to the target.
  1042.  
  1043. <<Magical Blow>>: Physical Attack / 3 Sq. / 1#
  1044. - The user gains +2 to {Accuracy}, then inflicts [Form: Ranged] 2d6+30 physical damage to the target.
  1045.  
  1046. <<Defensive Barrier I>>: Unique / 7 Sq. / 1#
  1047. - Use on Damage Reduction. The target gains +5 to [Barrier]. 1/Round.
  1048.  
  1049. <<Destroy Protection>>: Unique / 7 Sq. / 1#
  1050. - Use on Damage Reduction. The target changes their [Armor] value to 0. 1/Combat.
  1051.  
  1052. Materials (2d6)
  1053. 2~5: None
  1054. 6~10: Jewelled Hairband/Intellect+1: 500G (Potency: 1)
  1055. 11~: Memento Photograph/MD+2: 1000G (Potency: 2)
  1056.  
  1057. Description:
  1058. A veteran warrior who has fought as a magical girl from a young age. At a glance, she may appear as a lovely young girl, but that appearence hides a fighting power that may overwhelm even novice Godhunters. Her Artificial Regalias that were once batons and compacts, after various improvements have started to take on the actual combative forms of spears and firearms.
  1059.  
  1060. ----------------------------------------
  1061. Gozu / Class: Humanoid / LV: 8 (2)
  1062. Size : 3
  1063. Wits : Normal
  1064. Senses : Normal
  1065. Speech : Yes
  1066. Reaction : Hostile
  1067. ID : 16
  1068. Weakness : [Wind] [Phantom]
  1069. Movement : Walk
  1070. | ACC | EVA | CNJ | RES | CHK
  1071. {Combat Stats} | 13 | 05 | 05 | 05 | 03
  1072. {Fixed Values} | 20 | 12 | 12 | 12 | 10
  1073. {Initiative} : 16 (7)
  1074. {HP} : 91
  1075. Armor : 10
  1076. Barrier : 1
  1077.  
  1078. Attack Methods
  1079.  
  1080. [Weapon Attack]: Melee Attack / Engaged / 1#
  1081. - [Form: Axe] 3d6+21 physical damage to the target.
  1082.  
  1083. <<Power Resevoir II>> Prep / User
  1084. - The target gains +2d6 to [Physical Damage]
  1085.  
  1086. <<Whirlwind>> Physical Attack / Charge 2 Sq. / Area
  1087. - [Form: Axe] 2d4+26 physical damage to the target.
  1088.  
  1089. <<Swing Down>> Physical Attack / Engaged / 1#
  1090. - [Form: Axe] 1d6+47 physical damage to the target.
  1091.  
  1092. <<Instant Protection II>>: Unique / 5 Sq / 1#
  1093. - Use on Damage Reduction. The target gains +10 [Armor]. 1/Round.
  1094.  
  1095.  
  1096. Materials (2d6)
  1097. 2~9: Demon's Claw/PD+1: 500G (Potency: 1)
  1098. 10+: Large Golden Rod/PD+3: 1500G (Potency: 3)
  1099.  
  1100. Description:
  1101. A bully who is proud of Japan's great age. It's head has large horns like a bull. He is constantly hungry and greedy to eat anything.
  1102.  
  1103. ----------------------------------------
  1104. Mezu / Class: Humanoid / LV: 8 (2)
  1105. Size : 3
  1106. Wits : High
  1107. Senses : Normal
  1108. Speech : Yes
  1109. Reaction : Hostile
  1110. ID : 16
  1111. Weakness : [Phantom] [Shock]
  1112. Movement : Walk
  1113. | ACC | EVA | CNJ | RES | CHK
  1114. {Combat Stats} | 07 | 06 | 13 | 07 | 03
  1115. {Fixed Values} | 14 | 13 | 20 | 14 | 10
  1116. {Initiative} : 18 (8)
  1117. {HP} : 71
  1118. Armor : 5
  1119. Barrier : 3
  1120.  
  1121. Attack Methods
  1122.  
  1123. [Weapon Attack]: Melee Attack / Engaged / 1#
  1124. - [Form: Hammer] 3d6+15 physical damage to the target.
  1125.  
  1126. <<Prison Order>>: Start / Combat Zone / Combat Zone / No Reactive Check
  1127. - Treat any mononoke as a mononoke that has "x#" in its name. In addition, mononoke that have "x#" in their name gain +6 {Initiative}.
  1128.  
  1129. <<Clever Strike>>: Physical attack / Engaged / 1#
  1130. - The User gains +3 to its {Accuracy} check, then inflicts [Form: Hammer] 2d6+22 physical damage on the target.
  1131.  
  1132. <<Attack Magic I>>: Magic Attack / 10 Sq. / Area / Halves
  1133. - [Form: Magic] 2d6+23 Magical damage to the target. 1/Round.
  1134.  
  1135. Materials (2d6)
  1136. 2~9: Book of Hell/MD+2: 1000G (Potency: 2)
  1137. 9+: Mezu's Horn/Intellect+3: 1500G (Potency: 3)
  1138.  
  1139. Description:
  1140. A horse-headed demon with a large body. It has one long horn protruding from its forehead. It is an evil being who lusts after the opposite sex, and will attack and eat them. Even as a child it has high intelligence.
  1141.  
  1142. ----------------------------------------
  1143. Super Elite Corps Member / Class: Humanoid / LV: 8 (2)
  1144. Size : 2
  1145. Wits : Clever
  1146. Senses : Normal
  1147. Speech : Yes
  1148. Reaction : Mercurial
  1149. ID : 20
  1150. Weakness : [Shock] [Toxin]
  1151. Movement : Walk
  1152. | ACC | EVA | CNJ | RES | CHK
  1153. {Combat Stats} | 18 | 10 | 05 | 03 | 03
  1154. {Fixed Values} | 25 | 17 | 12 | 10 | 10
  1155. {Initiative} : 23 (10)
  1156. {HP} : 91
  1157. Armor : 3
  1158. Barrier : 7
  1159.  
  1160. Attack Methods
  1161.  
  1162. [Weapon Attack]: Melee Attack / Engaged / 1#
  1163. - [Form: Sword] 4d6+21 physical damage to the target. [Additional Effect]: Gain +2# to [Target] 1/Round.
  1164.  
  1165. <<Anti-God Attack>>: Physical Attack / 6 Sq. / 1#
  1166. - The user gains +2 to {Accuracy}, then inflicts [Form: Ranged] 3d6+41 physical damage on the target.
  1167.  
  1168. <<Talent Interference>> Unique / Combat Zone / 1#
  1169. - Use when the target declares a talent. Cancel the effect of one talent other than [Timing: Constant]. 1/Round.
  1170.  
  1171. <<Anti-Supernatural Tactical Command>> Constant / User
  1172. - Passive Effect. During the targets [Turn], gain x2 [Timing: Attack]. Additionally, unless the target has [Shift: Dead], [Class: Humanoid] NPCs in the [Combat Zone] that aren't [Bosses] do not receive the effect of "Apply [Shift: Dead] to [Mononoke] with ""x#"" in their name."
  1173.  
  1174. Materials (2d6)
  1175. Automatic: Dog Tag/HP+9: 1500G (Potency: 3)
  1176.  
  1177. Description:
  1178. Special forces armed with specialised equipment for fighting paranormal existences. They have tremendous combat capability, but are few in number.
  1179.  
  1180. ----------------------------------------
  1181. Reality Warper / Class: Humanoid / LV: 9 (2)
  1182. Size : 2
  1183. Wits : Clever
  1184. Senses : Domain
  1185. Speech : Yes
  1186. Reaction : Mercurial
  1187. ID : 25
  1188. Weakness : [Phantom]
  1189. Movement : Walk
  1190. | ACC | EVA | CNJ | RES | CHK
  1191. {Combat Stats} | 15 | 10 | 05 | 08 | 03
  1192. {Fixed Values} | 22 | 17 | 12 | 15 | 10
  1193. {Initiative} : 10 (5)
  1194. {HP} : 102
  1195. Armor : 10
  1196. Barrier : 10
  1197.  
  1198. Attack Methods
  1199.  
  1200. [Weapon Attack]: Ranged Attack / 10 Sq. / 2#
  1201. - [Form: Ranged] 5d6+30 physical damage to the target.
  1202.  
  1203. <<Armor Penetration>> Defense / 10 Sq. 1# / No Reactive Check
  1204. - Use on Damage Reduction. The target [Halves] their [Armor].
  1205.  
  1206. <<Space-Time Alteration>>: Unique / 10 Sq. 1#
  1207. - Use when the target declares a talent. One [Class: Humanoid] NPC other than the user within [Range: 10 Sq.] takes their turn immediately, ignoring {Initiative}. 2/Round.
  1208.  
  1209. <<Heroic Guidance>>: Unique / 10 Sq. / 1#
  1210. - Use on Damage Calculation. [Class: Humanoid] other than the user gains a +[1d6x5] modifier to [Damage]. 2/Round.
  1211.  
  1212. <<Barrier Control>>: Constant / User
  1213. - Passive Effect. Unless the target has [Shift: Dead], [Form: Humanoid] NPCs other than [Bosses] in the [Combat Zone] reduce damage by 50 from [Targets] other than [Range: Engaged].
  1214.  
  1215.  
  1216. Materials (2d6)
  1217. Automatic: Secret Book/Barrier+2: 1000G (Potency: 2)
  1218.  
  1219. Description:
  1220. High-ranking superhuman with abilities that interfere with the world itself. Its spiritual powers can warp barriers or command specific people.
  1221.  
  1222. ----------------------------------------
  1223. Shaman / Class: Humanoid / LV: 9 (2)
  1224. Size : 2
  1225. Wits : Clever
  1226. Senses : Magic
  1227. Speech : Yes
  1228. Reaction : Neutral
  1229. ID : 10
  1230. Weakness : [Wind] [Toxin]
  1231. Movement : Walk, Fly
  1232. | ACC | EVA | CNJ | RES | CHK
  1233. {Combat Stats} | 05 | 03 | 17 | 13 | 03
  1234. {Fixed Values} | 12 | 10 | 24 | 20 | 10
  1235. {Initiative} : 19 (8)
  1236. {HP} : 72
  1237. Armor : 4
  1238. Barrier : 10
  1239.  
  1240. Attack Methods
  1241.  
  1242. [Weapon Attack]: Magical Attack / 5 Sq. / 2# / Cancels
  1243. - [Form: Magic] 2d6+17 magical damage to the target.
  1244.  
  1245. <<Wavy Magic>>: Unique / User
  1246. - Use on Damage Calculation. The target performs one [Weapon Attack]. 1/Round.
  1247.  
  1248. <<Horrible Magic>>: Unique / 10 Sq. / 1#
  1249. - Use when the target declares a talent. Cancel the effect of one [Timing: Unique] or [Timing: Defense] that the target used. 1/round.
  1250.  
  1251. <<Curse Reinforcement>>: Constant / User
  1252. - During the targets [Turn], gain x1 [Timing: Attack.] Additionally, the target [Halves] the damage of [Form: Axe, Hammer].
  1253.  
  1254.  
  1255. Materials (2d6)
  1256. 2~9: Curse Medium/MD+2: 1000G (Potency: 2)
  1257. 9+: Small Sweet Spot/MD+3: 1500G (Potency: 5)
  1258.  
  1259. Description:
  1260. A great magician who manipulates primitive but powerful magic. Even when modernised, its power doesn't diminish. Although it varies from country to country, it manipulates the weather through spiritual and divine powers.
  1261.  
  1262. ----------------------------------------
  1263. Swordsman / Class: Humanoid / LV: 9 (2)
  1264. Size : 2
  1265. Wits : Clever
  1266. Senses : Normal
  1267. Speech : Yes
  1268. Reaction : Neutral
  1269. ID : 10
  1270. Weakness : [Shock] [Toxin]
  1271. Movement : Walk
  1272. | ACC | EVA | CNJ | RES | CHK
  1273. {Combat Stats} | 17 | 13 | 05 | 03 | 03
  1274. {Fixed Values} | 24 | 20 | 12 | 10 | 10
  1275. {Initiative} : 23 (1)
  1276. {HP} : 87
  1277. Armor : 4
  1278. Barrier : 2
  1279.  
  1280. Attack Methods
  1281.  
  1282. [Weapon Attack]: Melee Attack / Engaged / 1#
  1283. - [Form: Sword] 2d6+17 physical damage to the target.
  1284.  
  1285. <<Superhuman Movement>>: Prep / User
  1286. - The subject chooses either 1 or 2.
  1287. 1. Change the [Target] of an [Attack Action] to [Area]
  1288. 2. The target moves up to 2 squares in any direction, ignoring [Engagements]
  1289.  
  1290. <<Sword Rip>>: Physical Attack / Engaged / 1#
  1291. - The user gains +3 to {Accuracy}, then inflicts [Form: Sword] 2d6+43 physical damage on the target.
  1292.  
  1293. <<Fearsome Swordsman>> Constant / User
  1294. - Passive Effect. During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] the [Damage] of [Form: Sword].
  1295.  
  1296. Materials (2d6)
  1297. 2~9: Luxury Sword Belt/PD+2: 1000G (Potency: 2}
  1298. 10+: Masterwork Blade/PD+3: 1500G (Potency: 3)
  1299.  
  1300. Description:
  1301. A modern swordsman who has become a wanderer, and can manipulate spiritual powers along with mastery of the blade. With unsurpassed detection and fighting ability, the sword can cut and pierce anything.
  1302.  
  1303. ----------------------------------------
  1304. Enlightened One / Class: Humanoid / LV: 10 (2)
  1305. Size : 2
  1306. Wits : Clever
  1307. Senses : Domain
  1308. Speech : Yes
  1309. Reaction : Mercurial
  1310. ID : 25
  1311. Weakness : [Phantom] [Toxin]
  1312. Movement : Walk, Flying
  1313. | ACC | EVA | CNJ | RES | CHK
  1314. {Combat Stats} | 18 | 13 | 10 | 03 | 03
  1315. {Fixed Values} | 25 | 20 | 17 | 10 | 10
  1316. {Initiative} : 13 (6)
  1317. {HP} : 111
  1318. Armor : 20
  1319. Barrier : 20
  1320.  
  1321. Attack Methods
  1322.  
  1323. [Weapon Attack]: Ranged Attack / 10 Sq. / 2#
  1324. - [Element: Wind / Form: Ranged] 2d6+28 physical damage to the target.
  1325.  
  1326. <<Enhanced Domain>>: Start / Combat Zone / Combat Zone / No Reactive Check
  1327. - The user chooses either 1. or 2.
  1328. 1. [Install] the [Target] within any 5 squares from the current square.
  1329. 2. [Class: Humanoid] NPCs other than the user gain +10 [Damage] and {Initiative}
  1330.  
  1331. <<Domination>>: Defense / Combat Zone 1#
  1332. - Use on Damage Reduction. One [Class: Humanoid] NPC within the [Combat Zone] chosen by the user receives the [Damage] and other effects instead of the target. The NPC may reject this effect.
  1333.  
  1334. <<Barrier of Thought>>: Constant / User
  1335. - Passive Effect. Unless the target has [Shift: Dead], [Form: Humanoid] NPCs other than [Bosses] in the [Combat Zone] reduce damage by 60 from [Target: 2# or More], including [Area - Combat Zone].
  1336.  
  1337.  
  1338. Materials (2d6)
  1339. Automatic: Artificial Spirit Pill/PD+2: 1000G (Potency: 2)
  1340.  
  1341. Description:
  1342. An awakened who acquired great superpowers after many years. They have tremendous spirit energy and are able to manifest various supernatural phenomenon purely from thought.
  1343.  
  1344. ----------------------------------------
  1345. Rebellion Magical Girl / Class: Humanoid / LV: 10 (2)
  1346. Size : 2
  1347. Wits : Clever
  1348. Senses : Magic
  1349. Speech : Yes
  1350. Reaction : Hostile
  1351. ID : 15
  1352. Weakness : [Phantom] [Toxin]
  1353. Movement : Walk
  1354. | ACC | EVA | CNJ | RES | CHK
  1355. {Combat Stats} | 19 | 08 | 14 | 03 | 03
  1356. {Fixed Values} | 26 | 15 | 21 | 10 | 10
  1357. {Initiative} : 23 (10)
  1358. {HP} : 93
  1359. Armor : 5
  1360. Barrier : 10
  1361.  
  1362. Attack Methods
  1363.  
  1364. [Weapon Attack]: Magical Attack / 6 Sq. / 2# / Cancels
  1365. - [Form: Magical] 2d6+19 magical damage to the target.
  1366.  
  1367. <<Witch's Iron Armor>>: Physical Attack / 6 Sq / 2# / Cancels
  1368. - [Form: Ranged] 2d6+46 physical damage to the target.
  1369.  
  1370. <<Time Acceleration>> Unique / User
  1371. - Use on Check. Add 1d6 to the value of the check. 2/Round.
  1372.  
  1373. <<Time Stop>> Unique / 7 Sq. / 1#
  1374. - Use when the target declares a talent. Cancel the effect of one talent other than [Timing: Constant] the target used. 1/Round.
  1375.  
  1376. <<Extra Attack I>> Constant / User
  1377. - Passive Effect. During the targets [Turn], gain x1 [Timing: Attack].
  1378.  
  1379. Materials (2d6)
  1380. 2~11: Hidden Weapons/PD+1: 500G (Potency: 1)
  1381. 12~: Magical Clock/MD+3: 1000G (Potency: 2)
  1382.  
  1383. Description:
  1384. A magical girl who has fallen out of cruel desperation. Having survived to this point, its spiritual power is immense. It uses its power to rebel against destiny and satisfy its own desires.
  1385.  
  1386. ----------------------------------------
  1387. Shenxian Killer / Class: Humanoid / LV: 10 (2)
  1388. Size : 2
  1389. Wits : Clever
  1390. Senses : Normal
  1391. Speech : Yes
  1392. Reaction : Mercurial
  1393. ID : 22
  1394. Weakness : [Shock] [Wind]
  1395. Movement : Walk
  1396. | ACC | EVA | CNJ | RES | CHK
  1397. {Combat Stats} | 18 | 11 | 12 | 03 | 03
  1398. {Fixed Values} | 25 | 18 | 19 | 10 | 10
  1399. {Initiative} : 24 (10)
  1400. {HP} : 98
  1401. Armor : 8
  1402. Barrier : 10
  1403.  
  1404. Attack Methods
  1405.  
  1406. [Weapon Attack]: Magical Attack / 5 Sq. / 1# / Halve
  1407. - [Form: Magic] 2d6+28 magical damage to the target. [Additional Effect]: Gain +50 at [Damage Calculation]. 1/Combat.
  1408.  
  1409. <<Transfer Spell>>: Start / 7 Sq. / 1# / No Reactive Check
  1410. - The target [Installs] into any square 7 Squares from the current square.
  1411.  
  1412. <<Mysterious God-Slaying Art>>: Physical Attack / Engagement / 1#
  1413. - [Form: Hammer] 3d6+55 physical damage to the target.
  1414.  
  1415. <<Evil Eye>>: Unique / 6 Sq. / 1#
  1416. - Use when the target declares a talent. Cancel the effect of one talent other than [Timing: Constant] used by the target. 1/Round.
  1417.  
  1418. <<Secrets of the Killer>> Constant / User
  1419. - Passive Effect. During the targets [Turn], gain x2 [Timing: Attack].
  1420.  
  1421. Materials (2d6)
  1422. 2~10: Lower Bank/PD+1: 500G (Potency: 1)
  1423. 11+: Top-Grade Kintan/MD+4: 2000G (Potency: 4)
  1424.  
  1425. Description:
  1426. The Black Dragon(Hei Long)'s vaunted highest class of assassins. They have command not only over the divine-killing arts, but mystical spells as well. They slaughter their targets in accordance to their client's request.
  1427.  
  1428. ================================================================================
  1429. * Humanoid Mononoke 11-20 [XXXF-1B]
  1430. ================================================================================
  1431.  
  1432. ----------------------------------------
  1433. Inousha-Hunter / Class: Humanoid / LV: 11 (3)
  1434. Size : 2
  1435. Wits : Clever
  1436. Senses : Normal
  1437. Speech : Yes
  1438. Reaction : Mercurial
  1439. ID : 23
  1440. Weakness : [Wind]
  1441. Movement : Walk
  1442. | ACC | EVA | CNJ | RES | CHK
  1443. {Combat Stats} | 17 | 17 | 01 | 04 | 02
  1444. {Fixed Values} | 24 | 24 | 08 | 11 | 10
  1445. {Initiative} : 27 (11)
  1446. {HP} : 120
  1447. Armor : 10
  1448. Barrier : 10
  1449.  
  1450. Attack Methods
  1451.  
  1452. [Weapon Attack]: Melee Attack / Engaged / 1#
  1453. - [Form: Sword] 4d6+40 physical damage to the target.
  1454.  
  1455. <<Hunting Signal>>: Start / Combat Zone / 2#
  1456. - [Class: Humanoid] NPCs other than the user gain +15 {Initiative}.
  1457.  
  1458. <<Twin Pistol Barrage>> Physical Attack / Combat Zone / 2#
  1459. - [Form: Ranged] 5d6+70 physical daamge to the target.
  1460.  
  1461. <<Border Break>>: Defense / Combat Zone / 1# / No Reactive Check
  1462. - Use on Damage Reduction. The target exchanges their [Barrier] value with the user.
  1463.  
  1464. <<Magical Incineration>>: Unique / Combat Zone / 1#
  1465. - Use when the target declares a [Magical Attack]. Double the total [Magical Damage] or [Recovery] effects of the attack. 2/Round.
  1466.  
  1467. <<All-Out Combat Master>>: Constant / User
  1468. - Passive Effect. During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target always has [Remove: Fallen, Paralysis].
  1469.  
  1470.  
  1471. Materials (2d6)
  1472. Automatic: Treasure Dagger/Accuracy+1: 1000G (Potency: 2)
  1473.  
  1474. Description:
  1475. A magic-using warrior who specializes in hunting magicians and Inousha. Due to various circumstances, the only way of life they know is hunting Inousha.
  1476.  
  1477. ----------------------------------------
  1478. Rakshasa / Class: Humanoid / LV: 11 (3)
  1479. Size : 3
  1480. Wits : Clever
  1481. Senses : Domain
  1482. Speech : Yes
  1483. Reaction : Hostile
  1484. ID : 22
  1485. Weakness : [Phantom]
  1486. Movement : Walk
  1487. | ACC | EVA | CNJ | RES | CHK
  1488. {Combat Stats} | 18 | 08 | 17 | 03 | 03
  1489. {Fixed Values} | 25 | 15 | 24 | 10 | 10
  1490. {Initiative} : 28 (11)
  1491. {HP} : 154
  1492. Armor : 7
  1493. Barrier : 6
  1494.  
  1495. Attack Methods
  1496.  
  1497. [Weapon Attack]: Melee Attack / Charge 2 Sq. / 1#
  1498. - [Form: Axe] 3d6+29 physical damage to the target. [Additional Effect]: Gain +2d6 to [Damage Calculation. 1/Round.
  1499.  
  1500. <<Rakshasa Spiritual Sword Mudra>>: Magical Attack / Combat Zone / Combat Zone / Halves
  1501. - [Form: Magic] 3d6+40 Magical damage to the target. 1/Round.
  1502.  
  1503. <<Rapid Attack>>: Unique / User
  1504. - Use during Damage Calculation. Perform one [Weapon Attack] on the target. 1/Round.
  1505.  
  1506. <<Fierce God's Spiritual Aura>> Constant / User
  1507. - Passive Effect. During the targets [Turn], gain x1 [Timing: Attack]. Additionally, when the target becomes the [Target] of a [Timing: Unique], cancel the effect. 2/Round.
  1508.  
  1509. Materials (2d6)
  1510. Automatic: Crimson Fur/Armor+3: 1500G (Potency: 3)
  1511.  
  1512. Description
  1513. Those awakened who have not become godhunters, and instead demonized themselves over many years through the arcane. Their Spirit Might is incredible, beyond the usual limits of a typical godhunter.
  1514.  
  1515. ----------------------------------------
  1516. Transforming Hero / Class: Humanoid / LV: 11 (3)
  1517. Size : 2
  1518. Wits : Clever
  1519. Senses : Domain
  1520. Speech : Yes
  1521. Reaction : Mercurial
  1522. ID : 26
  1523. Weakness : [Phantom]
  1524. Movement : Walk
  1525. | ACC | EVA | CNJ | RES | CHK
  1526. {Combat Stats} | 18 | 08 | 05 | 11 | 03
  1527. {Fixed Values} | 25 | 15 | 12 | 18 | 20
  1528. {Initiative} : 12 (6)
  1529. {HP} : 138
  1530. Armor : 30
  1531. Barrier : 30
  1532.  
  1533. Attack Methods
  1534.  
  1535. [Weapon Attack]: Ranged Attack / 9 Sq. / 2#
  1536. - [Element: Shock / Form: Ranged] 3d6+30 physical damage to the target.
  1537.  
  1538. <<Special Ability>>: Physical Attack / 6 Sq. / Area
  1539. - [Form: Axe] 6d6+60 Physical damage to the target. 1/Round.
  1540.  
  1541. <<Shock Exoskeleton>>: Defense / User / No Reactive Check
  1542. - Use on Damage Reduction. When the user takes [Physical Damage], inflict 4d6+40 [Physical Damage] onto [Range: 3 Sq. / Target 1#].
  1543.  
  1544. <<Ironclad Guardian>>: Unique / Combat Zone / 1#
  1545. - Use on Damage Reduction. Change the [Target] of the [Attack Action] to [Target: 1#], and the user receives the [Damage] and effects. 2/Round.
  1546.  
  1547. <<All-In-One Protection>>: Constant / User.
  1548. - Passive Effect. Unless the target has [Shift: Dead], [Form: Humanoid] NPCs other than [Bosses] in the [Combat Zone] reduce [damage] by 60 from [Targets] other than [Range: Engaged].
  1549.  
  1550.  
  1551. Materials (2d6)
  1552. Automatic: Transformation Belt/Armor+2 1000G: (Potency: 2)
  1553.  
  1554. Description:
  1555. In order to protect people, the transforming hero continues to fight in wars unseen. Using his transformation ability acquired through a mysterious process, he protects many people from the shadows.
  1556.  
  1557. ----------------------------------------
  1558. Demon Swordsman / Class: Humanoid / LV: 12 (3)
  1559. Size : 2
  1560. Wits : Clever
  1561. Senses : Normal
  1562. Speech : Yes
  1563. Reaction : Hostile
  1564. ID : 8
  1565. Weakness : [Shock] [Toxin]
  1566. Movement : Walk
  1567. | ACC | EVA | CNJ | RES | CHK
  1568. {Combat Stats} | 21 | 19 | 07 | 03 | 03
  1569. {Fixed Values} | 28 | 26 | 14 | 10 | 10
  1570. {Initiative} : 30 (12)
  1571. {HP} : 125
  1572. Armor : 8
  1573. Barrier : 5
  1574.  
  1575. Attack Methods
  1576.  
  1577. [Weapon Attack]: Melee Attack / 3 Sq. / 1#
  1578. - [Form: Sword] 3d6+33 physical damage to the target. [Additional Effect]: After [Damage Calculation], perform x1 [Weapon Attack]. 2/Round.
  1579.  
  1580. <<Blade of the Demon Swordsman>> Physical Attack / Engaged / 1#
  1581. - [Form: Sword] 4d6+58 Physical Damage to the target.
  1582.  
  1583. <<Fearsome Judgement>>: Unique / Combat Zone / 1#
  1584. - Use at any time. Cancel the targets Positive [Shift]. 1/Round.
  1585.  
  1586. <<Magic Cutting>> Unique / User
  1587. - Use on {Resist} check. The target can substitute {Accuracy} for {Resist}. 2/Round.
  1588.  
  1589. <<Demon of the Sword>> Constant / User
  1590. -During the target's [Turn], gain x2 [Timing: Attack]. Additionally, the target [Halves] damage from [Form: Ranged].
  1591.  
  1592.  
  1593. Materials (2d6)
  1594. Automatic: Book of Secret Arts/Accuracy+1: 1000G (Potency: 2)
  1595.  
  1596. Description:
  1597. A being that turned into a demon in order to master the sword, and became known as an Ashura. His sword technique has already reached the realm of supernatural abilities; cleaving air, severing spirit energy and cutting through even concepts.
  1598.  
  1599. ----------------------------------------
  1600. Master Magician / Class: Humanoid / LV: 12 (3)
  1601. Size : 2
  1602. Wits : Clever
  1603. Senses : Normal
  1604. Speech : Yes
  1605. Reaction : Neutral
  1606. ID : 8
  1607. Weakness : [Fire] [Wind]
  1608. Movement : Walk
  1609. | ACC | EVA | CNJ | RES | CHK
  1610. {Combat Stats} | 07 | 03 | 21 | 17 | 03
  1611. {Fixed Values} | 14 | 10 | 28 | 24 | 10
  1612. {Initiative} : 22 (9)
  1613. {HP} : 80
  1614. Armor : 3
  1615. Barrier : 15
  1616.  
  1617. Attack Methods
  1618.  
  1619. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  1620. - 2d6+21 magical damage.
  1621.  
  1622. <<Elemental Magic IV>>: Magical Attack / Combat Zone / Area / Cancels
  1623. - [Element: Fire] 2d6+55 magical damage. 1/Round.
  1624.  
  1625. <<Great Magic>>: Magical Attack / Combat Zone / Combat Zone / Halves
  1626. -[Form: Magic] 66 magical damage. 1/Combat.
  1627.  
  1628. <<Evil Eye>>: Unique / 10 Sq. 1#
  1629. - Use when the target declares a Talent. Cancel the effect of one Talent other than [Timing: Constant] used by the target. 1/Round.
  1630.  
  1631. <<Magical Body Reinforcement>>: Constant / User
  1632. - During the target's [Turn], gain x2 [Timing: Attack].
  1633.  
  1634.  
  1635. Materials (2d6)
  1636. 2~10: Treasure Gems/MD+1: 500G (Potency: 1)
  1637. 11+: Abyssal Tome/MD+3: 1500G (Potency: 3)
  1638.  
  1639. Description:
  1640.  
  1641. A high-level wizard who has studied the depths of magic, sorcery and divine secrets. They have unlocked the knowledge of Great Sorcery, and with it they are able to break the earth, tear the heavens, and shatter concepts.
  1642.  
  1643. ----------------------------------------
  1644. Top Agent / Class: Humanoid / LV: 13 (3)
  1645. Size : 2
  1646. Wits : Clever
  1647. Senses : Domain
  1648. Speech : Yes
  1649. Reaction : Mercurial
  1650. ID : 28
  1651. Weakness : [Phantom]
  1652. Movement : Walk
  1653. | ACC | EVA | CNJ | RES | CHK
  1654. {Combat Stats} | 00 | 00 | 00 | 00 | 00
  1655. {Fixed Values} | 00 | 00 | 00 | 00 | 00
  1656. {Initiative} : 0 (0)
  1657. {HP} : 00
  1658. Armor : 0
  1659. Barrier : 0
  1660.  
  1661. Attack Methods
  1662.  
  1663. [Weapon Attack]: Magical Attack / Combat Zone / 3#
  1664. - [Element: Shock / Form: Magic] 3d6+50 Magical damage to the target.
  1665.  
  1666. <<Cyber Leadership>>: Start / Combat Zone / Combat Zone
  1667. - [Class: Humanoid] NPCs other than the user [Recover] 4d6+10 {HP}, and then gain +10 to {Initiative} until [Timing: End].
  1668.  
  1669. <<Breakthrough Instruction>> Unique / Combat Zone / 1#
  1670. - Use when the target declares a talent. Cancel the effect of one [Timing: Unique] or [Timing: Defense] talent the target used. Afterwards, one [Class: Humanoid] NPC other than the user may make x1 [Timing: Attack]. 2/Round.
  1671.  
  1672. <<High-Ranking Ally>>: Constant / User
  1673. - Passive Effect. The target always has [Remove: Darkness - Pain - Poison - Paralysis]. In addition, unless the target has [Shift: Dead], [Class: Humanoid] NPCs other than [Bosses] in the [Combat Zone] cannot be the target of [Target: 2# or More] attack actions.
  1674.  
  1675. Materials (2d6)
  1676. Automatic: Identification Card/Will+3: 1500G (Potency: 3)
  1677.  
  1678. Description:
  1679. A top class agent that supports paranormal organizations in every country, from special forces to the CIA. They have both incredible spiritual power, and great command skills.
  1680.  
  1681. ----------------------------------------
  1682. Magical Girl Goddess / Class: Humanoid / LV: 14 (3)
  1683. Size : 2
  1684. Wits : Clever
  1685. Senses : Domain
  1686. Speech : Yes
  1687. Reaction : Friendly
  1688. ID : 20
  1689. Weakness : [Magnetic] [Toxin]
  1690. Movement : Walk, Fly
  1691. | ACC | EVA | CNJ | RES | CHK
  1692. {Combat Stats} | 15 | 03 | 21 | 13 | 03
  1693. {Fixed Values} | 22 | 10 | 28 | 20 | 10
  1694. {Initiative} : 29 (12)
  1695. {HP} : 106
  1696. Armor : 3
  1697. Barrier : 2
  1698.  
  1699. Attack Methods
  1700.  
  1701. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  1702. - [Form: Magic] 2d6+21 physical damage to the target. [Additional Effect]: [Halve] the [Barrier] of the target. 3/Combat.
  1703.  
  1704. <<World Cleansing>>: Magical Attack / Combat Zone / Combat Zone / Halves
  1705. - [Form: Magic] 4d6+43 Magical Damage to the target. 2/Round.
  1706.  
  1707. <<Power Given By The World>>: Defense / User
  1708. - Use on Damage Reduction. The target [Halves] [Damage].
  1709.  
  1710. <<Protector of Destinies>> Constant / User
  1711. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target changes [Damage] of [Element: Flame, Cold, Shock, Wind, Light, Phantom] to 0, and ignores other effects.
  1712.  
  1713. Materials (2d6)
  1714. 2~11: Item of Memory/MD+2: 1000G (Potency: 2)
  1715. 12~: Fragment of Fate/Luck+4: 2000G (Potency: 4)
  1716.  
  1717. Description:
  1718. A girl with a certain destiny who heard the call of the world, and became a goddess. Many of them were once magical girls who fought many battles to uncover the truth of the world.
  1719.  
  1720. ----------------------------------------
  1721. Modern Commander / Class: Humanoid / LV: 14 (3)
  1722. Size : 2
  1723. Wits : Clever
  1724. Senses : Normal
  1725. Speech : Yes
  1726. Reaction : Mercurial
  1727. ID : 29
  1728. Weakness : [Toxin]
  1729. Movement : Walk
  1730. | ACC | EVA | CNJ | RES | CHK
  1731. {Combat Stats} | 03 | 19 | 03 | 21 | 09
  1732. {Fixed Values} | 10 | 26 | 10 | 28 | 16
  1733. {Initiative} : 15 (7)
  1734. {HP} : 140
  1735. Armor : 20
  1736. Barrier : 20
  1737.  
  1738. Attack Methods
  1739.  
  1740. [Weapon Attack]: Ranged Attack / 10 Sq. / 2#
  1741. - [Form: Ranged] 5d6+30 physical damage to the target.
  1742.  
  1743. <<Tactical Deployment>> Start / Comzat Zone / 3#
  1744. - The target [Installs] itself up to 5 squares from its current square.
  1745.  
  1746. <<Extermination Order>> Unique / Combat Zone / 1#
  1747. - Use at Any Time. One [Class: Humanoid] NPC may take its [Turn] immediately, ignoring {Initiative}. 2/Round.
  1748.  
  1749. <<Terrible War God>> Constant / User
  1750. - Passive Effect. Unless the target has [Shift: Dead], [Class: Humanoid] NPCs other than [Bosses] in the [Combat Zone] cannot be targeted by [Target: 2# or More] attack actions.
  1751.  
  1752. Materials (2d6)
  1753. Automatic: Distinctive Ornament/Barrier+3: 1500G (Potency: 3)
  1754.  
  1755. Description:
  1756. Modern masters who supervise organizational logistics and strategic planning in countries around the world. Their commanding ability is so daunting, even sheep turn into lions.
  1757.  
  1758. ----------------------------------------
  1759. Banished Exemplar (WARD) / Class: Humanoid / LV: 15 (3)
  1760. Size: 2
  1761. Wits: Cunning
  1762. Senses: Domain
  1763. Speech: Yes
  1764. Reaction: Mercurial
  1765. ID: 8
  1766. Weakness: [Light]
  1767. Movement: Walking, Flying
  1768.  
  1769. | ACC | EVA | CNJ | RES | CHK
  1770. {Combat Stats} | 06 | 19 | 22 | 11 | 03
  1771. {Fixed Values} | 13 | 26 | 29 | 18 | 10
  1772. {Initiative} : 41 (16)
  1773. {HP} : 157
  1774. Armor : 10
  1775. Barrier : 30
  1776.  
  1777. Attack Methods
  1778. [Weapon Attack]: Magical Attack / Combat Zone / 4# / Cancels
  1779. [Element: Fire] 4d6+40 Magical Damage.
  1780.  
  1781. <<Advanced Magic>>: Magical Attack / Combat Zone / 3# / Cancels
  1782. Twice a turn, [Element: Shock] 7d6+100 Magical Damage.
  1783.  
  1784. <<World-Deceiving Art>>: Defense / Combat Zone / 1#
  1785. Use on Damage Reduction. [Type: Humanoid] NPC [Target] reduces [Damage] by [1d6x10] from targets other than [Range: Engaged]
  1786.  
  1787. <<Eclectic Break>>: Unique / Combat Zone / 1#
  1788. Used when the target declares [Attack Action]. The target reduces [Damage] or [Recovery] effects by [2d6x10]. Afterwards, the user makes 1x [Timing: Attack]. This talent may be used once per round.
  1789.  
  1790. <<Inherent Spiritual Barrier>>: Constant / User
  1791. The target changes [Damage] received from [Weapon Attacks] or [Special Attacks] to 0. Also, the target may make [Magic Attacks] after a [Combat Move].
  1792.  
  1793. Material (2d)
  1794. Automatic: Indecent Dress/MD+ 3: 1500G (Potency: 3)
  1795.  
  1796. Description:
  1797. The highest rank within the "Federation", with the greatest magical power. This data is only for masters who survived Purgatory Night.
  1798.  
  1799. ----------------------------------------
  1800. Head Knight / Class: Humanoid / LV: 15 (3)
  1801. Size : 2
  1802. Wits : Clever
  1803. Senses : Normal
  1804. Speech : Yes
  1805. Reaction : Mercurial
  1806. ID : 8
  1807. Weakness : [Magnet]
  1808. Movement : Walk
  1809. | ACC | EVA | CNJ | RES | CHK
  1810. {Combat Stats} | 22 | 21 | 11 | 03 | 04
  1811. {Fixed Values} | 29 | 28 | 18 | 10 | 11
  1812. {Initiative} : 40 (15)
  1813. {HP} : 170
  1814. Armor : 20
  1815. Barrier : 20
  1816.  
  1817. Attack Methods
  1818.  
  1819. [Weapon Attack]: Physical Attack / Charge 2 Sq. / Area
  1820. - [Form: Axe] 2d6+00 physical damage to the target.
  1821.  
  1822. <<Holy Fire>>: Physical Attack / 10 Sq. / 3#
  1823. - [Element: Fire / Form: Ranged] 6d6+60 Physical Damage.
  1824.  
  1825. <<Silver Sword Cross>>: Physical Attack / Charge 2 Sq. / 2#
  1826. - [Element: Light / Form: Sword] 6d6+100 physical damage, and the [Target] [Halves] their [Armor].
  1827.  
  1828. <<Healing Saint>>: Defense / 10 Sq. 1#
  1829. - Use on damage reduction. The target [Recovers] 20 {HP}.
  1830.  
  1831. <<Holy Light Crossing>>: Defense / User
  1832. - User on Damage Reduction. The target gains x1 [Timing: Attack]. 1/Round.
  1833.  
  1834. <<High-Ranking Exorcist>>: Constant / User
  1835. - During the targets [Turn], gain x1 [Timing: Attack]
  1836.  
  1837. Materials (2d6)
  1838. Automatic: Silver Mark/Armor+3: 1500G (Potency: 3)
  1839.  
  1840. Description:
  1841. An exorcist of the "Head Knight" rank, those who are proud to be the greatest in ability among the Knights' Order. This data belongs to the only Head Knight to exist before Purgatory Night.
  1842.  
  1843. ----------------------------------------
  1844. Devil Hunter / Class: Humanoid / LV: 16 (4)
  1845. Size : 2
  1846. Wits : Clever
  1847. Senses : Domain
  1848. Speech : Yes
  1849. Reaction : Mercurial
  1850. ID : 8
  1851. Weakness : [Light]
  1852. Movement : Walk
  1853. | ACC | EVA | CNJ | RES | CHK
  1854. {Combat Stats} | 24 | 23 | 09 | 03 | 04
  1855. {Fixed Values} | 31 | 30 | 16 | 10 | 11
  1856. {Initiative} : 37 (14)
  1857. {HP} : 200
  1858. Armor : 20
  1859. Barrier : 20
  1860.  
  1861. Attack Methods
  1862.  
  1863. [Weapon Attack]: Melee Attack / Charge 2 Sq. / 1#
  1864. - [Element: Shock / Form: Axe] 2d6+40 physical damage to the target.
  1865.  
  1866. <<Seal Regeneration>> Start / Combat Zone / 1# / No Reactive Check
  1867. - The target reduces [Recovery] effects by 30. 1/Combat.
  1868.  
  1869. <<Silver Sword Assault>> Physical Attack / Charge 2 Sq. /1#
  1870. - [Element: Shock / Form: Sword] 6d6+110 physical damage. The [Target] cannot reduce this damage by "x".
  1871.  
  1872. <<Magic Bullet Spray>> Physical Attack / 10 Squares / 4#
  1873. - [Form: Ranged] 6d6+80 physical damage to the target. 2/Round.
  1874.  
  1875. <<Evasive Arts>> Unique / User
  1876. - Use on Passive Check. On a successful check, the target [Installs] up to 2 Sq. away from the current square. 2/Round.
  1877.  
  1878. <<Hunter's Spirit Power>> Constant / User
  1879. - Passive Effect. During the targets [Turn], gain x2 [Timing: Attack]. In addition, the target always has [Remove: Fallen - Darkness - Poison - Pain - Paralysis].
  1880.  
  1881. Materials (2d6)
  1882. Automatic: Demon Hunter's Love Gun/Agility+3: 1500G (Potency: 3)
  1883.  
  1884. Description:
  1885. A hunter that boasts being the top in ability among the freelance god hunters known as <Devil Busters>. Many of them make a living exterminating vampires.
  1886.  
  1887. ----------------------------------------
  1888. Strongest Successor / Class: Humanoid / LV: 16 (4)
  1889. Size : 2
  1890. Wits : Clever
  1891. Senses : Normal
  1892. Speech : Yes
  1893. Reaction : Hostile
  1894. ID : 0
  1895. Weakness : [Fire]
  1896. Movement : Walk
  1897. | ACC | EVA | CNJ | RES | CHK
  1898. {Combat Stats} | 11 | 23 | 23 | 03 | 03
  1899. {Fixed Values} | 18 | 30 | 30 | 10 | 10
  1900. {Initiative} : 40 (15)
  1901. {HP} : 180
  1902. Armor : 20
  1903. Barrier : 20
  1904.  
  1905. Attack Methods
  1906.  
  1907. [Weapon Attack]: Magical Attack / 10 Sq. / 4# / Cancels
  1908. - [Element: Cold / Form: Magic] 4d6+40 Magical damage to the target.
  1909.  
  1910. <<Heavenly Spirit Might>>: Magical Attack / Combat Zone / 3# / Cancels
  1911. - [Element: Wind / Form: Magic] 6d6+100 Magical damage to the target.
  1912.  
  1913. <<Origin Possession>> Unique / Combat Zone / 1#
  1914. - Use on Damage Calculation. One [Class: Humanoid] NPC gains +[1d6x10] against [Target: #1]. 1/Round.
  1915.  
  1916. <<Ghost Bomb>>: Unique / Combat Zone / 1#
  1917. - Use when the target declares an [Attack Action]. The target loses [1d6x5] {HP}. 1/Round.
  1918.  
  1919. <<Origin Torrent>>: End / Combat Zone / 3# / No Reactive
  1920. - [Install] the target into any square that is [1d6] Squares from its current location. Afterwards, the target loses [1d6x5] {HP}
  1921.  
  1922. <<High-Ranking Bloodline>> Constant / User
  1923. - During the targets [Turn], gain x1 [Timing: Attack].
  1924.  
  1925.  
  1926. Materials (2d6)
  1927. Automatic: Inou Blood/Speed+2: 1500G (Potency: 3)
  1928.  
  1929. Description:
  1930. An inousha with spiritual power comparable to the heads of the eight legions. Many who have fought alongside them depair at the absolute difference in talent.
  1931.  
  1932. ----------------------------------------
  1933. Absolute Ruler / Class: Humanoid / LV: 17 (4)
  1934. Size : 2
  1935. Wits : Clever
  1936. Senses : Normal
  1937. Speech : Yes
  1938. Reaction : Mercurial
  1939. ID : 12
  1940. Weakness : [Toxin]
  1941. Movement : Walk
  1942. | ACC | EVA | CNJ | RES | CHK
  1943. {Combat Stats} | 03 | 25 | 09 | 25 | 03
  1944. {Fixed Values} | 10 | 32 | 16 | 32 | 10
  1945. {Initiative} : 34 (13)
  1946. {HP} : 220
  1947. Armor : 40
  1948. Barrier : 40
  1949.  
  1950. Attack Methods
  1951.  
  1952. [Weapon Attack]: Magical Attack / Combat Zone / 4# / Halves
  1953. - [Element: Fire / Form: Magic] 4d6+40 magical damage to the target.
  1954.  
  1955. <<Guide to Victory>>: Unique / Combat Zone / 1#
  1956. - Use At Any Time. One [Class: Humanoid] NPC that hasn't taken its turn its turn acts immediately, ignoring {Initiative}.
  1957.  
  1958. <<King's Hand>> Unique / Combat Zone / 1#
  1959. - Use when the target declares a talent. One [Class: Humanoid] NPC [Installs] into any square up to 7 Sq. from its current square.
  1960.  
  1961. <<King's Decision>> Unique / Combat Zone / 1#
  1962. - Use on Damage Calculation. One [Class: Humanoid] NPC gains +[1d6x10] [Damage] against [Target: 1], and the target [Halves] their [Armor] and [Barrier].
  1963.  
  1964. <<Golden Ruler's Guidance>> Constant / User
  1965. - Unless the target has [Shift: Dead], [Class: Humanoid] NPCs other than [Bosses] in the [Combat Zone] cannot be the target of [Target: 2# or More] [Attack Actions].
  1966.  
  1967. Materials (2d6)
  1968. Automatic: Ruler's Artefact/[Bestow: Cold]: 1500G (Potency: 3)
  1969.  
  1970. Description:
  1971. The absolute monarch that established a world of golden rule.
  1972.  
  1973. ----------------------------------------
  1974. Human Weapon / Class: Humanoid / LV: 17 (4)
  1975. Size : 2
  1976. Wits : Clever
  1977. Senses : Domain
  1978. Speech : Yes
  1979. Reaction : Mercurial
  1980. ID : 34
  1981. Weakness : [Shock]
  1982. Movement : Walk
  1983. | ACC | EVA | CNJ | RES | CHK
  1984. {Combat Stats} | 25 | 25 | 09 | 03 | 03
  1985. {Fixed Values} | 32 | 32 | 16 | 10 | 10
  1986. {Initiative} : 36 (14)
  1987. {HP} : 235
  1988. Armor : 30
  1989. Barrier : 30
  1990.  
  1991. Attack Methods
  1992.  
  1993. [Weapon Attack]: Melee Attack / Engaged / Area
  1994. - [Element: Wind / Form: Sword] 5d6+50 physical damage to the target.
  1995.  
  1996. <<Silent Killing Method>>: Physical Attack / 2 Sq / 1#
  1997. - [Element: Phantom / Form: Hammer] 6d6+130 Physical Damage to the target.
  1998.  
  1999. <<Anti-God Firearms>>: Physical Attack / Combat Zone / 4#
  2000. - [Element: Fire / Form: Ranged] 6d6+100 physical damage to the target.
  2001.  
  2002. <<Tactical Coverage>>: Unique / Combat Zone / 1#
  2003. - Use when the target declares a talent. Cancel the effect of one [Timing: Start] or [Timing: Defense] used by the target.
  2004.  
  2005. <<Anti-God CQC>>: Unique / User
  2006. - Use on Damage Reduction. The target [Halves] the [Damage], then uses x1 [Timing: Attack]. 1/round.
  2007.  
  2008. <<One Man Army>>: Constant / User
  2009. - Passive Effect. During the targets [Turn], gain x2 [Timing: Attack].
  2010.  
  2011.  
  2012. Materials (2d6)
  2013. Automatic: User-Friendly Knife/PD+3: 1500G (Potency: 3)
  2014.  
  2015. Description:
  2016. The military's strongest super-soldier who belongs to a supernatural force. A one-man army that is capable of destroying a small country alone.
  2017.  
  2018. ----------------------------------------
  2019. Noble Prophet / Class: Humanoid / LV: 18 (4)
  2020. Size : 2
  2021. Wits : Clever
  2022. Senses : Normal
  2023. Speech : Yes
  2024. Reaction : Mercurial
  2025. ID : 28
  2026. Weakness : [Light] [Magnet]
  2027. Movement : Walk
  2028. | ACC | EVA | CNJ | RES | CHK
  2029. {Combat Stats} | 05 | 17 | 27 | 03 | 15
  2030. {Fixed Values} | 12 | 24 | 34 | 10 | 22
  2031. {Initiative} : 35 (14)
  2032. {HP} : 175
  2033. Armor : 5
  2034. Barrier : 25
  2035.  
  2036. Attack Methods
  2037.  
  2038. [Weapon Attack]: Magical Attack / 10 Sq. / 1# / Cancels
  2039. - [Form: Magic] 3d6+45 Magical damage to the target.
  2040.  
  2041. <<Evil Prophecy>> Start / Combat Zone / Combat Zone / No Reactive Check
  2042. - The target gains a +20 or -20 modifier to [Damage] (chosen by user, Minimum 0). Additionally, the target ignores {Initiative} and the user determines [Turn] order.
  2043.  
  2044. <<Chaotic Magic Bullet>> Magical Attack / 7 Sq. / 1# / Halves
  2045. - [Form: Magic] 4d6+39 Magical Damage. and the [Target] [Halves] their [Barrier].
  2046.  
  2047. <<Creeping Chaos>> Magical Attack / Engaged / Area / Halves
  2048. - [Form: Magic] 3d6+72 Magical damage to the target. 1/Round.
  2049.  
  2050. <Shadow of the Moon>> Constant / User
  2051. - During the targets [Turn], gain x3 [Timing: Attack]. Additionally, change the damage from [Targets] other than [Range: Engaged] to 0 and ignore other effects.
  2052.  
  2053.  
  2054. Materials (2d6)
  2055. Automatic: Sign of Chaos/Initiative+4: 2000G (Potency: 4)
  2056.  
  2057. Description:
  2058. A being who appears in places of immense chaos and ruin. A long-haired beautiful man with brown skin, who will be on the sidelines of a powerful battle.
  2059.  
  2060. ----------------------------------------
  2061. Transcendent / Class: Humanoid / LV: 18 (4)
  2062. Size : 2
  2063. Wits : Clever
  2064. Senses : Domain
  2065. Speech : Yes
  2066. Reaction : Mercurial
  2067. ID : 22
  2068. Weakness : [Phantom]
  2069. Movement : Walk, Fly, Swim
  2070. | ACC | EVA | CNJ | RES | CHK
  2071. {Combat Stats} | 26 | 05 | 26 | 05 | 03
  2072. {Fixed Values} | 33 | 12 | 33 | 12 | 10
  2073. {Initiative} : 31 (12)
  2074. {HP} : 230
  2075. Armor : 30
  2076. Barrier : 30
  2077.  
  2078. Attack Methods
  2079.  
  2080. [Weapon Attack]: Melee Attack / Combat Zone / Area
  2081. - [Form: Sword] 5d6+50 physical damage to the target.
  2082.  
  2083. <<Transcendent Secret>>: Physcial Attack / Combat Zone / 1#
  2084. - [Form: Axe] 130+[1d6x10] physical damage to the target.
  2085.  
  2086. <<Forbidden Ability>> Magical Attack / Combat Zone / Combat Zone / Cancels
  2087. - [Element: Phantom / Form: Magic] 6d6+90 magical damage to the target.
  2088.  
  2089. <<Aversion>> Unique / Combat Zone / 1#
  2090. - Use While Active. Change the [Target] of an [Attack Action] that is [Target: 2# or More] (Including [Area - Combat Zone] to [Target: 1] and one NPC specified by the user becomes the target (no reactive check is made. 2/Round.
  2091.  
  2092. <<Bone Breaker>> Unique / Combat Zone / 1#
  2093. - Use on Damage Calculation. The [Target] takes [Damage] equal to the result of [Damage Calculation] performed by itself. 1/Session.
  2094.  
  2095.  
  2096. <<Leader of Transcendence>> Constant / User
  2097. - During the targets [Turn], gain x2 [Timing: Attack]
  2098.  
  2099.  
  2100. Materials (2d6)
  2101. Automatic: Memorable Ornament/MD+3: 1500G (Potency: 3)
  2102.  
  2103. Description:
  2104. A horrific transcendent who went beyond humanity for his own ambitions by any means possible, such as evil crucifixion and abusing divine artefacts.
  2105.  
  2106. ----------------------------------------
  2107. Tenseisha / Class: Humanoid / LV: 19 (4)
  2108. Size : 2
  2109. Wits : Clever
  2110. Senses : Domain
  2111. Speech : Yes
  2112. Reaction : Mercurial
  2113. ID : 34
  2114. Weakness : [Toxin]
  2115. Movement : Walk, Fly
  2116. | ACC | EVA | CNJ | RES | CHK
  2117. {Combat Stats} | 09 | 03 | 28 | 26 | 03
  2118. {Fixed Values} | 16 | 10 | 35 | 33 | 10
  2119. {Initiative} : 38 (15)
  2120. {HP} : 250
  2121. Armor : 30
  2122. Barrier : 30
  2123.  
  2124. Attack Methods
  2125.  
  2126. [Weapon Attack]: Magical Attack / Combat Zone / 3# / Cancels
  2127. - [Element: Light / Form: Magic] 5d6+50 magical damage to the target.
  2128.  
  2129.  
  2130. <<Reincarnator's Divine Might>>: Start / Combat Zone / Combat Zone / No Reactive check
  2131. - The target changes any 3 [Spirit Dice] to [Overflow].
  2132.  
  2133. <<<Materialization of Kotodama>>: Magical attack / Combat Zone / 1# / Cancels
  2134. - [Element: Phantom / Form: Magic] 120+[1d6x10] magical damage to the target.
  2135.  
  2136. <<Secret of Reincarnation>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  2137. - [Element: Magnet] 6d6+100 magical damage to the target. 1/Round.
  2138.  
  2139. <<Pair Annihiliation>>: Defense / Combat Zone / 1#
  2140. - Use on Damage Reduction. The target reduces damage taken by ([Damage] taken by the user), from [Targets] other than [Target: 2# or More].
  2141.  
  2142. <<Great Divinity>> Constant / User
  2143. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target make make [Magic Attacks] after a [Combat Move].
  2144.  
  2145. Materials (2d6)
  2146. Automatic: Fortune Pearl/Will+4: 2000G (Potency: 4)
  2147.  
  2148. Description:
  2149. A fearsome incarnator who offered up their own body to allow a high-ranking divinity to descend into them. Their soul have almost completely united with God.
  2150.  
  2151. ----------------------------------------
  2152. The One / Class: Humanoid / LV: 19 (4)
  2153. Size : 2
  2154. Wits : Clever
  2155. Senses : Domain
  2156. Speech : Yes
  2157. Reaction : Mercurial
  2158. ID : 40
  2159. Weakness : [Phantom]
  2160. Movement : Walk
  2161. | ACC | EVA | CNJ | RES | CHK
  2162. {Combat Stats} | 28 | 26 | 09 | 03 | 03
  2163. {Fixed Values} | 35 | 33 | 16 | 10 | 10
  2164. {Initiative} : 36 (14)
  2165. {HP} : 270
  2166. Armor : 30
  2167. Barrier : 30
  2168.  
  2169. Attack Methods
  2170.  
  2171. [Weapon Attack]: Physical Attack / 10 Sq. / 3#
  2172. - [Element: Wind / Form: Spear] 5d6+50 physical damage to the target.
  2173.  
  2174. <<Assault to Change the World>> Physical Attack / Charge 2 Sq. / 1#
  2175. - [Element: Shock / Form: Hammer] 120 + [1d6x10] physical damage to the target.
  2176.  
  2177. <<Abuse of the Counter-Force>> Defense / Combat Zone / 1#
  2178. - Use on Damage Reduction. The target reduces damage taken by ([Damage] taken by the user), from [Targets] other than [Range: Engaged].
  2179.  
  2180. <<Fate Alteration>> Unique / Combat Zone / 1#
  2181. - Use at any time. Two [Class: Humanoid] NPCs take their [Turn] immediately, regardless of {Initiative}. 2/Round.
  2182.  
  2183. <<Fate-Robbing Blow>> Unique / Combat Zone / 1#
  2184. - Use on Damage Calculation. One [Class: Humanoid] NPC deals [1d6x10] [Damage] to [Target: #1].
  2185.  
  2186. <<Golden Ratio Blessing>> Constant / User
  2187. - Passive Effect. During the targets [Turn], gain x1 [Timing: Attack]. Also the target always has ignore [Engagements].
  2188.  
  2189. Materials (2d6)
  2190. Automatic: Ultimate Time Contract/Speed+4: 2000G (Potency: 4)
  2191.  
  2192. Description:
  2193. A person selected for destiny. They change the world with their existence alone.
  2194.  
  2195. ----------------------------------------
  2196. Enemy of the World / Class: Humanoid / LV: 20 (4)
  2197. Size : 2
  2198. Wits : Clever
  2199. Senses : Domain
  2200. Speech : Yes
  2201. Reaction : Mercuria;
  2202. ID : 40
  2203. Weakness : [Phantom]
  2204. Movement : Walk
  2205. | ACC | EVA | CNJ | RES | CHK
  2206. {Combat Stats} | 29 | 29 | 11 | 03 | 03
  2207. {Fixed Values} | 36 | 36 | 18 | 10 | 10
  2208. {Initiative} : 39 (15)
  2209. {HP} : 310
  2210. Armor : 30
  2211. Barrier : 30
  2212.  
  2213. Attack Methods
  2214.  
  2215. [Weapon Attack]: Physical Attack / Combat Zone / 3#
  2216. - [Element: Toxin / Form: Sword] 3d6+60 physical damage to the target.
  2217.  
  2218. <<Prophecy of the End>>: Start / Combat Zone / Combat Zone / No Reactive Check
  2219. - The target gains a +30 or -30 modifier to [Damage] (chosen by user, Minimum 0). Additionally, the target ignores {Initiative} and the user determines [Turn] order.
  2220.  
  2221. <<World-Shattering Blow>>: Physical Attack / 2 Sq. / 1#
  2222. -[Element: Magnet / Form: Sword] 130+[1d6x10] Physical damage to the target.
  2223.  
  2224. <<Future Erosion>>: Unique / Combat Zone / 1#
  2225. Use on Damage Reduction. The target [Halves] damage, and gains [Remove: Darkness, Poison, Pain, Paralysis]. 1/ Round.
  2226.  
  2227. <<Causality Modification>> Unique / Combat Zone / 1#
  2228. - Use on Check. The user exchanges the result of their check with the target. 2/Combat.
  2229.  
  2230. <<Devil's Left Hand>> Constant / User
  2231. - During the target's [Turn], gain x2 [Timing: Attack]. Additionally, each time the target performs [Damage Reduction], [Recover] 40 {HP}.
  2232.  
  2233. Materials (2d6)
  2234. Automatic: Truth of the World/Initiative+4: 2000G (Potency: 4)
  2235.  
  2236. Description:
  2237. The ultimate human being who has been fated to destroy the world. The only one who knows the many secrets that fool and destroy the world itself.
  2238.  
  2239. ----------------------------------------
  2240. Savior / Class: Humanoid / LV: 20 (4)
  2241. Size : 2
  2242. Wits : Clever
  2243. Senses : Domain
  2244. Speech : Yes
  2245. Reaction : Mercurial
  2246. ID : 40
  2247. Weakness : [Toxin]
  2248. Movement : Walk, Fly, Swim
  2249. | ACC | EVA | CNJ | RES | CHK
  2250. {Combat Stats} | 11 | 03 | 29 | 29 | 03
  2251. {Fixed Values} | 18 | 10 | 36 | 36 | 10
  2252. {Initiative} : 41 (16)
  2253. {HP} : 290
  2254. Armor : 30
  2255. Barrier : 30
  2256.  
  2257. Attack Methods
  2258.  
  2259. [Weapon Attack]: Magical Attack / Combat Zone / 4# / Cancels
  2260. - [Element: Fire / Form: Magic] 5d6+50 physical damage to the target.
  2261.  
  2262. <<Savior's Wave>>: Magical attack / Combat Zone / 1# / Cancels
  2263. - [Element: Magnet / Form: Magic] 120+[1d6x10] magical damage to the target.
  2264.  
  2265. <<Heavenly Flame>>: Magical Attack / Combat Zone / Combat Zone / Halves
  2266. - [Form: Magic] 6d6+100 magical damage to the target. 1/Round.
  2267.  
  2268. <<Repentance>>: Unique / Combat Zone / 1#
  2269. - Use on Damage Calculation. The target takes [Damage] equal to the result of [Damage Calculation] calculated by itself. 2/Combat.
  2270.  
  2271. <<Light of Purification>> End / Combat Zone / Combat Zone / No Reactive Check
  2272. - The target makes a [Difficulty: 35] {Will} check and if it fails, loses 2d6 [Crest] (In the case of Innocents and Mononoke, they instead gain [Shift: Dead]).
  2273.  
  2274. <<God's Right Hand>>: Constant / User
  2275. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, each time the target performs [Damage Reduction], [Recover] 40 {HP}.
  2276.  
  2277.  
  2278. Materials (2d6)
  2279. Automatic: Proof of Miracles/Will+4: 2000G (Potency: 4)
  2280.  
  2281. Description:
  2282. A true savior determined by the gods to save the world. However, their mercy and salvation does not always extend to humanity.
  2283.  
  2284. ================================================================================
  2285. * Beast Mononoke Lvl 1-10 [XXXF-2A]
  2286. ================================================================================
  2287. Alien Beast / Class: Beast / LV: 1 (1)
  2288. Size : 2
  2289. Wits : High
  2290. Senses : Head
  2291. Speech : No
  2292. Reaction : Friendly
  2293. ID : 10
  2294. Weakness : [Fire] [Shock]
  2295. Movement : Walk
  2296. | ACC | EVA | CNJ | RES | CHK
  2297. {Combat Stats} | 06 | 03 | 01 | 05 | 04
  2298. {Fixed Values} | 13 | 10 | 08 | 12 | 11
  2299. {Initiative} : 10 (5)
  2300. {HP} : 47
  2301. Armor : 5
  2302. Barrier : 5
  2303.  
  2304. Attack Methods
  2305.  
  2306. [Weapon Attack]: Melee Attack / 5 Sq. / 2#
  2307. - [Form: Hammer] 2d6+8 physical damage to the target.
  2308.  
  2309. <<Hairy>>: Defense / 5 Sq. / 1#
  2310. - Use on Damage Reduction. The target reduces damage by 5, and the user receives an effect instead (Treat as though the [Reactive Check] had failed.)
  2311.  
  2312. <<Mysterious Beast>>: Unique / 5 Sq. / 1#
  2313. - Use on Accuracy Check. Add +2 to the check. 1/Round.
  2314.  
  2315. Materials (2d6)
  2316. 2~5: None
  2317. 6~9: Red War Hair/Speed+1: 500G (Potency: 1)
  2318. 10+: Empty Lunch Box/Luck+1: 500G (Potency: 1)
  2319.  
  2320. Description:
  2321. A two-legged mononoke about 2m tall that resembles a monkey. Their whole body is covered in animal hair. Occasionally they feed food to people they encounter in the mountains and help with labor instead. In addition, they all have the properties of being in good spirits, and support those they consider friends.
  2322. ----------------------------------------
  2323.  
  2324. Fire Rat x5 / Class: Beast / LV: 2 (1)
  2325. Size : 1
  2326. Wits : Normal
  2327. Senses : Normal
  2328. Speech : No
  2329. Reaction : Hostile
  2330. ID : 13
  2331. Weakness : [Cold] [Wind]
  2332. Movement : Walk
  2333. | ACC | EVA | CNJ | RES | CHK
  2334. {Combat Stats} | 06 | 04 | 04 | 02 | 04
  2335. {Fixed Values} | 13 | 11 | 11 | 09 | 11
  2336. {Initiative} : 13 (6)
  2337. {HP} : 42
  2338. Armor : 2
  2339. Barrier : 2
  2340.  
  2341. Attack Methods
  2342.  
  2343. [Weapon Attack]: Melee Attack / Engaged / 1#
  2344. - [Form: Axe] 1d6+11 physical damage to the target.
  2345.  
  2346. <<Twin Attributes>>: Start / Combat Zone / 1#
  2347. - The target [Halves] [Element: Fire].
  2348.  
  2349. <<Flame Strike>>: Physical Attack / Engaged / 1#
  2350. - [Element: Flame / Form: Hammer] 2d6+11 physical damage to the target.
  2351.  
  2352. <<Fire Resist>>: Constant / User
  2353. - The target [Halves] [Damage] from [Element: Fire].
  2354.  
  2355. Materials (2d6)
  2356. 2~11: White fur/Barrier+1: 500G (Potency: 1)
  2357. 12+: Flame Cloth/Halve Fire: 2000G (Potency: 4)
  2358.  
  2359. Description:
  2360. A mononoke with long, white hair who's body averages about 60cm in length. It has the ability to change spirit energy into flames and manipulate them freely, and if danger approaches, it will wrap it's body in fire. When exposed to flames, it's white body is dyed red, and is considered very beautiful. Clothes made of fire rat fur are called "Red-Outs", and are prized for their resistance to flames.
  2361. ----------------------------------------
  2362.  
  2363. Mamedanuki / Class: Beast / LV: 2 (1)
  2364. Size : 2
  2365. Wits : Clever
  2366. Senses : Normal
  2367. Speech : Yes
  2368. Reaction : Hostile
  2369. ID : 0
  2370. Weakness : [Fire]
  2371. Movement : Walk
  2372. | ACC | EVA | CNJ | RES | CHK
  2373. {Combat Stats} | 08 | 07 | 01 | 01 | 04
  2374. {Fixed Values} | 15 | 14 | 08 | 08 | 11
  2375. {Initiative} : 13 (6)
  2376. {HP} : 37
  2377. Armor : 1
  2378. Barrier : 0
  2379.  
  2380. Attack Methods
  2381.  
  2382. [Weapon Attack]: Melee Attack / Engaged / 1#
  2383. - [Form: Hammer] d6+10 physucal damage to the target.
  2384.  
  2385. <<Belly Drum>>: Start / 7 Sq. / 1#
  2386. - The target gains +5 [Damage]. Alternatively, the target transforms into any figure for the rest of the scene (treat as [Maneuver: Disguise / Result: 12]).
  2387.  
  2388. <<8 Tatami Mats>>: Unique / 7 Sq. / 1#
  2389. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#] and the user takes the damage and other effects.
  2390.  
  2391. Materials (2d6)
  2392. 2~9: None
  2393. 10+: Tree Leaf/Intellect+1: 500G (Potency: 1)
  2394.  
  2395. Description:
  2396. Mamedanuki are about the size of a dog, and very intelligent. They can manipulate illusions, but use them to interact with people rather than bewitch them. If anything, they are considered good mononoke.
  2397. ----------------------------------------
  2398.  
  2399. Bestial Demon / Class: Beast / LV: 3 (1)
  2400. Size : 3
  2401. Wits : Clever
  2402. Senses : Normal
  2403. Speech : Yes
  2404. Reaction : Hostile
  2405. ID : 13
  2406. Weakness : [Fire] [Shock]
  2407. Movement : Walk
  2408. | ACC | EVA | CNJ | RES | CHK
  2409. {Combat Stats} | 9 | 8 | 1 | 1 | 5
  2410. {Fixed Values} | 16 | 15 | 8 | 8 | 12
  2411. {Initiative} : 15 (7)
  2412. {HP} : 58
  2413. Armor : 3
  2414. Barrier : 1
  2415.  
  2416. Attack Methods
  2417. [Weapon Attack]: Melee Attack / Engaged / 1#
  2418. - [Form: Spear] 3d6+9 physical damage to the target. [Additional Effect]: Change an [Attack Action] to [Range: Charge 3 Sq.] 1/Combat.
  2419.  
  2420. <<Mystic Acceleration 1>>: Start / 7 Sq. / 1#
  2421. - The target gains +2d6 to {Initiative}.
  2422.  
  2423. <<Elemental Attack I>>: Physical Attack / Engaged / 1#
  2424. - [Form: Hammer / Element: Wind] 2d6+35 physical damage to target. 1/Round.
  2425.  
  2426. <<Hunter>>: Constant / User
  2427. - During the targets [Turn], they gain +1x [Timing: Prep].
  2428.  
  2429. Materials (2d6)
  2430. 2~10: Carapace Casing/PD+1: 500G (Potency: 1)
  2431. 11+: Decayed Limb/Strength+2: 1,000G (Potency: 2)
  2432.  
  2433. A man-made demonic beast created by a dark organization. In most cases, they're former lions or rhinoceroses that have had their characteristic traits augmented via spirit energy infusions. They possess cunning intellect and are highly dangerous, making them formidable foes for inexperienced Godhunters.
  2434. ----------------------------------------
  2435.  
  2436. Kyuuki / Class: Beast / LV: 3 (1)
  2437. Size : 2
  2438. Wits : Clever
  2439. Senses : Magic
  2440. Speech : Yes
  2441. Reaction : Mercurial
  2442. ID : 15
  2443. Weakness : [Magnet]
  2444. Movement : Walk, Fly
  2445. | ACC | EVA | CNJ | RES | CHK
  2446. {Combat Stats} | 09 | 03 | 01 | 07 | 04
  2447. {Fixed Values} | 16 | 10 | 08 | 14 | 11
  2448. {Initiative} : 20 (9)
  2449. {HP} : 68
  2450. Armor : 5
  2451. Barrier : 2
  2452.  
  2453. Attack Methods
  2454.  
  2455. [Weapon Attack]: Melee Attack / 7 Sq. / 2#
  2456. - [Form: Sword] 2d6+13 Physical damage to the target.
  2457.  
  2458. <<Fujin's Breath>>: Physical Damage / 7 Sq / Area
  2459. - [Form: Hammer] 2d6+20 physical damage to the target.
  2460.  
  2461. <<Spirit God's Roar>>: Unique / Combat Zone / 1#
  2462. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#] and the user takes the damage and other effects. 1/Round
  2463.  
  2464. <<Wind God Pillar>>: Constant / User
  2465. - During the targets [Turn], gain x1 [Timing: Attack]. Addtionally, unless the target has [Shift: Dead], [Class: Beast] NPCs other than [Bosses] in the [Combat Zone] gain +10 to {Initiative}.
  2466.  
  2467. Materials (2d6)
  2468. 2~6: None
  2469. 7+: Tiger's Fur/Barrier+2: 1000G (Potency: 2)
  2470.  
  2471. Description:
  2472. Known as a wind god in ancient china, the Kyuuki is a winged tiger that lives in the mountains, has a cry like a dog, and destroys evil. However, evil Kyuuki are known to eat men's bodies as well as their souls. In that case, it's feared as one of the four perils.
  2473. ----------------------------------------
  2474.  
  2475. Shadow Wolf x4 / Class: Beast / LV: 3 (1)
  2476. Size : 2
  2477. Wits : Normal
  2478. Senses : Normal
  2479. Speech : No
  2480. Reaction : Hostile
  2481. ID : 14
  2482. Weakness : [Light] [Toxin]
  2483. Movement : Walk
  2484. | ACC | EVA | CNJ | RES | CHK
  2485. {Combat Stats} | 09 | 08 | 01 | 01 | 04
  2486. {Fixed Values} | 16 | 15 | 08 | 08 | 11
  2487. {Initiative} : 12 (6)
  2488. {HP} : 43
  2489. Armor : 2
  2490. Barrier : 1
  2491.  
  2492. Attack Methods
  2493.  
  2494. [Weapon Attack]: Melee Attack / Engaged / 1#
  2495. - [Form: Sword] 2d6+18 physical damage to the target.
  2496.  
  2497. <<Shadow Movement>>: Prep / 5 Sq. / 1#
  2498. - The target may move up to 3 Sq, ignoring [Engagements].
  2499.  
  2500. <<Shadow Eater>>: Physical Attack / Charge 4 Sq. / 1#
  2501. - The user makes a [Form: Sword / Special Attack] on the target, inflicting 3d6+15 physical damage.
  2502.  
  2503. <<Shadow Wolf Support>>: Unique / 5 Sq. / 1#
  2504. - Use on Check. The target gains +2 to the check. 1/Round.
  2505.  
  2506. Materials (2d6)
  2507. 2~9: None
  2508. 10+: Shadow Wolf Pelt/Evade+1: 1000G (Potency: 2)
  2509.  
  2510. Description:
  2511. A wolf mononoke that appears with black fur. It has the ability to move from shadow to shadow to chase its prey. Because it attacks in swarms, its prey cannot escape easily. While originally it only hunted during the full moon, in urban areas it will attack more aggressively.
  2512. ----------------------------------------
  2513.  
  2514. Yako / Class: Beast / LV: 3 (1)
  2515. Size : 1
  2516. Wits : Clever
  2517. Senses : Heat
  2518. Speech : Yes
  2519. Reaction : Mercurial
  2520. ID : 12
  2521. Weakness : [Shock] [Wind]
  2522. Movement : Walk
  2523. | ACC | EVA | CNJ | RES | CHK
  2524. {Combat Stats} | 02 | 05 | 07 | 03 | 03
  2525. {Fixed Values} | 09 | 12 | 14 | 10 | 10
  2526. {Initiative} : 18 (8)
  2527. {HP} : 51
  2528. Armor : 10
  2529. Barrier : 10
  2530.  
  2531. Attack Methods
  2532. [Weapon Attack]: Magical Attack / 7 Sq. / 2# / Cancels
  2533. - [Element: Fire] 1d6+13 magical damage to the target.
  2534.  
  2535. <<Wild Fox's Divine Power>>: Start / Combat Zone / Combat Zone
  2536. - All [Class: Beast] NPC's gain +2 to active checks. Alternatively, the target transforms into any figure for the rest of the scene (treat as [Maneuver: Disguise / Result: 12]).
  2537.  
  2538. <<Fox Fire>>: Magical Attack / 7 Sq. / 1# / Halves
  2539. - [Element: Fire] 2d6+20 magical damage to the target, 1/Round.
  2540.  
  2541. <<Thousand-Fox Company>>: Defense / 7 Sq. / 1#
  2542. - Use on Damage Reduction. The target reduces damage by 5, and the user receives an effect instead (Treat as though the {Resist} check had failed.)
  2543.  
  2544. <<Zenko Training>> Constant / User
  2545. - Passive Effect. During the targets [Turn], gain x1 [Timing: Attack]
  2546.  
  2547. Materials (2d6)
  2548. 2~9: Fox Whisker/Barrier+1: 500g (Potency: 1)
  2549. 10+: Wild Fox Tail/Agility+2: 1000G (Potency: 2)
  2550.  
  2551. Desciption:
  2552. A shard dwells inside this small fox mononoke, which has lived for hundreds of years. They are invisible to non-awakened, and have black or white fur. Many of them serve as emissaries for gods or kitsune, like the Zenko.
  2553. ----------------------------------------
  2554.  
  2555. Bakedanuki / Class: Beast / LV: 4 (1)
  2556. Size : 2
  2557. Wits : Clever
  2558. Senses : Magic
  2559. Speech : Yes
  2560. Reaction : Mercurial
  2561. ID : 19
  2562. Weakness : [Fire]
  2563. Movement : Walk, Fly
  2564. | ACC | EVA | CNJ | RES | CHK
  2565. {Combat Stats} | 05 | 06 | 10 | 01 | 04
  2566. {Fixed Values} | 12 | 13 | 17 | 08 | 11
  2567. {Initiative} : 24 (10)
  2568. {HP} : 59
  2569. Armor : 6
  2570. Barrier : 2
  2571.  
  2572. Attack Methods
  2573.  
  2574. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  2575. - [Form: Magic] 2d6+14 Magical damage to the target.
  2576.  
  2577. <<Skilled Belly Drum>>: Start / 7 Sq. / 1#
  2578. - The target gains +10 to [Damage]. Alternatively, the target transforms into any figure for the rest of the scene (treat as [Maneuver: Disguise / Result: 20]).
  2579.  
  2580. <<Illusion Technique>>: Magical attack / 7 Sq. / Area / Halves
  2581. - [Element: Phantom / Form: Magic] 3d6+21 magical damage to the target. 1/Round.
  2582.  
  2583. <<Spirit Influence: Hod>>: Magical Attack / 7 Sq. / 1# / Cancels
  2584. - Change any one of the targets [Spirit Dice] to "2/4/6" at the user's discretion.
  2585.  
  2586. <<8 Tatami Mats>>: Unique / 7 Sq. / 1#
  2587. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the damage and other effects.
  2588.  
  2589. Materials (2d6)
  2590. 2~8: None
  2591. 9+: Spiritual Sake/Strength+2: 1000G (Potency: 2)
  2592.  
  2593. Description:
  2594. A tanuki who's grown to large size after living for a long time. It's far larger than the usual tanuki, and can speak human language fluently. Through rigorous training, he has mastered powerful divine abilities, and is particularly good at illusion.
  2595. ----------------------------------------
  2596.  
  2597. Harpy x4 / Class: Beast / LV: 4 (1)
  2598. Size : 2
  2599. Wits : High
  2600. Senses : Heat
  2601. Speech : Yes
  2602. Reaction : Hostile
  2603. ID : 14
  2604. Weakness : [Fire] [Magnet]
  2605. Movement : Walk, Fly
  2606. | ACC | EVA | CNJ | RES | CHK
  2607. {Combat Stats} | 02 | 09 | 09 | 01 | 02
  2608. {Fixed Values} | 09 | 16 | 16 | 08 | 09
  2609. {Initiative} : 16 (7)
  2610. {HP} : 49
  2611. Armor : 1
  2612. Barrier : 1
  2613.  
  2614. Attack Methods
  2615.  
  2616. [Weapon Attack]: Magic Attack / 5 Sq. / 1# / Cancels
  2617. - [Form: Magic] 2d6+19 magical damage to the target. [Additional Effect]: Change an [Attack Action] to a [Special Attack]. 1/Combat.
  2618.  
  2619. <<Counter-Element: Wind>>: Start / Combat Zone / 1#
  2620. - The target [Halves] [Element: Wind].
  2621.  
  2622. <<Elemental Magic II>>: Magical Attack / 4 Sq. 3# / Cancels
  2623. - [Element: Wind / Form: Magic] 2d6+24 magical damage to the target.
  2624.  
  2625. <<Blessing of Winds>>: Unique / 7 Sq / 1#
  2626. - Use on Damage Reduction. The target is moved 1 Sq. away.
  2627.  
  2628.  
  2629. Materials (2d6)
  2630. 2~9: Dirty Claws/MD+1: 500G (Potency: 1)
  2631. 10+: Dark-Colored Wind Feather/Initiative+2: 1000G (Potency: 2)
  2632.  
  2633. Description:
  2634. A mononoke that came into existence after a large bird devoured parts of a human soul and gained spiritual power. It has a bird's lower body and wings, combined with a human face and torso. This mononoke will attack creatures to sate it's constant hunger, and consume their body and soul.
  2635. ----------------------------------------
  2636.  
  2637. Tanukibayashi x7 / Class: Beast / LV: 4 (1)
  2638. Size : 3
  2639. Wits : Clever
  2640. Senses : Normal
  2641. Speech : Yes
  2642. Reaction : Hostile
  2643. ID : 16
  2644. Weakness : [Fire]
  2645. Movement : Walk
  2646. | ACC | EVA | CNJ | RES | CHK
  2647. {Combat Stats} | 05 | 05 | 11 | 01 | 04
  2648. {Fixed Values} | 12 | 12 | 18 | 08 | 11
  2649. {Initiative} : 15 (7)
  2650. {HP} : 74
  2651. Armor : 6
  2652. Barrier : 2
  2653.  
  2654. Attack Methods
  2655.  
  2656. [Weapon Attack]: Magical Attack / 7 Sq. / 1#/ Cancels
  2657. - [Form: Magic] 3d6+15 Magical damage to the target.
  2658.  
  2659. <<Pakabayashi>>: Start / 7 Sq / 2# / No Reactive Check
  2660. - [Install] the target into any square up to 5 Sq. away
  2661.  
  2662. <<Belly Drum>>: Start / 7 Sq / 1#
  2663. - The target gains +10 to [Damage]. Alternatively, the target transforms into any figure for the rest of the scene (treat as [Maneuver: Disguise / Result: 20]).
  2664.  
  2665. <<Musical Inspiration>>: Unique / 7 Sq. 1#
  2666. - [Range: Combat Zone / Target: 1#] takes their turn, regardless of {Initiative}. 2/Round.
  2667.  
  2668. Materials (2d6)
  2669. Automatic: Mysterious Instrument/Luck+2: 1000G (Potency: 2)
  2670.  
  2671. Description:
  2672. A group of tanuki that make use of musical instrument-type artificial regalia. They were formed to please and inspire land gods. They perform mysterious performances using musical instruments and their own drums.
  2673. ----------------------------------------
  2674.  
  2675. Kitsunebi / Class: Beast / LV: 5 (1)
  2676. Size : 2
  2677. Wits : Low
  2678. Senses : Magic
  2679. Speech : No
  2680. Reaction : Hostile
  2681. ID : 13
  2682. Weakness : [Cold] [Wind]
  2683. Movement : Walk, Fly
  2684. | ACC | EVA | CNJ | RES | CHK
  2685. {Combat Stats} | 10 | 05 | 12 | 01 | 04
  2686. {Fixed Values} | 17 | 12 | 19 | 08 | 11
  2687. {Initiative} : 16 (7)
  2688. {HP} : 64
  2689. Armor : 3
  2690. Barrier : 20
  2691.  
  2692. Attack Methods
  2693.  
  2694. [Weapon Attack]: Magical Attack / Charge 4 Sq. / 1# / Cancels
  2695. - [Element: Fire / Form: Magic] 3d6+17 magical damage to the target. [Additional Effect]: The user can make [Ranged Attack / Magical Attack]s after a [Combat Move].
  2696.  
  2697. <<Strengthening Spirit Flame>>: Start / Combat Zone / Combat Zone
  2698. - [Class: Beast] targets gain +1 to active checks and +15 to damage. This ability can stack (Up to a maximum of +3 to Checks / +45 to damage).
  2699.  
  2700. <<Ghost Flame Assault>>: Magical Attack / Charge 5 Sq. / 1# / Halves
  2701. - Make a [Special Attack] on the target, and inflict [Element: Fire / Form: Magic] 4d6+20 magical damage.
  2702.  
  2703.  
  2704. Materials (2d6)
  2705. 2~9: Golden Rice/MD+1: 500G (Potency: 1)
  2706. 9+: Kitsune Fur/Initiative+2: 1000G (Potency: 2)
  2707.  
  2708. Description:
  2709. A fox familiar formed from spirit energy. Only high-ranking fox mononoke are capable of summoning them. Fox Nushi who control shrines to Inari typically summon them before large battles.
  2710. ----------------------------------------
  2711.  
  2712. Great Boar / Class: Beast / LV: 5 (1)
  2713. Size : 3
  2714. Wits : Normal
  2715. Senses : Heat
  2716. Speech : No
  2717. Reaction : Neutral
  2718. ID : 17
  2719. Weakness : [Fire] [Phantom]
  2720. Movement : Walk
  2721. | ACC | EVA | CNJ | RES | CHK
  2722. {Combat Stats} | 11 | 10 | 01 | 02 | 05
  2723. {Fixed Values} | 18 | 17 | 08 | 09 | 12
  2724. {Initiative} : 20 (9)
  2725. {HP} : 94
  2726. Armor : 8
  2727. Barrier : 6
  2728.  
  2729. Attack Methods
  2730.  
  2731. [Weapon Attack]: Ranged Attack / Charge 4 Sq. / 1#
  2732. - [Form: Ranged] 4d6+21 Physical damage to the target. [Additional Effect]: [Halve] the targets [Armor] and [Barrier]. 1/Combat.
  2733.  
  2734. <<Brave>>: Start / 7 Sq / 1#
  2735. - The target gains +2d6 to {Initiative}.
  2736.  
  2737. <<Rampage>>: Physical Attack / Combat Zone / Area
  2738. - [Form: Ranged] 4d6+26 physical damage to the target. 1/Round.
  2739.  
  2740. <<Wild Boar>>: Constant / User
  2741. - During the targets [Turn], gain x1 [Timing: Attack]
  2742.  
  2743.  
  2744. Materials (2d6)
  2745. 2~8: Wild Boar Hoof/Speed+1: 500G (Potency: 1)
  2746. 9+: Wild Boar Tusk/PD+3: 1500G (Potency: 3)
  2747.  
  2748. Description:
  2749. A shard entered this wild boar, turning it into a mononoke. Many have served both mountain and land gods, and have long been as their envoys. They are both extremely territorial, and highly alert. They typically stay hidden high in the mountains, but will eliminate anything that enters their sanctum.
  2750. ----------------------------------------
  2751.  
  2752. Taowu / Class: Beast / LV: 5 (1)
  2753. Size : 2
  2754. Wits : Clever
  2755. Senses : Normal
  2756. Speech : Yes
  2757. Reaction : Hostile
  2758. ID : 19
  2759. Weakness : [Shock]
  2760. Movement : Walk
  2761. | ACC | EVA | CNJ | RES | CHK
  2762. {Combat Stats} | 13 | 05 | 01 | 09 | 04
  2763. {Fixed Values} | 20 | 12 | 08 | 16 | 11
  2764. {Initiative} : 12 (6)
  2765. {HP} : 94
  2766. Armor : 10
  2767. Barrier : 10
  2768.  
  2769. Attack Methods
  2770.  
  2771. [Weapon Attack]: Ranged Attack / 10 Sq. / 1#
  2772. - [Element: Wind / Form: Ranged] 2d6+19 physical damage to the target.
  2773.  
  2774. <<Spirit Roar>>: Physical Attack / 10 Sq. / 2#
  2775. - [Form: Axe] 6d6+20 physical damage to the target.
  2776.  
  2777. <<Ferocious Spirit Aura>>: Defense / 10 Sq. / 1#
  2778. - Use on Damage Reduction. The user takes the [Damage] and all other effects that would have been inflicted in place of the target. (Treat as though the {Resist} check had failed.)
  2779.  
  2780. <<Courage Barrier>>: Constant / User
  2781. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, [Class: Beast] NPCs other than [Bosses] in the [Combat Zone] gain +1o {Initiative}, [Armor] and [Barrier].
  2782.  
  2783. Materials (2d6)
  2784. 2~9: None
  2785. 10+: Magical Fang/PD+2: 1000G (Potency: 2)
  2786.  
  2787. Description:
  2788. A powerful beast from ancient china. It has the body of the tiger, a human face, the tusks of a boar, and a long tail. It is a brave deity who gives courage to it's believers. However, an evil Taowu can disturb the peace of the world. In that case, it is counted as one of the four perils.
  2789. ----------------------------------------
  2790.  
  2791. Augmented Beast / Class: Beast / LV: 6 (2)
  2792. Size : 3
  2793. Wits : Clever
  2794. Senses : Heat
  2795. Speech : Yes
  2796. Reaction : Hostile
  2797. ID : 15
  2798. Weakness : [Fire] [Shock]
  2799. Movement : Walk
  2800. | ACC | EVA | CNJ | RES | CHK
  2801. {Combat Stats} | 15 | 13 | 1 | 1 | 4
  2802. {Fixed Values} | 22 | 20 | 8 | 8 | 11
  2803. {Initiative} : 22 (9)
  2804. {HP} : 75
  2805. Armor : 3
  2806. Barrier : 10
  2807.  
  2808. Attack Methods
  2809. [Weapon Attack]: Melee Attack / Engaged / 1#
  2810. - [Form: Spear] 3d6+15 physical damage to the target.
  2811.  
  2812. <<Tyranny III>>: Physical Attack / Combat Zone / Combat Zone
  2813. - [Form: Hammer] 4d6+38 physical damage to the target. 1/Round.
  2814.  
  2815. <<Composite Beast>>: Defense / User
  2816. - Use On {Evasion} Check. Target gains +2 to the result of the {Evasion} check.
  2817.  
  2818. <<Counter>>: Unique / User
  2819. - Use when successful at an {Evasion} check. The target makes 1x [Weapon Attack] against [Range: Engaged / Target: 1#].
  2820.  
  2821. <<Freak Ballistic Resist>>: Constant / User
  2822. - The target [Halves] [Damage] from [Form: Ranged - Magic].
  2823.  
  2824. Materials (2d6)
  2825. 2~10: Unique Armament/MD+1: 500G (Potency: 1)
  2826. 11+: Enhanced Limb/Strength+3: 1,500G (Potency: 3)
  2827.  
  2828. Description:
  2829. Rather than being a single animal, this chimera-like demonic beast is a superior being, bearing the traits of multiple animals. It has sworn loyalty to the dark organization that created it, and often is found leading other combatants, as well as its lesser bestial demon kin. Needless to say, its combat power is fearsome.
  2830. ----------------------------------------
  2831.  
  2832. Bunbuku Chagama / Class: Beast / LV: 6 (2)
  2833. Size : 2
  2834. Wits : Clever
  2835. Senses : Domain
  2836. Speech : Yes
  2837. Reaction : Mercurial
  2838. ID : 19
  2839. Weakness : [Fire]
  2840. Movement : Walk
  2841. | ACC | EVA | CNJ | RES | CHK
  2842. {Combat Stats} | 15 | 12 | 01 | 01 | 04
  2843. {Fixed Values} | 22 | 19 | 08 | 08 | 11
  2844. {Initiative} : 12 (6)
  2845. {HP} : 115
  2846. Armor : 15
  2847. Barrier : 5
  2848.  
  2849. Attack Methods
  2850.  
  2851. [Weapon Attack]: Melee Attack / Charge 2 Sq. / 1#
  2852. - [Form: Spear] 2d6+22 physical damage to the target. [Additional Effect]: Gain +1 to the [Active Check]. 1/Round.
  2853.  
  2854. <<Skilled Belly Drum>>: Start / 7 Sq. / 1#
  2855. - The target gains +10 [Damage]. Alternatively, the target transforms into any figure for the rest of the scene (treat as [Maneuver: Disguise / Result: 20]).
  2856.  
  2857. <<Hachijo Genmaken>>: Physical Attack / 7 Sq. / 1#
  2858. - [Element: Phantom / Form: Hammer] 3d6+28 physical damage on the target. 1/Round.
  2859.  
  2860. <<Chagama Defense>>: Defense / User
  2861. - Use on Damage Reduction. The target gains +15 [Armor].
  2862.  
  2863. Materials (2d6)
  2864. 2~10: None
  2865. 11+: Chagama Armor/Armor+4: 2000G (Potency: 4)
  2866.  
  2867. Description:
  2868. The leader of the tanuki, Bunbuku Chagama has gained a high level of spiritual power over many years. When he reveals his true form, he dons a strong, armor-like artifact from his spirit barrier... However, the armor looks like a teakettle.
  2869. ----------------------------------------
  2870.  
  2871. Cockatrice / Class: Beast / LV: 7 (2)
  2872. Size : 3
  2873. Wits : low
  2874. Senses : Normal
  2875. Speech : No
  2876. Reaction : Hostile
  2877. ID : 13
  2878. Weakness : [Cold] [Wind]
  2879. Movement : Walk
  2880. | ACC | EVA | CNJ | RES | CHK
  2881. {Combat Stats} | 13 | 06 | 05 | 05 | 04
  2882. {Fixed Values} | 20 | 13 | 12 | 12 | 11
  2883. {Initiative} : 15 (7)
  2884. {HP} : 87
  2885. Armor : 2
  2886. Barrier : 6
  2887.  
  2888. Attack Methods
  2889.  
  2890. [Weapon Attack]: Melee Attack / Engaged / 1#
  2891. - [Form: Spear] 3d6+17 Physical damage to the target.
  2892.  
  2893. <<God-Killing Poison>>: Physical Attack / Enngaged / 1#
  2894. - [Form: Spear] 2d6+23 physical damage to the target. If the target takes at least one point of this damage, they also take [Shift: Poison].
  2895.  
  2896. <<Poison Breath>>: Magical Attack / Combat Zone / Area / Halves
  2897. - [Element: Toxin / Form: Magic] 2d6+15 magical damage.
  2898.  
  2899. <<Change Tolerance II>> Constant / User
  2900. - The target always has [Remove: Poison - Paralysis]
  2901.  
  2902. Materials (2d6)
  2903. 2~11: Cockatrice Comb/Strength+1: 500G (Potency: 1)
  2904. 12+: Cockatrice Venom/Bestow Toxin+3: 1500G (Potency: 3)
  2905.  
  2906. Description:
  2907. A massive, chicken-like beast with fangs, scales, and a snake tail. It is said that a cockatrice is hatched when a frog (or a snake) warms an egg that a rooster has laid. Cockatrice venom is very deadly, and an area where a one has laired becomes an unclean land where plants die and the water stagnates.
  2908. ----------------------------------------
  2909.  
  2910. Hundun / Class: Beast / LV: 7 (2)
  2911. Size : 2
  2912. Wits : Clever
  2913. Senses : Domain
  2914. Speech : Yes
  2915. Reaction : Hostile
  2916. ID : 23
  2917. Weakness : [Wind]
  2918. Movement : Walk/Fly
  2919. | ACC | EVA | CNJ | RES | CHK
  2920. {Combat Stats} | 14 | 05 | 01 | 12 | 04
  2921. {Fixed Values} | 21 | 12 | 08 | 19 | 11
  2922. {Initiative} : 26 (11)
  2923. {HP} : 106
  2924. Armor : 10
  2925. Barrier : 10
  2926.  
  2927. Attack Methods
  2928.  
  2929. [Weapon Attack]: Melee Attack / 9 Sq. / 1#
  2930. - [Form: Axe] 2d6+17 physical damage to the target.
  2931.  
  2932. <<Dreadful Cackling>>: Physical Attack / 7 Sq. / 2#
  2933. - [Form: Ranged] 5d6+30 physical damage to the target.
  2934.  
  2935. <<Chaotic Vortex>>: Unique / Combat Area / 1#
  2936. - Use on Damage Reduction. Change target's [Attack Action] to [Target: 1#] and the user takes the [Damage] and effects instead. 1/round.
  2937.  
  2938. <<Chaotic Space>>: Constant / User
  2939. - During the target's [Turn], gain x2 [Timing: Attack]. Additionally, unless the target has [Shift: Dead], all non-[Boss] [Class: Beast] NPCs in the [Combat Zone] gain +10 to {Initiative} and deal +10 [Physical Damage] to [Targets] in the [Ready] condition.
  2940.  
  2941. Materials (2d6)
  2942. 2~9: None
  2943. 10+: Chaos Pelt/Armor+2: 1000G (Potency: 2)
  2944.  
  2945. Description:
  2946. A large dog-like demonic beast on which the seven orifices do not exist. It rules over change and chaos; granting its believers the power to break through what circumstances that they may face. However, as it one of the Four Fiends; it bears hatred to the virtuous and would grant spirit energy to the wicked.
  2947. ----------------------------------------
  2948.  
  2949. Zenko / Class: Beast / LV: 7 (2)
  2950. Size : 3
  2951. Wits : Clever
  2952. Senses : Domain
  2953. Speech : Yes
  2954. Reaction : Friendly
  2955. ID : 15
  2956. Weakness : [Cold] [Toxin]
  2957. Movement : Walk, Fly
  2958. | ACC | EVA | CNJ | RES | CHK
  2959. {Combat Stats} | 05 | 03 | 13 | 08 | 04
  2960. {Fixed Values} | 12 | 10 | 20 | 15 | 11
  2961. {Initiative} : 20 (9)
  2962. {HP} : 99
  2963. Armor : 5
  2964. Barrier : 5
  2965.  
  2966. Attack Methods
  2967.  
  2968. [Weapon Attack]: Magical Attack / 8 Sq. / 2# / Cancels
  2969. - [Element: Light / Form: Magic] 3d6+20 magical damage to the target.
  2970.  
  2971. <<Zenko's Divine Power>>: Start / 7 Sq. / 1#
  2972. - The target gains +10 {Initiative}. Alternatively, the target transforms into any figure for the rest of the scene (treat as [Maneuver: Disguise / Result: 20]).
  2973.  
  2974. <<Zenko's Authority>>: Magical Attack / 8 Sq. / 1# / Cancels
  2975. - The target [Recovers] 1d6+20 {HP} and gains one of [Remove: Poison - Pain - Paralysis]. 1/Round.
  2976.  
  2977. <<Zenko Fox Flame>>: Magical Attack / Combat Zone / 3# / Halves
  2978. - [Element: Fire / Form: Magic] 3d6+33 magical damage. 1/round.
  2979.  
  2980. <<Split tails>> Constant / User
  2981. - During the target's [Turn], gain x1 [Timing: Attack]. Also, unless the target has [Shift: Dead], [Class: Beast] NPCs other than [Bosses] in the [Combat Zone] gain +20 to [Armor/Barrier].
  2982.  
  2983. Materials (2d6)
  2984. 2~8: None
  2985. 9+: Zenko Tail/Bestow: Light: 1500G (Potency: 3)
  2986.  
  2987. Description:
  2988. A fox mononoke with beautiful fur and multiple tails, that come in white or black. These fox gods came to be called senkitsune after mastering the art of immortality. All of them are good-natured, but occasionally hostile to humanity, in which case they're called Youko.
  2989. ----------------------------------------
  2990.  
  2991. Catoblepas / Class: Beast / LV: 8 (2)
  2992. Size : 3
  2993. Wits : High
  2994. Senses : Magic
  2995. Speech : No
  2996. Reaction : Mercurial
  2997. ID : 18
  2998. Weakness : [Light] [Phantom]
  2999. Movement : Walk
  3000. | ACC | EVA | CNJ | RES | CHK
  3001. {Combat Stats} | 13 | 02 | 01 | 12 | 04
  3002. {Fixed Values} | 20 | 09 | 08 | 19 | 11
  3003. {Initiative} : 11 (6)
  3004. {HP} : 132
  3005. Armor : 14
  3006. Barrier : 12
  3007.  
  3008. Attack Methods
  3009.  
  3010. [Weapon Attack]: Melee Attack / Engaged / 1#
  3011. - [Form: Hammer] 4d6+26 physical damage to the target. [Additional Effect]: Perform one [Weapon Attack] after [Damage Calculation]. 1/Round.
  3012.  
  3013. <<Gaze: Pain>>: Start / 4 Sq. / Area / No Reactive Check
  3014. - The target gains [Shift: Pain].
  3015.  
  3016. <<Assault II>> Physical Attack / Engaged / 1#
  3017. - [Form: Spear] 4d6+28 physical damage to the target. If the target fails the reactive check, they additionally take [Shift: Fallen].
  3018.  
  3019. <<Eyes of Death>>: End / Engaged / 1# / No Reactive Check
  3020. - Can only be used if the target has [Shift: Downed]. The target gains [Shift: Taken Out].
  3021.  
  3022. Materials (2d6)
  3023. 2~10: Catoblepas Hide/Armor+2: 1000G (Potency: 2)
  3024. 11+: Evil Cataract/Luck+3: 1500G (Potency: 3)
  3025.  
  3026. Description:
  3027. A type of monster that once lived in the headwaters of the Nile. Catoblepas have the body of a buffalo, a long and thin neck, and a huge pig's head. Due to the weight of it's head, it always look towards the ground. It has a quiet personality that doesn't suit it's appearance, but it has powerful evil eyes. It's said that someone who stares at a Catoblepas will be petrified, then die.
  3028. ----------------------------------------
  3029.  
  3030. Gyuki / Class: Beast / LV: 8 (2)
  3031. Size : 4
  3032. Wits : Low
  3033. Senses : Magic
  3034. Speech : No
  3035. Reaction : Hostile
  3036. ID : 18
  3037. Weakness : [Shock] [Magnet]
  3038. Movement : Walk
  3039. | ACC | EVA | CNJ | RES | CHK
  3040. {Combat Stats} | 15 | 11 | 01 | 01 | 04
  3041. {Fixed Values} | 22 | 18 | 08 | 08 | 11
  3042. {Initiative} : 16 (7)
  3043. {HP} : 117
  3044. Armor : 12
  3045. Barrier : 1
  3046.  
  3047. Attack Methods
  3048.  
  3049. [Weapon Attack]: Melee Attack / Engaged / 1#
  3050. - [Form: Spear] 4d6+23 physical damage to the target.
  3051.  
  3052. <<Ushi-Oni Strike>>: Physical Attack / Engaged / 1#
  3053. - [Form: Spear] 2d6+53 physical damage to the target.
  3054.  
  3055. <<Counterattack>>: Defense / User / No Evasion
  3056. - Use On {Evasion} Check. The {Evasion} check automatically fails, but [Range: Engaged / Target: 1#] takes [Form: Axe] 2d6+25 physical damage.
  3057.  
  3058. <<Beast of Fear>>: Constant / User
  3059. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] the damage of [Form: Axe - Hammer] [Physical Attacks].
  3060.  
  3061. Materials (2d6)
  3062. 2~9: Sharp Fangs/PD+1: 500G (Potency: 1)
  3063. 10+: Large Bull Horn/Strength+4: 2000G (Potency: 4)
  3064.  
  3065. Description:
  3066. A deformed beast with eight legs. It's body length reaches as long as 10 meters, and it has a large mouth with fangs, a head with horns, and a body like a spider. It's ferocious and always hungry, and attacks everything that moves.
  3067. ----------------------------------------
  3068.  
  3069. Mountain Dog / Class: Beast / LV: 8 (2)
  3070. Size : 3
  3071. Wits : High
  3072. Senses : Domain
  3073. Speech : Yes
  3074. Reaction : Friendship
  3075. ID : 15
  3076. Weakness : [Fire] [Toxin]
  3077. Movement : Walk
  3078. | ACC | EVA | CNJ | RES | CHK
  3079. {Combat Stats} | 16 | 16 | 01 | 01 | 04
  3080. {Fixed Values} | 23 | 23 | 08 | 08 | 11
  3081. {Initiative} : 27 (11)
  3082. {HP} : 107
  3083. Armor : 3
  3084. Barrier : 10
  3085.  
  3086. Attack Methods
  3087.  
  3088. [Weapon Attack]: Melee Attack / Charge 2 Sq. / 1#
  3089. - [Form: Spear] 3d6+24 damage to the target. [Additional Effect]: Change a [Physical Attack] to a [Special Attack]. 1/Round.
  3090.  
  3091. <<Inugami Rift Blade>>: Physical Attack / 4 Sq. / 1#
  3092. - [Form: Spear] 2d6+30 physical damage to the target.
  3093.  
  3094. <<Devil's Roar>>: Unique / 5 Sq. / 1#
  3095. - Use on Damage Reduction. The target gains +10 [Barrier]. 1/Round.
  3096.  
  3097. <<Mountain Dog God>>: Constant / User
  3098. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target gains +2 to [Active Checks] and +10 to [Damage] while its [Not Ready].
  3099.  
  3100.  
  3101. Materials (2d6)
  3102. 2~9: Mountain Dog Fur/Armor+2: 1000G (Potency: 2)
  3103. 10+: Mountain Dog Fang/Barrier+3: 1500G (Potency: 3)
  3104.  
  3105. Description:
  3106. A dog or a wolf that gained a shard and became a Mononoke after several years. He is friendly to humans and worshipped as a god in some places, because he kills monsters and mononoke that attack people.
  3107. ----------------------------------------
  3108.  
  3109. Taotie / Class: Beast / LV: 9 (1)
  3110. Size : 2
  3111. Wits : Clever
  3112. Senses : Domain
  3113. Speech : Yes
  3114. Reaction : Hostile
  3115. ID : 27
  3116. Weakness : [Fire]
  3117. Movement : Walk
  3118. | ACC | EVA | CNJ | RES | CHK
  3119. {Combat Stats} | 17 | 05 | 01 | 13 | 04
  3120. {Fixed Values} | 24 | 12 | 08 | 20 | 11
  3121. {Initiative} : 13 (6)
  3122. {HP} : 140
  3123. Armor : 20
  3124. Barrier : 20
  3125.  
  3126. Attack Methods
  3127.  
  3128. [Weapon Attack]: Melee Attack / 8 Sq. / 2#
  3129. - [Form: Spear] 2d6+27 physical damage to the target.
  3130.  
  3131. <<Space Eater>>: Physical Attack / Combat Zone / 2#
  3132. - [Form: Hammer] 5d6+40 physical damage on the target. If the target fails their [Reactive Check], the user may forcibly move the [Target] up to 3 Sq away.
  3133.  
  3134. <<Spirit Eater>>: Unique / Combat Zone / 1#
  3135. - Use on Damage Reduction. Change the targets [Attack Action] to [Target: 1#] and the user takes the damage and other effects (Treat as though {Resist} check had failed).
  3136.  
  3137. <<Boundless Appetite>>: Constant / User
  3138. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, unless the target has [Shift: Dead], [Class: Beast] NPCs other than [Bosses] in the [Combat Zone] gain +20 [Armor] and [Barrier] while [Not Ready].
  3139.  
  3140. Materials (2d6)
  3141. 2~9: None
  3142. 10+: Scary Head/MD+2: 2000G (Potency: 2)
  3143.  
  3144. Description:
  3145. A huge demon with the body of a cow, a horned human face, and the fangs of a tiger. The good ones are known to eat waste, but the evil ones are called one of the four perils, because they try to consume everything that exists in the world.
  3146. ----------------------------------------
  3147.  
  3148. Ubume / Class: Beast / LV: 9 (2)
  3149. Size : 3
  3150. Wits : Clever
  3151. Senses : Magic
  3152. Speech : Yes
  3153. Reaction : Hostile
  3154. ID : 17
  3155. Weakness : [Wind] [Shock]
  3156. Movement : Walk, Fly
  3157. | ACC | EVA | CNJ | RES | CHK
  3158. {Combat Stats} | 17 | 05 | 13 | 01 | 04
  3159. {Fixed Values} | 24 | 12 | 20 | 08 | 11
  3160. {Initiative} : 18 (8)
  3161. {HP} : 148
  3162. Armor : 10
  3163. Barrier : 15
  3164.  
  3165. Attack Methods
  3166.  
  3167. [Weapon Attack]: Ranged Attack / 10 Sq. / 2#
  3168. - [Form: Ranged] 3d6+28 physical damage to the target.
  3169.  
  3170. <<Hidden Jia>>: Start / Combat Zone / Combat Zone
  3171. - The target gains +10 [Armor] and [Barrier] while [Not Ready]
  3172.  
  3173. <<Rapid Decree: Ice>> Magical Attack / 7 Sq / Area / Cancels
  3174. - [Element: Cold / Form: Magic] 3d6+34 magical damage to the target. If the target fails their [Reactive Check], they gain [Shift: Fallen].
  3175.  
  3176. <<Ancient Sage>>: Constant / User
  3177. - During the targets [Turn], gain x2 [Timing: Attack]. In addition, the target [Halves] the [Armor] and [Barrier] of the [Target] of [Attack Actions].
  3178.  
  3179. Materials (2d6)
  3180. 2~10: Ubume Feather/PD+2: 1000G (Potency: 2)
  3181. 11+: Ubume Wall/MD+3: 1500G (Potency: 3)
  3182.  
  3183. Description:
  3184. A bird that had a shard lodged inside of it and turned into mononoke over the years. It looks like a mixture between a bird and a human.
  3185. He likes innocent spirits, children's offerings, and robs spirits of the wind.
  3186. ----------------------------------------
  3187.  
  3188. Mokele-Mbembe / Class: Beast / LV: 10 (2)
  3189. Size : 4
  3190. Wits : Normal
  3191. Senses : Heat
  3192. Speech : No
  3193. Reaction : Mercurial
  3194. ID : 17
  3195. Weakness : [Fire] [Cold]
  3196. Movement : Walk, Swim
  3197. | ACC | EVA | CNJ | RES | CHK
  3198. {Combat Stats} | 16 | 15 | 01 | 02 | 05
  3199. {Fixed Values} | 23 | 22 | 08 | 09 | 12
  3200. {Initiative} : 20 (9)
  3201. {HP} : 122
  3202. Armor : 13
  3203. Barrier : 14
  3204.  
  3205. Attack Methods
  3206.  
  3207. [Weapon Attack]: Melee Attack / Engaged / 1#
  3208. - [Form: Hammer] 5d6+32 physical damage to the target.
  3209.  
  3210. <<Unidentified Organism>>: Start / Engaged / 1#
  3211. - The target gains [Shift: Hidden] at [Result: 30].
  3212.  
  3213. <<Tail Swing>> Physical Attack / Engaged / Area
  3214. - [Form: Hammer] 4d6+32 physical damage. If the target fails their [Reactive Check], they gain [Shift: Fallen].
  3215.  
  3216. <<Trample>>: Unique / Engaged / 1#
  3217. - Use on Damage Reduction. The user performs x1 [Timing: Attack]. If the target has [Shift: Fallen], they do not gain [Timing: Defense].
  3218.  
  3219. <<Rainbow Guardian>>: Constant / User
  3220. - During the targets [Turn], gain x1 [Timing: Attack]. In addition, the target does not gain [Remove: Hidden] after [Movement] during [Shift: Hidden].
  3221.  
  3222. Materials (2d6)
  3223. 2~10: Pink Meat/Bestow Toxin: 1500G (Potency: 3)
  3224. 11+: Huge Beast Claw/PD+4: 2000G (Potency: 4)
  3225.  
  3226. Description:
  3227. A herbivorous, dinosaur-like mononoke with an elongated neck and three claws, found in Africa. It's often seen after it rains, alongside the rainbow. Despite being herbivorous, it's extremely territorial, and it's dangerous to approach it.
  3228. ----------------------------------------
  3229.  
  3230. Nue / Class: Beast / LV: 10 (2)
  3231. Size : 3
  3232. Wits : High
  3233. Senses : Magic
  3234. Speech : No
  3235. Reaction : Hostile
  3236. ID : 22
  3237. Weakness : [Fire] [Light]
  3238. Movement : Walk
  3239. | ACC | EVA | CNJ | RES | CHK
  3240. {Combat Stats} | 16 | 10 | 12 | 05 | 05
  3241. {Fixed Values} | 23 | 17 | 19 | 12 | 12
  3242. {Initiative} : 20 (9)
  3243. {HP} : 102
  3244. Armor : 10
  3245. Barrier : 2
  3246.  
  3247. Attack Methods
  3248.  
  3249. [Weapon Attack]: Magical Attack / 7 Sq. / 3# / Cancels
  3250. - [Element: Shock / Form: Magic] 3d6+15 magical damage to the target.
  3251.  
  3252. <<Gaze: Paralysis>>: Start / 4 Sq. / Area / No Reactice Check
  3253. - The target gains [Shift: Paralysis]
  3254.  
  3255. <<Nue's Strike>>: Physical Attack / Engaged / 1#
  3256. - [Form: Sword] 2d6+26 physical damage to the target. The target that fails their {Evasion} check gains [Shift: Pain].
  3257.  
  3258. <<Unidentified>>: Constant / User
  3259. - During the target's [Turn], gain x2 [Timing: Attack. Additionally, the target may [Install] up to 2 Sq. away after [Timing: End].
  3260.  
  3261.  
  3262. Materials (2d6)
  3263. 2~10: Shiroki Stone/Accuracy+1: 1000G (Potency: 2)
  3264. 11+: Nue Chest Fur/HP+12: 2000G (Potency: 4)
  3265.  
  3266. Description:
  3267. An unusual mononoke with the head of a monkey, the body of a tanuki, the limbs of a tiger, and the tail of a snake. It is a hideous entity formed when emotions like misery, or jealousy converge into a shard. It cries out in an eerie voice resembling a tiger. It has golden eyes that emit a mysterious light, and the power to summon thunderclouds and call down lightning.
  3268. ----------------------------------------
  3269.  
  3270. ================================================================================
  3271. * Beast Mononoke Lvl 11-20 [XXXF-2B]
  3272. ================================================================================
  3273.  
  3274. Inugami / Class: Beast / LV: 11 (3)
  3275. Size : 2
  3276. Wits : Clever
  3277. Senses : Domain
  3278. Speech : Yes
  3279. Reaction : Neutral
  3280. ID : 19
  3281. Weakness : [Fire] [Wind]
  3282. Movement : Walk
  3283. | ACC | EVA | CNJ | RES | CHK
  3284. {Combat Stats} | 17 | 08 | 17 | 01 | 05
  3285. {Fixed Values} | 24 | 15 | 24 | 08 | 12
  3286. {Initiative} : 27 (11)
  3287. {HP} : 133
  3288. Armor : 6
  3289. Barrier : 15
  3290.  
  3291. Attack Methods
  3292.  
  3293. [Weapon Attack]: Melee Attack / Engaged / 1#
  3294. - [Form: Axe] 4d6+33 physical damage to the target.
  3295.  
  3296. <<Inugami's Guidance>>: Start / Battle zone / 1#
  3297. - The target gains +10 to {Initiative}.
  3298.  
  3299. <<Hidden Dog>>: Start / Combat Zone / 1# / No Reactive Check
  3300. - [Install] the target within any 7 Squares from the current square.
  3301.  
  3302. <<Secret Art of Inugami>>: Magical Attack / 7 Sq. / Area / Halves
  3303. - [Form: Magic] 3d6+35 magical damage to the target. 1/Round.
  3304.  
  3305. <<Mysterious Commander>> Constant / User
  3306. - Passive Effect. During the targets [Turn], gain x2 [Timing: Attack]. Additionally, unless the target has [Shift: Dead], [Class: Beast] NPCs in the [Combat Zone] that aren't [Bosses] do not receive the effect of "Apply [Shift: Dead] to [Mononoke] with ""x#"" in their name."
  3307.  
  3308. Materials (2d6)
  3309. 2~9: Inugami Curse Tag/Will+2 1000G: (Potency: 2)
  3310. 10+: Inugami's Diploma/Intellect+3: 1500G (Potency: 3)
  3311.  
  3312. Description:
  3313. A dog who gained a powerful shard and became an awakened. It takes the form of a beastman dressed in an old-fashioned costume. Many of them serve as spiritual nushi.
  3314. ----------------------------------------
  3315.  
  3316. Orobas / Class: Beast / LV: 11 (3)
  3317. Size : 4
  3318. Wits : Clever
  3319. Senses : Domain
  3320. Speech : Yes
  3321. Reaction : Mercurial
  3322. ID : 23
  3323. Weakness : [Fire] [Shock]
  3324. Movement : Walk
  3325. | ACC | EVA | CNJ | RES | CHK
  3326. {Combat Stats} | 06 | 15 | 18 | 03 | 04
  3327. {Fixed Values} | 13 | 22 | 25 | 10 | 11
  3328. {Initiative} : 16 (7)
  3329. {HP} : 160
  3330. Armor : 20
  3331. Barrier : 20
  3332.  
  3333. Attack Methods
  3334.  
  3335. [Weapon Attack]: Magical Attack / 10 Sq. / 3# / Cancels
  3336. - [Element: Wind / Form: Magic] 4d6+40 Magical damage to the target.
  3337.  
  3338. <<Prophetic Tactics>>: Start / Combat Zone / 1#
  3339. - [Class: Beast] NPCs other than the user gain +(user's [LV]) to [Damage], and [Halve] the [Armor] and [Barrier] of the target of [Attack Actions].
  3340.  
  3341. <<(Amplified Majesty)>>: Unique / Combat Zone / 1#
  3342. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#] and the user receives the damage and effects instead. 1/Round.
  3343.  
  3344. <<See Through Falsehoods>>: Unique / Combat Zone / 1#
  3345. - Use on Damage Reduction. One [Class: Beast] NPC [Halves] damage, and then [Recovers] 20 {HP}. 1/Combat.
  3346.  
  3347. <<Horseman>>: Constant / User
  3348. - Unless the target has [Shift: Dead], [Class: Beast] NPCs other than [Bosses] in the [Combat Zone] gain +10 {Initiative}. Additionally, the target make may make [Magic Attacks] after a [Combat Move].
  3349.  
  3350. Materials (2d6)
  3351. Automatic: Magic Parchment/Init+1: 1000G (Potency: 2)
  3352.  
  3353. Description:
  3354. A deity with the head of a horse. In addition to having the power to look into both the future and the past, boost it's spiritual power, and detect lies.
  3355. ----------------------------------------
  3356.  
  3357. Hakuzousu / Class: Beast / LV: 12 (3)
  3358. Size : 2
  3359. Wits : Clever
  3360. Senses : Heat
  3361. Speech : Yes
  3362. Reaction : Neutral
  3363. ID : 22
  3364. Weakness : [Fire] [Shock]
  3365. Movement : Walk
  3366. | ACC | EVA | CNJ | RES | CHK
  3367. {Combat Stats} | 09 | 17 | 18 | 01 | 05
  3368. {Fixed Values} | 16 | 24 | 25 | 08 | 12
  3369. {Initiative} : 31 (12)
  3370. {HP} : 154
  3371. Armor : 6
  3372. Barrier : 10
  3373.  
  3374. Attack Methods
  3375.  
  3376. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  3377. - [Form: Magic] 3d6+30 Magical damage to the target. [Additional Effect]: After [Damage Calculation], perform one [Weapon Attack]. 1/Round.
  3378.  
  3379. <<Victory Prayer>>: Start / Combat Zone / 1#
  3380. - Whenever the targer preforms an [Attack Action] on a [Not Ready] target, they gain +2 to the active check, and +10 damage.
  3381.  
  3382. <<Beginning of Secrets>>: Start / Combat Zone / Combat Zone
  3383. - The target gains +10 {Initiative}. 1/Combat.
  3384.  
  3385. <<Retsu Style>>: Magical Attack / 7 Sq. / 4# / Cancels
  3386. - 2d6+38 magical damage to the target. Targets that fail their [Reactive Check] may be [Installed] 1 Sq. from their current square.
  3387.  
  3388. <<White Fox's Experience>>: Constant / User
  3389. - During the target's [Turn], gain x2 [Timing: Attack].
  3390.  
  3391. Materials (2d6)
  3392. Automatic: Evil Fox's Tail/Intellect+4: 2000G (Potency: 4)
  3393.  
  3394. Description:
  3395. A high-ranking kitsune who became able to manipulate powerful magic. He was originally a high priest, and his spiritual power and techniques are unmatched.
  3396. ----------------------------------------
  3397.  
  3398. Werewolf / Class: Beast / LV: 12 (3)
  3399. Size : 3
  3400. Wits : Clever
  3401. Senses : Magic
  3402. Speech : Yes
  3403. Reaction : Mercurial
  3404. ID : 12
  3405. Weakness : [Fire]
  3406. Movement : Walk
  3407. | ACC | EVA | CNJ | RES | CHK
  3408. {Combat Stats} | 18 | 16 | 01 | 01 | 14
  3409. {Fixed Values} | 25 | 23 | 08 | 08 | 21
  3410. {Initiative} : 37 (14)
  3411. {HP} : 144
  3412. Armor : 20
  3413. Barrier : 20
  3414.  
  3415. Attack Methods
  3416.  
  3417. [Weapon Attack]: Melee Attack / Charge 4 Sq. / 2#
  3418. - [Form: Axe] 3d6+30 physical damage to the target.
  3419.  
  3420. <<Moon Force Makeover>>: Start / User
  3421. - The target gains +10 [Damage] until the end of combat.
  3422.  
  3423. <<Slash of Fury>>: Physical Attack / Charge 2 Sq / 1#
  3424. - [Form: Sword] 5d6+40 physical damage to the target.
  3425.  
  3426. <<Silver Claws>>: Defense / 10 Sq. / 1#
  3427. - Use on Damage Reduction. The damage receives the damage and effects in place of the target (treat as though the {Resist} judgement had failed).
  3428.  
  3429. <<Spiritual Treasure Activation>>: Unique / 10 Sq. / 1#
  3430. - Use on Damage Reduction. [Class: Beast] NPC [Halves] the [Damage] from a [Weapon Attack]. 1/Round
  3431.  
  3432. <<Grant Asylum>>: Constant / User
  3433. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target gains +20 [Armor] and [Barrier] while [Ready]. (???)
  3434.  
  3435.  
  3436. Materials (2d6)
  3437. Automatic: Werewolf Spirit/Agility+3: 1500G (Potency: 3)
  3438.  
  3439. Description:
  3440. A legendary werewolf who transforms into a half-wolf form through the power of the moon. He's been fighting vampires for a long time because of his struggles with his instincts.
  3441. ----------------------------------------
  3442.  
  3443. Camazotz / Class: Beast / LV: 13 (3)
  3444. Size : 4
  3445. Wits : Clever
  3446. Senses : Magic
  3447. Speech : No
  3448. Reaction : Hostile
  3449. ID : 23
  3450. Weakness : [Magnet] [Light]
  3451. Movement : Walk, Fly
  3452. | ACC | EVA | CNJ | RES | CHK
  3453. {Combat Stats} | 19 | 19 | 01 | 04 | 07
  3454. {Fixed Values} | 26 | 26 | 08 | 11 | 14
  3455. {Initiative} : 29 (12)
  3456. {HP} : 140
  3457. Armor : 10
  3458. Barrier : 7
  3459.  
  3460. Attack Methods
  3461.  
  3462. [Weapon Attack]: Melee Attack / Engaged / 1#
  3463. - [Form: Spear] 5d6+43 Physical damage to the target. [Additional Effect]: [Halve] the [Armor] and [Barrier] of the target of the [Attack Action]. 1/Round.
  3464.  
  3465. <<Manifestation of the Raven>>: Start / Combat Zone / Combat Zone / No Reactive Check
  3466. - The target gains [Shift: Darkness]
  3467.  
  3468. <<Focus>>: Prep / User
  3469. - The target changes an [Attack Action] to [Target: Area]
  3470.  
  3471. <<Life Drain II>>: Physical Attack / Engaged / 1#
  3472. - [Form: Axe] 4d6+30 physical damage to the target. If the target fails their [Reactive Check], the user [Recovers] 20 {HP}.
  3473.  
  3474. <<God of the Netherworld>>: Constant / User
  3475. - During the targets [Turn], gain x1 [Timing Attack]. Additionally, the target may change its [Attack Action] to [Special Attack / Range: 4 Sq. / Target: 1#].
  3476.  
  3477. Materials (2d6)
  3478. 2~10: Huge Claws/PD+3: 1500G (Potency: 3)
  3479. 11+: Dried Turtle Shell/Null Darkness: 4000G (Potency: 4)
  3480.  
  3481. Description:
  3482. A mononoke formed after a shard absorbed the energy of a tainted, bloodstained land, full of grief and other negative emotions.
  3483. ----------------------------------------
  3484.  
  3485. Oguchi-no-Makami / Class: Beast / LV: 13 (3)
  3486. Size : 2
  3487. Wits : Clever
  3488. Senses : Domain
  3489. Speech : Yes
  3490. Reaction : Neutral
  3491. ID : 25
  3492. Weakness : [Magnet] [Toxin]
  3493. Movement : Walk
  3494. | ACC | EVA | CNJ | RES | CHK
  3495. {Combat Stats} | 16 | 18 | 04 | 05 | 05
  3496. {Fixed Values} | 23 | 25 | 11 | 12 | 12
  3497. {Initiative} : 29 (12)
  3498. {HP} : 11
  3499. Armor : 4
  3500. Barrier : 3
  3501.  
  3502. Attack Methods
  3503.  
  3504. [Weapon Attack]: Ranged Attack / Charge 4 Sq. / 1#
  3505. - [Form: Ranged] 3d6+32 physical damage to the target. [Additional Effect]: Change an [Attack Action] into a [Special Attack], 1/Round.
  3506.  
  3507. <<Commander of Beasts>>: Start / Combat Zone / Combat Zone
  3508. - Mononoke of the user's choice within [Range] gain +9 {Initiative} and +10 at [Damage Calculation].
  3509.  
  3510. <<Curse of Fangs and Claws>>: Physical Attack / Engaged / Area
  3511. - [Form: Sword] 4d6+19 physical damage to the target. Targets who fail their [Reaction Check] take -3 to their {Evasion} checks for the rest of the combat.
  3512.  
  3513. <<Wild Instinct>>: Unique / User
  3514. - The target may make an {Insight} check using {Accuracy}. 1/Round.
  3515.  
  3516. <<Makami>>: Constant / User
  3517. - During the target's turn, it gains +1 [Timing: Attack].
  3518.  
  3519. Materials (2d6)
  3520. 2~9: Makami's Fangs/PD+3: 1,500G (Potency: 3)
  3521. 10+: Makami's White Tail/Initiative+5: 3,000G (Potency: 5)
  3522.  
  3523. Description
  3524. A wolf god about one meter long with a pale coat, it lives together with its clan within an expansive spirit barrier in the deep mountains. Although it dislikes humans due to past circumstances, it's rumored that at times it will appear before certain humans, and offer them its blessing in exchange for undertaking certain hardships.
  3525. ----------------------------------------
  3526.  
  3527. Toragami / Class: Beast / LV: 13 (3)
  3528. Size : 3
  3529. Wits : Clever
  3530. Senses : Domain
  3531. Speech : Yes
  3532. Reaction : Neutral
  3533. ID : 26
  3534. Weakness : [Fire] [Toxin]
  3535. Movement : Walk
  3536. | ACC | EVA | CNJ | RES | CHK
  3537. {Combat Stats} | 17 | 16 | 04 | 05 | 06
  3538. {Fixed Values} | 24 | 23 | 11 | 12 | 13
  3539. {Initiative} : 22 (9)
  3540. {HP} : 130
  3541. Armor : 5
  3542. Barrier : 5
  3543.  
  3544. Attack Methods
  3545.  
  3546. [Weapon Attack]: Melee Attack / Charge 4 Sq. / 1#
  3547. - [Form: Axe] 3d6+30 Physical damage to the target.
  3548.  
  3549. <<Ferocious Beast God>>: Physical Attack / 4 Sq / 1#
  3550. - [Element: Shock / Form: Sword] 5d6+50 physical damage to the target.
  3551.  
  3552. <<Golden Lightning>>: Unique / Combat Zone / 1#
  3553. - Use when the target ends their [Turn]. The user immediately takes their turn regardless of [Initiative]. 1/Round.
  3554.  
  3555. <<Roar of the Rising Sun>>: Unique / Combat Zone / 1#
  3556. - Use on Damage Calculation. [Class: Beast] NPC other than the user gains +[1d6x5] to [Damage], and during [Damage Reduction] [Halves] the [Armor and [Barrier] of the target.
  3557.  
  3558. <<Dynamic Battle God>> Constant / User
  3559. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, unless the target has [Shift: Dead], [Class: Beast] NPCs other than [Bosses] in the [Combat Zone] gain +10 to {Initiaitve} and [Damage].
  3560.  
  3561. Materials (2d6)
  3562. Automatic: Toragami Pelt/Armor+3: 1500G (Potency: 3)
  3563.  
  3564. Description:
  3565. It's about 4 meters in length, and has a golden coat that radiates golden spirit energy. Nushi and other powerful spirits use their full power to transform into this form.
  3566. ----------------------------------------
  3567.  
  3568. Nine-Tailed Fox / Class: Beast / LV: 14 (3)
  3569. Size : 3
  3570. Wits : Clever
  3571. Senses : Domain
  3572. Speech : Yes
  3573. Reaction : Hostile
  3574. ID : 8
  3575. Weakness : [Wind]
  3576. Movement : Walk, Fly
  3577. | ACC | EVA | CNJ | RES | CHK
  3578. {Combat Stats} | 09 | 08 | 19 | 01 | 17
  3579. {Fixed Values} | 16 | 15 | 26 | 08 | 24
  3580. {Initiative} : 30 (12)
  3581. {HP} : 150
  3582. Armor : 20
  3583. Barrier : 20
  3584.  
  3585. Attack Methods
  3586.  
  3587. [Weapon Attack]: Magical Attack / 10 Sq. / 3# / Cancels
  3588. - [Element: Fire / Form: Magic] 3d6+30 Magical damage to the target.
  3589.  
  3590. <<Sensitivity>>: Start / Combat Zone / 1#
  3591. - [Class: Beast] NPCs other than the user gain +2 to [Active Checks] and +[User's [WL]x2] to [Damage].
  3592.  
  3593. <<Secret of the Nine-tails>>: Magical Attack / Combat Zone / 3# / Cancels
  3594. - [Form: Magic] 5d6+50 magical damage to the target. 1/Round.
  3595.  
  3596. <<Blessing of the Nine-tails>>: Defense / Combat Zone / 1#
  3597. - Use on Damage reduction. The user receives the damage and other effects instead of the [Target] (Treat as though {Resist} check had failed).
  3598.  
  3599. <<Dragonpulse Activation>>: End / Combat Zone / 1#
  3600. - The user returns 1 exhausted [Spirit Dice] to their pool, and changes it to any value.
  3601.  
  3602. <<Power of the Nine-tails>>: Constant / User
  3603. - During the targets [Turn], gain x1 [Timing: Attack] In addition, the user [Halves] the damage of non-elemental [Damage].
  3604.  
  3605. Materials (2d6)
  3606. Automatic: Killing Stone/Bestow Toxin: 1500G (Potency: 3)
  3607.  
  3608. Description:
  3609. An evil youkai that became deified after living for centuries. Most of them prefer to take the form of beautiful women... They create successors by tempting innocent souls down the wrong path and sacrificially corrupting them.
  3610. ----------------------------------------
  3611.  
  3612. Peluda / Class: Beast / LV: 14 (3)
  3613. Size : 5
  3614. Wits : Clever
  3615. Senses : Domain
  3616. Speech : Yes
  3617. Reaction : Mecurial
  3618. ID : 29
  3619. Weakness : [Shock]
  3620. Movement : Walk, Swim
  3621. | ACC | EVA | CNJ | RES | CHK
  3622. {Combat Stats} | 19 | 18 | 03 | 01 | 13
  3623. {Fixed Values} | 26 | 15 | 10 | 08 | 20
  3624. {Initiative} : 27 (11)
  3625. {HP} : 166
  3626. Armor : 20
  3627. Barrier : 20
  3628.  
  3629. Attack Methods
  3630.  
  3631. [Weapon Attack]: Melee Attack / 7 Sq. / 1#
  3632. - [Form: Ranged] 5d6+35 physical damage to the target.
  3633.  
  3634. <<Hallegic Poison>>: Start / Combat Zone / 1# / No Reactive Check
  3635. - The subject receives effect 1, 2 or 3.
  3636. 1. -20 {Initiative}
  3637. 2. -20 [Armor] (Minimum 0)
  3638. 3. -30 [Barrier] (Minimum 0)
  3639.  
  3640. <<Spatial Dive>>: Start / User
  3641. - The target may move up to 10 Sq. ignoring [Engagements]. Additionally, the target gains +10 to [Armor] and [Barrier].
  3642.  
  3643. <<Firebreathing>>: Physical Attack / 7 Sq. / 1#
  3644. - [Element: Fire / Form: Axe] 6d6+60 physical damage to the target.
  3645.  
  3646. <<Spirit of the Shell>>: Unique / Combat Zone / 1#
  3647. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and effects instead.
  3648.  
  3649. <<Huge Moss-Covered Body>>: Constant / User
  3650. - During the targets [Turn], gain x1 [Timing: Attack].
  3651.  
  3652. Materials (2d6)
  3653. Automatic: Peluda's Fossil/Armor+3: 1500G (Potency: 3)
  3654.  
  3655. Description:
  3656. A deified lizard mononoke. In ancient times, it survived before Noah's flood. The figure is a long necked lizard with countless poisoned needles on its back.
  3657. ----------------------------------------
  3658.  
  3659. Ammit / Class: Beast / LV: 15 (3)
  3660. Size : 3
  3661. Wits : Clever
  3662. Senses : Domain
  3663. Speech : Yes
  3664. Reaction : Mercurial
  3665. ID : 15
  3666. Weakness : ???
  3667. Movement : Walk
  3668. | ACC | EVA | CNJ | RES | CHK
  3669. {Combat Stats} | 11 | 08 | 21 | 15 | 05
  3670. {Fixed Values} | 18 | 15 | 28 | 22 | 12
  3671. {Initiative} : 40 (15)
  3672. {HP} : 180
  3673. Armor : 10
  3674. Barrier : 10
  3675.  
  3676. Attack Methods
  3677.  
  3678. [Weapon Attack]: Magical Attack / 10 Sq. / 1# / Cancels
  3679. - [Element: Shock / Form: Magic] 3d6+36 magical damage to the target.
  3680.  
  3681. <<Underworld Custodian>>: Start / Combat Zone / Combat Zone
  3682. - [Class: Beast] NPCs gain +10 to {Initiative} and [Damage]
  3683.  
  3684. <<Judgement of Love>>: Magical Attack / Combat Zone / 1# / Cancels
  3685. - [Element: Light / Form: Magic] 6d6+60 magical damage to the target.
  3686.  
  3687. <<Judgement of Death>>: Magical attack / 10 Sq. / 1# / Cancels
  3688. - [Form: Magic] 6d6+80 magical damage to the target. Reduce the {HP} of non-[Boss] mononoke to 0.
  3689.  
  3690. <<Divine Causality Correction>>: Unique / Combat Zone / 1#
  3691. - Use at any time. [Class: Beast] NPC other than the user may use talents with a restriction of "n# times a round" one additional time. 2/Round.
  3692.  
  3693. <<Monster that controls Death>> Constant / User
  3694. - During the targets [Turn], gain x1 [Timing: Attack].
  3695.  
  3696.  
  3697. Materials (2d6)
  3698. Automatic: Sinner's Heart/Luck+2: 1000G (Potency: 2)
  3699.  
  3700. Description:
  3701. A godlike being who serves the king of the underworld. Ammit is a divine beast with the torso of a lion, the head of a crane, and the legs of a hippo. It follows the judgments and eats the heart of sinners.
  3702. ----------------------------------------
  3703.  
  3704. Keukegen / Class: Beast / LV: 15 (3)
  3705. Size : 3
  3706. Wits : Clever
  3707. Senses : Domain
  3708. Speech : Yes
  3709. Reaction : Neutral
  3710. ID : 22
  3711. Weakness : [Fire]
  3712. Movement : Walk, Fly
  3713. | ACC | EVA | CNJ | RES | CHK
  3714. {Combat Stats} | 24 | 25 | 01 | 01 | 09
  3715. {Fixed Values} | 31 | 32 | 08 | 08 | 16
  3716. {Initiative} : 36 (14)
  3717. {HP} : 163
  3718. Armor : 1
  3719. Barrier : 30
  3720.  
  3721. Attack Methods
  3722.  
  3723. [Weapon Attack]: Melee Attack / 8 Sq. / 1#
  3724. - [Form: Spear] 4d6+30 Physical damage to the target. [Additional Effect]: The target [Halves] their [Armor].
  3725.  
  3726. <<Flying Hair>>: Start / User
  3727. - The target gains [Shift: Flight]
  3728.  
  3729. <<Stretchy Hair>>: Prep / User
  3730. - The target gains +2 Sq. to the range of their [Attack Action].
  3731.  
  3732. <<Hair Blade>>: Physical Attack / Charge 6 Sq. / Area
  3733. - [Form: Sword] 4d6+50] physical damage. 1/Round.
  3734.  
  3735. <<The Power of Hair>>: Constant / User
  3736. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the user [Halves] [Damage] from [Magical Attacks].
  3737.  
  3738.  
  3739. Materials (2d6)
  3740. Automatic: Super Rare Spirit Hair/Armor+4: 2000G (Potency: 4)
  3741.  
  3742. Description:
  3743. An extremely rare and high-ranking spirit beast. This unidentified deity's entire body is wrapped in a rare material called spirit hair.
  3744. Typically, in battle, it takes the form of a silver-haired figure. At other times, however, it transforms into a beautiful man or woman with immaculate long hair.
  3745. ----------------------------------------
  3746.  
  3747. Cerberus / Class: Beast / LV: 16 (4)
  3748. Size : 4
  3749. Wits : High
  3750. Senses : Magic
  3751. Speech : No
  3752. Reaction : Neutral
  3753. ID : 25
  3754. Weakness : [Cold] [Light]
  3755. Movement : Walk
  3756. | ACC | EVA | CNJ | RES | CHK
  3757. {Combat Stats} | 21 | 20 | 09 | 02 | 05
  3758. {Fixed Values} | 28 | 27 | 16 | 09 | 12
  3759. {Initiative} : 35 (14)
  3760. {HP} : 154
  3761. Armor : 17
  3762. Barrier : 14
  3763.  
  3764. Attack Methods
  3765.  
  3766. [Weapon Attack]: Ranged Attack / 14 Sq. / Area
  3767. - [Form: Ranged] 3d6+48 physical damage to the target.
  3768.  
  3769. <<Genotoxic Attack>>: Physical Attack / Engaged / 1#
  3770. - [Form: Sword] 3d6+48 physical damage. If the target takes at least 1 point of this damage, they take [Shift: Poison].
  3771.  
  3772. <<Hellfire>>: Magical attack / Combat Zone / Combat Zone / Halves
  3773. - [Element: Flame / Form: Magic] 4d6+59 magical damage. 1/Round.
  3774.  
  3775. <<Counterattack>>: Defense / User / No Check
  3776. - Use before Check. The Check automatically fails, and [Range: Engaged / Target 1#] takes [Form: Axe] 3d6+42 physical damage.
  3777.  
  3778. <<Magic Cannon>>: Unique / 10 Sq. / 1#
  3779. - Use when the target declares a [Magic Attack]. The targets [Magic Attack] is cancelled. 2/Round.
  3780.  
  3781. <<Guard Dog of the Underworld>>: Constant / User
  3782. - During the targets [Turn], gain x2 [Timing: Attack].
  3783.  
  3784. Materials (2d6)
  3785. 2~10: Wolf's Bane/Halve Toxin: 2000G (Potency: 4)
  3786. 11+: Sweet Tube Candy/Null Pain: 4000G (Potency: 5)
  3787.  
  3788. Description:
  3789. A giant, three-headed dog that protects the gate of the sacred realm, "The Underworld". It has existed since the age of the gods.
  3790. ----------------------------------------
  3791.  
  3792. Commander Tanuki / Class: Beast / LV: 16 (4)
  3793. Size : 2
  3794. Wits : Clever
  3795. Senses : Domain
  3796. Speech : Yes
  3797. Reaction : Mercurial
  3798. ID : 20
  3799. Weakness : [Toxin]
  3800. Movement : Walk, Fly
  3801. | ACC | EVA | CNJ | RES | CHK
  3802. {Combat Stats} | 20 | 08 | 20 | 09 | 05
  3803. {Fixed Values} | 27 | 15 | 27 | 16 | 12
  3804. {Initiative} : 21 (9)
  3805. {HP} : 210
  3806. Armor : 20
  3807. Barrier : 20
  3808.  
  3809. Attack Methods
  3810.  
  3811. [Weapon Attack]: Melee Attack / 10 Sq. / 1#
  3812. - [Element: Wind / Form: Axe] 4d6+40 Physical damage to the target.
  3813.  
  3814. <<Deep Belly Drum>>: Start / Combat Zone / Combat Zone
  3815. - [Class: Beast] NPC receives either effect 1 or 2.
  3816. 1. +20 [Damage]
  3817. 2. The target transforms into any figure for the rest of the scene (treat as [Maneuver: Disguise / Result: 20]).
  3818.  
  3819. <<Changed Killing>> Physical Attack / Combat Zone / 3#
  3820. - [Element: Phantom / Form: Hammer] 6d6+60 physical damage to the target.
  3821.  
  3822. <<Tanuki Marshal's Secret>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  3823. - [Form: Magic] 6d6+40 magical damage to the target. 1/Round.
  3824.  
  3825. <<Golden Teapot Defense>>: Defense / User
  3826. - Use on Damage reduction. The target gains +20 [Armor] and [Barrier].
  3827.  
  3828. <<Oversized 8-Mat Floor>>: Unique / Combat Zone / 1#
  3829. - Use on Damage Reduction. Change the targets [Attack Action] to [Target: 1#] and the user takes the [Damage] and other effects.
  3830.  
  3831. <<General's Spiritual Power>>: Constant / User
  3832. - During the targets [Turn], gain x1 [Timing: Attack].
  3833.  
  3834. Materials (2d6)
  3835. Automatic: Teapot Armor/Armor+4: 2000G (Potency: 4)
  3836.  
  3837. Description:
  3838. The supreme commander of the Tanuki. It boasts the highest amount of spirit energy in the land, and is highly resourceful.
  3839. ----------------------------------------
  3840.  
  3841. Forneus / Class: Beast / LV: 17 (4)
  3842. Size : 5
  3843. Wits : Clever
  3844. Senses : Domain
  3845. Speech : Yes
  3846. Reaction : Mercurial
  3847. ID : 33
  3848. Weakness : [Shock]
  3849. Movement : Fly, Swim
  3850. | ACC | EVA | CNJ | RES | CHK
  3851. {Combat Stats} | 19 | 08 | 23 | 09 | 05
  3852. {Fixed Values} | 26 | 15 | 30 | 16 | 12
  3853. {Initiative} : 30 (12)
  3854. {HP} : 244
  3855. Armor : 20
  3856. Barrier : 20
  3857.  
  3858. Attack Methods
  3859.  
  3860. [Weapon Attack]: Melee Attack / Charge 6 Sq. / Ara
  3861. - [Element: ??? / Form: Hammer] 5d6+40 Physical damage to the target. [Additional effect]: The target can make [Magical Attacks] after a combat move.
  3862.  
  3863. <<Spirit Flight>>: Start / 10 Sq. / 2# / No Reactive Check
  3864. - [Install] the target up to 10 Sq away.
  3865.  
  3866. <<Demon Sea Summoning>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  3867. - [Form: Magic] 7d6+70 magical damage on the target. Targets who fail their [Reactive Check] receive the [Submerged] penalty until after [Timing: End]. (See Page 152 of the core book).
  3868.  
  3869. <<Massive Fin>>: Defense / Combat Zone / 1#
  3870. - Use on Damage Reduction. The user receives the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  3871.  
  3872. <<King of the Seas>> Constant / User
  3873. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target takes -30 damage from godhunters.
  3874.  
  3875. Materials (2d6)
  3876. Automatic: Sea God Scroll/Intellect+2: 1000G (Potency: 2)
  3877.  
  3878. Description:
  3879. A paranormal being who boasts a body size so massive that it seems like an island. It appears as a huge crimson ray that holds a powerful shard in it's soul.
  3880. ----------------------------------------
  3881.  
  3882. Hydra / Class: Beast / LV: 17 (4)
  3883. Size : 4
  3884. Wits : Clever
  3885. Senses : Area
  3886. Speech : Yes
  3887. Reaction : Mercurial
  3888. ID : 34
  3889. Weakness : [Cold]
  3890. Movement : Walk, Fly, Swim
  3891. | ACC | EVA | CNJ | RES | CHK
  3892. {Combat Stats} | 22 | 07 | 22 | 04 | 09
  3893. {Fixed Values} | 29 | 14 | 29 | 11 | 16
  3894. {Initiative} : 21 (9)
  3895. {HP} : 250
  3896. Armor : 20
  3897. Barrier : 20
  3898.  
  3899. Attack Methods
  3900.  
  3901. [Weapon Attack]: Magical Attack / 7 Sq. / 3# / Cancels
  3902. - [Element: Toxin / Form: Magic] 4d6+40 magical damage to the target.
  3903.  
  3904. <<Serpent God's Fang>>: Physical Attack / 7 Sq. / 2#
  3905. - [Element: Toxin / Form: Spear] 7d6+70 physical damage.
  3906.  
  3907. <<Rushing Snake Neck>>: Physical Attack / 7 Sq. / 1#
  3908. - [Element: Toxin / Form: Axe] 6d6+90 physical damage, and the target [Halves] their [Armor].
  3909.  
  3910. <<Divine Regeneration>>: Defense / User
  3911. - Use on Damage Reduction. The target [Recovers] 10 {HP}.
  3912.  
  3913. <<Mow Down>>: Unique / Engaged / 1#
  3914. - Use while active. [Install] the target up to 2 Sq. away, who then loses 2d6 {HP}.
  3915.  
  3916. <<Multi-headed Youkai>>: Constant / User
  3917. - During the targets [Turn], gain x2 [Timing: Attack].
  3918.  
  3919. Materials (2d6)
  3920. Automatic: Hydra Blood/Bestow Toxin: 1500G (Potency: 3)
  3921.  
  3922. Description:
  3923. A large, white snake with a shard that became deified. In Japan, it's also known as Numa-Gozen. It has multiple heads, powerful regeneration, and a poison that can afflict even gods.
  3924. ----------------------------------------
  3925.  
  3926. Fenrir / Class: Beast / LV: 18 (4)
  3927. Size : 4
  3928. Wits : Clever
  3929. Senses : Domain
  3930. Speech : Yes
  3931. Reaction : Mercurial
  3932. ID : 35
  3933. Weakness : [Fire]
  3934. Movement : Walk, Flying
  3935. | ACC | EVA | CNJ | RES | CHK
  3936. {Combat Stats} | 24 | 20 | 01 | 01 | 20
  3937. {Fixed Values} | 31 | 27 | 08 | 08 | 27
  3938. {Initiative} : 40 (15)
  3939. {HP} : 261
  3940. Armor : 20
  3941. Barrier : 20
  3942.  
  3943. Attack Methods
  3944.  
  3945. [Weapon Attack]: Melee Attack / 10 Sq. / 3#
  3946. - [Element: Cold / Form: Spear] 4d6+40 Physical damage to the target.
  3947.  
  3948. <<Magic Eater>>: Start / User
  3949. - The target [Halves] [Magical Damage].
  3950.  
  3951. <<Twilight Wolf>>: Physical Attack / Charge 2 Sq. / Area
  3952. - [Element: Cold / Form: Sword] 6d6+80 Physical Damage.
  3953.  
  3954. <<Swallow>>: Unique / Combat Zone / 1#
  3955. - Use on Damage Reduction. Charge the target's [Attack Action] to [Target: 1#] and the user takes the damage and other effects.
  3956.  
  3957. <<God of Ice>>: Unique / User
  3958. - Use on Damage Reduction. The target reduces [Element: Fire] [Damage] by 30, then after [Damage Calculartion] was performed, [Range: Combat Zone / Target 1#] loses 30 HP.
  3959.  
  3960. <<End-Calling Beast>> Constant / User
  3961. - During the targets [Turn], gain x1 [Timing: Attack].
  3962.  
  3963. Materials (2d6)
  3964. Automatic: Draupnir Fragment/Agility+3: 1500G (Potency: 3)
  3965.  
  3966. Description:
  3967. The daughter of someone who has consumed a shard and awakened. Fenrir is a huge white wolf that can devour gods. As of now, it's appearance hasn't been confirmed.
  3968. ----------------------------------------
  3969.  
  3970. Kuuko / Class: Beast / LV: 18 (4)
  3971. Size : 3
  3972. Wits : Clever
  3973. Senses : Area
  3974. Speech : Yes
  3975. Reaction : Mercurial
  3976. ID : 34
  3977. Weakness : [Magnet]
  3978. Movement : Walk, Fly, Swim
  3979. | ACC | EVA | CNJ | RES | CHK
  3980. {Combat Stats} | 11 | 10 | 23 | 17 | 05
  3981. {Fixed Values} | 18 | 17 | 30 | 24 | 12
  3982. {Initiative} : 41 (16)
  3983. {HP} : 251
  3984. Armor : 20
  3985. Barrier : 20
  3986.  
  3987. Attack Methods
  3988.  
  3989. [Weapon Attack]: Magical Attack / 10 Sq. / 3# / Cancels
  3990. - [Form: Magic] 4d6+40 damage to the target.
  3991.  
  3992. <<Secret of the Sky>>: Magical Attack / Combat Zone / Area / Cancels
  3993. - [Element: Flame / Form: Magic] 7d6+70 magical damage to the target. 1/Round
  3994.  
  3995. <<Kuuko's Blessing>>: Magical Attack / Combat Zone / 1# / Cancels
  3996. - The target removes all [Shifts] and [Recovers] 2d6+30 HP. 1/Round.
  3997.  
  3998. <<Kuuko's Breath>>: Unique / Combat Zone / 1#
  3999. - Use at any time. The target subtracts 2d6 from their Initiative (Minimum 1), then loses 2d6 HP. 1/Round.
  4000.  
  4001. <<Sky Spirit>>: Unique / Combat Zone / 1#
  4002. - Use at any time. One [Class: Beast] NPC who is [Not Ready] ignores Initiative and immediately takes their [Turn]. 1/Round.
  4003.  
  4004. <<Freedom of Movement>>: Constant / User
  4005. - During the target's [Turn], gain x1 [Timing: Attack].
  4006.  
  4007. Materials (2d6)
  4008. Automatic: Empty Writings/Bestow Fire: 1500G (Potency: 3)
  4009.  
  4010. Description:
  4011. Originally a divine figure who acted as a god of the land, it relinquished its title after its job had been complete, and exiled itself to an abandoned prison. It's a rare species of fox, having lived long enough to achieve the peak of spiritual power.
  4012. ----------------------------------------
  4013.  
  4014. Echidna / Class: Beast / LV: 19 (4)
  4015. Size : 4
  4016. Wits : Clever
  4017. Senses : Domain
  4018. Speech : Yes
  4019. Reaction : Mercurial
  4020. ID : 33
  4021. Weakness : [Fire]
  4022. Movement : Walk/Fly
  4023. | ACC | EVA | CNJ | RES | CHK
  4024. {Combat Stats} | 20 | 11 | 25 | 11 | 05
  4025. {Fixed Values} | 27 | 18 | 32 | 18 | 12
  4026. {Initiative} : 44 (17)
  4027. {HP} : 290
  4028. Armor : 20
  4029. Barrier : 20
  4030.  
  4031. Attack Methods
  4032.  
  4033. [Weapon Attack]: Physical Attack / 10 Sq. / #3
  4034. - [Element: Magnet], [Form: Axe] 4d6+40 physical damage to the target.
  4035.  
  4036. <<Mother of Monsters>>: Start / Combat Zone / Combat Zone
  4037. - NPCs within the [Combat Zone] gain +10 to {Initiative} and [Damage].
  4038.  
  4039. <<Goddess' Divine Majesty>>: Magical Attack / Combat Zone / Area / Cancel
  4040. - [Element: Light] 6d6+90 magical damage to the target. 1/round.
  4041.  
  4042. <<Tornado of Thought>>: Magical Attack / Combat Zone / Combat Zone / Cancel
  4043. - [Element: Wind] 7d6+70 magical damage to the target. 1/round.
  4044.  
  4045. <<Mystical Light>>: Defense / Combat Zone / #1
  4046. - Use on Damage Reduction. User receives all [Damage] and effects in place of the target(treat as if {Resist} check failed).
  4047.  
  4048. <<Viper Goddess>>: Constant / User
  4049. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, target reduces all damage from received from [Godhunters] by 40.
  4050.  
  4051. Materials (2d6)
  4052. Auto: Divine Tail Feathers/Null Darkness: 1500G (Potency: 3)
  4053.  
  4054. Description:
  4055. An ancient serpent, who through a shard became a being that had obtained spirit energy close to that of a dragon god's. Its form is of a beautiful woman possessing black wings and the lower body of a large serpent. Called the mother of monsters, she has the ability to subdue them. At present time, her existence has not yet been confirmed.
  4056. ----------------------------------------
  4057.  
  4058. Sarugami / Class: Beast / LV: 19 (4)
  4059. Size : 2
  4060. Wits : Clever
  4061. Senses : Domain
  4062. Speech : Yes
  4063. Reaction : Hostile
  4064. ID : 34
  4065. Weakness : [Fire]
  4066. Movement : Walk
  4067. | ACC | EVA | CNJ | RES | CHK
  4068. {Combat Stats} | 25 | 21 | 14 | 03 | 05
  4069. {Fixed Values} | 32 | 28 | 21 | 10 | 12
  4070. {Initiative} : 47 (18)
  4071. {HP} : 256
  4072. Armor : 10
  4073. Barrier : 10
  4074.  
  4075. Attack Methods
  4076.  
  4077. [Weapon Attack]: Melee Attack / Engaged / 1#
  4078. - [Element: Wind / Form: Hammer] 3d6+50 Physical damage to the target.
  4079.  
  4080. <<Seventy-Two Senjutsu>>: Start / User
  4081. - The target chooses 1, 2 or 3.
  4082. 1. [Install] up to 7 Sq in any directon from current square.
  4083. 2. Change an [Attack Action] to [Range: 10 Sq.]
  4084. 3. [Halve] the [Target] of a [Physical Attack]s [Armor].
  4085.  
  4086. <<Flaming Golden Eyes>>: Prep / User
  4087. - Each time the target performs an [Attack Action], gain +2 to [Active Check] (Up to a maximum of 6).
  4088.  
  4089. <<Battle Victory Buddha>>: Physical Attack / Charge 4 Sq. / Area
  4090. - [Element: wind / Form: Axe] 6d+80 physical damage to the target.
  4091.  
  4092. <<Spirit of Heaven and Earth>>: Magical Attack / Engaged / 1# / Cancels
  4093. - [Element: Light / Form: Magic] 4d6+90 magical damage to the target. 1/Round.
  4094.  
  4095. <<Copper and Steel>>: Constant / User
  4096. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, target [Halves] all [Damage] received that is not bestowed with an [Element].
  4097.  
  4098.  
  4099. Materials (2d6)
  4100. Automatic: Divine Iron Fragment/Bestow Shock: 1500G (Potency: 3)
  4101.  
  4102. Description:
  4103. A warrior god of monkeys, generally regarded to be a great deity. Among them are several famous names such as Sun Wukong or Hanuman. Many of them are high-ranking deities that boast powerful divine power and combat capability.
  4104. ----------------------------------------
  4105.  
  4106. Amenokaku-no-kami / Class: Beast / LV: 20 (4)
  4107. Size : 3
  4108. Wits : Clever
  4109. Senses : Domain
  4110. Speech : Yes
  4111. Reaction : Mercurial
  4112. ID : 41
  4113. Weakness : [Toxin]
  4114. Movement : Walk/Fly/Swim
  4115. | ACC | EVA | CNJ | RES | CHK
  4116. {Combat Stats} | 29 | 23 | 08 | 05 | 10
  4117. {Fixed Values} | 36 | 30 | 15 | 12 | 17
  4118. {Initiative} : 56 (21)
  4119. {HP} : 280
  4120. Armor : 10
  4121. Barrier : 10
  4122.  
  4123. Attack Methods
  4124.  
  4125. [Weapon Attack]: Melee Attack / Charge 2 Sq. / #1
  4126. - [Element: Light], [Form: Spear] 4d6+40 physical damage to the target. [Additional Effect]: [Halves] the [Armor] of the [Target] of [Physical Attacks].
  4127.  
  4128. <<Divine Power - Spatial Passage>>: Start / Combat Zone / #1 / No Reactive Check
  4129. - Target [Installs] up to 10 Sq. away from its current square.
  4130.  
  4131. <<Divine Beast's Guidance>>: Start / Combat Zone / #1
  4132. - Target [Removes] [Shift: Downed], and sets their {HP} to 30.
  4133.  
  4134. <<Yachimata's Twin Horns>>: Physical Attack / Charge 4 Sq. / Area
  4135. - [Element: Shock], [Form: Sword] 6d6+100 physical damage to the target.
  4136.  
  4137. <<God's White Deer>>: Unique / Combat Zone / #1
  4138. - Use when target declares a <<Talent>>. User may [Install] in any square within [Range: Combat Zone]. 3/round.
  4139.  
  4140. <<Spatial Passage Type-2>>: Constant / User
  4141. - During the target's [Turn], gain x3 [Timing: Attack]. Additionally, target [Halves] all [Damage] received that is not bestowed with an [Element].
  4142.  
  4143. Materials (2d6)
  4144. Auto: Divine Beast's Twin Horns/Halve Cold: 2000G (Potency: 4)
  4145.  
  4146. Description:
  4147. A Shard dwells within this white deer, and through countless months and years it underwent apotheosis into a divine being. It possesses a strength of divine fortune that exceeds the limits of space; no matter how or where the location, it is mere steps away from its reach.
  4148. ----------------------------------------
  4149.  
  4150. Behemoth / Class: Beast / LV: 20 (4)
  4151. Size : 5
  4152. Wits : Clever
  4153. Senses : Domain
  4154. Speech : Yes
  4155. Reaction : Mercurial
  4156. ID : 40
  4157. Weakness : [Shock]
  4158. Movement : Walk/Swim
  4159. | ACC | EVA | CNJ | RES | CHK
  4160. {Combat Stats} | 26 | 05 | 13 | 23 | 08
  4161. {Fixed Values} | 33 | 12 | 20 | 30 | 15
  4162. {Initiative} : 25 (10)
  4163. {HP} : 300
  4164. Armor : 30
  4165. Barrier : 30
  4166.  
  4167. Attack Methods
  4168.  
  4169. [Weapon Attack]: Physical Attack / Charge 2 Sq. / Area
  4170. - [Element: Wind], [Form: Hammer] 5d6+40 physical damage to the target.
  4171.  
  4172. <<King of the Beasts>>: Start / Combat Zone / Combat Zone
  4173. - All [Class: Beast] NPCs gain +10 to {Initative} and [Damage].
  4174.  
  4175. <<The Perfect Beast>>: Start / User
  4176. - Target [Removes] all [Shifts] aside from [Downed, Taken Out, or Dead].
  4177.  
  4178. <<World-Shattering Blow>>: Physical Attack / Charge 2 Sq. / Area
  4179. - [Element: Light], [Form: Axe] 5d6+110 physical damage to the target.
  4180.  
  4181. <<Doomsday Rumbling>>: Physical Attack / Combat Zone / Combat Zone
  4182. - 1/round. [Element: Magnet], [Form: Hammer] 7d6+70 physical damage to the target. Targets that performed [Damage Reduction] will receive penalties from [Hazardous Footing] (see pg. 152 of Core) until round [Ends].
  4183.  
  4184. <<God's Masterpiece>>: Constant / User
  4185. - During the target's [Turn], gain x2 [Timing: Attack]. Additionally, target [Halves] all [Damage] received that is not bestowed with an [Element].
  4186.  
  4187. Materials (2d6)
  4188. Auto: Food of the Chosen One/Bestow Light: 1500G (Potency: 3)
  4189.  
  4190. Description:
  4191. A deity created by the primordial god on the fifth day of Creation. Its form is of a massive rhino that possesses a shining horn. It is adored by all beasts.
  4192.  
  4193. ================================================================================
  4194. * Insectoid Mononoke Lvl 1-10 [XXXF-3A]
  4195. ================================================================================
  4196. Calamity Colony x100 / Class: Insectoid / LV: 1 (1)
  4197. Size : 3
  4198. Wits : Low
  4199. Senses : Heat
  4200. Speech : No
  4201. Reaction : Hostile
  4202. ID : 8
  4203. Weakness : [Fire] [Cold]
  4204. Movement : Walk
  4205. | ACC | EVA | CNJ | RES | CHK
  4206. {Combat Stats} | 05 | 02 | 01 | 04 | 01
  4207. {Fixed Values} | 12 | 09 | 08 | 11 | 08
  4208. {Initiative} : 6 (4)
  4209. {HP} : 46
  4210. Armor : 4
  4211. Barrier : 1
  4212.  
  4213. Attack Methods
  4214.  
  4215. [Weapon Attack]: Melee Attack / Engaged / 1#
  4216. - [Form: Axe] 3d6+5 physical damage to the target.
  4217.  
  4218. <<Change Scope>> Prep / User
  4219. - Change the [Target] of an [Attack Actions] to [Area].
  4220.  
  4221. <<Tentacle Wall>> Unique / Combat Zone / 1#
  4222. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#] and the user takes the [Damage] and other effects instead.
  4223.  
  4224. Materials (2d6)
  4225. 2~7: None
  4226. 8+: Mean Tentacle/Initiative+1: 500G (Potency: 1)
  4227.  
  4228. Description:
  4229. A swarm of cyclic species turned into Mononoke after being exposed to Shards. The individuals of the swarm have marine creature-like features, alongside compound eyes, sharp fangs, and innumerable tendrils. Victims that pass through the swarm are eaten up in a second.
  4230.  
  4231. ----------------------------------------
  4232. Oseichu / Class: Insectoid / LV: 1 (1)
  4233. Size : 2
  4234. Wits : Clever
  4235. Senses : Normal
  4236. Speech : Yes
  4237. Reaction : Hostile
  4238. ID : 13
  4239. Weakness : [Shock] [Toxin]
  4240. Movement : Walk
  4241. | ACC | EVA | CNJ | RES | CHK
  4242. {Combat Stats} | 07 | 05 | 01 | 01 | 02
  4243. {Fixed Values} | 14 | 12 | 08 | 08 | 09
  4244. {Initiative} : 15 (7)
  4245. {HP} : 43
  4246. Armor : 1
  4247. Barrier : 0
  4248.  
  4249. Attack Methods
  4250.  
  4251. [Weapon Attack]: Ranged Attack / 10 Sq. / 2#
  4252. - [Form: Ranged] 2d6+6 Physical damage to the target.
  4253.  
  4254. <<Mysterious Voice>>: Start / Combat Zone / Combat Zone
  4255. - [Class: Insectoid] gains +5 {Initiative} and [Damage].
  4256.  
  4257. <<Call of Mysterious Power>> Constant / User
  4258. - As long as the target does not have [Shift: Dead], [Class: Insectoid] NPCs in the [Combat Zone] with "#x" in their name gain +10 [Armor] and [Barrier].
  4259.  
  4260. Materials (2d6)
  4261. 2~9: None
  4262. 10+: Corpse Parasite/Strength+2: 1000G (Potency: 2)
  4263.  
  4264. Description:
  4265. Strange insects that have obtained Shards and become Mononoke. Humans live at their mercy, as they employ different ways to possess people and take over their consciousness. There are many apparent symptoms of a human being possessed. However, they soon begin to lose control of their possessed bodies after enough abuse and the two separate entities' wishes begin to coounter each other. It should be noted that all of this data has been provided by humans who have been possessed.
  4266.  
  4267. ----------------------------------------
  4268.  
  4269. Abura Sumashi / Class: Insectoid / LV: 2 (1)
  4270. Size : 2
  4271. Wits : Clever
  4272. Senses : Heat
  4273. Speech : Yes
  4274. Reaction : Mercurial
  4275. ID : 11
  4276. Weakness : [Flame] [Cold]
  4277. Movement : Walk, Fly
  4278. | ACC | EVA | CNJ | RES | CHK
  4279. {Combat Stats} | 05 | 02 | 09 | 03 | 01
  4280. {Fixed Values} | 12 | 09 | 16 | 10 | 08
  4281. {Initiative} : 7 (4)
  4282. {HP} : 37
  4283. Armor : 4
  4284. Barrier : 5
  4285.  
  4286. Attack Methods
  4287.  
  4288. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  4289. - [Form: Magic] 2d6+7 Magical damage to the target.
  4290.  
  4291. <<I Have It Now!>>: Start / Combat Zone / 1# / No reactive check
  4292. - [Install] the target from their current square to any square.
  4293.  
  4294. <<Tree Spirit Power>>: Unique / 3 Sq. / 1#
  4295. - Use on Reactive Check. Gain +2 to the [Reactive Check].
  4296.  
  4297. Materials (2d6)
  4298. 2~9: Spirit Tree Branch/Initiative+1: 500G (Potency: 1)
  4299. 10+: Mysterious Paunch/MD+2: 1000G (Potency: 2)
  4300.  
  4301. Description:
  4302. Crickets and similar creatures who have been entrusted with a Shard and became Mononoke. They take on a variety of appearances, ranging from an old man eating vegetable oil to a fish the size of a dog. They like vegetable oil, and as a result they'll lurk around trees and roots that may contain oil. However, in recent years they've developed a taste for human food and will accost people for their greasy meals.
  4303. ----------------------------------------
  4304.  
  4305. Hallucigenia x3 / Class: Insectoid / LV: 2 (1)
  4306. Size : 1
  4307. Wits : Low
  4308. Senses : Heat
  4309. Speech : No
  4310. Reaction : Hostile
  4311. ID : 12
  4312. Weakness : [Cold] [Shock]
  4313. Movement : Walk
  4314. | ACC | EVA | CNJ | RES | CHK
  4315. {Combat Stats} | 07 | 03 | 01 | 03 | 01
  4316. {Fixed Values} | 04 | 10 | 08 | 10 | 08
  4317. {Initiative} : 8 (5)
  4318. {HP} : 41
  4319. Armor : 5
  4320. Barrier : 1
  4321.  
  4322. Attack Methods
  4323.  
  4324. [Weapon Attack]: Melee Attack / Engaged / 1#
  4325. - [Form: Sword] 1d6+9 physical damage to the target.
  4326.  
  4327. <<Ancient Spiritual Power>>: Start / 3 Sq. / 1#
  4328. - The target [Halves] [Magical Damage].
  4329.  
  4330. <<Restraint>>: Physical Attack / 3 Sq. /1#
  4331. - [Form: Sword] 2d6+9 physical damage to the target. Target that fail their {Evasion} check take a -3 penalty to {Initiative}. This penalty stacks each time they fail the {Evasion} check of <<Restraint>> (maximum -9).
  4332.  
  4333. Materials (2d6)
  4334. 2~5: None
  4335. 6~9: Chorus Crust/Barrier+1: 500G (Potency: 1)
  4336. 10+: Jointless Legs/Strength+2: 1000G (Potency: 2)
  4337.  
  4338. Description:
  4339. A Shard found its way into a fossilized bug from ancient times, turning it into a Mononoke. It has a bizarre appearance, looking something like a barrette hair clip roughly one meter in size. Its legs are long and jointless, and can extend freely for the sake of embracing its prey as it sucks out their strength.
  4340. ----------------------------------------
  4341.  
  4342. Yowie x4 / Class: Insectoid / LV: 2 (1)
  4343. Size : 1
  4344. Wits : Low
  4345. Senses : Heat
  4346. Speech : No
  4347. Reaction : Hostile
  4348. ID : 13
  4349. Weakness : [Fire] [Cold]
  4350. Movement : Walk
  4351. | ACC | EVA | CNJ | RES | CHK
  4352. {Combat Stats} | 06 | 07 | 01 | 04 | 01
  4353. {Fixed Values} | 13 | 14 | 08 | 11 | 08
  4354. {Initiative} : 9 (5)
  4355. {HP} : 42
  4356. Armor : 4
  4357. Barrier : 1
  4358.  
  4359. Attack Methods
  4360.  
  4361. [Weapon Attack]: Melee Attack / Engaged / 1#
  4362. - [Form: Spear] 1d6+12 Physical damage to the target.
  4363.  
  4364. <<Wind Claw Attack>>: Physical Attack / Engaged / 1#
  4365. - [Element: Wind / Form: Axe] 2d6+16 physical damage.
  4366.  
  4367. <<Pseudopod Protection>>: Unique / 3 Sq. / 1#
  4368. - Use on Check. The target gains a +1 or -1 modifier to the check. 1/Round.
  4369.  
  4370. <<Other Leg Defense>> Defense / 3 Sq. / 1#
  4371. - Use on Damage Reduction. The user takes the damage and other effects in place of the target (treat as though {Resist} check had failed).
  4372.  
  4373. Materials (2d6)
  4374. 2~9: Jointed Tail/PD+1: 500G (Potency: 1)
  4375. 10+: Chitin Shell/Armor+2: 1000G (Potency: 2)
  4376.  
  4377. Description:
  4378. A Mononoke about one meter in total length, similar to a Trig. It sports tactile and compound eyes on its head, 6 sharp legs, and a chitin crust across its entire body. It flanks its favorite food - and in areas where the Yowie inhabits, corpses of animals are found with few wounds but have lost all of their viscera without any signs of struggle.
  4379. ----------------------------------------
  4380.  
  4381. Demon Bugs x3 / Class: Insectoid / LV: 3 (1)
  4382. Size : 3
  4383. Wits : Low
  4384. Senses : Heat
  4385. Speech : No
  4386. Reaction : Hostile
  4387. ID : 14
  4388. Weakness : [Flame]
  4389. Movement : Walk
  4390. | ACC | EVA | CNJ | RES | CHK
  4391. {Combat Stats} | 08 | 02 | 01 | 10 | 01
  4392. {Fixed Values} | 15 | 09 | 08 | 17 | 08
  4393. {Initiative} : 12 (6)
  4394. {HP} : 63
  4395. Armor : 10
  4396. Barrier : 2
  4397.  
  4398. Attack Methods
  4399.  
  4400. [Weapon Attack]: Melee Attack / 3 Sq. / 1#
  4401. - [Element: Toxin / Form: Sword] 3d6+11 Physical damage to the target.
  4402.  
  4403. <<Unusual Sound>>: Start / Combat Zone / Combat Zone
  4404. - [Class: Insectoid] gains +5 {Initiative} and [Damage].
  4405.  
  4406. <<Horrific Onslaught>>: Physical Attack / 3 Sq. / 2#
  4407. - [Form: Spear] 4d6+19 physical damage to the target. 1/Round.
  4408.  
  4409. <<Long-Legged Defense>>: Defense / 5 Squares / 1#
  4410. - Use on Damage Reduction. The user recieves the damage and other effects instead of the target (Treat as though {Resist} check had failed).
  4411.  
  4412. Materials (2d6)
  4413. 2~9: None
  4414. 10+: Venom Sack/MD+1: 500G (Potency: 1)
  4415.  
  4416. Description:
  4417. A man-made monster created through magic. It's appearance is very insectoid, with a body length close to 2m. They have sharp fangs and claws, and will follow orders to protect their master or try to catch the enemies or intruders in the immediate area. However, because of their low intelligence, they may kill and eat each other.
  4418. ----------------------------------------
  4419.  
  4420. Hammer Head / Class: Insectoid / LV: 3 (1)
  4421. Size : 2
  4422. Wits : Clever
  4423. Senses : Domain
  4424. Speech : Yes
  4425. Reaction : Friendly
  4426. ID : 17
  4427. Weakness : [Shock]
  4428. Movement : Walk
  4429. | ACC | EVA | CNJ | RES | CHK
  4430. {Combat Stats} | 05 | 02 | 09 | 05 | 01
  4431. {Fixed Values} | 12 | 09 | 16 | 12 | 08
  4432. {Initiative} : 11 (6)
  4433. {HP} : 53
  4434. Armor : 4
  4435. Barrier : 1
  4436.  
  4437. Attack Methods
  4438.  
  4439. [Weapon Attack]: Magical Attack / 8 Sq. / 1# / Cancels
  4440. - [Form: Magic] 2d6+12 Magical damage to the target.
  4441.  
  4442. <<Mysterious Insect>>: Start / User
  4443. - The target gains +3 Sq. to the [Range] of [Attack Actions].
  4444.  
  4445. <<Divine Hammer Power>>: Constant / User
  4446. - As long as the target doesn't have [Shift: Dead], [Class: Insectoid] NPCs in the [Combat Zone] other than [Bosses] gain +10 {Initiative} and cannot be the target of [Range: 2#+] [Attack Actions] (including [Area - Combat Zone]).
  4447.  
  4448. Materials (2d6)
  4449. 2~9: None
  4450. 9+: Hollow Eye/Speed+2: 1000G (Potency: 2)
  4451.  
  4452. Description:
  4453. Grasshoppers who have obtained Shards and after years of exposure became Mononoke. Its body has changed into a shape similar to that of a hammer head. In a sense, it's a good-natured god of insects. It occasionally helps people out, though it seeks to discipline and punish miscreants and those who associate with them.
  4454. ----------------------------------------
  4455.  
  4456. Raijuu / Class: Insectoid / LV: 3 (1)
  4457. Size : 2
  4458. Wits : Normal
  4459. Senses : Normal
  4460. Speech : No
  4461. Reaction : Hostile
  4462. ID : 13
  4463. Weakness : [Fire] [Toxin]
  4464. Movement : Walk, Fly
  4465. | ACC | EVA | CNJ | RES | CHK
  4466. {Combat Stats} | 08 | 05 | 04 | 03 | 04
  4467. {Fixed Values} | 15 | 12 | 11 | 10 | 11
  4468. {Initiative} : 14 (7)
  4469. {HP} : 52
  4470. Armor : 6
  4471. Barrier : 2
  4472.  
  4473. Attack Methods
  4474.  
  4475. [Weapon Attack]: Ranged Attack / 5 Sq. / 1#
  4476. - [Form: Ranged] 2d6+7 Physical damage to the target.
  4477.  
  4478. <<Element Enhancement>>: Start / Combat Zone / Combat Zone
  4479. - The target gains [Bestow: Shock] and +5 [Damage].
  4480.  
  4481. <<Blitz Scissors>>: Physical attack / Engaged / 1#
  4482. - [Element: Shock / Form: Axe] 2d6+17 physical damage.
  4483.  
  4484. <<Lightning Blessing>>: Defense / 5 Sq. / 1#
  4485. - [Halve] the [Damage] of [Element: Shock] [Damage].
  4486.  
  4487. Materials (2d6)
  4488. 2~9: Sharp/PD+1: 500G (Potency: 1)
  4489. 10+: Lightning Beast/Barrier+2: 1000G (Potency: 2)
  4490.  
  4491. Description:
  4492. This shrimp-like Mononoke is 1m long, with a beautiful shell. Charging itself up through psychic power, it can produce lightning that resonates with loud thunder. Originally, they used to hide in old wells and shrines. Due to deforesting humans from the samurai era chasing them out of their homes, they quite detest humanity.
  4493. ----------------------------------------
  4494.  
  4495. Amikiri / Class: Insectoid / LV: 4 (1)
  4496. Size : 3
  4497. Wits : Clever
  4498. Senses : Magic
  4499. Speech : Yes
  4500. Reaction : Mercurial
  4501. ID : 15
  4502. Weakness : [Wind]
  4503. Movement : Walk, Fly
  4504. | ACC | EVA | CNJ | RES | CHK
  4505. {Combat Stats} | 09 | 07 | 01 | 04 | 03
  4506. {Fixed Values} | 16 | 14 | 08 | 11 | 10
  4507. {Initiative} : 10 (5)
  4508. {HP} : 65
  4509. Armor : 10
  4510. Barrier : 10
  4511.  
  4512. Attack Methods
  4513.  
  4514. [Weapon Attack]: Melee Attack / 10 Sq. / 1#
  4515. - [Form: Axe] 3d6+11 physical damage to the target.
  4516.  
  4517. <<Omen of Insects>>: Start / Combat Zone / Combat Zone
  4518. - [Class: Insectoid] gains +2 to [Active Checks].
  4519.  
  4520. <<Sacred Scissors>>: Physical Attack / 2 Sq. / 2#
  4521. - [Form: Sword] 5d6+10 physical damage to the target. 1/Round.
  4522.  
  4523. <<Scissor Victim: Zenith>>: Defense / 5 Sq. / 1#
  4524. - Use on Damage Reduction. The user receives the [Damage] and other effects instead of the target (Treat as though {Resist} check had failed).
  4525.  
  4526. <<Island Commander>>: Constant / User
  4527. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, [Class: Insectoid] NPCs other than [Bosses] in the [Combat Zone] gain +10 [Armor] and [Barrier] while [Not Ready].
  4528.  
  4529. Materials (2d6)
  4530. 2~9: None
  4531. 10+: Cross-Cut Scissors/PD+2: 1000G (Potency: 2)
  4532.  
  4533. Description:
  4534. After being exposed to Shards over the years, these crustaceans became Mononoke. Both of its iron limbs have become sacred treasures, and can cut through any material.
  4535. ----------------------------------------
  4536.  
  4537. Luan Feng x3 / Class: Insectoid / LV: 4 (1)
  4538. Size : 3
  4539. Wits : Low
  4540. Senses : Heat
  4541. Speech : No
  4542. Reaction : Mercurial
  4543. ID : 17
  4544. Weakness : [Flame] [Phantom]
  4545. Movement : Walk, Fly
  4546. | ACC | EVA | CNJ | RES | CHK
  4547. {Combat Stats} | 01 | 02 | 08 | 08 | 03
  4548. {Fixed Values} | 08 | 09 | 15 | 15 | 10
  4549. {Initiative} : 14 (7)
  4550. {HP} : 49
  4551. Armor : 3
  4552. Barrier : 4
  4553.  
  4554. Attack Methods
  4555.  
  4556. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  4557. - [Form: Magic] 3d6+18 Magical damage to the target.
  4558.  
  4559. <<Element Magic II>>: Magical Attack / 4 Sq. / 3# / Cancels
  4560. - [Element: Wind / Form: Magic] 2d6+23 Magical damage to the target. 1/Round.
  4561.  
  4562. <<Blue Nectar>>: Magical Attack / 4 Sq. / 1# / Cancels
  4563. - The target gains any of [Remove: Darkness - Poison - Pain - Paralysis - Downed] (if [Shift: Downed], set {HP} to 1. This effect may be refused.)
  4564.  
  4565. <<Harmonious Chant>>: Constant / User
  4566. - For each [Mononoke] of the same name (including the target) that is [Engaged], gain +1 to [Active Checks] and [Magical Damage].
  4567.  
  4568. Materials (2d6)
  4569. 2~10: Five-Colored Body Hair/MD+1: 500G (Potency: 1)
  4570. 11+: Queen's Blue Eye/HP+9: 1500G (Potency: 3)
  4571.  
  4572. Description:
  4573. A bee mononoke, with a shard, that only nests deep in the mountains. They have a symbiotic relationship with plant Mononoke, and are known to collect nectar and store it in their nests. They're quiet natured, but will attempt to swarm and eliminate intruders that threaten their nests, or friends.
  4574. ----------------------------------------
  4575.  
  4576. Inouchu / Class: Insectoid / LV: 5 (1)
  4577. Size : 1
  4578. Wits : Clever
  4579. Senses : Magic
  4580. Speech : Yes
  4581. Reaction : Hostile
  4582. ID : 18
  4583. Weakness : [Magnet]
  4584. Movement : Walk, Fly
  4585. | ACC | EVA | CNJ | RES | CHK
  4586. {Combat Stats} | 01 | 03 | 10 | 14 | 02
  4587. {Fixed Values} | 08 | 10 | 17 | 21 | 09
  4588. {Initiative} : 10 (5)
  4589. {HP} : 87
  4590. Armor : 20
  4591. Barrier : 15
  4592.  
  4593. Attack Methods
  4594.  
  4595. [Weapon Attack]: Magical Attack / 10 Sq. / 2# / Cancels
  4596. - [Element: Phantom / Form: Magic] 3d6+16 Magical damage to the target.
  4597.  
  4598. <<Ancient Spiritual Power>>: Start / 3 Sq. / 1#
  4599. - The [Target] [Halves] [Magical Damage].
  4600.  
  4601. <<Illusionary Power>>: Magical Attack / 10 Sq. / 1# / Halves
  4602. - [Element: Phantom / Form: Magic] 5d6+20 Physical damage to the target. 1/Round.
  4603.  
  4604. <<Refined Aura>>: Constant / User
  4605. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, as long as the target does not have [Shift: Dead], [Form: Insectoid] NPCs that aren't [Bosses] in the [Combat Zone] with "x#" in their name [Halve] all [Damage].
  4606.  
  4607. Materials (2d6)
  4608. 2~9: None
  4609. 10+: Shining Exoskeletion/Barrier+2: 1000G (Potency: 2)
  4610.  
  4611. Description:
  4612. A scarab-like monstrosity about 1m long. Inouchu are born from the accumulation of spiritual power over many years. They have a cunning intellect, and often use it to trick people into working for them, or use them as bait to lure in other victims. In addition, it uses it's mighty spiritual power to protect it's allies.
  4613. ----------------------------------------
  4614.  
  4615. Shoukera / Class: Insectoid / LV: 5 (1)
  4616. Size : 2
  4617. Wits : Normal
  4618. Senses : Heat
  4619. Speech : Yes
  4620. Reaction : Hostile
  4621. ID : 14
  4622. Weakness : [Shock] [Cold]
  4623. Movement : Walk
  4624. | ACC | EVA | CNJ | RES | CHK
  4625. {Combat Stats} | 14 | 03 | 01 | 10 | 02
  4626. {Fixed Values} | 21 | 10 | 08 | 17 | 09
  4627. {Initiative} : 18 (8)
  4628. {HP} : 62
  4629. Armor : 10
  4630. Barrier : 4
  4631.  
  4632. Attack Methods
  4633.  
  4634. [Weapon Attack]: Melee Attack / Engaged / 1#
  4635. - [Form: Axe] 4d6+19 Physical damage to the target. [Addtional Effect]: Gain +1d6 to [Accuracy]. 1/Round.
  4636.  
  4637. <<Element Attack II>>: Physical Attack / Engaged / 1#
  4638. - [Element: Magnet / Form: Hammer] 2d6+27 physical damage to the target.
  4639.  
  4640. <<Cover>>: Defense / Engaged / 1#
  4641. - Use on Damage Reduction. The user takes the [Damage] and other effects in place of the [Target] (Treat as though the {Resist} check had failed).
  4642.  
  4643. Materials (2d6)
  4644. 2~9: None
  4645. 9+: Sharp Nail/Agility+2: 1000G (Potency: 2)
  4646.  
  4647. Description:
  4648. A spiritual, but demonic mononoke known as a Sanshi. It takes a form similar to a flat, mutated humanoid. Sanshi have always monitored the wrongs of human beings with ill intent, but when they become Aramitama, they are willing to help them.
  4649. ----------------------------------------
  4650.  
  4651. Tsuchigumo / Class: Insectoid / LV: 5 (1)
  4652. Size : 2
  4653. Wits : Clever
  4654. Senses : Normal
  4655. Speech : Yes
  4656. Reaction : Hostile
  4657. ID : 13
  4658. Weakness : [Fire] [Cold]
  4659. Movement : Walk
  4660. | ACC | EVA | CNJ | RES | CHK
  4661. {Combat Stats} | 12 | 10 | 01 | 03 | 02
  4662. {Fixed Values} | 19 | 17 | 08 | 10 | 09
  4663. {Initiative} : 16 (7)
  4664. {HP} : 72
  4665. Armor : 4
  4666. Barrier : 3
  4667.  
  4668. Attack Methods
  4669.  
  4670. [Weapon Attack]: Melee Attack / Engaged / 1#
  4671. - [Form: Axe] 3d6+21 Physical damage to the target. [Additional Effect]: Change the [Attack Action] to a [Special Attack]. 1/Combat.
  4672.  
  4673. <<Change Scope>>: Prep / User
  4674. - Change the [Target] of [Attack Actions] to [Area].
  4675.  
  4676. <<Restraint II>>: Physical Attack / 5 Sq. / 1#
  4677. - [Form: Ranged] 4d6+16 physical damage to the target. Target that fail their {Evasion} check take a -3 penalty to {Initiative}. This penalty stacks each time they fail the {Evasion} check of <<Restraint>> (maximum -9).
  4678.  
  4679. <<Noxious Attack>>: Physical Attack / Engaged / 1#
  4680. - [Form: Sword] 3d6+30 physical damage to the target. If the target take at least 1 point of this damage, they gain [Shift: Poison].
  4681.  
  4682. Materials (2d6)
  4683. 2~9: Sticky Thread/Strength+1: 500G (Potency: 1)
  4684. 10+: Tsuchigumo Horn/Accuracy+1: 1000G (Potency: 2)
  4685.  
  4686. Description:
  4687. A Mononoke in the form of a giant spider with a body length nearing 2m. It's covered in tiger-like fur, and grows horns similar to an ogre. They trap prey in their nests, inside spirit barriers, and devour it alive. The legend that Minamoto-No-Yorimitsu slayed a tsuchigumo that once attacked the capital is very famous.
  4688. ----------------------------------------
  4689.  
  4690. Augmented Insect / Class: Insectoid / LV: 6 (2)
  4691. Size : 3
  4692. Wits : Clever
  4693. Senses : Normal
  4694. Speech : Yes
  4695. Reaction : Hostile
  4696. ID : 14
  4697. Weakness : [Wind] [Magnet]
  4698. Movement : Walk
  4699. | ACC | EVA | CNJ | RES | CHK
  4700. {Combat Stats} | 15 | 03 | 01 | 11 | 02
  4701. {Fixed Values} | 22 | 10 | 08 | 18 | 09
  4702. {Initiative} : 12 (6)
  4703. {HP} : 83
  4704. Armor : 10
  4705. Barrier : 1
  4706.  
  4707. Attack Methods
  4708.  
  4709. [Weapon Attack]: Melee Attack / Engaged / 1#
  4710. - [Form: Spear] 3d6+15 damage to the target.
  4711.  
  4712. <<Monstrous Blow>> Physical Attack / Engaged / 1#
  4713. - [Form: Axe] 2d6+50 physical damage to the target. 1/Round.
  4714.  
  4715. <<Absorb Attack>>: Unique / Combat Zone / 1#
  4716. - Use on Damage Reduction. Change the [Targets] [Attack Action] to [Target: 1#] and the user receives the damage and other effects.
  4717.  
  4718. <<Magical Armor>>: Unique / User
  4719. - Use on Damage Reduction. The user gains +10 [Armor]. 1/Round.
  4720.  
  4721. <<Special Chitin>> End / User
  4722. - The target [Recovers] 30 {HP}.
  4723.  
  4724. Materials (2d6)
  4725. 2~10: Armored Carapace/PD+1: 500G (Potency: 1)
  4726. 9+: Reinforced Body/Strength+3: 1500G (Potency: 3)
  4727.  
  4728. Description:
  4729. A mysterious insect created by a dark organization that has been given the characteristics of several other insects. It occupies a similar position as the Augmented Beast, leading both combatants and bestial demons. Although it is inferior to the masterpiece, it still boasts high combat ability.
  4730. ----------------------------------------
  4731.  
  4732. Girtablilu x3 / Class: Insectoid / LV: 6 (2)
  4733. Size : 2
  4734. Wits : High
  4735. Senses : Heat
  4736. Speech : No
  4737. Reaction : Hostile
  4738. ID : 18
  4739. Weakness : [Flame] [Cold]
  4740. Movement : Walk
  4741. | ACC | EVA | CNJ | RES | CHK
  4742. {Combat Stats} | 01 | 03 | 10 | 14 | 02
  4743. {Fixed Values} | 08 | 10 | 17 | 21 | 09
  4744. {Initiative} : 10 (5)
  4745. {HP} : 87
  4746. Armor : 20
  4747. Barrier : 15
  4748.  
  4749. Attack Methods
  4750.  
  4751. [Weapon Attack]: Melee Attack / Engaged / 1#
  4752. - [Form: Sword] 2d6+21 Physical damage to the target.
  4753.  
  4754. <<Noxious Attack>>: Physical Attack / Engaged / 1#
  4755. - [Form: Sword] 2d6+21 physical damage to the target. If the target takes at least one point of this damage, they gain [Shift: Poison].
  4756.  
  4757. <<Ambition II>>: Physical Attack / Engaged / 1#
  4758. - [Form: Sword] 2d6+31 physical damage, and the target cannot use [Timing: Defense] talents.
  4759.  
  4760. <<Unusual Genus>>: Constant / User
  4761. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, each for mononoke [Engaged] with the target with the same name (Including the target themselves), the target gains +3 to [Physical Damage].
  4762.  
  4763. Materials (2d6)
  4764. 2~8: Chitinous Shell/Armor+2: 1000G (Potency: 2)
  4765. 9+: Silver Stinger/Bestow Toxin: 1500G (Potency: 3)
  4766.  
  4767. Description:
  4768. A deformed mononoke with a chitinous but human-like upper body, combined with the lower body of a huge scorpion. It is able to communicate with with it's allies through a series of screeches.
  4769. In battle, it is a formidable enemy that conducts continuous barrages of attacks with the weapon in it's hands, and the stinger in it's tail.
  4770. ----------------------------------------
  4771.  
  4772. Longhorn Beetle / Class: Insectoid / LV: 6 (2)
  4773. Size : 3
  4774. Wits : Clever
  4775. Senses : Heat
  4776. Speech : Yes
  4777. Reaction : Hostile
  4778. ID : 18
  4779. Weakness : [Shock] [Phantom]
  4780. Movement : Walk, Fly
  4781. | ACC | EVA | CNJ | RES | CHK
  4782. {Combat Stats} | 12 | 11 | 01 | 04 | 05
  4783. {Fixed Values} | 19 | 18 | 08 | 11 | 12
  4784. {Initiative} : 20 (7)
  4785. {HP} : 81
  4786. Armor : 4
  4787. Barrier : 1
  4788.  
  4789. Attack Methods
  4790.  
  4791. [Weapon Attack]: Melee Attack / 2 Sq. / 2#
  4792. - [Form: Sword] 2d6+21 Physical damage to the target.
  4793.  
  4794. <<Provocate>>: Start / 7 Sq. / 2#
  4795. - [Class: Insectoid] NPCs gain +10 [Physical Damage].
  4796.  
  4797. <<Sacred Twin Irons>>: Physical Attack / 2 Sq. / 2#
  4798. - [Form: Sword] 3d6+30 Physical Damage to the target. 1/Round.
  4799.  
  4800. <<Concept: Slashing>>: Physical Attack / Engaged / 1#
  4801. - [Form: Sword] 5d6+30 physical damage to thw target, and the target [Halves] their [Armor]. 1/Round.
  4802.  
  4803. <<Insect Commander>>: Constant / User
  4804. - During the targets [Turn], gain x1 [Timing: Attack]. Also, unless the target has [Shift: Dead], [Class: Insectoid] NPCs other than [Bosses] in the [Combat Zone] gain +10 {Initiative}.
  4805.  
  4806. Materials (2d6)
  4807. 2~9: None
  4808. 10+: Razor-Sharp Horn/PD+3: 1500G (Potency: 3)
  4809.  
  4810. Description:
  4811. A longhorn beetle mononoke with a humanoid, exoskeleton-covered form that stands roughly 2m tall. It has razor-sharp claws and iron fangs, and manipulates the concept of slashing, which is the source it's spiritual power. Because of this power, it can also destroy seals.
  4812. ----------------------------------------
  4813.  
  4814. Mokumokuren / Class: Insectoid / LV: 6 (2)
  4815. Size : 5
  4816. Wits : Clever
  4817. Senses : Domain
  4818. Speech : Yes
  4819. Reaction : Friendly
  4820. ID : 21
  4821. Weakness : [Cold]
  4822. Movement : Walk
  4823. | ACC | EVA | CNJ | RES | CHK
  4824. {Combat Stats} | 06 | 11 | 09 | 04 | 02
  4825. {Fixed Values} | 13 | 18 | 16 | 11 | 09
  4826. {Initiative} : 24 (10)
  4827. {HP} : 81
  4828. Armor : 10
  4829. Barrier : 10
  4830.  
  4831. Attack Methods
  4832.  
  4833. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  4834. - [Form: Magic] 5d6+15 Magical damage to the target.
  4835.  
  4836. <<Constant Observation>> Start / Combat Zone / Combat Zone / No Reactive Check
  4837. - The user cancels one of the targets positive [Shifts]. When used out of combat, instead gain +2 to {Luck} checks.
  4838.  
  4839. <<Destructive Ray>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  4840. - [Element: Light / Special Attack] 3d6+36 Magical damage to the target. 1/Round
  4841.  
  4842. <<The Walls Have Eyes>>: Defense / User
  4843. - Use on successful {Evade} check. The use performs one [Weapon Attack].
  4844.  
  4845. <<Labyrinth of Pupils>>: End / Combat Zone / Combat Zone / No Reactive Check.
  4846. - Move the target up to 2 Sq. away from their current square, ignoring [Engagements].
  4847.  
  4848. Materials (2d6)
  4849. Automatic: Compound Eye/Luck+2: 1000G (Potency: 2)
  4850.  
  4851. Description:
  4852. A spider that's lived for many years, and absorbed a shard. It is capable of constantly watching a massive area with it's myriad of compound eyes. Because of this trait, it demonstrates extraordinary reconnaissance ability.
  4853. ----------------------------------------
  4854.  
  4855. Yaksha Stag Beetle / Class: Insectoid / LV: 7 (2)
  4856. Size : 3
  4857. Wits : Clever
  4858. Senses : Magic
  4859. Speech : Yes
  4860. Reaction : Hostile
  4861. ID : 22
  4862. Weakness : [Cold]
  4863. Movement : Walk, Fly
  4864. | ACC | EVA | CNJ | RES | CHK
  4865. {Combat Stats} | 14 | 03 | 01 | 14 | 02
  4866. {Fixed Values} | 21 | 10 | 08 | 21 | 09
  4867. {Initiative} : 16 (7)
  4868. {HP} : 109
  4869. Armor : 20
  4870. Barrier : 5
  4871.  
  4872. Attack Methods
  4873.  
  4874. [Weapon Attack]: Melee Attack / Engaged / 2#
  4875. - [Form: Spear] 2d6+17 Physical damage to the target.
  4876.  
  4877. <<Inspiring Horns>>: Start/ 10 Sq. / 2#
  4878. - [Class: Insectoid] NPC gains +10 [Physical Damage]
  4879.  
  4880. <<Violent Kamataichi>> Physical Attack / 10 Sq. / 2#
  4881. - [Form: Sword] 3d6+30 physical damage to the target.
  4882.  
  4883. <<Iron Spirit>>: Defense / Combat Zone / 1#
  4884. - Use on Damage Reduction. The target reduces damage by 10, and the user receives the effect instead (Treat as though the {Resist} check had failed.)
  4885.  
  4886. <<Giant Insect Monster>>: Constant / User
  4887. - During the targets [Turn], gain x1 [Timing: Attack].
  4888.  
  4889. Materials (2d6)
  4890. 2~9: None
  4891. 10+: Heavy-Duty Blade/PD+2: 1000G (Potency: 2)
  4892.  
  4893. Description:
  4894. A stag beetle that gained a shard, and grew into a youkai after some time. It's massive body contains a strong gun, is covered by an exoskeleton, and boasts high attack and defense power. They are known to take human forms, and often serve as a nushi in the mountains.
  4895. ----------------------------------------
  4896.  
  4897. Demonic War Beetle / Class: Insectoid / LV: 8 (2)
  4898. Size : 3
  4899. Wits : Clever
  4900. Senses : Magic
  4901. Speech : Yes
  4902. Reaction : Hostile
  4903. ID : 17
  4904. Weakness : [Wind] [Magnet]
  4905. Movement : Walk
  4906. | ACC | EVA | CNJ | RES | CHK
  4907. {Combat Stats} | 15 | 12 | 01 | 04 | 02
  4908. {Fixed Values} | 22 | 19 | 08 | 11 | 09
  4909. {Initiative} : 14 (7)
  4910. {HP} : 95
  4911. Armor : 4
  4912. Barrier : 5
  4913.  
  4914. Attack Methods
  4915.  
  4916. [Weapon Attack]: Melee Attack / Engaged / 1#
  4917. - [Form: Spear] 3d6+17 Physical damage to the target. [Additional Effect]: After [Damage Calculation], perform x1 [Weapon Attack]. 1/Round.
  4918.  
  4919. <<Command III>>: Start / Combat Zone / Combat Zone
  4920. - [Class: Insectoid] [Mononoke] gain +9 {Initiative}.
  4921.  
  4922. <<Battle Form>> Start / User
  4923. - The target gains +2d6 {Initiative} and [Damage]. 1/Combat.
  4924.  
  4925. <<Buster Blow>>: Physical Attack / Engaged / 1#
  4926. - [Element: Magnet / Form: Hammer] 2d6+40 Physical damage to the target.
  4927.  
  4928. <<Anti-Spirit Soundwave>>: Defense / 5 Sq. / 1#
  4929. - The target [Halves] [Magical Damage].
  4930.  
  4931. Materials (2d6)
  4932. 2~10: Reinforced Shell/PD+2: 1000G (Potency: 2)
  4933. 11+: Chitinous Exoskeleton/Halve Magnet: 2000G (Potency: 4)
  4934.  
  4935. Description:
  4936. An improved type of Augmented Insect that was created to capture paranormal creatures and subjects of interest. It occupies a position as a member of a dark organization. Each of them possess supernatural abilities that can't be dealt with through just any ordinary means.
  4937. ----------------------------------------
  4938.  
  4939. Great Spider / Class: Insectoid / LV: 8 (2)
  4940. Size : 3
  4941. Wits : Clever
  4942. Senses : Magic
  4943. Speech : Yes
  4944. Reaction : Hostile
  4945. ID : 17
  4946. Weakness : [Wind] [Magnet]
  4947. Movement : Walk
  4948. | ACC | EVA | CNJ | RES | CHK
  4949. {Combat Stats} | 16 | 13 | 01 | 04 | 02
  4950. {Fixed Values} | 23 | 20 | 08 | 11 | 09
  4951. {Initiative} : 22 (9)
  4952. {HP} : 101
  4953. Armor : 1
  4954. Barrier : 1
  4955.  
  4956. Attack Methods
  4957.  
  4958. [Weapon Attack]: Ranged Attack / 10 Sq. / 4#
  4959. - [Form: Ranged] 4d6+24 Physical damage to the target.
  4960.  
  4961. <<Silk Thread Barrier>>: Start / Combat Zone / Combat Zone
  4962. - [Class: Insectoid] NPCs that are the target of [Target: 2#+] [Attack Actions] (Including [Range: Area - Combat Zone]) gains +40 [Armor] and [Barrier].
  4963.  
  4964. <<Piercing Spirit>> Physical Attack / 10 Sq. / 3#
  4965. - [Form: Sword] 6d6+30 physical damage, and the target [Halves] their [Armor].
  4966.  
  4967. <<Atrocious Predator>>: End / Engaged / 1# / No Reactive Check
  4968. - One Mononoke of [L7 or less] within range gains [Shift: Dead], and the user [Recovers] 20 {HP}. 1/Combat.
  4969.  
  4970. <<Pillar of the Spider God>>: Constant / User
  4971. - Unless the target has [Shift: Dead], [Class: Insectoid] NPCs in the [Combat Zone] other than [Bosses] gain +10 [Damage].
  4972.  
  4973. Materials (2d6)
  4974. 2~8: None
  4975. 9+: Spider God's Leg/PD+2: 1000G (Potency: 2)
  4976.  
  4977. Description:
  4978. This spider lived for years before a shard entered it, changing it into a mononoke. It's body is 3 meters long and covered in hair, and it's fond of sucking the soul out of a human and letting them die. It is said that giant spiders like this are only male, and they are voluntarily preyed on by females in the end.
  4979. ----------------------------------------
  4980.  
  4981. Peerless Kabuto / Class: Insectoid / LV: 8 (2)
  4982. Size : 4
  4983. Wits : Low
  4984. Senses : Heat
  4985. Speech : No
  4986. Reaction : Hostile
  4987. ID : 17
  4988. Weakness : [Fire] [Cold]
  4989. Movement : Walk, Fly
  4990. | ACC | EVA | CNJ | RES | CHK
  4991. {Combat Stats} | 15 | 05 | 01 | 05 | 02
  4992. {Fixed Values} | 22 | 12 | 08 | 12 | 09
  4993. {Initiative} : 15 (7)
  4994. {HP} : 86
  4995. Armor : 12
  4996. Barrier : 5
  4997.  
  4998. Attack Methods
  4999.  
  5000. [Weapon Attack]: Melee Attack / Engaged / 1#
  5001. - [Form: Spear] 4d6+23 Physical damage to the target.
  5002.  
  5003. <<Power Resevoir III>>: Prep / User
  5004. - The target gains +3d6 to [Physical Damage].
  5005.  
  5006. <<Full Power Attack II>>: Physical Attack / Engaged / 1#
  5007. - [Form: Hammer] 2d6+40 physical damage to the target. 1/Round.
  5008.  
  5009. <<Cover>>: Defense / Engaged / 1#
  5010. - Use on Damage Reduction. The user takes the [Damage] and other effects in place of the target. This talent has no effect on [Range: Area - Combat Zone].
  5011.  
  5012. Materials (2d6)
  5013. 2~10: Insectoid Exoskeleton/Armor+1: 500G (Potency: 1)
  5014. 11+: Twin Kabuto Horn/Stength+4: 2000G (Potency: 4)
  5015.  
  5016. Description:
  5017. A beetle-type mononoke that boasts a body akin to a tank. The shell that covers it's entire body is like a fortress, and it holds it's spiritual power it's horns, which are the size of large trees. They usually sleep deep underground, but once in a few years they enter an active phase and start to draw in spirit energy from humans and sacred trees. They are extremely territorial, and known for attacking intruders mercilessly.
  5018. ----------------------------------------
  5019.  
  5020. Himamushi Jindo / Class: Insectoid / LV: 9 (2)
  5021. Size : 3
  5022. Wits : Clever
  5023. Senses : Magic
  5024. Speech : Yes
  5025. Reaction : Hostile
  5026. ID : 19
  5027. Weakness : [Fire] [Shock]
  5028. Movement : Walk, Fly
  5029. | ACC | EVA | CNJ | RES | CHK
  5030. {Combat Stats} | 18 | 13 | 01 | 04 | 02
  5031. {Fixed Values} | 25 | 20 | 08 | 11 | 09
  5032. {Initiative} : 23 (10)
  5033. {HP} : 106
  5034. Armor : 11
  5035. Barrier : 10
  5036.  
  5037. Attack Methods
  5038.  
  5039. [Weapon Attack]: Melee Attack / 5 Sq. / 2#
  5040. - [Form: Spear] 3d6+17 physical damage to the target.
  5041.  
  5042. <<Ducking Move>>: Prep / User
  5043. - [Install] the target up to 4 Sq. away.
  5044.  
  5045. <<Corkscrew Punch>>: Physical Attack / Charge 1 Sq. / 1#
  5046. - [Form: Hammer] 3d6+38 physical damage. 1/Round.
  5047.  
  5048. <<Cross Counter>>: Defense / User / No Evasion
  5049. - Use before Evasion Check. The target automatically fails the {Evade} check, and instead inflicts [Form: Spear] 2d6+28 physical damage to [Range: Engaged / Target: 1#].
  5050.  
  5051. <<Splendid Footwork>>: Constant / User
  5052. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, if the target uses a talent during [Prep], they may perform x1 [Weapon Attack].
  5053.  
  5054. Materials (2d6)
  5055. Automatic: Spirit Vaseline/Barrier+3: 1500G (Potency: 3)
  5056.  
  5057. Description:
  5058. A powerful insectoid mononoke with a long lifespan. It has an appearance similar to that of a pest combined with a human being, and many of them dress in old-fashioned formal clothes. They're known to seek out sources of strong spirit energy and devour them.
  5059. ----------------------------------------
  5060.  
  5061. Jorogumo / Class: Insectoid / LV: 9 (2)
  5062. Size : 3
  5063. Wits : Clever
  5064. Senses : Magic
  5065. Speech : Yes
  5066. Reaction : Mercurial
  5067. ID : 22
  5068. Weakness : [Wind] [Light]
  5069. Movement : Walk, Swim
  5070. | ACC | EVA | CNJ | RES | CHK
  5071. {Combat Stats} | 15 | 14 | 04 | 03 | 02
  5072. {Fixed Values} | 22 | 21 | 11 | 10 | 09
  5073. {Initiative} : 20 (9)
  5074. {HP} : 91
  5075. Armor : 6
  5076. Barrier : 7
  5077.  
  5078. Attack Methods
  5079.  
  5080. [Weapon Attack]: Melee Attack / 2 Sq. / 1#
  5081. - [Form: Spear] 4d6+35 Physical damage to the target. [Additional Effect]: Charge an [Attack Action] to [Target: Area]. 1/Round.
  5082.  
  5083. <<Restraint II>> Physical Attack / 7 Sq. / 2#
  5084. - [Form: Ranged] 4d6+26 physical damage to the target. Targets that fail their reactive check gain -3 to {Initiative} until [Timing: End]. This effect can stack (Up to a maximum of -9).
  5085.  
  5086. <<Neurotoxin>>: Unique / 7 Sq. / 1#
  5087. - Use on {Accuracy} Check. If the target takes at least one point of damage from a [Physical Attack], they gain [Shift: Pain]. 1/Round.
  5088.  
  5089. <<Eight legs, Eight Feet>>: Constant / User
  5090. - During the targets [Turn], gain x1 [Timing: Attack].
  5091.  
  5092.  
  5093. Materials (2d6)
  5094. 2~9: Heavy Duty Thread/MD+3: 1500G (Potency: 3)
  5095. 9+: Crimson Eye/Halve Toxin: 2000G (Potency: 4)
  5096.  
  5097. Description:
  5098. After several years of dwelling in a spirit energy-rich enviroment, this spider developed a massive shard and became a powerful entity. They typically take a female form, and are referred to as such, but there exists both male and female Jorogumo. They have a cruel but compassionate nature, but sometimes lend their spiritual power to a person it likes.
  5099.  
  5100. [TL Note: There were some slight errors with Jorogumo in expansion 1. These have been rectified both there and here.]
  5101. ----------------------------------------
  5102.  
  5103. Kishinkouchu / Class: Insectoid / LV: 9 (2)
  5104. Size : 4
  5105. Wits : Clever
  5106. Senses : Domain
  5107. Speech : Yes
  5108. Reaction : Hostile
  5109. ID : 26
  5110. Weakness : [Shock]
  5111. Movement : Walk
  5112. | ACC | EVA | CNJ | RES | CHK
  5113. {Combat Stats} | 16 | 03 | 01 | 16 | 02
  5114. {Fixed Values} | 23 | 20 | 08 | 23 | 09
  5115. {Initiative} : 20 (9)
  5116. {HP} : 121
  5117. Armor : 20
  5118. Barrier : 20
  5119.  
  5120. Attack Methods
  5121.  
  5122. [Weapon Attack]: Melee Attack / Engaged / 1#
  5123. - [Form: Spear] 4d6+17 Physical damage to the target.
  5124.  
  5125. <<Radiant Horn>>: Start / Combat Zone / Combat Zone / No Reactive
  5126. - [Class: Insectoid] NPCs [Halve] the [Armor] of the [Target] of [Attack Actions].
  5127.  
  5128. <<Kabuto Cannon>>: Physical Attack / 7 Sq / 3#
  5129. - [Element: Light / Form: Hammer] 6d6+50 physical damage.
  5130.  
  5131. <<Insect Guardian>>: Defense / 7 Sq. / 1#
  5132. - Use on Damage Reduction. The user receives the damage and effects instead of the target. If the target is a [Class: Insectoid] NPC other than a [Boss], the user also gains +20 [Armor] and [Barrier].
  5133.  
  5134. <<God of Courage>>: Constant / User
  5135. - During the targets [Turn], gain x1 [Timing: Attack].
  5136.  
  5137. Materials (2d6)
  5138. Automatic: Massive Horn/Accuracy+1: 1000G (Potency: 2)
  5139.  
  5140. Description:
  5141. A being akin to the Yaksha Stag Beetle and Peerless Kabuto, deified over the years. Boasting a strong exoskeleton and body larger than any mind could comprehend, it uses both to protect its allies.
  5142. ----------------------------------------
  5143.  
  5144. Floating Eye / Class: Insectoid / LV: 10 (2)
  5145. Size : 1
  5146. Wits : Clever
  5147. Senses : Area
  5148. Speech : Yes
  5149. Reaction : Mercurial
  5150. ID : 25
  5151. Weakness : [Cold] [Shock]
  5152. Movement : Swim, Fly
  5153. | ACC | EVA | CNJ | RES | CHK
  5154. {Combat Stats} | 07 | 10 | 14 | 08 | 03
  5155. {Fixed Values} | 14 | 17 | 21 | 15 | 10
  5156. {Initiative} : 20 (9)
  5157. {HP} : 110
  5158. Armor : 5
  5159. Barrier : 5
  5160.  
  5161. Attack Methods
  5162.  
  5163. [Weapon Attack]: Magical Attack / 0 Sq. / 1# / Cancels
  5164. - [Element: Phantom / Form: Magic] 4d6+30 Magical damage to the target.
  5165.  
  5166. <<Reinforcing Gaze>> Start / Combat Zone / 2#
  5167. - [Class: Insect] NPCs other than the user gain +10 {Initiative} and +[Users {LV}x2] [Damage].
  5168.  
  5169. <<Eroding Eye Technique>>: Prep / Combat Zone / Area / No Reactive Check
  5170. - The target gains [Shift: Fallen, Darkness, Pain].
  5171.  
  5172. <<Healing Eye Technique>>: Magical Attack / Combat Zone / 1# / Cancels
  5173. - The target [Recovers] HP equal to 3d6+30 [Magical Damage].
  5174.  
  5175. <<Wide-Range Gaze>>: Constant / User
  5176. - As long as the target doesn't have [Shift: Dead], NPCs other than [Bosses] in the [Combat Zone] cannot be the target of [Target: 2#+] [Attack Actions] (Including [Target: Area - Combat Zone]).
  5177.  
  5178. Materials (2d6)
  5179. Automatic: Big Eyeball/MD+2: 1000G (Potency: 2)
  5180.  
  5181. Description:
  5182. A demonic eye belonging to a god, or a large youkai, that was infused with spiritual power and transformed into a divinity of it's own. It looks like a floating eyeball roughly the size of a human child, and always emits an eerie light from it's iris.
  5183. ----------------------------------------
  5184.  
  5185. Oomukade / Class: Insectoid / LV: 10 (2)
  5186. Size : 5
  5187. Wits : Normal
  5188. Senses : Area
  5189. Speech : No
  5190. Reaction : Hostile
  5191. ID : 20
  5192. Weakness : [Fire] [Cold]
  5193. Movement : Walk
  5194. | ACC | EVA | CNJ | RES | CHK
  5195. {Combat Stats} | 16 | 01 | 10 | 09 | 02
  5196. {Fixed Values} | 23 | 08 | 17 | 16 | 09
  5197. {Initiative} : 23 (10)
  5198. {HP} : 129
  5199. Armor : 13
  5200. Barrier : 12
  5201.  
  5202. Attack Methods
  5203.  
  5204. [Weapon Attack]: Melee Attack / Charge 4 Sq. / 1#
  5205. - [Form: Hammer] 6d6+32 Physical damage to the target. [Additional Effect]: After [Damage Calculation], perform x1 [Weapon Attack]. 1/Round.
  5206.  
  5207. <<One Hundred Steps>>: Physical Attack / Engaged / 1#
  5208. - [Form: Axe] 2d6+26 physical damage to the target. If the target takes at least one point of this damage, it gains [Shift: Paralysis].
  5209.  
  5210. <<Strong Acid>>: Magical Attack / Combat Zone / Area / Cancels
  5211. - [Form: Magic] 2d6+16 magical damage to the target. If the target takes at least 1 point of this damage, for the rest of combat, the target [Halves] their [Armor].
  5212.  
  5213. <<Instant Hardening>>: Defense / User
  5214. - Use on Damage Reduction. The target gains +10 [Armor] and [Barrier].
  5215.  
  5216. <<Extra Attack I>> Constant / User
  5217. - During the targets [Turn], gain x1 [Timing: Attack].
  5218.  
  5219. Materials (2d6)
  5220. 2~9: Chitinous Shell/Armor+2: 1000G (Potency: 2)
  5221. 10+: Large Leg/Speed+3: 2000G (Potency: 4)
  5222.  
  5223. Description:
  5224. A centipede that, having absorbed spirit energy underground for hundreds of years, has grown into a giant body of 100+ meters. It leaks powerful spirit energy into it's surroundings, transforming them into stagnant wastelands where plants cannot grow.
  5225. ----------------------------------------
  5226.  
  5227. Paranormal Mutant / Class: Insectoid / LV: 10 (2)
  5228. Size : 2
  5229. Wits : Clever
  5230. Senses : Domain
  5231. Speech : Yes
  5232. Reaction : Mercurial
  5233. ID : 22
  5234. Weakness : [Phantom] [Toxin]
  5235. Movement : Walk
  5236. | ACC | EVA | CNJ | RES | CHK
  5237. {Combat Stats} | 14 | 10 | 07 | 08 | 03
  5238. {Fixed Values} | 21 | 17 | 14 | 15 | 10
  5239. {Initiative} : 18 (8)
  5240. {HP} : 93
  5241. Armor : 7
  5242. Barrier : 5
  5243.  
  5244. Attack Methods
  5245.  
  5246. [Weapon Attack]: Melee Attack / Engaged / 1#
  5247. - [Form: Hammer] 2d6+24 Physical damage to the target. [Additional Effect]: Change the [Target] of an [Attack Action] to [Area]. 1/Combat.
  5248.  
  5249. <<Variant Mutation>> Start / User
  5250. - Target gains +2d6 to [Physical Damage]. 1/combat.
  5251.  
  5252. <<Moving Slash>>: Physical Attack / 4 Sq. / 1#
  5253. - The user gains +3 to {Accuracy}, then inflicts [Form: Sword] 2d6+34 physical damage on the target.
  5254.  
  5255. <<Mutability>> Constant / User
  5256. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, once per combat, the target gains +6d6 to an [Attack Action].
  5257.  
  5258. Materials (2d6)
  5259. 2~9: Platinum Exoskeleton/Armor+2: 1000G (Potency: 2)
  5260. 10+: Special Body/PD+3: 1500G (Potency: 3)
  5261.  
  5262. Description:
  5263. A superhuman who harbors a substance- <Special Body>, that was created based on the cells of Masterwork. They can transform their bodies to don a special type of chitin that deflects bullets, and control powerful abilities, but are fear their own overflowing power every day.
  5264. ----------------------------------------
  5265.  
  5266. ================================================================================
  5267. * Insectoid Mononoke Lvl 11-20 [XXXF-3B]
  5268. ================================================================================
  5269.  
  5270. Hitoban / Class: Insectoid / LV: 11 (3)
  5271. Size : 2
  5272. Wits : Clever
  5273. Senses : Normal
  5274. Speech : Yes
  5275. Reaction : Hostile
  5276. ID : 18
  5277. Weakness : [Wind]
  5278. Movement : Walk, Fly
  5279. | ACC | EVA | CNJ | RES | CHK
  5280. {Combat Stats} | 17 | 04 | 13 | 07 | 05
  5281. {Fixed Values} | 24 | 11 | 20 | 14 | 12
  5282. {Initiative} : 16 (7)
  5283. {HP} : 135
  5284. Armor : 20
  5285. Barrier : 20
  5286.  
  5287. Attack Methods
  5288.  
  5289. [Weapon Attack]: Magical Attack / 10 Sq. / 3# / Cancels
  5290. - [Form: Magic] 3d6+30 Magical damage to the target.
  5291.  
  5292. <<Hitoban's Laughing Head>>: Start / Combat Zone / 1# / No Reactive Check
  5293. - The target [Halves] [Armor] and [Barrier].
  5294.  
  5295. <<Separated Bloodsucking: Physical Attack / 10 Sq. / 2#
  5296. - [Form: Hammer] 5d6+50 physical damage to the target. If at leasy one target fails their [Reactive Check], the user [Recovers] 20 {HP}.
  5297.  
  5298. <<Yokai Power - Head Shield>>: Defense / Combat Zone / 1#
  5299. - Use on Damage Reduction. The user receives the [Damage] and other effects instead of the target (treat as though the {Resist} check had failed).
  5300.  
  5301. <<Yokai Power - Body Shield>>: Unique / Combat Zone / 1#
  5302. - Use on Damage Reduction. Change the [Attack Action] to [Target: 1#] and the user receives the damage and other effects. 1/Round.
  5303.  
  5304. <<Two Bodies>>: Constant / User
  5305. - The target [Halves] [Damage] that is not bestowed with an Element.
  5306.  
  5307. Materials (2d6)
  5308. Automatic: God's Offal/Accuracy+1: 1000G (Potency: 2)
  5309.  
  5310. Description:
  5311. This mononoke is made up of a pair of insects, each with their own shard. They disguise themselves as a humanoid, and can separate into a head and torso.
  5312. ----------------------------------------
  5313.  
  5314. Akurojin-No-Hi / Class: Insectoid / LV: 12 (3)
  5315. Size : 4
  5316. Wits : Clever
  5317. Senses : Magic
  5318. Speech : Yes
  5319. Reaction : Mercurial
  5320. ID : 20
  5321. Weakness : [Cold]
  5322. Movement : Walk, Fly, Swim
  5323. | ACC | EVA | CNJ | RES | CHK
  5324. {Combat Stats} | 18 | 10 | 04 | 17 | 05
  5325. {Fixed Values} | 25 | 10 | 11 | 24 | 12
  5326. {Initiative} : 20 (9)
  5327. {HP} : 146
  5328. Armor : 30
  5329. Barrier : 5
  5330.  
  5331. Attack Methods
  5332.  
  5333. [Weapon Attack]: Ranged Attack / 10 Sq. / 4#
  5334. - [Form: Ranged] 4d6+30 Physical damage to the target.
  5335.  
  5336. <<Eerie Light>>: Start / Combat Zone / Combat Zone / No Reactive Check
  5337. - The target gains a -10 modifier to [Armor] and [Barrier] (Minimum 0).
  5338.  
  5339. <<God's Great Jaw>>: Physical Attack / Charge 2 Sq. / 1#
  5340. - [Element: Magnet / Form: Axe] 5d6+50 physical damage to the target.
  5341.  
  5342. <<Big Eating>>: Physical Attack / Engaged / Area
  5343. - [Form: Axe] 5d6+70 physical damage to the target.If the target is a mononoke other than a [Boss], instead reduce its {HP} to 0. 1/Combat.
  5344.  
  5345. <<Spirit God's Treasure>>: Constant / User
  5346. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, unless the target has [Shift: Dead], [Class: Insectoid] NPCs other than [Bosses] in the [Combat Zone] gain +10 {Initiative} and [Damage].
  5347.  
  5348.  
  5349. Materials (2d6)
  5350. Automatic: Spirit Light Organ/Resist+1: 1000G (Potency: 2)
  5351.  
  5352. Description:
  5353. This insectoid creature became a mononoke through longevity. It has a strong shell, and can emit a strange spirit-energy based light from the rear of it's abdomen. When normal people are exposed to the light, they're deprived of their spirit energy and become sick.
  5354. ----------------------------------------
  5355.  
  5356. Ichimoku Nyudou / Class: Insectoid / LV: 13 (3)
  5357. Size : 5
  5358. Wits : Clever
  5359. Senses : Domain
  5360. Speech : Yes
  5361. Reaction : Mercurial
  5362. ID : 28
  5363. Weakness : [Shock]
  5364. Movement : Walk, Fly, Swim
  5365. | ACC | EVA | CNJ | RES | CHK
  5366. {Combat Stats} | 19 | 03 | 13 | 06 | 09
  5367. {Fixed Values} | 26 | 10 | 20 | 13 | 16
  5368. {Initiative} : 10 (5)
  5369. {HP} : 162
  5370. Armor : 20
  5371. Barrier : 20
  5372.  
  5373. Attack Methods
  5374.  
  5375. [Weapon Attack]: Melee Attack / 10 Sq. / 4#
  5376. - [Form: Axe] 2d6+00 damage to the target.
  5377.  
  5378. <<Devil's Magic Eye>>: Start / 10 Sq. / Area / No Reactive Check
  5379. - The target gains [Shift: Darkness], and when a target receives the effect of <<Mysterious Magic Eye>>, the user [Recovers] 20 {HP}.
  5380.  
  5381. <<Tactile Senses>>: Physical Attack / 10 Sq. / 3#
  5382. - [Element: Magnet / Form: Sword] 5d6+50 physical damage to the target.
  5383.  
  5384. <<Antennae Shield>>: Unique / Combat Zone / 1#
  5385. - Use on Damage Reduction. Change the targets [Attack Action] to [Target: 1#], and the user receives the [Damage] and other effects. 1/Round.
  5386.  
  5387. <<Fierce Counterattack>>: Unique / User
  5388. - Use on Damage Reduction. The user can make one [Weapon Attack] or use a [Timing: Attack] talent. 1/Round.
  5389.  
  5390. <<Moving Stone>>: Constant / User
  5391. - The target may always move while ignoring [Engagements]. Additionally, while the target is [Ready], gain +20 [Armor] and [Barrier].
  5392.  
  5393. Materials (2d6)
  5394. 2~8: None
  5395. 9+: Gigantic Eyeball/Insight+1: 1000G (Potency: 2)
  5396.  
  5397. Description:
  5398. A creature born when a shard entered a water flea, which became a mononoke over time.
  5399. ----------------------------------------
  5400.  
  5401. Painted Buddha / Class: Insectoid / LV: 13 (3)
  5402. Size : 2
  5403. Wits : Clever
  5404. Senses : Domain
  5405. Speech : Yes
  5406. Reaction : Mercurial
  5407. ID : 21
  5408. Weakness : [Wind] [Magnet]
  5409. Movement : Walk
  5410. | ACC | EVA | CNJ | RES | CHK
  5411. {Combat Stats} | 08 | 03 | 21 | 16 | 02
  5412. {Fixed Values} | 15 | 10 | 28 | 23 | 09
  5413. {Initiative} : 20 (9)
  5414. {HP} : 167
  5415. Armor : 20
  5416. Barrier : 1
  5417.  
  5418. Attack Methods
  5419.  
  5420. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  5421. - [Form: Magic] 2d6+34 Magical damage to the target. [Additional Effect]: After performing [Damage Calculation], perform x1 [Timing: Attack]. 1/Round.
  5422.  
  5423. <<God Eyeblast>>: Magical Attack / 6 Sq. / 1# / Cancels
  5424. - Perform magical attack. If the target fails their [Resist] check, they take 4d6+32 [Magic Damage] twice. 1/Round.
  5425.  
  5426. <<Buddha's Blessing>>: Unique / 6 Sq. / 1#
  5427. - Use on Damage Reduction. The target gains +10 [Armor].
  5428.  
  5429. <<Biron>>: Unique / Engaged / 1#
  5430. - Use before {Resist} Check. The target fails the {Resist} check (Treat as Result: 0). 1/Combat.
  5431.  
  5432. Materials (2d6)
  5433. 2~9: Altar Fragments/Luck+2: 1000G (Potency: 2)
  5434. 10+: Spiritual Treasure/Will+4: 2000G (Potency: 4)
  5435.  
  5436. Description:
  5437. Painted Buddha are insects that once lived in buddhist, or household altars. In the past, they were good yokai that informed the homeowners of potential crisis, but when they become aramitama, they manipulated homeowners and try to use their power to gather souls.
  5438. ----------------------------------------
  5439.  
  5440. Akkorokamui / Class: Insectoid / LV: 14 (3)
  5441. Size : 5
  5442. Wits : High
  5443. Senses : Domain
  5444. Speech : No
  5445. Reaction : Mercurial
  5446. ID : 25
  5447. Weakness : [Fire] [Shock]
  5448. Movement : Walk, Swim
  5449. | ACC | EVA | CNJ | RES | CHK
  5450. {Combat Stats} | 19 | 02 | 01 | 18 | 03
  5451. {Fixed Values} | 26 | 09 | 08 | 25 | 10
  5452. {Initiative} : 24 (10)
  5453. {HP} : 153
  5454. Armor : 10
  5455. Barrier : 12
  5456.  
  5457. Attack Methods
  5458.  
  5459. [Weapon Attack]: Melee Attack / 4 Sq. / 1#
  5460. - [Form: Hammer] 6d6+44 Physical damage to the target.
  5461.  
  5462. <<Octopus Ink Jet>>: Start / 4 Sq. / Area / No Reactive Check
  5463. - The target gains [Shift: Darkness].
  5464.  
  5465. <<Mow Down>>: Physical Attack / Combat Zone / Combat Zone
  5466. - [Form: Hammer] 5d6+54 physical damage to the target. 2/Round.
  5467.  
  5468. <<Tentacle Defense>>: Unique / 10 Sq. /1#
  5469. - Use on Damage Reduction. Change the targets [Attack Action] to [Target: 1#] and the user takes the [Damage] and other effects. 1/Round.
  5470.  
  5471. <<Kamui Title>>: Constant / User
  5472. - During the targets [Turn], gain x2 [Timing: Attack]. In Addition, the target [Halves] [Damage] from [Form: Hammer].
  5473.  
  5474. Materials (2d6)
  5475. 2~9: Large Suction-Cup/PD+3: 1500G (Potency: 3)
  5476. 10+: Huge Lens/Null Darkness: 2000G (Potency: 4)
  5477.  
  5478. Description:
  5479. A huge octopus mononoke from Ainu legend. It's so big that the light that reflects off of it's red body changes the color of the surrounding sea and sky to crimson. It typically lives in the deep sea, but when it comes up occasionally, it is said that it will take human form and drag people into the sea.
  5480. ----------------------------------------
  5481.  
  5482. Shussebora / Class: Insectoid / LV: 14 (3)
  5483. Size : 5
  5484. Wits : Clever
  5485. Senses : Domain
  5486. Speech : Yes
  5487. Reaction : Mercurial
  5488. ID : 29
  5489. Weakness : [Magnet]
  5490. Movement : Walk, Fly, Swim
  5491. | ACC | EVA | CNJ | RES | CHK
  5492. {Combat Stats} | 16 | 03 | 07 | 21 | 05
  5493. {Fixed Values} | 23 | 10 | 14 | 28 | 12
  5494. {Initiative} : 36 (14)
  5495. {HP} : 168
  5496. Armor : 20
  5497. Barrier : 10
  5498.  
  5499. Attack Methods
  5500.  
  5501. [Weapon Attack]: Ranged Attack / 10 Sq. / 2#
  5502. - [Element: Shock / Form: Ranged] 3d6+30 Physical damage to the target.
  5503.  
  5504. <<Victorious Harmony>>: Start / Combat Zone / Combat Zone
  5505. - [Class: Insectoid] NPCs gain +10 {Initiative} and [Damage].
  5506.  
  5507. <<Bladed Leg>>: Physical Attack / Charge 2 Sq. / Area
  5508. - [Form: Axe] 5d6+50 physical damage to the target. At [Damage Reduction], the user can move the target of up to 2 squares in any direction.
  5509.  
  5510. <<Throw Down>>: Unique / Engaged / 1#
  5511. - Use at any time during your turn. [Install] the target from the current square up to 2 Sq away, and the target loses 2d6 {HP}.
  5512.  
  5513. <<Superior God>>: Constant / User
  5514. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the user adds +4d6 to [Damage] after moving 2 or more squares.
  5515.  
  5516. Materials (2d6)
  5517. Automatic: Rainbow-Colored Conch/Barrier+2: 1000G (Potency: 2)
  5518.  
  5519. Description:
  5520. A powerful mononoke who's conch shell contains a shard, causing it to transform into a phantom beast-like mononoke. It looks like a large hermit crab with a rainbow-colored shell. They're known for hiding in the mountains, harbors, and caves.
  5521. ----------------------------------------
  5522.  
  5523. Amazonia / Class: Insectoid / LV: 15 (3)
  5524. Size : 3
  5525. Wits : Clever
  5526. Senses : Magic
  5527. Speech : Yes
  5528. Reaction : Friendly
  5529. ID : 24
  5530. Weakness : [Fire] [Toxin]
  5531. Movement : Walk
  5532. | ACC | EVA | CNJ | RES | CHK
  5533. {Combat Stats} | 08 | 03 | 24 | 17 | 02
  5534. {Fixed Values} | 15 | 10 | 31 | 24 | 09
  5535. {Initiative} : 21 (9)
  5536. {HP} : 189
  5537. Armor : 20
  5538. Barrier : 10
  5539.  
  5540. Attack Methods
  5541.  
  5542. [Weapon Attack]: Magical Attack / 8 Sq. / 1# / Cancels
  5543. - [Form: Magic] 3d6+30 Magical damage to the target.
  5544.  
  5545. <<Divine Prophecy>>: Start / Combat Zone / Combat Zone / No Reactive Check
  5546. - The target gains one of the following effects, chosen by the user.
  5547. 1. Gain +10 {Initiative}
  5548. 2. Gain +10 [Armor]
  5549.  
  5550. <<Sea God's Radiance>>: Magical Attack / 6 Sq. / 1# / No Reactive Check
  5551. - The target [Recovers] 1d6+40 magical damage.
  5552.  
  5553. <<Spiritual Wave>>: Magical Attack / 6 Sq. / 1# / Cancels
  5554. - [Element: Cold / Form: Magic] 3d6+53 damage to the target.
  5555.  
  5556. <<Mysterious Secret>>: Unique / User
  5557. - Use on Damage Calculation. Once per turn, the target may use <<Sea God's Radiance>> or <<Spiritual Wave>>.
  5558.  
  5559. Materials (2d6)
  5560. Automatic: Eurasian Figure/HP+9: 1500G (Potency: 3)
  5561.  
  5562. Description:
  5563. A deep-sea, crustacean-type deity with the appearance of an a woman encased in a glowing exoskeleton. As a Nushi, it controls underwater leylines and acts as a guardian to the spirits of the sea. In addition, it uses it's powers to provide beneficial prophecies and healing power to believers.
  5564. ----------------------------------------
  5565.  
  5566. Ichimokuren / Class: Insectoid / LV: 15 (3)
  5567. Size : 5
  5568. Wits : Clever
  5569. Senses : Domain
  5570. Speech : Yes
  5571. Reaction : Mercurial
  5572. ID : 25
  5573. Weakness : [Magnet] [Phantom]
  5574. Movement : Walk
  5575. | ACC | EVA | CNJ | RES | CHK
  5576. {Combat Stats} | 25 | 22 | 01 | 07 | 03
  5577. {Fixed Values} | 32 | 29 | 08 | 14 | 10
  5578. {Initiative} : 32 (13)
  5579. {HP} : 216
  5580. Armor : 5
  5581. Barrier : 15
  5582.  
  5583. Attack Methods
  5584.  
  5585. [Weapon Attack]: Melee Attack / Charge 6 Sq. / 1#
  5586. - [Form: Hammer] 5d6+45 Physical damage to the target.
  5587.  
  5588. <<Storm-Wind Burst>>: Start / 7 Sq. / Area / No Reactive Check
  5589. - The target gains one of [Shift: Darkness - Fallen].
  5590.  
  5591. <<Cutting Winds>>: Physical Attack / Combat Zone / 1#
  5592. - [Form: Sword] 4d6+49 physical damage to the target.
  5593.  
  5594. <<Raging Kamikaze>>: Physical Attack / Combat Zone / Combat Zone
  5595. - [Form: Axe] 2d6+39 physical damage the target. 1/Round.
  5596.  
  5597. <<Divine Eye Protection>>: Defense / Engaged / 1#
  5598. - Use on Damage Reduction. The target gains +15 [Barrier].
  5599.  
  5600. <<Fierce Divinity>>: Constant / User
  5601. - During the targets [Turn], gain x2 [Timing: Attack].
  5602.  
  5603. Materials (2d6)
  5604. Automatic: Dragon-Eye/Strength+4: 2000G (Potency: 4)
  5605.  
  5606. Description:
  5607. A dragonfly that gained spiritual power equivalent to a dragon after gaining a shard and surviving for years. It's form looks similar to that of a fused dragon/dragonfly, and it has huge eyes that contain evil energy. It's a powerful deity that can manipulate magic wind with ease.
  5608. ----------------------------------------
  5609.  
  5610. Mushihime / Class: Insectoid / LV: 15 (3)
  5611. Size : 2
  5612. Wits : Clever
  5613. Senses : Domain
  5614. Speech : Yes
  5615. Reaction : Mercurial
  5616. ID : 26
  5617. Weakness : [Cold] [Phantom]
  5618. Movement : Walk, Fly, Swim
  5619. | ACC | EVA | CNJ | RES | CHK
  5620. {Combat Stats} | 03 | 17 | 09 | 23 | 02
  5621. {Fixed Values} | 10 | 24 | 16 | 30 | 09
  5622. {Initiative} : 31 (12)
  5623. {HP} : 175
  5624. Armor : 10
  5625. Barrier : 10
  5626.  
  5627. Attack Methods
  5628.  
  5629. [Weapon Attack]: Maigcal Attack / Combat Zone / 2#
  5630. - [Element: Toxin / Form: Magic] 3d6+30 Magical damage to the target.
  5631.  
  5632. <<Guidance of the Princess>>: Start / Combat Zone / Combat Zone
  5633. - [Class: Insectoid] NPCs other than the user gain +[Users LV] to {Initiative} and [Damage].
  5634.  
  5635. <<Insect Protection>>: Defense / Combat Zone / 1#
  5636. - Use on Damage Reduction. One [Class: Insectoid] NPC in the [Combat Zone] chosen by the user receives the damage and effects in place of the target (Treat as though {Resist} check had failed).
  5637.  
  5638. <<Scent of Battle>>: Unique / Combat Zone / 1#
  5639. - Use on Damage Calculation. One [Class: Insectoid] NPC other than the user gains +[1d6x5] to [Damage]. If the target is [Class: Insectoid / LV: 16+], the target instead gains + [1d6x10] to [Damage]. 1/Round.
  5640.  
  5641. Materials (2d6)
  5642. 2~8: Iridescent Armor/Armor+1: 500G (Potency: 1)
  5643. 9+: Iridescent Touch/Initiative+3: 1500G (Potency: 3)
  5644.  
  5645. Description:
  5646. This mononoke was formed after a shard entered a crustacean, causing it to transform into a beautiful god. Mushihime appear as a beautiful girl in a gorgeous kimono, with iridescant antenna and amber wings. They have high levels of spiritual power and are known as Titania outside of Japan.
  5647. ----------------------------------------
  5648.  
  5649. Musmahhu / Class: Insectoid / LV: 16 (4)
  5650. Size : 5
  5651. Wits : High
  5652. Senses : Domain
  5653. Speech : No
  5654. Reaction : Hostile
  5655. ID : 28
  5656. Weakness : [Fire] [Cold]
  5657. Movement : Walk, Swim
  5658. | ACC | EVA | CNJ | RES | CHK
  5659. {Combat Stats} | 22 | 02 | 01 | 19 | 03
  5660. {Fixed Values} | 29 | 09 | 08 | 26 | 10
  5661. {Initiative} : 21 (9)
  5662. {HP} : 187
  5663. Armor : 16
  5664. Barrier : 20
  5665.  
  5666. Attack Methods
  5667.  
  5668. [Weapon Attack]: Melee Attack / 10 Sq. / 2#
  5669. - [Form: Spear] 6d6+47 Physical damage to the target. [Additional Effect]: After [Damage Calculation], [Install] the target up to 3 Sq. away.
  5670.  
  5671. <<Overload>>: Start / Combat Zone / Combat Zone / No Reactive Check
  5672. -The target consumes an extra [Spirit Dice] when using a [Talent].
  5673.  
  5674. <<Entangling Tentacles>>: Physical Attack / 5 Sq. / 3#
  5675. - [Form: Hammer] 4d6+31 physical damage. Target that fail their {Evasion} check take a -3 penalty to {Initiative}. This penalty stacks each time they fail the {Evasion} check of <<Entangling Tentacles>> (maximum -9, to a minimum of 0).
  5676.  
  5677. <<Poisonous Blood>>: End / 4 Sq. / Area / No Reactive Check
  5678. - [Element: Toxin / Form: Magic] 25 Magical Damage to the target.
  5679.  
  5680. <<Anti-God Beast>>: Constant / User
  5681. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target changes [Damage] received from [Weapon Attacks] to 0 and recovers 30 HP at [Timing: End]
  5682.  
  5683. Materials (2d6)
  5684. 2~9: Poisonous Blood Crystal/Halve Toxin: 2000G (Potency: 4)
  5685. 10+: Fatty Liquid/Barrier+5: 3000G (Potency: 5)
  5686.  
  5687. Description:
  5688. An ancient deity that lives far under the sea. Currently, the existence of two has been confirmed in the deepest part of an ocean trench.
  5689. ----------------------------------------
  5690.  
  5691. Ryuutou / Class: Insectoid / LV: 16 (4)
  5692. Size : 5
  5693. Wits : Clever
  5694. Senses : Domain
  5695. Speech : Yes
  5696. Reaction : Mercurial
  5697. ID : 30
  5698. Weakness : [Cold]
  5699. Movement : Walk, Fly, Swim
  5700. | ACC | EVA | CNJ | RES | CHK
  5701. {Combat Stats} | 22 | 06 | 05 | 08 | 19
  5702. {Fixed Values} | 29 | 13 | 12 | 15 | 26
  5703. {Initiative} : 27 (11)
  5704. {HP} : 202
  5705. Armor : 20
  5706. Barrier : 20
  5707.  
  5708. Attack Methods
  5709.  
  5710. [Weapon Attack]: Melee Attack / Engaged / 1#
  5711. - [Element: Light / Form: Spear] 5d6+40 Physical damage to the target.
  5712.  
  5713. <<Spiritual Dance>>: Start / Combat Zone / Combat Zone / No Reactive Check
  5714. - The target gains either effect 1 or 2.
  5715. 1. The target gains a -10 modifier to [Damage] (Minimum 0).
  5716. 2. The target gains [Shift: Darkness].
  5717.  
  5718. <<Raging Sea God>> Physical Attack / Charge 4 Sq. / Area
  5719. - [Element: Cold / Form: Axe] 6d6+60 physical damage, and the target [Halves] their [Armor].
  5720.  
  5721. <<God in the Shell>>: Defense / User
  5722. - Use on Damage Reduction. The target gains +20 [Armor] and [Barrier].
  5723.  
  5724. <<Tactile Shield>>: Unique / Combat Zone / 1#
  5725. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#] and the user takes the damage and effects instead. 1/Round.
  5726.  
  5727. <<Dragon Scales>>: Constant / User
  5728. - During the targets [Turn], gain x1 [Timing: Attack].
  5729.  
  5730. Materials (2d6)
  5731. Automatic: Spiritual Light/Bestow Light: 1500G (Potency: 3)
  5732.  
  5733. Description:
  5734. A deep-sea creature that became deified after obtaining a shard. Despite the fact that it is a crustacean, it looks like a dragon. It emits a spirit energy-based light from a specialized organ at the tip of it's limbs.
  5735.  
  5736. ----------------------------------------
  5737.  
  5738. Argos / Class: Insectoid / LV: 17 (4)
  5739. Size : 3
  5740. Wits : Clever
  5741. Senses : Domain
  5742. Speech : Yes
  5743. Reaction : Mercurial
  5744. ID : 31
  5745. Weakness : [Fire]
  5746. Movement : Walk, Fly
  5747. | ACC | EVA | CNJ | RES | CHK
  5748. {Combat Stats} | 09 | 14 | 23 | 13 | 03
  5749. {Fixed Values} | 16 | 21 | 30 | 20 | 10
  5750. {Initiative} : 39 (15)
  5751. {HP} : 218
  5752. Armor : 10
  5753. Barrier : 10
  5754.  
  5755. Attack Methods
  5756.  
  5757. [Weapon Attack]: Magical Attack / 10 Sq. / 4# / Cancels
  5758. - [Element: Shock / Form: Magic] 3d6+40 Magical damage.
  5759.  
  5760. <<One-Hundred Evil Eyes>>: Start / 10 Sq. / Area / No Reactive Check
  5761. - The target gains one of [Shift: Fallen, Darkness] and -10 {Initiative} (to a minimum of 1).
  5762.  
  5763. <<Spirit Irradiation>>: Magical Attack / 10 Sq. / 3# / Cancels
  5764. - [Element: Light / Form: Magic] 6d6+80 Magical damage.
  5765.  
  5766. <<Hallucinatory Labyrinth>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  5767. - [Element: Phantom] 6d6+60 Magical damage.
  5768.  
  5769. <<Spirit Evil Eye>>>: Unique / Combat Zone / 1#
  5770. - Use At Any Time. The target loses one [Spirit Dice] or [Overflow].
  5771.  
  5772. <<Divine Eye's Power>>: Constant / User
  5773. - During the targets [Turn], gain x2 [Timing: Attack].
  5774.  
  5775. Materials (2d6)
  5776. Automatic: Hundred Hallucinations/Bestow Phantom: 1500G (Potency: 3)
  5777.  
  5778. Description:
  5779. A polytheistic mononoke that obtained a shard and gained power. In the east, they're known as Hyakume. In terms of appearance, they're exoskeleton-covered giants with countless eyes all over their body. Each eye contains spirit energy, and posseses various spiritual powers.
  5780. ----------------------------------------
  5781.  
  5782. Ushirogami / Class: Insectoid / LV: 17 (4)
  5783. Size : 2
  5784. Wits : Clever
  5785. Senses : Domain
  5786. Speech : Yes
  5787. Reaction : Hostile
  5788. ID : 31
  5789. Weakness : [Magnet]
  5790. Movement : Walk, Fly
  5791. | ACC | EVA | CNJ | RES | CHK
  5792. {Combat Stats} | 14 | 22 | 01 | 22 | 03
  5793. {Fixed Values} | 21 | 29 | 08 | 29 | 10
  5794. {Initiative} : 45 (17)
  5795. {HP} : 218
  5796. Armor : 5
  5797. Barrier : 5
  5798.  
  5799. Attack Methods
  5800.  
  5801. [Weapon Attack]: Ranged Attack / 10 Sq. / 4#
  5802. - [Element: Cold / Form: Ranged] 2d6+30 Physical damage to the target.
  5803.  
  5804. <<Demon Wind Magic>>: Start / Combat Zone / Combat Zone / No Reactive
  5805. - [Class: Insectoid] NPCs [Halve] the [Armor] and [Barrier] of the [Target] of [Attack Actions].
  5806.  
  5807. <<Spirit Gale>>: Physical Attack / 10 Sq. / 3#
  5808. - [Element: Wind / Form: Axe] 6d6+80 physical damage to the target.
  5809.  
  5810. <<Hot/Cold Wind>>: Unique / Combat Zone / 1#
  5811. - Use While Active. Gain +2 to the [Active Check]. 2/Round.
  5812.  
  5813. <<King of Insects>>: Constant / User
  5814. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, unles the target has [Shift: Dead], [Class: Insectoid] NPCs other than [Bosses] in the [Combat Zone] cannot be the target of [Target: 2#+] [Attack Actions] (Including [Target: Area - Combat Zone].)
  5815.  
  5816. Materials (2d6)
  5817. Automatic: Mysterious Crystal/Bestow Toxin: 1500G (Potency: 3)
  5818.  
  5819. Description:
  5820. A deified mosquito that appears as either a beautiful man, or woman, that smells strongly of the sea. They have very wicked personalities and enjoy eating human souls. Ushirogami that turn into <Avatar of Ruin> are called Beelzebub in the west.
  5821. ----------------------------------------
  5822.  
  5823. Ophion / Class: Insectoid / LV: 18 (4)
  5824. Size : 4
  5825. Wits : Clever
  5826. Senses : Domain
  5827. Speech : Yes
  5828. Reaction : Mercurial
  5829. ID : 34
  5830. Weakness : [Cold]
  5831. Movement : Walk, Swim
  5832. | ACC | EVA | CNJ | RES | CHK
  5833. {Combat Stats} | 23 | 06 | 25 | 07 | 03
  5834. {Fixed Values} | 30 | 13 | 32 | 14 | 10
  5835. {Initiative} : 35 (14)
  5836. {HP} : 254
  5837. Armor : 20
  5838. Barrier : 20
  5839.  
  5840. Attack Methods
  5841.  
  5842. [Weapon Attack]: Physical Attack / Combat Zone / 4#
  5843. - [Element: Toxin / Form: Axe] 5d6+40 Physical damage to the target.
  5844.  
  5845. <<Primordial Chaos>>: Start / Combat Zone / Combat Zone / No Reactive Check
  5846. - Target loses 2d6 {HP} then suffers either a [Bad Footing] or [Dim Lighting] penalty. (Core p152).
  5847.  
  5848. <<Light and Darkness>>: Physical Attack / Combat Zone / 3#
  5849. -[Element: Light / Form: Hammer] 6d6+90 physical damage.
  5850.  
  5851. <<Heat and Wind>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  5852. - [Element: Flame / Form: Magic] 6d6+60 Magical Damage.
  5853.  
  5854. <<Spatial Collapse>>: Unique / Engaged / Area
  5855. - Use at any time during the user's turn. The user [Installs] the target up to 4 Sq. away in any direction, and the target loses 4d6 {HP}.
  5856.  
  5857. <<Old Man of the Sea>>: Constant / User
  5858. - During the targets [Turn], gain x1 [Timing: Attack].
  5859.  
  5860. Materials (2d6)
  5861. Automatic: Space Egg/Null Fallen: 1500G (Potency: 3)
  5862.  
  5863. Description:
  5864. Ophion is a primordial, annelidic, and awakened creature. It looks like a huge, eyeless, ring-shaped worm with iridescent scales. It's existence, currently, is totally unconfirmed.
  5865. ----------------------------------------
  5866.  
  5867. Everlasting God / Class: Insectoid / LV: 19 (4)
  5868. Size : 4
  5869. Wits : Clever
  5870. Senses : Domain
  5871. Speech : Yes
  5872. Reaction : Mercurial
  5873. ID : 37
  5874. Weakness : [Magnet]
  5875. Movement : Walk
  5876. | ACC | EVA | CNJ | RES | CHK
  5877. {Combat Stats} | 26 | 05 | 22 | 09 | 04
  5878. {Fixed Values} | 33 | 12 | 29 | 16 | 11
  5879. {Initiative} : 25 (14)
  5880. {HP} : 265
  5881. Armor : 20
  5882. Barrier : 20
  5883.  
  5884. Attack Methods
  5885.  
  5886. [Weapon Attack]: Magical Attack / 10 Sq. / 4# / Cancels
  5887. - [Element: Wind / Form: Magic] 4d6+45 Magical damage to the target.
  5888.  
  5889. <<Poisonous Domain>>: Start / Combat Zone / Combat Zone / No Reactive Check
  5890. - The target [Halves] their [Armor] and [Barrier].
  5891.  
  5892. <<Toxic Spear>>: Physical Attack / Combat Zone / 3#
  5893. - [Element: Toxin / Form: Spear] 6d6+90 physical damage to the target.
  5894.  
  5895. <<Soul Destruction>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  5896. - [Form: Magic] 7d6+70 magical damage, and the target gains [Shift: Poison].
  5897.  
  5898. <<Lord of Island Gods>>: Constant / User
  5899. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, unless the target has [Shift: Dead], [Class: Insectoid] NPCs other than [Bosses] in the [Combat Zone] cannot be the target of [Target: 2#+] [Attack Actions] (Including [Target: Area - Combat Zone]).
  5900.  
  5901. Materials (2d6)
  5902. 2~8: None
  5903. 9+: Otherworldly Pupa/HP+9: 1500G (Potency: 3)
  5904.  
  5905. Description:
  5906. A rare insect-type god that exists in the deepest parts of sanctums. They look like huge, golden butterfly larva, and have a divine power that can give eternal youth and longevity. In the past, those that became aramitama were worshiped by the False God Cult.
  5907. ----------------------------------------
  5908.  
  5909. Leviathan / Class: Insectoid / LV: 19 (4)
  5910. Size : 5
  5911. Wits : Clever
  5912. Senses : Domain
  5913. Speech : Yes
  5914. Reaction : Friendship
  5915. ID : 35
  5916. Weakness : [Shock]
  5917. Movement : Walk, Fly
  5918. | ACC | EVA | CNJ | RES | CHK
  5919. {Combat Stats} | 26 | 01 | 23 | 13 | 03
  5920. {Fixed Values} | 33 | 08 | 30 | 20 | 10
  5921. {Initiative} : 39 (15)
  5922. {HP} : 275
  5923. Armor : 20
  5924. Barrier : 20
  5925.  
  5926. Attack Methods
  5927.  
  5928. [Weapon Attack]: Melee Attack / 7 Sq. / 2#
  5929. - [Element: Cold / Form: Spear] 5d6+47 Physical damage to the target.
  5930.  
  5931. <<Sea God's Great Fang>>: Physical Attack / Charge 4 Sq. / Area
  5932. - [Element: Toxin / Form: Axe] 6d6+90 Physical Damage.
  5933.  
  5934. <<Flame Breath>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  5935. - [Element: Fire / Form: Magic] 7d6+70 magical damage. 1/Round.
  5936.  
  5937. <<Black Smoke Ejection>>: Unique / Combat Zone / 1#
  5938. - Use on Damage Reduction. Change the [Attack Action] to [Target: 1#] and the user receives the damage and effects instead.
  5939.  
  5940. <<The Strongest Creature>>: Constant / User
  5941. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target always has [Remove: Fallen - Darkness - Poison - Pain], and [Halves] all [Damage] not bestowed with an element.
  5942.  
  5943. Materials (2d6)
  5944. Automatic: Feast of the Chosen/Bestow Light: 1500G (Potency: 3)
  5945.  
  5946. Description:
  5947. An ancient deity that the first god created on the fifth day of the creation of the heavens and the earth. It looks like a massive, golden worm with bright scales and glowing eyes. It is said to dwell in the ocean, but it's existence has not been confirmed at this time.
  5948. ----------------------------------------
  5949.  
  5950. Great Beetle God / Class: Insectoid / LV: 20 (4)
  5951. Size : 4
  5952. Wits : Clever
  5953. Senses : Domain
  5954. Speech : Yes
  5955. Reaction : Friendly
  5956. ID : 39
  5957. Weakness : [Phantom]
  5958. Movement : Walk, Fly
  5959. | ACC | EVA | CNJ | RES | CHK
  5960. {Combat Stats} | 27 | 18 | 02 | 21 | 04
  5961. {Fixed Values} | 34 | 25 | 09 | 28 | 11
  5962. {Initiative} : 43 (16)
  5963. {HP} : 303
  5964. Armor : 10
  5965. Barrier : 10
  5966.  
  5967. Attack Methods
  5968.  
  5969. [Weapon Attack]: Melee Attack / Engaged / 1#
  5970. - [Element: Shock / Form: Axe] 4d6+50 Physical damage to the target.
  5971.  
  5972. <<Divine Power: Fast Movement>>: Start / Combat Zone / 1# No Reactive Check
  5973. - Exchange the {Intiative} of the target and the user.
  5974.  
  5975. <<Devourer of Evil>>: Physical Attack / Charge 2 Sq. / Area
  5976. - [Element: Shock / Form: Spear] 5d6+100 physical damage.
  5977.  
  5978. <<Death Jaw>>: Physical Attack / Engaged / 1#
  5979. - [Form: Hammer] 7d6+110 physical damage. If the target is a mononoke other than a [Boss], instead change its {HP} to 0.
  5980.  
  5981. <<Great Beetle God Exoskeleton>>: Defense / User
  5982. - Use on Damage Reduction. The target gains +30 to [Armor].
  5983.  
  5984. <<Great Protector>>: Constant / User
  5985. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target [Halves] [Damage] that is not bestowed with an element.
  5986.  
  5987. Materials (2d6)
  5988. Automatic: Exoskeleton of the Beetle God/Halve Fire: 2000G (Potency: 4)
  5989.  
  5990. Description:
  5991. A mighty insect deity that serves the will of the planet. It is a giant beetle with eight legs and a beast-like mouth, preying on the paranormal evils that ravage the world. However, no one has ever seen it, so of course, it's existence has not been confirmed.
  5992. ----------------------------------------
  5993.  
  5994. Typhon / Class: Insectoid / LV: 20 (4)
  5995. Size : 5
  5996. Wits : Clever
  5997. Senses : Domain
  5998. Speech : Yes
  5999. Reaction : Hostile
  6000. ID : 22
  6001. Weakness : [Shock]
  6002. Movement : Walk, Fly
  6003. | ACC | EVA | CNJ | RES | CHK
  6004. {Combat Stats} | 27 | 11 | 26 | 05 | 03
  6005. {Fixed Values} | 34 | 18 | 33 | 12 | 10
  6006. {Initiative} : 21 (9)
  6007. {HP} : 328
  6008. Armor : 10
  6009. Barrier : 10
  6010.  
  6011. Attack Methods
  6012.  
  6013. [Weapon Attack]: Magical Attack / 10 Sq. / 2# / Cancels
  6014. - [Element: Wind / Form: Magic] 5d6+44 Magical damage to the target.
  6015.  
  6016. <<Hundred Snakeheads>>: Physical Attack / 10 Sq. / Area
  6017. - [Element: Phantom / Form: Spear] 5d6+100 physical damage.
  6018.  
  6019. <<Death Jaw>>: Physical Attack / Engaged / 1#
  6020. - [Form: Hammer] 7d6+110 physical damage. If the target is a mononoke other than a [Boss], instead change its {HP} to 0.
  6021.  
  6022. <<Burning Eye of God>>: Magical Attack / Combat Zone / Combat Zone / Halves
  6023. - [Element: Flame / Form: Magic] 7d6+70 magical damage.
  6024.  
  6025. <<Arm that reaches the Four Circles>>: Unique / Combat Zone / 1#
  6026. - Use on Damage Reduction. Change the targets [Attack Action] to [Target: 1#] and the user takes the damage and other effects.
  6027.  
  6028. <<Immortal Demon>>: Constant / User
  6029. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target [Halves] [Damage] from attacks not bestowed with an element.
  6030.  
  6031. Materials (2d6)
  6032. Automatic: Immortality Fruit/Barrier+4: 2000G (Potency: 4)
  6033.  
  6034. Description:
  6035. Typhon, the the first insectoid monster created by the ancient gods. It looks like a huge worm with a human upper body and a hundred snake heads. Currently, the creature does not exist.
  6036. ----------------------------------------
  6037.  
  6038. ================================================================================
  6039. * Plant Mononoke Lvl 1-10 [XXXF-4A]
  6040. ================================================================================
  6041. Bloodsucker Vine x5 / Class: Plant / LV: 1 (1)
  6042. Size : 1
  6043. Wits : Low
  6044. Senses : Area
  6045. Speech : No
  6046. Reaction : Hostile
  6047. ID : 9
  6048. Weakness : [Fire] [Cold]
  6049. Movement : Walk
  6050. | ACC | EVA | CNJ | RES | CHK
  6051. {Combat Stats} | 06 | 02 | 03 | 04 | 03
  6052. {Fixed Values} | 13 | 09 | 10 | 11 | 10
  6053. {Initiative} : 5 (4)
  6054. {HP} : 38
  6055. Armor : 1
  6056. Barrier : 3
  6057.  
  6058. Attack Methods
  6059.  
  6060. [Weapon Attack]: Melee Attack / Engaged / 1#
  6061. - [Form: Spear] 1d6+10 physical damage.
  6062.  
  6063. <<Restraint I>>: Physical Attack / 5 Sq. / 1#
  6064. - [Form: Spear] 2d6+10 physical damage. Targets that fail their {Evasion} check gain -2 to {Initiative} (To a minimum of 0) until [Timing: End]. This effect can stack (up to a maximum of -6).
  6065.  
  6066. <<Bladed Vine>>: Unique / 5 Sq. / 1#
  6067. - Use on Damage Calculation. The target gains +1d6 to [Damage]. 1/Round.
  6068.  
  6069. Materials (2d6)
  6070. 2~5: None
  6071. 6~9: Creeping Vine/Agility+1: 500G (Potency: 1)
  6072. 10+: Crimson Flower/HP+6: 1000G (Potency: 2)
  6073.  
  6074. Description:
  6075. Mononoke with white-ish leaves and stems. Their vines move like snakes, and entangle prey such as humans or animals. They mutilate their prey and absorb their body fluids for nutrients. After feeding, their white-tinged stems and leaves turn crimson, and flowers with a red color reminiscent of blood bloom.
  6076.  
  6077. ----------------------------------------
  6078. Angel x1 / Class: Plant / LV: 1 (1)
  6079. Size : 2
  6080. Wits : High
  6081. Senses : Magic
  6082. Speech : Yes
  6083. Reaction : Mercurial
  6084. ID : 6
  6085. Weakness : [Phantom] [Toxin]
  6086. Movement : Walk, Fly
  6087. | ACC | EVA | CNJ | RES | CHK
  6088. {Combat Stats} | 01 | 07 | 06 | 02 | 05
  6089. {Fixed Values} | 08 | 14 | 13 | 09 | 12
  6090. {Initiative} : 15 (7)
  6091. {HP} : 46
  6092. Armor : 1
  6093. Barrier : 2
  6094.  
  6095. Attack Methods
  6096.  
  6097. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  6098. - [Form: Magic] 2d6+7 Magical damage. [Additional Effect]: gain +1# to the [Target] of the [Weapon Attack]. 1/Combat.
  6099.  
  6100. <<Healing Magic I>>: Magical Attack / 7 Sq. / 1# / Cancels
  6101. - The target [Recovers] 2d6+7 [Magical Damage]. 1/Round.
  6102.  
  6103. <<Angelic Song>>: Unique / 3 Sq. / 1#
  6104. - Use on {Main Stat} Check. The target gains +2 to the [Check].
  6105.  
  6106. <<Choir>>: Constant / User
  6107. - For each mononoke with the same name in an [Engagement] with the user (including the user itself), gain +2 [Magical Damage].
  6108.  
  6109. Materials (2d6)
  6110. 2~7: None
  6111. 8+: Angel Wing/Luck+1: 500G (Potency: 1)
  6112.  
  6113. Description:
  6114. A spirit created by the only God, worshiped by the <Church>. Angels take the form of a human with beautiful bird wings that sprout from their back. They have a good character and protect humans, but have a lot of individual differences in their personalities because there are so many of them.
  6115.  
  6116. ----------------------------------------
  6117. Obariyon / Class: Plant / LV: 1 (1)
  6118. Size : 2
  6119. Wits : Clever
  6120. Senses : Magic
  6121. Speech : Yes
  6122. Reaction : Neutral
  6123. ID : 15
  6124. Weakness : [Fire] [Cold]
  6125. Movement : Walk
  6126. | ACC | EVA | CNJ | RES | CHK
  6127. {Combat Stats} | 07 | 01 | 03 | 06 | 01
  6128. {Fixed Values} | 14 | 08 | 10 | 13 | 08
  6129. {Initiative} : 5 (4)
  6130. {HP} : 58
  6131. Armor : 5
  6132. Barrier : 5
  6133.  
  6134. Attack Methods
  6135.  
  6136. [Weapon Attack]: Melee Attack / 8 Sq. / 2#
  6137. - [Form: Hammer] 2d6+8 Physical damage.
  6138.  
  6139. <<"Obariyon!">> Unique / 8 Sq. / 1#
  6140. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#] and the user receives the damage and other effects. 1/Round.
  6141.  
  6142. <<Bariyon>> Constant / User
  6143. - As long as the target does not have [Shift: Dead], [Class: Plant] NPCs in the [Combat Zone] with "x#" in their name that are [Ready] gain +10 [Armor] and [Barrier]. This Effect can stack (Up to a maximum of +20).
  6144.  
  6145. Materials (2d6)
  6146. 2~7: None
  6147. 8~10: Stone Piece/Luck+1: 500G (Potency: 1)
  6148. 11+: Stranger's Gold/Luck+2: 1000G (Potency: 2)
  6149.  
  6150. Description:
  6151. This mononoke is the byproduct of a shard entering a boulder and maturing over several years. Many of them enjoy being mischievous to humans. A common trick of theirs is to wait until the middle of the night and leap onto someone's back while shouting "Ohari-Yon!", gradually becoming heavier and refusing to leave. However, for those who endure their mischief, they may be rewarded with a gift of fool's gold.
  6152.  
  6153. ----------------------------------------
  6154. Sprite / Class: Plant / LV: 1 (1)
  6155. Size : 1
  6156. Wits : Normal
  6157. Senses : Magic
  6158. Speech : Yes
  6159. Reaction : Friendly
  6160. ID : 10
  6161. Weakness : [Fire] [Toxin]
  6162. Movement : Walk, Fly
  6163. | ACC | EVA | CNJ | RES | CHK
  6164. {Combat Stats} | 04 | 04 | 04 | 03 | 01
  6165. {Fixed Values} | 11 | 11 | 11 | 10 | 08
  6166. {Initiative} : 7 (4)
  6167. {HP} : 38
  6168. Armor : 1
  6169. Barrier : 3
  6170.  
  6171. Attack Methods
  6172.  
  6173. [Weapon Attack]: Magical Attack / 5 Sq. / 1# / Cancels
  6174. - [Form: Magic] 1d6+5 magical damage.
  6175.  
  6176. <<Healing Magic I>>: Magical Attack / 7 Sq. / 1#
  6177. - The target [Recovers] {HP} equal to 2d6+5 [Magic Damage]. 1/Round
  6178.  
  6179. <<Spiritual Interference: Tiferet>>: Magical Attack / 5 Sq. / 1# / Cancels
  6180. - Change one of the targets [Spirit Dice] to a 6. 1/Round.
  6181.  
  6182. Materials (2d6)
  6183. 2~5: None.
  6184. 6~9: Fairy Dust/Luck+1: 500G (Potency: 1)
  6185. 10+: Fairy Wing/Evade+1: 1000G (Potency: 2)
  6186.  
  6187.  
  6188. Description:
  6189. A mononoke with a child-like appearance and beautiful wings that stands around 30cm tall. These small fairies are born after spirit energy combines with a plant, and their bodies constantly emit a faint light. Since it's mostly composed of spiritual power, it's capable of healing wounds and granting small fortunes. They have curious and mischievous personalities, and sometimes stir up trouble by appearing in villages.
  6190.  
  6191. ----------------------------------------
  6192. Jack O' Lantern / Class: Plant / LV: 2 (1)
  6193. Size : 1
  6194. Wits : Clever
  6195. Senses : Magic
  6196. Speech : Yes
  6197. Reaction : Hostile
  6198. ID : 13
  6199. Weakness : [Cold] [Wind]
  6200. Movement : Walk, Fly
  6201. | ACC | EVA | CNJ | RES | CHK
  6202. {Combat Stats} | 04 | 02 | 06 | 03 | 01
  6203. {Fixed Values} | 11 | 09 | 13 | 10 | 08
  6204. {Initiative} : 8 (5)
  6205. {HP} : 39
  6206. Armor : 3
  6207. Barrier : 4
  6208.  
  6209. Attack Methods
  6210.  
  6211. [Weapon Attack]: Ranged Attack / 7 Sq. / 1#
  6212. - [Form: Ranged] 1d6+6 physical damage.
  6213.  
  6214. <<Element Resist>>: Start / Combat Zone / 1#
  6215. - The target [Halves] [Element: Shock] [Damage].
  6216.  
  6217. <<Shock Lantern>>: Magical Attack / 5 Sq. / 1# / Cancels
  6218. - [Element: Shock / Form: Magic] 2d6+8 magical damage.
  6219.  
  6220. <<Spiritual Interference: Binah>>: Magical Attack / 5 Sq. / 1# / Cancels
  6221. - Change any one of the targets [Spirit Dice] to a 3 (User's Choice). 1/Round.
  6222.  
  6223. Materials (2d6)
  6224. 2~9: Black Coat/Armor+1: 500G (Potency: 1)
  6225. 10+: Pumpkin Head/Intellect+2: 1000G (Potency: 2)
  6226.  
  6227. Description:
  6228. A mononoke with a pumpkin-like head that wear a dark cloak. The pumpkin has numerous cuts that form it's eyes, nose, and mouth, from which a wavering orange light emerges. In reality, these are evil fairies born from spirit energy mixed with miasma. They appear in forests at night, attempting to lure humans to their doom. Contrary to their funny appearance, they are an evil existence.
  6229.  
  6230. ----------------------------------------
  6231. Kijimuna / Class: Plant / LV: 2 (1)
  6232. Size : 1
  6233. Wits : Low
  6234. Senses : Magic
  6235. Speech : Yes
  6236. Reaction : Friendly
  6237. ID : 11
  6238. Weakness : [Cold]
  6239. Movement : Walk
  6240. | ACC | EVA | CNJ | RES | CHK
  6241. {Combat Stats} | 07 | 01 | 08 | 03 | 01
  6242. {Fixed Values} | 14 | 08 | 15 | 10 | 08
  6243. {Initiative} : 2 (3)
  6244. {HP} : 39
  6245. Armor : 0
  6246. Barrier : 2
  6247.  
  6248. Attack Methods
  6249.  
  6250. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  6251. - [Form: Magic] 1d6+10 Magical damage.
  6252.  
  6253. <<Wil-O'-The-Wisp>>: Magical Attack / 3 Sq. / 1# / Halves
  6254. - [Element: Fire] 3d6+20 Magical damage. 1/Round.
  6255.  
  6256. <<Banyan Blessing>> Attack / Combat Zone / 1#
  6257. The target gains either 1. or 2. 1/Round.
  6258. 1. +2 to {Luck} checks.
  6259. 2. The target gains x1 [Item: Consumable / Cost: 100G or less]. If this item is not used, it disappears during [Timing: End], or at the end of a scene.
  6260.  
  6261. Materials (2d6)
  6262. 2~9: None
  6263. 10+: Left eye of a Fish/Luck+1: 500G (Potency: 1)
  6264.  
  6265. Description:
  6266. A banyan (or other tree) that became a mononoke after obtaining a shard. They have a naughty personality, but are friendly to humans. By taking good care of them, they will bring you good fortune.
  6267.  
  6268. ----------------------------------------
  6269. Gangikozo / Class: Plant / LV: 2 (1)
  6270. Size : 2
  6271. Wits : Low
  6272. Senses : Heat
  6273. Speech : Yes
  6274. Reaction : Mercurial
  6275. ID : 10
  6276. Weakness : [Shock] [Toxin]
  6277. Movement : Walk, Swim
  6278. | ACC | EVA | CNJ | RES | CHK
  6279. {Combat Stats} | 04 | 01 | 03 | 10 | 02
  6280. {Fixed Values} | 11 | 08 | 10 | 17 | 09
  6281. {Initiative} : 4 (3)
  6282. {HP} : 39
  6283. Armor : 7
  6284. Barrier : 1
  6285.  
  6286. Attack Methods
  6287.  
  6288. [Weapon Attack]: Melee Attack / Engaged / 1#
  6289. - [Form: Spear] 2d6+6 Physical damage. [Additional Effect]: The user may change to a [Special Attack].
  6290.  
  6291. <<Scaled Body>>: Defense / Engaged / 1#
  6292. - Use on Damage Reduction. The target gains +7 [Armor].
  6293.  
  6294. <<Creepy Spirit>>: Constant / User
  6295. - As long as the target does not have [Shift: Dead], [Class: Plant] mononoke other than [Bosses] in the [Combat Zone] ignore "may apply [Shift: Dead] to all mononoke with x# in their name" effects.
  6296.  
  6297. Materials (2d6)
  6298. 2~9: Freshwater Fish/Strength+1: 500G (Potency: 1)
  6299. 10+: Wood-like Scale/Armor+2: 1000G (Potency: 2)
  6300.  
  6301. Description:
  6302. A mononoke that resulted from the combination of shards with a rocks, flowers, and a riverbank. It looks like a hair-covered turtle-human hybrid with a maw full of razor-sharp teeth. They gain spiritual power by consuming freshwater fish, but will assault humans if the fish population is depleted by environmental pollution.
  6303.  
  6304. ----------------------------------------
  6305. Alraune / Class: Plant / LV: 3 (1)
  6306. Size : 2
  6307. Wits : High
  6308. Senses : Domain
  6309. Speech : Yes
  6310. Reaction : Hostile
  6311. ID : 15
  6312. Weakness : [Fire] [Cold]
  6313. Movement : Walk
  6314. | ACC | EVA | CNJ | RES | CHK
  6315. {Combat Stats} | 06 | 02 | 08 | 03 | 01
  6316. {Fixed Values} | 13 | 09 | 15 | 10 | 08
  6317. {Initiative} : 6 (4)
  6318. {HP} : 45
  6319. Armor : 1
  6320. Barrier : 3
  6321.  
  6322. Attack Methods
  6323.  
  6324. [Weapon Attack]: Melee Attack / Engaged / 1#
  6325. - [Form: Axe] 2d6+9 physical damage.
  6326.  
  6327. <<Collective Illusion>>: Start / Combat Zone / Combat Zone / No Reactive Check
  6328. - The target gains -1 to [Active Checks].
  6329.  
  6330. <<Enchanting Fragrance>>: Magical Attack / 7 Sq. 3# / Cancels
  6331. - [Element: Phantom / Form: Magic] 2d6+15 magical damage.
  6332.  
  6333. <<Unique Magic>>: Unique / User
  6334. - Use on Active Check. Change a [Magic Attack] to a [Special Attack]. 1/Round.
  6335.  
  6336. Materials (2d6)
  6337. 2~11: Creeping Vine/Agility+1: 500G (Potency: 1)
  6338. 12+: Jet Black Flower/Will+3: 1500G (Potency: 3)
  6339.  
  6340. Description:
  6341. A bewitching beauty with green skin, and a plant mononoke in the form of a girl. A large, black flower blooms on it's head, and it's "hair" is a vine-like grass that can move on it's own. They sprout from seeds and grow in the same way as ordinary plants, but gradually take on a female figure. When the mutation is over, it's roots will wither, allowing it to move around. They are highly intelligent and seduce people with their charming appearance, only to devour them for nutrients afterwards.
  6342.  
  6343. ----------------------------------------
  6344. Shi Ren / Class: Plant / LV: 3 (1)
  6345. Size : 2
  6346. Wits : Clever
  6347. Senses : Magic
  6348. Speech : Yes
  6349. Reaction : Friendly
  6350. ID : 16
  6351. Weakness : [Wind]
  6352. Movement : Walk
  6353. | ACC | EVA | CNJ | RES | CHK
  6354. {Combat Stats} | 08 | 06 | 04 | 03 | 01
  6355. {Fixed Values} | 15 | 13 | 11 | 10 | 08
  6356. {Initiative} : 5 (4)
  6357. {HP} : 50
  6358. Armor : 10
  6359. Barrier : 10
  6360.  
  6361. Attack Methods
  6362.  
  6363. [Weapon Attack]: Physical Attack / 10 Sq. / 1#
  6364. - [Element: Magnet / Form: Hammer] 3d6+10 physical damage.
  6365.  
  6366. <<Phantom Stone Sound>>: Start / Combat Zone / Combat Zone
  6367. - [Class: Plant] NPCs other than the user gain +2d6 [Damage], and may use x1 [Weapon Attack] immediately. 1/Combat.
  6368.  
  6369. <<Stone God Fragment>>: Defense / 10 Sq. / 1#
  6370. - Use on Damage Reduction. The user takes the damage and other effects in place of the target (treat as though {Resist} check had failed). If the target is something other than [Class: Plant], the user gains +20 [Armor] and [Barrier].
  6371.  
  6372. <<Shi Ren Spiritual Power>>: Constant / User
  6373. - When targeted by an [Attack Action] that is [Target: 2#+] (Including [Area - Combat Zone]), the target gains +10 [Armor] and [Barrier].
  6374.  
  6375.  
  6376. Materials (2d6)
  6377. Automatic: Shi Ren Fragment/Barrier+2: 1000G (Potency: 2)
  6378.  
  6379. Description:
  6380. A monster formed after a shard entered stones and matured for many years. They have a humanoid shape, formed from an amalgam of stones and rocks. At first glance, they appear frightening: But they are very gentle, and are likely to protect people who get lost in the forest or on mountains, and return them back to civilization. Many of them have a strong sense of chivalry, and when they fight, try to protect their allies with all their might.
  6381.  
  6382. ----------------------------------------
  6383. Human-Faced Tree x1 / Class: Plant / LV: 2 (1)
  6384. Size : 2
  6385. Wits : Low
  6386. Senses : Heat
  6387. Speech : No
  6388. Reaction : Mercurial
  6389. ID : 14
  6390. Weakness : [Fire] [Cold]
  6391. Movement : Walk
  6392. | ACC | EVA | CNJ | RES | CHK
  6393. {Combat Stats} | 02 | 01 | 07 | 09 | 02
  6394. {Fixed Values} | 09 | 08 | 14 | 16 | 09
  6395. {Initiative} : 2 (3)
  6396. {HP} : 53
  6397. Armor : 5
  6398. Barrier : 5
  6399.  
  6400. Attack Methods
  6401.  
  6402. [Weapon Attack]: Magical Attack / 10 Sq. / 2# / Cancels
  6403. - [Element: Toxin / Form: Magic] 2d6+12 Magical damage.
  6404.  
  6405. <<Flower-person's Mockery>>: Start / Combat Zone / Combat Zone
  6406. - [Class: Plant] mononoke other than the user gain +2d6 [Damage], and may [Install] up to 3 Sq. away.
  6407.  
  6408. <<Flower-Head's Scream>>: Defense / 10 Sq. / 1#
  6409. - Use on Damage Reduction. The user receives the [Damage] and other effects instead of the target (treat as though {Resist} check had failed).
  6410.  
  6411. <<Monster Tree's Spirit>>: Constant / User
  6412. - While the target is [Ready], gain +15 [Armor] and [Barrier].
  6413.  
  6414. Materials (2d6)
  6415. Automatic: Human-Faced Fruit/Barrier+2: 1000G (Potency: 2)
  6416.  
  6417. Description:
  6418. A tree that harbors a shard and is, as a result, a mononoke. It has several large, beautiful flowers all over it, but features a growth that looks like a human face on it's trunk. When these faces are stimulated, they make a big smile and exert spiritual pressure on their surroundings.
  6419.  
  6420. ----------------------------------------
  6421. Yonaki Ishi / Class: Plant / LV: 4 (1)
  6422. Size : 1
  6423. Wits : Clever
  6424. Senses : Heat
  6425. Speech : Yes
  6426. Reaction : Mercurial
  6427. ID : 15
  6428. Weakness : [Shock]
  6429. Movement : Walk, Fly
  6430. | ACC | EVA | CNJ | RES | CHK
  6431. {Combat Stats} | 04 | 01 | 03 | 07 | 09
  6432. {Fixed Values} | 11 | 08 | 10 | 14 | 16
  6433. {Initiative} : 5 (3)
  6434. {HP} : 51
  6435. Armor : 10
  6436. Barrier : 10
  6437.  
  6438. Attack Methods
  6439.  
  6440. [Weapon Attack]: Magical Attack / 10 Sq. / 2# / Cancels
  6441. - [Element: Wind / Form: Magic] 1d6+7 magical damage.
  6442.  
  6443. <<Stone God's Anger>>: Start / Combat Zone / Combat Zone
  6444. - [Class: Plant] NPCs other than the user gain +10 [Damage], and once per turn may perform x1 [Weapon Attack] after [Damage Reduction]. 1/Combat.
  6445.  
  6446. <<Stone Miracle>>: Magical Attack / 10 Sq. / 1# / Cancels
  6447. - The target [Recovers] 3d6+10 magical damage.
  6448.  
  6449. <<God of Stone>>: Constant / User
  6450. - Unless the target has [Shift: Dead], [Class: Plant] NPCs other than [Bosses] in the [Combat zone] cannot be targeted by [Target: 2#+] [Attack Actions] (including [Area - Combat Zone].)
  6451.  
  6452.  
  6453. Materials (2d6)
  6454. Automatic: Spirit Stone Fragment/Speed+2: 1000G (Potency: 2)
  6455.  
  6456. Description:
  6457. A stone statue, or boulder that gained a shard and became a mononoke. It has a high level of spiritual power and emits numerous mysterious sounds, but is said to speak carefully. Many are neutral, but rarely evil.
  6458.  
  6459. ----------------------------------------
  6460. Spider Lily Spirit / Class: Plant / LV: 4 (1)
  6461. Size : 2
  6462. Wits : High
  6463. Senses : Domain
  6464. Speech : Yes
  6465. Reaction : Friendly
  6466. ID : 14
  6467. Weakness : [Fire] [Shock]
  6468. Movement : Walk
  6469. | ACC | EVA | CNJ | RES | CHK
  6470. {Combat Stats} | 04 | 01 | 11 | 07 | 01
  6471. {Fixed Values} | 11 | 08 | 18 | 14 | 08
  6472. {Initiative} : 9 (5)
  6473. {HP} : 61
  6474. Armor : 1
  6475. Barrier : 7
  6476.  
  6477. Attack Methods
  6478.  
  6479. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  6480. - [Element: Shock / Form: Magic] 2d6+18 magical damage.
  6481.  
  6482. <<Toxic Resistance>>: Start / Combat Zone / 1#
  6483. - The target [Halves] [Element: Toxin] [Damage].
  6484.  
  6485. <<Spirit Tree Divine Power>>: Magical Attack / 5 Sq. / 2# / Cancels
  6486. - [Element: Light / Form: Magic] 3d6+18 magical damage.
  6487.  
  6488. <<Spirit Tree Protector>>: Magical Attack / 7 Sq. / 1# / Cancels
  6489. - The target [Recovers] {HP} equal to 1d6+18 [Magical Damage].
  6490.  
  6491. Materials (2d6)
  6492. 2~9: Tokijiku Fruit/Luck+1: 500G (Potency: 1)
  6493. 10+: Tokijiku Branch/HP+9: 1500G (Potency: 3)
  6494.  
  6495. Description:
  6496. A floral spirit that takes the form of a beautiful boy or girl. The Japanese variety manifest in traditional robes, or Miko attire. Most of them are messengers or priests who serve plant gods and high-level spiritual trees. They have particularly strong divine abilities, can ward spirits, and heal the wounds of innocents. Occasionally, they decide to live with humans.
  6497.  
  6498. ----------------------------------------
  6499. Roulingzhi / Class: Plant / LV: 4 (1)
  6500. Size : 3
  6501. Wits : Clever
  6502. Senses : Normal
  6503. Speech : No
  6504. Reaction : Neutral
  6505. ID : 10
  6506. Weakness : [Magnet] [Toxin]
  6507. Movement : Walk
  6508. | ACC | EVA | CNJ | RES | CHK
  6509. {Combat Stats} | 11 | 01 | 08 | 03 | 01
  6510. {Fixed Values} | 18 | 08 | 15 | 10 | 08
  6511. {Initiative} : 6 (4)
  6512. {HP} : 71
  6513. Armor : 1
  6514. Barrier : 1
  6515.  
  6516. Attack Methods
  6517.  
  6518. [Weapon Attack]: Melee Attack / Engaged / 1#
  6519. - [Form: Spear] 3d6+11 physical damage.
  6520.  
  6521. <<Secret Technique - Meatball>>: Defense / Engaged / 1#
  6522. - Use before {Evade} check. The user receives the damage and other effects instead of the target ({Evade} check automatically fails). This Talent cannot be used against [Range: Area - Combat Zone].
  6523.  
  6524. <<Counter>>: Unique / User / No Reactive Check
  6525. - Use before {Evade} check. The target automatically fails the {Evade} check, and inflicts [Form: Hammer] 2d6+28 on [Range: Engaged / Target: 1#]. 2/Round.
  6526.  
  6527. Materials (2d6)
  6528. 2~10: Brave Meat/PD+1: 500G (Potency: 1)
  6529. 9+: Primitive Warrior Soul/PD+3: 1500G (Potency: 3)
  6530.  
  6531. Description:
  6532. A mononoke that looks like a mass of meat. Also called a Nuppeppo, it's true identity is that of a mycelium that combined with a shard and gained spiritual power. It is said that it appeared in Tokugawa Ieyasu's castle, Tonfu, and when he ate it's meat, he gained the spiritual power to raise fighting spirits.
  6533.  
  6534. ----------------------------------------
  6535. Konaki-Jiji / Class: Plant / LV: 5 (1)
  6536. Size : 2
  6537. Wits : High
  6538. Senses : Magic
  6539. Speech : Yes
  6540. Reaction : Neutral
  6541. ID : 13
  6542. Weakness : [Fire] [Cold]
  6543. Movement : Walk
  6544. | ACC | EVA | CNJ | RES | CHK
  6545. {Combat Stats} | 14 | 07 | 05 | 03 | 01
  6546. {Fixed Values} | 21 | 14 | 12 | 10 | 08
  6547. {Initiative} : 19 (8)
  6548. {HP} : 71
  6549. Armor : 3
  6550. Barrier : 10
  6551.  
  6552. Attack Methods
  6553.  
  6554. [Weapon Attack]: Melee Attack / Engaged / 1#
  6555. - [Form: Spear] 2d6+13 physical damage. [Additional Effect]: +2d6 [Physical Damage]. 1/Round.
  6556.  
  6557. <<Fixed Motion>>: Physical Attack / Charge 4 Sq. / 1#
  6558. - [Form: Hammer] 3d6+26 physical damage. IF the target fails their [Reactive Check], they cannot be moved or [Installed] from their current square until [Timing: End].
  6559.  
  6560. <<Spirits Cry>>: Constant / User
  6561. - One [Range: Engaged] character chosen by the user gains -5 {Initiative} (to a Minimum of 1. This effect can stack).
  6562.  
  6563. Materials (2d6)
  6564. 2~9: Old Man's Apron/Initiative+1: 500G (Potency: 1)
  6565. 10+: Model Loincloth/Initiative+2: 1000G (Potency: 2)
  6566.  
  6567. Description:
  6568. A boulder that gained a shard and became a deity in it's own right. It takes the form of a small old man dressed like a toddler. Many of them serve as mountain guardians who are said to viciously punish those with evil intent.
  6569.  
  6570. ----------------------------------------
  6571. Principality / Class: Plant / LV: 5 (1)
  6572. Size : 3
  6573. Wits : Clever
  6574. Senses : Magic
  6575. Speech : Yes
  6576. Reaction : Neutral
  6577. ID : 16
  6578. Weakness : [Shock] [Toxin]
  6579. Movement : Walk, Fly
  6580. | ACC | EVA | CNJ | RES | CHK
  6581. {Combat Stats} | 12 | 09 | 05 | 03 | 01
  6582. {Fixed Values} | 19 | 16 | 12 | 10 | 08
  6583. {Initiative} : 19 (8)
  6584. {HP} : 71
  6585. Armor : 10
  6586. Barrier : 10
  6587.  
  6588. Attack Methods
  6589.  
  6590. [Weapon Attack]: Ranged Attack / 8 Sq. / 2#
  6591. - [Element: Light / Form: Ranged] 3d6+19 physical damage.
  6592.  
  6593. <<Angel of Governance>>: Start / Combat Zone / Combat Zone
  6594. - Move the target up to 4 Sq away, then the target gains +2d6 {Initiative}. 1/Combat.
  6595.  
  6596. <<Light of God>>: Physical Attack / 8 Sq. / 1#
  6597. - [Element: Light / Form: Hammer] 3d6+30 physical damage.
  6598.  
  6599. <<Third-Sphere Spirituality>>: Physical Attack / 7 Sq. / Area
  6600. - [Form: Spear] 4d6+20 physical damage. 1/Round.
  6601.  
  6602. <<Embodiment of Justice>>: Unique / Combat Zone / 1#
  6603. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the damage and other effects.
  6604.  
  6605. <<7th Order>>: Constant / User
  6606. - During the targets [Turn], gain x1 [Timing: Attack].
  6607.  
  6608. Materials (2d6)
  6609. Automatic: Wing of the Law Angel/Initiative+2: 1000G (Potency: 2)
  6610.  
  6611. Description:
  6612. An angel who that grew as a result of several years of intaking spiritual power. It's a high-ranking angel within the 7th order, and is also considered an Arch-Angel, alongside being known as a principality. It is said to have spiritual power over the protection and governance of cities, and represents justice in the name of God.
  6613.  
  6614. ----------------------------------------
  6615. Spirit / Class: Plant / LV: 5 (1)
  6616. Size : 2
  6617. Wits : Clever
  6618. Senses : Domain
  6619. Speech : Yes
  6620. Reaction : Mercurial
  6621. ID : 13
  6622. Weakness : [Wind]
  6623. Movement : Walk, Fly, Swim
  6624. | ACC | EVA | CNJ | RES | CHK
  6625. {Combat Stats} | 10 | 01 | 03 | 01 | 11
  6626. {Fixed Values} | 17 | 08 | 10 | 08 | 18
  6627. {Initiative} : 7 (4)
  6628. {HP} : 74
  6629. Armor : 10
  6630. Barrier : 10
  6631.  
  6632. Attack Methods
  6633.  
  6634. [Weapon Attack]: Ranged Attack / 10 Sq. / 2#
  6635. - [Form: Ranged] 2d6+15 physical damage.
  6636.  
  6637. <<Spiritual Aura>>: Start / Combat Zone / Combat Zone
  6638. - The target reduces [Damage] by 10.
  6639.  
  6640. <<Forced Spirit>>: Defense / 10 Sq. / 1#
  6641. - Use on Damage Reduction. 1 [Class: Plant] NPC in the [Combat Zone] receives the [Damage] and effects instead of the target (Treat as though {Resist} check had failed. The NPC may refuse this effect.
  6642.  
  6643. <<Spirit Blessing>>: Constant / User
  6644. - Unless the target has [Shift: Dead], [Class: Plant] NPCs other than [Bosses] in the [Combat Zone] gain +10 [Damage] and {Initiative}.
  6645.  
  6646. Materials (2d6)
  6647. Automatic: Seed of Light/MD+2: 1000G (Potency: 2)
  6648.  
  6649. Description:
  6650. A shard that has combined with the very concept of nature itself. They look like glowing spheres and appear in many places of nature, such as mountains or large forests. Sprites are known to lead other plant mononoke because of their high spiritual power. The good ones lead lost people to safety or invite them into houses formed from spirit energy to entertain them. However, evil sprites can possess humans or cause them to become lost in the land of the dead.
  6651.  
  6652. ----------------------------------------
  6653. Dryad / Class: Plant / LV: 6 (2)
  6654. Size : 2
  6655. Wits : High
  6656. Senses : Domain
  6657. Speech : Yes
  6658. Reaction : Friendly
  6659. ID : 16
  6660. Weakness : [Fire] [Toxin]
  6661. Movement :
  6662. | ACC | EVA | CNJ | RES | CHK
  6663. {Combat Stats} | 06 | 01 | 11 | 08 | 01
  6664. {Fixed Values} | 13 | 08 | 18 | 15 | 08
  6665. {Initiative} : 15 (7)
  6666. {HP} : 72
  6667. Armor : 3
  6668. Barrier : 8
  6669.  
  6670. Attack Methods
  6671.  
  6672. [Weapon Attack]: Magical Attack / 5 Sq. / 1# / Cancels
  6673. - [Form: Magic] 2d6+17 magical damage.
  6674.  
  6675. <<Cry of Lamentation>>: Magical Attack / Combat Zone / 4# / Cancels
  6676. - [Element: Magnet] 2d6+22 magical damage.
  6677.  
  6678. <<Healing Spirit>>: Magical attack / 7 Sq. / Area / Cancels
  6679. - The target [Recovers] {HP} equal to 2d6+22 [Magic Damage].
  6680.  
  6681. <<Magical Voice>>: Unique / 5 Sq. / 1#
  6682. - Use on Damage Reduction. The target reduces [Magic Damage] by 10. 1/Round.
  6683.  
  6684. <<Dragonpulse Activation I>>: End / Combat Zone / 1#
  6685. - The target changes 1 exhausted spirit dice to any number.
  6686.  
  6687. Materials (2d6)
  6688. 2~9: Sacred Tree Branch/Strength+2: 1000G (Potency: 2)
  6689. 10+: Forest Spirit's Hair Strand/Null Fallen: 1500G (Potency: 3)
  6690.  
  6691. Description:
  6692. The spirit of a sacred tree in the form of a beautiful woman with grassy hair and green eyes. Dryads are fairies that have lived for long periods of time that protect forests. They don't like fighting or touching concrete, but will take up arms to punish those who bring misfortune to the forest. They're featured in a number of love stories in various countries, but many of them are tragedies.
  6693.  
  6694. ----------------------------------------
  6695. Monk / Class: Plant / LV: 6 (2)
  6696. Size : 2
  6697. Wits : Clever
  6698. Senses : Magic
  6699. Speech : Yes
  6700. Reaction : Mercurial
  6701. ID : 24
  6702. Weakness : [Fire]
  6703. Movement : Walk
  6704. | ACC | EVA | CNJ | RES | CHK
  6705. {Combat Stats} | 13 | 05 | 12 | 01 | 01
  6706. {Fixed Values} | 20 | 12 | 19 | 08 | 08
  6707. {Initiative} : 22 (9)
  6708. {HP} : 80
  6709. Armor : 10
  6710. Barrier : 10
  6711.  
  6712. Attack Methods
  6713.  
  6714. [Weapon Attack]: Ranged Attack / 10 Sq. / 1#
  6715. - [Element: Light / Form: Ranged] 4d6+19 physical damage.
  6716.  
  6717. <<Exotic Martial Arts>>: Physical Attack / Charge 2 Sq. / 1#
  6718. - [Element: Wind / Form: Hammer] 5d6+30 physical damage. Targets that fail their [Reactive Check] gain [Shift: Fallen].
  6719.  
  6720. <<Sudden Defiance of Law>>: Unique / User
  6721. - Use on Damage Reduction. The target deals the same damage received during [Damage Calculation] to [Range: Combat Zone / Target: 3]. 1/Combat.
  6722.  
  6723. <<Practitioner's Path>>: Constant / User
  6724. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, unless the target has [Shift: Dead], [Class: Plant] NPCs other than the user in the [Combat Zone] gain +10 [Damage].
  6725.  
  6726. Materials (2d6)
  6727. Automatic: Yahata Mirror/Will+2: 1000G (Potency: 2)
  6728.  
  6729. Description:
  6730. An oriental magician who continues training to achieve Enlightenment. By engaging in studies of sorcery, training, and following a philosophy called "the Tao(way)" and "Senshou", one can boast the fruits of their labor: great spiritual power while living only as a man.
  6731.  
  6732. ----------------------------------------
  6733. Sunakake Baba / Class: Plant / LV: 6 (2)
  6734. Size : 2
  6735. Wits : Clever
  6736. Senses : Magic
  6737. Speech : Yes
  6738. Reaction : Neutral
  6739. ID : 16
  6740. Weakness : [Wind] [Magnet]
  6741. Movement : Walk
  6742. | ACC | EVA | CNJ | RES | CHK
  6743. {Combat Stats} | 05 | 03 | 15 | 08 | 01
  6744. {Fixed Values} | 12 | 10 | 22 | 15 | 08
  6745. {Initiative} : 19 (8)
  6746. {HP} : 82
  6747. Armor : 10
  6748. Barrier : 2
  6749.  
  6750. Attack Methods
  6751.  
  6752. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  6753. - [Form: Magic] 2d6+13 magical damage.
  6754.  
  6755. <<Magic Power - Pocket Sand>>: Start / 6 Sq. / 1# / No Reactive Check
  6756. - The target gains [Shift: Darkness]
  6757.  
  6758. <<Purifying Sand>>: Magical Attack / 4 Sq. / Area / Cancels
  6759. - [Form: Magic] 4d6+30 magical damage. 1/Round.
  6760.  
  6761. <<Sand of God>>: Unique / 6 Sq. / 1#
  6762. - Use While Active. The target may change an [Attack Action] to [Special Attack]. 1/Round.
  6763.  
  6764. <<Sands of Spiritual Power>>: Unique / 6 Sq. / 1#
  6765. - Use on Damage Calculation.The target gains +10 [Damage]. 1/Round.
  6766.  
  6767. Materials (2d6)
  6768. 2~9: Indigo Band/Armor+1: 500G (Potency: 1)
  6769. 10+: Sandalwood/Barrier+2: 1000G (Potency: 2)
  6770.  
  6771. Description:
  6772. A tree planted near the entrance of a shrine that became a mononoke after obtaining a shard. Many of them work as servants to gods, and take the form of old women dressed in kimonos. They punish those who don't show gratitude in the sanctuary, and apply the sand of purification to make them pay attention.
  6773.  
  6774. ----------------------------------------
  6775. Superior Spirit / Class: Plant / LV: 6 (2)
  6776. Size : 2
  6777. Wits : Clever
  6778. Senses : Domain
  6779. Speech : Yes
  6780. Reaction : Mercurial
  6781. ID : 17
  6782. Weakness : [Fire]
  6783. Movement : Walk, Fly, Swim
  6784. | ACC | EVA | CNJ | RES | CHK
  6785. {Combat Stats} | 12 | 01 | 05 | 01 | 13
  6786. {Fixed Values} | 19 | 08 | 12 | 08 | 20
  6787. {Initiative} : 10 (5)
  6788. {HP} : 96
  6789. Armor : 15
  6790. Barrier : 15
  6791.  
  6792. Attack Methods
  6793.  
  6794. [Weapon Attack]: Ranged Attack / 10 Sq. / 2#
  6795. - [Form: Ranged] 2d6+15 physical damage.
  6796.  
  6797. <<Spirit Force>>: Start / Combat Zone / Combat Zone
  6798. - [Class: Plant] NPCs gain +10 {Initiative} and [Damage].
  6799.  
  6800. <<Torrent of Energy>>: Unique / 10 Sq. / 1#
  6801. - Use on Damage Calculation. One [Class: Plant] target other than the user gains +[1d6x5] to [Damage].
  6802.  
  6803. <<Spirit Light>>: End / Engaged / 1#
  6804. - The target [Recovers] 20 HP.
  6805.  
  6806. <<Spiritual Barrier>>: Constant / User
  6807. - As long as the target does not have [Shift: Dead], NPCs other than [Bosses] in the [Combat Zone cannot be the target of [Target: 2#+] [Attack Actions] (Including [Area - Combat Zone]).
  6808.  
  6809.  
  6810. Materials (2d6)
  6811. Automatic: Shining Sprout/Barrier+2: 1000G (Potency: 2)
  6812.  
  6813. Description:
  6814. A spirit that sublimed to a higher level of existence. It can use it's spiritual power to transform into a human, and take various appearances this way. They're proud of their high power level, and typically serve Nushi. They boast a high spiritual power, and use it to lead their comrades.
  6815.  
  6816. ----------------------------------------
  6817. Authority / Class: Plant / LV: 7 (2)
  6818. Size : 2
  6819. Wits : High
  6820. Senses : Magic
  6821. Speech : Yes
  6822. Reaction : Friendly
  6823. ID : 18
  6824. Weakness : [Toxin] [Phantom]
  6825. Movement :
  6826. | ACC | EVA | CNJ | RES | CHK
  6827. {Combat Stats} | 12 | 11 | 03 | 02 | 04
  6828. {Fixed Values} | 19 | 18 | 10 | 09 | 11
  6829. {Initiative} : 16 (7)
  6830. {HP} : 78
  6831. Armor : 6
  6832. Barrier : 4
  6833.  
  6834. Attack Methods
  6835.  
  6836. [Weapon Attack]: Melee Attack / Engaged / 1#
  6837. - [Form: Sword] 3d6+25 physical damage.
  6838.  
  6839. <<Sword of Crushing Evil>>: Physical Attack / Engaged / 1#
  6840. - [Element: Light / Form: Sword] 3d6+37 physical damage. 1/Round.
  6841.  
  6842. <<Holy Spirit>>: Unique / Combat Zone / 1#
  6843. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#] and the user takes the [Damage] and other effects. 1/Round.
  6844.  
  6845. <<Holy Wall Deployment>>: Unique / 5 Sq. / 1#
  6846. - Use on Damage Reduction. The target reduces [Damage] by 10. 2/Round.
  6847.  
  6848. <<Extra Attack>>: Constant / User
  6849. - During the targets [Turn], gain x1 [Timing: Attack].
  6850.  
  6851. Materials (2d6)
  6852. 2~10: Angelic Wind Feather/Initiative+2: 1000G (Potency: 2)
  6853. 11+: Bright Crystal/Bestow Light: 1500G (Potency: 3)
  6854.  
  6855. Description:
  6856. A type of angel with power like a high god. They serve as an advance guard in the battle against demonic forces, and are responsible for maintaining the order and balance of the world. They have a lot of opportunities to come into contact with people and mononoke, and are sometimes affected by them.
  6857.  
  6858. ----------------------------------------
  6859. Apsaras / Class: Plant / LV: 7 (2)
  6860. Size : 2
  6861. Wits : Clever
  6862. Senses : Domain
  6863. Speech : Yes
  6864. Reaction : Mercurial
  6865. ID : 18
  6866. Weakness : [Toxic] [Phantom]
  6867. Movement : Walk, Fly, Swim
  6868. | ACC | EVA | CNJ | RES | CHK
  6869. {Combat Stats} | 03 | 02 | 12 | 11 | 04
  6870. {Fixed Values} | 10 | 09 | 19 | 18 | 11
  6871. {Initiative} : 20 (9)
  6872. {HP} : 83
  6873. Armor : 2
  6874. Barrier : 2
  6875.  
  6876. Attack Methods
  6877.  
  6878. [Weapon Attack]: Magical Attack / 10 Sq. / 2# / Cancels
  6879. - [Element: Cold / Form: Magic] 2d6+25 Magical damage.
  6880.  
  6881. <<Sea Bream>>: Prep / Combat Zone / 1#
  6882. - The target removes [Shift: Downed], then [Recovers] 10 HP.
  6883.  
  6884. <<Healing Spirit>>: Magical Attack / 10 Sq. / 1# / Cancels
  6885. - the target [Recovers] 1d6+30 magical damage.
  6886.  
  6887. <<Waterbound Movement>>: Unique / Combat Zone / 1#
  6888. - Use at any time. The target exhausts 2 [Spirit Dice] (excluding [Overflow]). 1/Combat.
  6889.  
  6890. <<Sea of Clouds>>: Unique / Combat Zone / 1#
  6891. - Use on Damage Reduction. The target [Halves] damage. 1/Combat.
  6892.  
  6893. Materials (2d6)
  6894. 2~10: None
  6895. 11+: Crown of the Heavenly Woman/Bestow Light: 1500G (Potency: 3)
  6896.  
  6897. Description:
  6898. A mononoke borne of someone who was overcome with sickness, but gained a shard and became deified after several years. They have the appearance of beautiful, well-dressed woman. Under the instruction of the deity that they serve, Apsaras lead warriors to speak and remove corruption, but sometimes, they become connected to others.
  6899.  
  6900. ----------------------------------------
  6901. Hermit / Class: Plant / LV: 8 (2)
  6902. Size : 2
  6903. Wits : Clever
  6904. Senses : Magic
  6905. Speech : Yes
  6906. Reaction : Neutral
  6907. ID : 15
  6908. Weakness : [Toxin] [Phantom]
  6909. Movement : Walk
  6910. | ACC | EVA | CNJ | RES | CHK
  6911. {Combat Stats} | 15 | 01 | 10 | 09 | 01
  6912. {Fixed Values} | 22 | 08 | 17 | 16 | 08
  6913. {Initiative} : 17 (8)
  6914. {HP} : 84
  6915. Armor : 7
  6916. Barrier : 1
  6917.  
  6918. Attack Methods
  6919.  
  6920. [Weapon Attack]: Melee Attack / Engaged / 1#
  6921. - [Form: Hammer] 2d6+15 physical damage.
  6922.  
  6923. <<Lighten Load>>: Start / 7 Sq. / 1#
  6924. - [Install] the target up up 7 Sq. away from their current square.
  6925.  
  6926. <<Secret Martial Arts>>: Physical Attack / Engaged / 1#
  6927. - [Form: Hammer] 2d6+52 physical damage. 1/Round.
  6928.  
  6929. <<Rapid Decree - Wind>>: Magical Attack / 4 Sq. / 3 / Halves
  6930. - [Element: Wind / Form: Magic] 2d6+30 magical damage. 1/Round.
  6931.  
  6932. <<Defensive Technique>>: Defense / User
  6933. - Use on Damage Reduction. The target gains +15 [Armor]. 1/Round.
  6934.  
  6935. Materials (2d6)
  6936. 2~10: Material 1/Will+1: 500G (Potency: 1)
  6937. 11+: Material 2/Barrier+3: 1500G (Potency: 3)
  6938.  
  6939. Description:
  6940. A superhuman who combined intense training, spiritual medicine, and arts from the heavens and the earth to gain the same spirituality as a plant, giving himself a lifespan similar to a sacred tree. Some of them become godhunters, but most are priests. Their ability to manipulate martial arts is unsurpassed.
  6941.  
  6942. ----------------------------------------
  6943. Higher Spirit / Class: Plant / LV: 8 (2)
  6944. Size : 2
  6945. Wits : Clever
  6946. Senses : Domain
  6947. Speech : Yes
  6948. Reaction : Mercurial
  6949. ID : 21
  6950. Weakness : [Magnet]
  6951. Movement : Walk, Fly, Swim
  6952. | ACC | EVA | CNJ | RES | CHK
  6953. {Combat Stats} | 13 | 01 | 05 | 01 | 16
  6954. {Fixed Values} | 20 | 08 | 12 | 08 | 23
  6955. {Initiative} : 12 (6)
  6956. {HP} : 113
  6957. Armor : 20
  6958. Barrier : 10
  6959.  
  6960. Attack Methods
  6961.  
  6962. [Weapon Attack]: Ranged Attack / 10 Sq. / 2#
  6963. - [Form: Spear] 3d6+30 physical damage.
  6964.  
  6965. <<Spirit Rage>>: Start / Combat Zone / Combat Zone / 1#
  6966. - [Class: Plant] NPCs other than the user gain +10 [Damage], and 1 time after [Damage Reduction], perform x1 [Weapon Attack].
  6967.  
  6968. <<Torrent of Energy>>: Unique / 10 Sq. / 1#
  6969. - Use on Damage Calculation. [Class: Plant] NPCs other than the user gain +[1d6x5]. 1/Round.
  6970.  
  6971. <<Spirit Charge>>: Unique / Combat Zone / 1#
  6972. - Use when the target becomes [Not Ready]. One [Class: Plant] NPC who is [Ready] takes their turn immediately, ignoring [Initiative]. 3/Round.
  6973.  
  6974. <<Spiritual Barrier>>: Constant / User
  6975. - As long as the target does not have [Shift: Dead], [Class: Plant] NPCs other than [Bosses] in the [Combat Zone] cannot be the target of [Target: 2#+] [Attack Actions] (Including [Area - Combat Zone]).
  6976.  
  6977. Materials (2d6)
  6978. Automatic: Fragment of a High Spirit/Accuracy+1: 1000G (Potency: 2)
  6979.  
  6980. Description:
  6981. Higher spirits that have become more powerful over the course of many years. Many serve as an assistants to Nushi, arbitrating and distributing Mononoke.
  6982.  
  6983. ----------------------------------------
  6984. Baudelaire / Class: Plant / LV: 9 (2)
  6985. Size : 2
  6986. Wits : Clever
  6987. Senses : Domain
  6988. Speech : Yes
  6989. Reaction : Hostile
  6990. ID : 20
  6991. Weakness : [Flame] [Shock]
  6992. Movement : Walk
  6993. | ACC | EVA | CNJ | RES | CHK
  6994. {Combat Stats} | 06 | 07 | 16 | 03 | 04
  6995. {Fixed Values} | 13 | 14 | 23 | 10 | 11
  6996. {Initiative} : 16 (7)
  6997. {HP} : 85
  6998. Armor : 10
  6999. Barrier : 1
  7000.  
  7001. Attack Methods
  7002.  
  7003. [Weapon Attack]: Melee Attack / Engaged / 1#
  7004. - [Form: Sword] 2d6+15 physical damage.
  7005.  
  7006. <<Aesthetics of Evil>>: Start / Combat Zone / Combat Zone
  7007. - Treat Mononoke other than [Bosses] as though they had "x#" in their name, and [Install] them up to 7 Sq from their current square. The target may reject this effect.
  7008.  
  7009. <<Evil Light>>: Magical Attack / 7 sq. / Area / Cancels
  7010. - [Element: Toxin / Form: Magic] 3d6+35 magical damage.
  7011.  
  7012. <<Evil Flower>>: Unique / Combat Zone / 1#
  7013. - Use on Damage Reduction. The target gains +7 [Armor] and [Barrier].
  7014.  
  7015. Materials (2d6)
  7016. 2~9: Magic Flower Seed/Conjure+1: 1000G (Potency: 2)
  7017. 10+: Fruit of Madness/Halve Light: 2000G (Potency: 4)
  7018.  
  7019. Description:
  7020. A monstrous plant that uses humans as a nursery and produces flowers that resemble fairies. It implants seeds imbued with shards that germinate inside the human body. These seeds take root, and shortly after, take control the body. They manipulate these nurseries to commit immoral acts and then destroy their souls, driving their victim's minds into a state of madness.
  7021.  
  7022. ----------------------------------------
  7023. Spirit Tree Child / Class: Plant / LV: 9 (2)
  7024. Size : 2
  7025. Wits : Clever
  7026. Senses : Domain
  7027. Speech : Yes
  7028. Reaction : Mercurial
  7029. ID : 25
  7030. Weakness : [Cold] [Toxin]
  7031. Movement : Walk
  7032. | ACC | EVA | CNJ | RES | CHK
  7033. {Combat Stats} | 15 | 13 | 04 | 03 | 04
  7034. {Fixed Values} | 22 | 20 | 11 | 10 | 011
  7035. {Initiative} : 25 (10)
  7036. {HP} : 108
  7037. Armor : 10
  7038. Barrier : 10
  7039.  
  7040. Attack Methods
  7041.  
  7042. [Weapon Attack]: Melee Attack / Engaged / 1#
  7043. - [Element: Phantom / Form: Sword] 3d6+30 physical damage.
  7044.  
  7045. <<Everlasting Spirituality>>: Start / Combat Zone / Combat Zone
  7046. - [Class: Beast - Insectoid - Plant - Mythical] NPCs gain +10 [Damage].
  7047.  
  7048. <<Demon Sword>>: Physical Attack / 7 Sq. / 1#
  7049. - [Element: Shock / Form: Sword] 5d6+50 physical damage.
  7050.  
  7051. <<Spiritual Assault>>: Unique / Combat Zone / 1#
  7052. - Use when the target becomes [Not Ready]. One [Class: Plant] NPC takes their [Turn] immediately, regardless of {Initiative}. 3/Round.
  7053.  
  7054. <<Spirit God's Majesty>>: Constant / User
  7055. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, as long as the target does not have [Shift: Dead], [Class: Plant] NPCs other than [Bosses] in the [Combat Zone] ignore "apply [Shift: Dead] to mononoke with "x#" in their name".
  7056.  
  7057. Materials (2d6)
  7058. 2~9: Seeds of Spirit/PD+1: 500G (Potency: 1)
  7059. 10+: Phantom Soul Fruit/HP+9: 1500G (Potency: 3)
  7060.  
  7061. Description:
  7062. A generic name for superhumans born of evil fruits and divine trees, such as peaches and persimmons, bamboo and dumplings, or flower buds. It is said that upon reaching a certain age, they awaken to mighty power.
  7063.  
  7064. ----------------------------------------
  7065. Great Holy Spirit / Class: Plant / LV: 9 (2)
  7066. Size : 2
  7067. Wits : Clever
  7068. Senses : Domain
  7069. Speech : Yes
  7070. Reaction : Mercurial
  7071. ID : 25
  7072. Weakness : [Cold]
  7073. Movement : Walk, Fly, Swim
  7074. | ACC | EVA | CNJ | RES | CHK
  7075. {Combat Stats} | 14 | 01 | 05 | 01 | 17
  7076. {Fixed Values} | 21 | 08 | 12 | 08 | 24
  7077. {Initiative} : 10 (5)
  7078. {HP} : 125
  7079. Armor : 20
  7080. Barrier : 20
  7081.  
  7082. Attack Methods
  7083.  
  7084. [Weapon Attack]: Melee Attack / 10 Sq. / 2#
  7085. - [Form: Spear] 2d6+22 physical damage.
  7086.  
  7087. <<Holy Spirit Action>>: Start / Combat Zone / Combat Zone
  7088. - [Class: Plant] targets gain +10 {Initiative}.
  7089.  
  7090. <<Great Rage of Nature>>: Unique / 10 Sq. 1#
  7091. - Use on Damage Calculation. [Class: Plant] targets other than the user gain +[1d6x5] [Damage]. 2/Round.
  7092.  
  7093. <<Divine Counter>>: Unique / User / No Reactive Check
  7094. - Use on Damage Reduction. The target deals [Element: Wind / Form: Axe] 5d6+50 physical damage to [Range: 10 Sq. / Target: 1#].
  7095.  
  7096. <<Spiritual Barrier>>: Constant / User
  7097. - As long as the target does not have [Shift: Dead], [Class: Plant] NPCs other than [Bosses] in the [Combat Zone] cannot be the target of [Target: 2#+] [Attack Actions] (Including [Area - Combat Zone]).
  7098.  
  7099. Materials (2d6)
  7100. Automatic: Material 1/Conjure+1: 1000G (Potency: 2)
  7101.  
  7102. Description:
  7103. A high-ranking spirit that has become completely deified. They have a very high level of spiritual power, and in many cases are candidates to take on the position of Nushi after one dies. After they gain the position, they transform into real deities.
  7104.  
  7105. ----------------------------------------
  7106. Kerakera Onna / Class: Plant / LV: 9 (2)
  7107. Size : 4
  7108. Wits : Low
  7109. Senses : Domain
  7110. Speech : Yes
  7111. Reaction : Neutral
  7112. ID : 16
  7113. Weakness : [Wind] [Light]
  7114. Movement : Walk, Fly
  7115. | ACC | EVA | CNJ | RES | CHK
  7116. {Combat Stats} | 15 | 01 | 18 | 03 | 01
  7117. {Fixed Values} | 22 | 08 | 25 | 10 | 08
  7118. {Initiative} : 16 (7)
  7119. {HP} : 145
  7120. Armor : 20
  7121. Barrier : 10
  7122.  
  7123. Attack Methods
  7124.  
  7125. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  7126. - [Form: Magic] 5d6+19 Magical damage. [Additional Affect]: Gain +10 [Barrier]. 1/Round
  7127.  
  7128. <<Harsh Mighty Laugh>>: Start / Combat Zone / Combat Zone
  7129. - While the target is [Ready], gain +10 [Barrier].
  7130.  
  7131. <<Incarnation of the Spirit Tree>>: Defense / Engaged / 1#
  7132. - Use on Damage Reduction. The target gains +10 [Barrier].
  7133.  
  7134. <<Mystic power of enlargement>>: Unique / Combat Zone / 1#
  7135. - Use on Damage Reduction. Change the target's [Attack Action] [Target: 1#], and the user takes the damage and other effects. 1/Round.
  7136.  
  7137. Materials (2d6)
  7138. 2~9: Yokai Hairpin/Barrier+1: 500G (Potency: 1)
  7139. 10+: Yokai Hairband/Null Poison: 3000G (Potency: 5)
  7140.  
  7141. Description:
  7142. A street tree that gained a shard and transformed into Mononoke over the years. It takes the form of a massive woman, larger than a house. They also act as a guardian of the leylines and divine vessels, and attempt to use hypnosis or memory manipulation to ward off those who have stepped into the neighborhood.
  7143.  
  7144. ----------------------------------------
  7145. Sansei / Class: Plant / LV: 10 (2)
  7146. Size : 3
  7147. Wits : Clever
  7148. Senses : Heat
  7149. Speech : Yes
  7150. Reaction : Neutral
  7151. ID : 19
  7152. Weakness : [Fire] [Shock]
  7153. Movement : Walk
  7154. | ACC | EVA | CNJ | RES | CHK
  7155. {Combat Stats} | 05 | 02 | 20 | 16 | 01
  7156. {Fixed Values} | 12 | 06 | 27 | 23 | 08
  7157. {Initiative} : 19 (8)
  7158. {HP} : 167
  7159. Armor : 15
  7160. Barrier : 10
  7161.  
  7162. Attack Methods
  7163.  
  7164. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  7165. - [Form: Magic] 3d6+26 magical damage.
  7166.  
  7167. <<Power - Concentrate>>: Start / 6 Sq. / 1#
  7168. - The subject gains either 1. or 2.
  7169. 1. May perform [Magical Attacks] after a combat move.
  7170. 2. +10 [Magical Damage]
  7171.  
  7172. <<Power - Mental Expansion>>: Start / User
  7173. - The target gains +2# to [Magical Attacks].
  7174.  
  7175. <<Mountain God Blessing>>: Magical Attack / 6 Sq. / 1# / Cancels
  7176. - The target [Recovers] {HP} equal to 3d6+30 magical damage.
  7177.  
  7178. <<Earth's Breath>>: Magical Attack / 6 Sq. / 1# / Cancels
  7179. - The target removes [Shift: Downed] and sets their {HP} to 20. This effect may be refused.
  7180.  
  7181. Materials (2d6)
  7182. Automatic: Spirit Tree Firewood/Bestow Fire: 1500G (Potency: 3)
  7183.  
  7184. Description:
  7185. Pieces of divine wood that gained fragments and became deified. Most of them serve mountain gods. They take the appearance of beautiful men and women and roam the mountains at night, keeping watch for evil things that threaten their sanctums.
  7186.  
  7187. ----------------------------------------
  7188.  
  7189. ================================================================================
  7190. * Plant Mononoke Lvl 11-20 [XXXF-4B]
  7191. ================================================================================
  7192. Green Man / Class: Plant / LV: 11 (3)
  7193. Size : 2
  7194. Wits : Clever
  7195. Senses : Magic
  7196. Speech : Yes
  7197. Reaction : Mercurial
  7198. ID : 12
  7199. Weakness : [Flame]
  7200. Movement : Walk, Fly
  7201. | ACC | EVA | CNJ | RES | CHK
  7202. {Combat Stats} | 06 | 15 | 07 | 02 | 16
  7203. {Fixed Values} | 13 | 22 | 14 | 09 | 23
  7204. {Initiative} : 20 (9)
  7205. {HP} : 158
  7206. Armor : 10
  7207. Barrier : 10
  7208.  
  7209. Attack Methods
  7210.  
  7211. [Weapon Attack]: Magical Attack / 10 Sq. / 1# / Cancels
  7212. - [Element: Wind/ Form: Magic] 2d6+20 magical damage.
  7213.  
  7214. <<Plant Activation>>: Start / Combat Zone / 1#
  7215. - [Class: Plant] NPC other than the user gains +[User's {LV}]x2 to [Damage] and {Initiative}. 2/Combat.
  7216.  
  7217. <<Predict Attack>>: Defense / Combat Zone / 1#
  7218. - Use on Damage Reduction. The target reduces damage by 10, and the user receives other effects (Treat as though {Resist} check had failed).
  7219.  
  7220. <<Advance Prediction>>: Unique / Combat Zone / 1#
  7221. - Use when the target declares a Talent. [Class: Plant] NPC who is [Ready] may take their [Turn] regardless of {Initiative}. 2/Round.
  7222.  
  7223. <<Spiritual Barrier>>: Constant / User
  7224. - As long as the target does not have [Shift: Dead], [Class: Plant] NPCs other than [Bosses] in the [Combat Zone] cannot be the target of [Target: 2#+] [Attack Actions] (Including [Area - Combat Zone]).
  7225.  
  7226. Materials (2d6)
  7227. Automatic: Spirit-harboring Moss/Resist+1: 1000G (Potency: 2)
  7228.  
  7229. Description:
  7230. Mossy, sacred trees that have become deities. When interacting with the public, they take the form of a child or mountain person. They have supernatural powers such as telepathy and precognition.
  7231.  
  7232. ----------------------------------------
  7233. Zaqqum / Class: Plant / LV: 12 (3)
  7234. Size : 5
  7235. Wits : Normal
  7236. Senses : Domain
  7237. Speech : No
  7238. Reaction : Hostile
  7239. ID : 24
  7240. Weakness : [Fire] [Cold]
  7241. Movement : Walk
  7242. | ACC | EVA | CNJ | RES | CHK
  7243. {Combat Stats} | 04 | 01 | 16 | 17 | 06
  7244. {Fixed Values} | 11 | 08 | 23 | 24 | 13
  7245. {Initiative} : 22 (9)
  7246. {HP} : 144
  7247. Armor : 9
  7248. Barrier : 15
  7249.  
  7250. Attack Methods
  7251.  
  7252. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  7253. - [Form: Magic] 5d6+28 magical damage.
  7254.  
  7255. <<Command III>>: Start / Combat Zone / Combat Zone
  7256. - Target [Mononoke] gain +5 [Armor], [Barrier], and {Initiative}.
  7257.  
  7258. <<Guardian Call>>: Constant / User
  7259. - By spending x1 [Timing: Start], the target may [Install] one [Mononoke] of [Class: Plant - Insectoid / {Lv}: 11 or lower] in any empty square adjacent to the user. 1/Combat.
  7260.  
  7261. <<Foreign Species from Another World>>: Constant / User
  7262. - The target always has [Remove: Fallen, Darkness, Pain, Paralysis]. Additionally, the target changes [Element: Phantom] [Damage] to 0, and ignores any other effects.
  7263.  
  7264. Materials (2d6)
  7265. 2~8: Magic Tree Root/Barrier+2: 1000G (Potency: 2)
  7266. 9+: Fruit of Fire/Bestow Fire: 1500G (Potency: 3)
  7267.  
  7268. Description:
  7269. A mononoke that bears the name of a tree that grows in hell. Inside of it's shell, shaped like a devil's head, it has beautiful, translucent flesh. This flesh has a wonderful aroma that invites prey- But those who partake of it are subjected to hellish suffering and transform into mononoke that serve the tree, or become it's flesh themselves.
  7270.  
  7271. ----------------------------------------
  7272. Hidden Village / Class: Plant / LV: 12 (3)
  7273. Size : 5
  7274. Wits : Clever
  7275. Senses : Domain
  7276. Speech : No
  7277. Reaction : Neutral
  7278. ID : 23
  7279. Weakness : [Fire] [Toxin]
  7280. Movement :
  7281. | ACC | EVA | CNJ | RES | CHK
  7282. {Combat Stats} | 20 | 01 | 26 | 05 | 02
  7283. {Fixed Values} | 27 | 08 | 33 | 12 | 09
  7284. {Initiative} : 29 (12)
  7285. {HP} : 227
  7286. Armor : 15
  7287. Barrier : 20
  7288.  
  7289. Attack Methods
  7290.  
  7291. [Weapon Attack]: Physical Attack / Combat Zone / 1#
  7292. - [Form: Spear] 3d6+33 Physical damage.
  7293.  
  7294. <<Lost Village>>: Start / Combat Zone / Combat Zone / No Reactive Check
  7295. - The target gains -2 to [Reactive Checks].
  7296.  
  7297. <<Power - Earth Return>>: Start / 3 Sq. / 3 Sq. / No Reactive Check
  7298. - [Install] the target up to 5 Sq. away from their current square.
  7299.  
  7300. <<Power - Earthquake>>: Magical Attack / Combat Zone / Combat Zone / Halves
  7301. - [Element: Magnet / Form: Magic] 5d6+24 magical damage.
  7302.  
  7303. <<Spirit Barrier Fusion>>: Constant / User
  7304. - During the targets [Turn], gain x1 [Timing Attack]. Additionally, [Halve] all [Magical Damage] received.
  7305.  
  7306. Materials (2d6)
  7307. Automatic: Lost Family's Bowl/Luck+3: 1500G (Potency: 3)
  7308.  
  7309. Description:
  7310. The very heart of a mountain itself, deified. In accordance with orders of a Nushi, it provides residence for mononoke and manipulates the spiritual energy of the surrounding area. Of course, it is likely to add sanctions to intruders with evil intent.
  7311.  
  7312. ----------------------------------------
  7313. Kuebiko / Class: Plant / LV: 13 (3)
  7314. Size : 3
  7315. Wits : Clever
  7316. Senses : Magic
  7317. Speech : Yes
  7318. Reaction : Mercurial
  7319. ID : 9
  7320. Weakness : [Wind]
  7321. Movement : Walk, Swim
  7322. | ACC | EVA | CNJ | RES | CHK
  7323. {Combat Stats} | 07 | 17 | 01 | 08 | 17
  7324. {Fixed Values} | 14 | 24 | 08 | 15 | 24
  7325. {Initiative} : 25 (10)
  7326. {HP} : 170
  7327. Armor : 10
  7328. Barrier : 10
  7329.  
  7330. Attack Methods
  7331.  
  7332. [Weapon Attack]: Physical Attack / 10 Sq. / 3#
  7333. - [Form: Spear] 3d6+30 physical damage.
  7334.  
  7335. <<Domain Ruler>>: Start / Combat Zone / Combat Zone
  7336. - [Class: Plant] NPCs other than the user gain +20 [Damage].
  7337.  
  7338. <<Return the Field!>>: Unique / Combat Zone / 1#
  7339. - Use when the target declares a Talent. [Class: Plant] NPC who is [Ready] may take their [Turn] immediately, regardless of {Initiative}. 2/Round.
  7340.  
  7341. <<Spirit Sprout>>: Unique / 10 Sq. / 1#
  7342. - Use on Damage Calculation. [Class: Plant] NPC other than the User gains +[1d6x5] [Damage].
  7343.  
  7344. <<Spiritual Barrier>>: Constant / User
  7345. - As long as the target does not have [Shift: Dead], [Class: Plant] NPCs other than [Bosses] in the [Combat Zone] cannot be the target of [Target: 2#+] [Attack Actions] (Including [Area - Combat Zone]).
  7346.  
  7347. Materials (2d6)
  7348. Automatic: Shining Mud/Evade+1: 1000G (Potency: 2)
  7349.  
  7350. Description:
  7351. A mononoke formed after a scarecrow gained both a shard, and a soul. It looks like a typical scarecrow with one eye and three fingers on each hand, but in reality, it's real identity is the field itself. It protects the land for a variety of reasons.
  7352.  
  7353. ----------------------------------------
  7354. Petal Knight / Class: Plant / LV: 13 (3)
  7355. Size : 2
  7356. Wits : Clever
  7357. Senses : Domain
  7358. Speech : Yes
  7359. Reaction : Mercurial
  7360. ID : 26
  7361. Weakness : [Fire]
  7362. Movement : Walk, Fly
  7363. | ACC | EVA | CNJ | RES | CHK
  7364. {Combat Stats} | 19 | 19 | 01 | 07 | 04
  7365. {Fixed Values} | 26 | 26 | 08 | 14 | 1
  7366. {Initiative} : 30 (12)
  7367. {HP} : 185
  7368. Armor : 10
  7369. Barrier : 10
  7370.  
  7371. Attack Methods
  7372.  
  7373. [Weapon Attack]: Physical Attack / 10 Sq. / 3#
  7374. - [Form: Spear] 4d6+30 physical damage.
  7375.  
  7376. <<Voice of Noble Flowers>>: Start / Combat Zone / Combat Zone
  7377. - [Class: Plant] NPCs other than the user gain +20 {Initiative}.
  7378.  
  7379. <<Great Thorn Sword>>: Physical Attack / 10 Sq. / 1#
  7380. - [Element: Toxin / Form: Sword] 6d6+60 physical damage.
  7381.  
  7382. <<Flower God Barrier>>: Defense / 10 Sq. / 1#
  7383. - Use on Damage Reduction. [Class: Plant] NPC [Halves] [Damage] from targets other than [Range: Engaged].
  7384.  
  7385. <<Domain Ruler>>: Constant / User
  7386. - During the targets [Turn], gain x1 [Timing: Attack[. Additionally, unless the target has [Shift: Dead], [Class: Plant] NPCs in the [Combat Zone] other than [Bosses] may [Halve] the [Armor] of the targets of [Attack Actions].
  7387.  
  7388. Materials (2d6)
  7389. Automatic: Spirit Flower Bud/Accuracy+1: 1000G (Potency: 2)
  7390.  
  7391. Description:
  7392. The spirit of a flower that gained divinity after many years, and acts as a guardian over leylines and Nushi alike. They appear as beautiful war maidens adorned in ornamental, man-made armor.
  7393.  
  7394. ----------------------------------------
  7395. Erlkonig / Class: Plant / LV: 14 (3)
  7396. Size : 5
  7397. Wits : Clever
  7398. Senses : Area
  7399. Speech : Yes
  7400. Reaction : Hostile
  7401. ID : 27
  7402. Weakness : [Fire] [Toxin]
  7403. Movement : Walk
  7404. | ACC | EVA | CNJ | RES | CHK
  7405. {Combat Stats} | 19 | 01 | 10 | 18 | 04
  7406. {Fixed Values} | 26 | 08 | 17 | 25 | 11
  7407. {Initiative} : 17 (8)
  7408. {HP} : 181
  7409. Armor : 15
  7410. Barrier : 8
  7411.  
  7412. Attack Methods
  7413.  
  7414. [Weapon Attack]: Melee Attack / 5 Sq. / 1#
  7415. - [Form: Hammer] 6d6+44 physical damage. [Additional Effect]: Gain +3# to the target of the attack action. 1/Round.
  7416.  
  7417. <<Restraint IV>>: Physical Attack / 7 Sq. / 2#
  7418. - [Form: Sword] 5d6+30 physical damage. Targets that fail their {Evasion} check gain -4 to {Initiative} (To a minimum of 0) until [Timing: End]. This effect can stack (Up to a maximum of -12).
  7419.  
  7420. <<Earth Rage>>: Magical Attack / Combat Zone / Combat Zone / Halves
  7421. - [Element: Magnet / Form: Magic] 2d6+19 magical damage. 1/Round.
  7422.  
  7423. <<Black Forest King>>: Constant / User
  7424. - During the targets [Turn], gain x1 [Timing: Attack]. In addition, the target [Halves] [Damage] from targets other than [Range: Engaged], and [Recovers] 30 {HP} during [Timing: End].
  7425.  
  7426. Materials (2d6)
  7427. 2~10: Black Hide/Strength+4: 2000G (Potency: 4)
  7428. 11+: Black Seeds/Armor+5: 3000G (Potency: 5)
  7429.  
  7430. Description:
  7431. A giant tree that, after obtaining a powerful Shard, became a Mononoke. They reign together in many numbers as vast forests. By relying on mischief created through natural wonders, it feeds on the malice of those who enter the forest.
  7432.  
  7433. ----------------------------------------
  7434. Shingan / Class: Plant / LV: 14 (3)
  7435. Size : 3
  7436. Wits : Clever
  7437. Senses : Domain
  7438. Speech : Yes
  7439. Reaction : Mercurial
  7440. ID : 28
  7441. Weakness : [Wind]
  7442. Movement : Walk, Fly, Swim
  7443. | ACC | EVA | CNJ | RES | CHK
  7444. {Combat Stats} | 06 | 01 | 07 | 21 | 17
  7445. {Fixed Values} | 13 | 08 | 14 | 28 | 24
  7446. {Initiative} : 11 (6)
  7447. {HP} : 161
  7448. Armor : 10
  7449. Barrier : 10
  7450.  
  7451. Attack Methods
  7452.  
  7453. [Weapon Attack]: Magical Attack / Combat Zone / Area / Cancels
  7454. - [Element: Phantom / Form: Magic] 2d6+20 magical damage.
  7455.  
  7456. <<Talent 1>>: Start / Combat Zone / 1#
  7457. - [Class: Plant] NPC gains +[User's {Lv}x2] to [Damage].
  7458.  
  7459. <<Talent 2>>: Prep / Combat Zone / 1# / No Reactive Check
  7460. - [Install] the target up to 5 Sq. Away from their current square.
  7461.  
  7462. <<Spirit Counter>>: Defense / Combat Zone / 1#
  7463. - Use on Damage Reduction. After [Class: Plant] NPC takes [Damage] from a target other than [Range: Engaged], Cancel [Shift: Poison - Pain - Paralysis] and perform x1 [Timing: Attack].
  7464.  
  7465. <<Spiritual Barrier>>: Constant / User
  7466. - As long as the target does not have [Shift: Dead], [Class: Plant] NPCs other than [Bosses] in the [Combat Zone] cannot be the target of [Target: 2#+] [Attack Actions] (Including [Area - Combat Zone]).
  7467.  
  7468. Materials (2d6)
  7469. Automatic: Stone God Statue/Intellect+2: 1000G (Potency: 2)
  7470.  
  7471. Description:
  7472. A night-crying stone that became a god-like entity after a long existence. They have powerful mental strength and sensitivity, and can temporarily manipulate their opponent's thoughts to amplify their own spiritual power.
  7473.  
  7474. ----------------------------------------
  7475. Nezha / Class: Plant / LV: 15 (3)
  7476. Size : 2
  7477. Wits : High
  7478. Senses : Magic
  7479. Speech : Yes
  7480. Reaction : Neutral
  7481. ID : 25
  7482. Weakness : [Fire] [Toxin]
  7483. Movement : Walk, Fly
  7484. | ACC | EVA | CNJ | RES | CHK
  7485. {Combat Stats} | 21 | 20 | 02 | 03 | 04
  7486. {Fixed Values} | 28 | 27 | 09 | 10 | 11
  7487. {Initiative} : 35 (14)
  7488. {HP} : 135
  7489. Armor : 10
  7490. Barrier : 9
  7491.  
  7492. Attack Methods
  7493.  
  7494. [Weapon Attack]: Melee Attack / Engaged / 2#
  7495. - [Form: Hammer] 3d6+42 physical damage. [Additional Effect]: Change the [Attack Action] to [Range: Charge 10 Sq.]. 1/Round
  7496.  
  7497. <<Three Heads, Six Arms Technique>>: Start / User
  7498. - The target gains +10 [Damage] and {Initiative} until [Timing: End] of the next round. 1/Combat.
  7499.  
  7500. <<Treasure - Fire-Tipped Spear>>: Physical Attack / 2 Sq. / Area
  7501. - [Element: Fire / Form: Spear] 3d6+96 physical damage. 1/Round.
  7502.  
  7503. <<Treasure - Wind Fire Wheel>>: End / User
  7504. - [Install] the target up to 7 Sq away.
  7505.  
  7506. <<Treasure Human>>: Constant / User
  7507. - During the target's [Turn], gain x2 [Timing: Attack]. Additionally, the target [Halves] [Magical Damage].
  7508.  
  7509.  
  7510. Materials (2d6)
  7511. 2~8: Lotus Petals/Agility+4: 2000G (Potency: 4)
  7512. 9+: Fragment of a Bead/Speed+4: 3000G (Potency: 5)
  7513.  
  7514. Description:
  7515. A certain divine spirit, made of artificial weapons, embedded in the core of the Lotus. It faithfully follows it's lord and defends them using a variety of sacred treasures and tools.
  7516.  
  7517. ----------------------------------------
  7518. Ancient Tree Spirit / Class: Plant / LV: 15 (3)
  7519. Size : 3
  7520. Wits : Clever
  7521. Senses : Domain
  7522. Speech : Yes
  7523. Reaction : Mercurial
  7524. ID : 27
  7525. Weakness : [Fire]
  7526. Movement : Walk, Fly
  7527. | ACC | EVA | CNJ | RES | CHK
  7528. {Combat Stats} | 02 | 19 | 15 | 19 | 06
  7529. {Fixed Values} | 09 | 26 | 22 | 26 | 13
  7530. {Initiative} : 23 (10)
  7531. {HP} : 195
  7532. Armor : 30
  7533. Barrier : 10
  7534.  
  7535. Attack Methods
  7536.  
  7537. [Weapon Attack]: Magical Attack / 10 Sq. / 3# / Cancels
  7538. - [Element: Toxin / Form: Magic] 4d6+40 magical damage.
  7539.  
  7540. <<Poisonous Haze>>: Start / Combat Zone / Combat Zone / No Reactive Check.
  7541. - The target receives effect 1. or 2.
  7542. 1. Lose 1d6 {HP}, then the user [Installs] the target 1d6 squares away from the current square.
  7543. 2. The user may alter or erase the memories of Innocents (Consult with GM for details).
  7544.  
  7545. <<Leaf Return>>: Prep / Combat Zone / 1# / No Reactive Check
  7546. - [Install] the target up to 5 Sq. from their current square.
  7547.  
  7548. <<Spiritual Tailwind>>: Unique / Combat Zone / 1#
  7549. - Use when the target declares a Talent. One [Ready] NPC immediately takes their turn, ignoring {Initiative}. 2/Round.
  7550.  
  7551. <<Spirit of an Ancient Tree>>: Unique / 10 Sq. / 1#
  7552. - Use At Any Time. [Class: Plant] NPCs other than the user may use a talent that has a "once per round" restriction one additional time per round. 2/Round.
  7553.  
  7554. Materials (2d6)
  7555. Automatic: Red Bebe/Strength+2: 1000G (Potency: 2)
  7556.  
  7557. Description:
  7558. A sacred tree that has became deified by obtaining a shards from a corpse. They have a variety of properties, but can grow from residual thoughts. Evil variants are called Ariko, and attack humans at night.
  7559.  
  7560. ----------------------------------------
  7561. Onyudo / Class: Plant / LV: 16 (4)
  7562. Size : 5
  7563. Wits : Clever
  7564. Senses : Domain
  7565. Speech : Yes
  7566. Reaction : Mercurial
  7567. ID : 26
  7568. Weakness : [Shock]
  7569. Movement : Walk
  7570. | ACC | EVA | CNJ | RES | CHK
  7571. {Combat Stats} | 21 | 04 | 11 | 19 | 05
  7572. {Fixed Values} | 28 | 11 | 18 | 26 | 12
  7573. {Initiative} : 30 (12)
  7574. {HP} : 220
  7575. Armor : 20
  7576. Barrier : 20
  7577.  
  7578. Attack Methods
  7579.  
  7580. [Weapon Attack]: Melee Attack / 10 Sq. / 2#
  7581. - [Element: Magnet / Form: Hammer] 4d6+40 physica; damage.
  7582.  
  7583. <<Big Arm Flash>>: Physical Attack / Combat Zone / 2#
  7584. - [Element: Wind / Form: Hammer] 7d6+70 physical damage, and the target may not use [Timing: Defense] talents. 1/Round.
  7585.  
  7586. <<Divine Power - Mountain Counter>>: Unique / User / No Reactive Check
  7587. - Then the target takes [Damage] from a [Target] other than [Range: Engaged], the target performs x1 [Timing: Attack].
  7588.  
  7589. <<Divine Power - Territory Capture>>: End / Engaged / Area / No Reactive Check
  7590. - The target changes any [Spirit Dice] to a 1. Additionally, the user may [Install] the target up to 2 sq. from their current square.
  7591.  
  7592. <<Mountain God Blessing>>: Constant / User
  7593. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, as long as the target does not have [Shift: Dead], [Class: Plant] NPCs other than [Bosses] may [Halve] the [Armor] of the targets of [Attack Actions].
  7594.  
  7595. Materials (2d6)
  7596. Automatic: Mountain Fortune/Agility+2: 1000G (Potency: 2)
  7597.  
  7598. Description:
  7599. After consuming a Shard, the very mountain itself has become deified. They tend to appear as a humanoid shadow dressed as a monk. They can exert powerful magic throughout the region.
  7600.  
  7601. ----------------------------------------
  7602. Mountain God / Class: Plant / LV: 16 (4)
  7603. Size : 3
  7604. Wits : Clever
  7605. Senses : Domain
  7606. Speech : Yes
  7607. Reaction : Neutral
  7608. ID : 26
  7609. Weakness : [Wind] [Toxin]
  7610. Movement : Walk
  7611. | ACC | EVA | CNJ | RES | CHK
  7612. {Combat Stats} | 06 | 01 | 28 | 22 | 03
  7613. {Fixed Values} | 13 | 08 | 35 | 29 | 10
  7614. {Initiative} : 32 (13)
  7615. {HP} : 246
  7616. Armor : 25
  7617. Barrier : 5
  7618.  
  7619. Attack Methods
  7620.  
  7621. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Halves
  7622. - [Element: Magnet / Form: Magic] 3d6+43 magical damage.
  7623.  
  7624. <<Leyline Release>>: Magical Attack / Combat Zone / Combat Zone / Halves
  7625. - [Element: Magnet / Form: Magic] 2d5+55 magical damage. 1/Round.
  7626.  
  7627. <<Yamagami's Spiritual Power>>: Magical Attack / Combat Zone / 1# / Cancels
  7628. - The target [Recovers] {HP} equal to 3d6+42 magical damage.
  7629.  
  7630. <<Leyline Protection>>: Defense . User
  7631. - Use on Damage Reduction. The target [Halves] [Physical Damage].
  7632.  
  7633. <<Leader of the Mountains>>: Constant / User
  7634. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, unless the target has [Shift: Dead], [Class: Plant] NPCs other than [Bosses] in the [Combat Zone] may ignore "apply [Shift: Dead] to mononoke with 'x#' in their name" effects.
  7635.  
  7636. Materials (2d6)
  7637. Automatic: Mountain God Spirit Stone/Barrier+4: 2000G (Potency: 4)
  7638.  
  7639. Description:
  7640. A mountain itself that transformed into a powerful deity after gaining a shard. They tend to have several leylines and thus have high spiritual power. It uses it's abilities to monitor anything travelling in it's vicinity, granting them happiness or curses depending on their actions.
  7641.  
  7642. ----------------------------------------
  7643. Lady of the Lake / Class: Plant / LV: 17 (4)
  7644. Size : 2
  7645. Wits : Clever
  7646. Senses : Domain
  7647. Speech : Yes
  7648. Reaction : Mercurial
  7649. ID : 23
  7650. Weakness : [Shock]
  7651. Movement : Walk, Fly, Swim
  7652. | ACC | EVA | CNJ | RES | CHK
  7653. {Combat Stats} | 22 | 21 | 06 | 07 | 06
  7654. {Fixed Values} | 29 | 28 | 13 | 17 | 13
  7655. {Initiative} : 21 (12)
  7656. {HP} : 222
  7657. Armor : 10
  7658. Barrier : 20
  7659.  
  7660. Attack Methods
  7661.  
  7662. [Weapon Attack]: Melee Attack / 10 Sq. / 1#
  7663. - [Element: Phantom / Form: Axe] 4d6+40 physical damage.
  7664.  
  7665. <<Divine Power - Spatial Flight>>: Start / User
  7666. - [Install] the target up to 5 Sq. Away.
  7667.  
  7668. <<Splitting Spirit-Sword>>: Physical Attack / Combat Zone / 1#
  7669. - [Element: Cold / Form: Sword] 5d6+80.
  7670.  
  7671. <<Holy Sword Release>>: Physical Attack / Combat Zone / Combat Zone
  7672. - [Element: Light / Form: Sword] 6d6+60 physical damage, and the target [Halves] their [Armor]. 1/Round.
  7673.  
  7674. <<Advance Prediction>>: Unique / Combat Zone / 1#
  7675. - Use when the target declares a Talent. [Class: Plant] NPC who is [Ready] may take their [Turn] regardless of {Initiative}. 2/Round.
  7676.  
  7677. <<Natural Incarnation>>: Constant / User
  7678. - During the targets [Turn], gain x2 [Timing: Attack].
  7679.  
  7680. Materials (2d6)
  7681. Automatic: Implement of Divine Origin/PD+2: 1000G (Potency: 2)
  7682.  
  7683. Description:
  7684. This deity came into existence after flowers sitting by the lakeside held onto Shards and became deified. They take the shape of a beautiful woman in holy uniform, bearing a sword. In Japan, they're known as Kawahime.
  7685.  
  7686. ----------------------------------------
  7687. Flower God / Class: Plant / LV: 17 (4)
  7688. Size : 3
  7689. Wits : Clever
  7690. Senses : Domain
  7691. Speech : Yes
  7692. Reaction : Friendly
  7693. ID : 28
  7694. Weakness : [Cold]
  7695. Movement : Walk, Fly
  7696. | ACC | EVA | CNJ | RES | CHK
  7697. {Combat Stats} | 22 | 05 | 20 | 14 | 01
  7698. {Fixed Values} | 29 | 12 | 27 | 21 | 08
  7699. {Initiative} : 22 (9)
  7700. {HP} : 232
  7701. Armor : 30
  7702. Barrier : 10
  7703.  
  7704. Attack Methods
  7705.  
  7706. [Weapon Attack]: Ranged Attack / 10 Sq. / 3#
  7707. - [Form: Ranged] 3d6+39 physical damage.
  7708.  
  7709. <<Flower Garden Spirit Pulse>>: Start / Combat Zone / Combat Zone
  7710. - The target gains [Remove: Darkness, Poison, Pain, Paralysis], [Recovers] 10 {HP}, and may set one [Spirit Dice] to any value.
  7711.  
  7712. <<Flower Ruler>>: Unique / Combat Zone / 1#
  7713. - Use when the target declares a Talent. One [Ready] [Class: Plant] NPC immediately takes their turn, regardless of {Initiative}. 2/Round.
  7714.  
  7715. <<Divine Power - Hundred Flowers Rebellion>>: Unique / Combat Zone / 1#
  7716. - Use on Damage Calculation. One [Class: Plant] NPC other than the user gains +[1d6x5] to [Damage]. 2/Round.
  7717.  
  7718. <<Spiritual Barrier>>: Constant / User
  7719. - As long as the target does not have [Shift: Dead], [Class: Plant] NPCs other than [Bosses] in the [Combat Zone] cannot be the target of [Target: 2#+] [Attack Actions] (Including [Area - Combat Zone]).
  7720.  
  7721. Materials (2d6)
  7722. Automatic: Flower God Corolla/HP+6: 1000G (Potency: 2)
  7723.  
  7724. Description:
  7725. A spiritual paragon who gained divine power after years of virtuous labor. They resemble goddesses adorned in white robes and a crown. They also have authority over flowers, and the season of spring.
  7726.  
  7727. ----------------------------------------
  7728. Toshigami / Class: Plant / LV: 18 (4)
  7729. Size : 3
  7730. Wits : Clever
  7731. Senses : Domain
  7732. Speech : Yes
  7733. Reaction : Friendly
  7734. ID : 22
  7735. Weakness : [Fire]
  7736. Movement : Walk
  7737. | ACC | EVA | CNJ | RES | CHK
  7738. {Combat Stats} | 23 | 07 | 22 | 06 | 06
  7739. {Fixed Values} | 30 | 14 | 29 | 13 | 13
  7740. {Initiative} : 24 (10)
  7741. {HP} : 243
  7742. Armor : 20
  7743. Barrier : 20
  7744.  
  7745. Attack Methods
  7746.  
  7747. [Weapon Attack]: Magical Attack / 10 Sq. / 4# / Cancels
  7748. - [Element: Phantom / Form: Magic] 4d6+40 magical damage.
  7749.  
  7750. <<Gravity Crush>>: Magical Attack / Combat Zone / 2# / Cancels
  7751. - [Element: Magnet / Form: Magic] 7d6+70 magical damage. Targets that fail their [Reactive Check] gain [Shift: Fallen].
  7752.  
  7753. <<Tree Regeneration>>: Defense / User
  7754. - Use on Damage Reduction. The target [Recovers] 20 {HP}.
  7755.  
  7756. <<Great God of Ages>>: Unique / Combat Zone / 1#
  7757. - Use when the target declares a Talent. The user [Installs] the target 1d6 Squares away from their current square.
  7758.  
  7759. <<Source of Life>>: End / Engaged / Area / No Reactive Check
  7760. - The user [Recovers] 2d6 {HP}, and the target loses 2d6 {HP}.
  7761.  
  7762. <<Guardian of Nature>>: Constant / User
  7763. - During the targets [Turn[, gain x1 [Timing: Attack].
  7764.  
  7765. Materials (2d6)
  7766. Automatic: Ancient Urn/Will+3: 1500G (Potency: 3)
  7767.  
  7768. Description:
  7769. A mononoke formed of a plant that lived long enough to transform into a god. Many serve as guardians deities. They appear as priestly giants, formed from a collection of plants and moss. They constantly absorb spiritual power and circulate it throughout their surroundings.
  7770.  
  7771. ----------------------------------------
  7772. Ladon / Class: Plant / LV: 18 (4)
  7773. Size : 4
  7774. Wits : Clever
  7775. Senses : Domain
  7776. Speech : Yes
  7777. Reaction : Friendly
  7778. ID : 15
  7779. Weakness : [Toxin]
  7780. Movement : Walk
  7781. | ACC | EVA | CNJ | RES | CHK
  7782. {Combat Stats} | 23 | 02 | 21 | 16 | 02
  7783. {Fixed Values} | 30 | 09 | 28 | 23 | 09
  7784. {Initiative} : 26 (11)
  7785. {HP} : 253
  7786. Armor : 20
  7787. Barrier : 20
  7788.  
  7789. Attack Methods
  7790.  
  7791. [Weapon Attack]: Magical Attack / 7 Sq. / 4# / Cancels
  7792. - [Element: Wind / Form: Magic] 4d6+40 magical damage.
  7793.  
  7794. <<Dragon Strike>>: Physical Attack / 7 sq. / 3#
  7795. - [Element: Magnet / Form: Hammer] 5d6+80 physical damage.
  7796.  
  7797. <<Dragon God Status>>: Magical Attack / 7 Sq. / Area / Cancels
  7798. - [Form: Magic] 5d6+90 magical damage. 1/Round.
  7799.  
  7800. <<Amber Scales>>: Defense / User
  7801. - Use on Damage Reduction. The target gains +20 [Armor] and [Barrier].
  7802.  
  7803. <<Edge Collapse>>: Unique / Engaged / Area
  7804. - Use at Any Time during the user's turn. The user places the Target up to 4 Sq. away from their current square, then the target loses 4d6 {HP}.
  7805.  
  7806. <<Sleepless Dragon>>: Constant / User
  7807. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target reduces [Damage] by 60 from [Weapon Attacks] or [Special Attacks].
  7808.  
  7809. Materials (2d6)
  7810. Automatic: Golden Apple/HP+9: 1500G (Potency: 3)
  7811.  
  7812. Description:
  7813. There was a story told of a guardian plant, created for the purpose of the spirits of the gods made manifest as golden apples. With a hundred necks and scales of amber, its carcass is often referenced in Western myth.
  7814.  
  7815. ----------------------------------------
  7816. Fertility God / Class: Plant / LV: 19 (4)
  7817. Size : 2
  7818. Wits : Clever
  7819. Senses : Domain
  7820. Speech : Yes
  7821. Reaction : Mercurial
  7822. ID : 34
  7823. Weakness : [Fire]
  7824. Movement : Walk, Fly, Swim
  7825. | ACC | EVA | CNJ | RES | CHK
  7826. {Combat Stats} | 06 | 23 | 25 | 07 | 05
  7827. {Fixed Values} | 13 | 30 | 32 | 14 | 12
  7828. {Initiative} : 33 (13)
  7829. {HP} : 264
  7830. Armor : 10
  7831. Barrier : 20
  7832.  
  7833. Attack Methods
  7834.  
  7835. [Weapon Attack]: Magical Attack / 10 Sq. / 3# / Cancels
  7836. - [Element: Magnet / Form: Magic] 24d6+40 magical damage.
  7837.  
  7838. <<Mutation Magic>>: Start / Combat Zone / Combat Zone
  7839. - NPCs gain +10 [Armor], [Barrier] and {Initiative}.
  7840.  
  7841. <<God of Alcohol>>: Prep / Combat Zone / Combat Zone
  7842. - Cannot be used out of combat. The target gains x1 [Consumable] with [Cost: 500G or less].
  7843.  
  7844. <<God of Madness>>: Magical Attack / Combat Zone / Area / Cancels
  7845. - [Element: Phantom / Form: Magic] 8d6+80 magic damage.
  7846.  
  7847. <<God of Magic>>: Unique / User
  7848. - Use on Damage Reduction. The target [Recovers] 20 {HP}, then performs x1 [Timing: Attack]. 1/Round.
  7849.  
  7850. <<One Pillar of Twelve Gods>>: Constant / User
  7851. - During the targets [Turn], gain x1 [Timing: Attack].
  7852.  
  7853. Materials (2d6)
  7854. Automatic: Leather Sake Bag/Null Fallen: 1500G (Potency: 3)
  7855.  
  7856. Description:
  7857. Ancient deities known for their role as the gods of abundance, sake, and witchcraft. They appear as beautiful, young men or maidens in white robes. They stand as one pillar of the gods, and produce spiritual elixirs that have the divine power to mutate people.
  7858.  
  7859. ----------------------------------------
  7860. Great Camellia / Class: Plant / LV: 19 (4)
  7861. Size : 4
  7862. Wits : Clever
  7863. Senses : Domain
  7864. Speech : Yes
  7865. Reaction : Mercurial
  7866. ID : 36
  7867. Weakness : [Shock]
  7868. Movement : Walk
  7869. | ACC | EVA | CNJ | RES | CHK
  7870. {Combat Stats} | 25 | 03 | 09 | 25 | 04
  7871. {Fixed Values} | 32 | 10 | 16 | 32 | 11
  7872. {Initiative} : 29 (12)
  7873. {HP} : 284
  7874. Armor : 20
  7875. Barrier : 20
  7876.  
  7877. Attack Methods
  7878.  
  7879. [Weapon Attack]: Melee Attack / 10 Sq. / 3#
  7880. - [Element: Phantom / Form: Axe] 4d6+40 physical damage.
  7881.  
  7882. <<Wind God Hurricane>>: Physcial Attack / Combat Zone / 1#
  7883. - [Element: Wind / Form: Sword] 5d6+90 physical damage.
  7884.  
  7885. <<Great Tree God Roots>>: Physical Attack / Combat Zone / Combat Zone
  7886. - [Element: Magnet / Form: Spear] 7d6+70 physical damage, and the target [Halves] their [Armor]. 1/Round.
  7887.  
  7888. <<Tree God's Spirit>>: Magical Attack / Combat Zone / 1# / Cancels
  7889. - The target gains [Remove: Darkness, Poison, Pain, Paralysis] and [Recovers] {HP} equal to 3d6+30 [Magical Damage].
  7890.  
  7891. <<Santuary of the Spirit Tree>>: Unique / Combat Zone / 1#
  7892. - Use when the target declares a Talent. Cancel the effect of one [Timing: Start] talent the target used.
  7893.  
  7894. <<Deity Sublimation>>: Constant / User
  7895. - During the targets [Turn], gain x2 [Timing: Attack].
  7896.  
  7897. Materials (2d6)
  7898. Automatic: Great Camellia Fruit/Bestow Phantom: 1500G (Potency: 3)
  7899.  
  7900. Description:
  7901. A plant Mononoke who has been alive for 8,000 years. It takes the form of a shimmering ghostly tree. Over time, the habits of these creatures change as their great wisdom begins to aid them in their sublimation.
  7902.  
  7903. ----------------------------------------
  7904. Kukunochi / Class: Plant / LV: 20 (4)
  7905. Size : 2
  7906. Wits : Clever
  7907. Senses : Domain
  7908. Speech : Yes
  7909. Reaction : Friendly
  7910. ID : 40
  7911. Weakness : [Cold]
  7912. Movement : Walk, Fly
  7913. | ACC | EVA | CNJ | RES | CHK
  7914. {Combat Stats} | 25 | 23 | 06 | 03 | 15
  7915. {Fixed Values} | 32 | 30 | 13 | 10 | 22
  7916. {Initiative} : 38 (15)
  7917. {HP} : 298
  7918. Armor : 20
  7919. Barrier : 10
  7920.  
  7921. Attack Methods
  7922.  
  7923. [Weapon Attack]: Melee Attack / 10 Sq. / 4#
  7924. - [Element: Phantom / Form: Spear] 4d6+40 physical damage.
  7925.  
  7926. <<Divine Wooden Sword>>: Physical Attack / Combat Zone / 1#
  7927. - [Element: Magnet / Form: Sword] 7d6+90 physical damage, and the target [Halves] their [Armor].
  7928.  
  7929. <<Divine Authority>>: Unique / Combat Zone / 1#
  7930. - Use on Damage Reduction. The target [Halves] [Damage]. 1/Combat.
  7931.  
  7932. <<Tree Gods' Words of Congratulation>>: Unique / Combat Zone / 1#
  7933. - Use on Damage Calculation. One [Class: Plant] NPC other than the user deals +[1d6x10] [Damage] to [Target: 1#]. 2/Round.
  7934.  
  7935. <<God of Trees>>: Constant / User
  7936. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target [Halves] [Damage] not [Bestowed] with an [Element].
  7937.  
  7938. Materials (2d6)
  7939. Automatic: Seed of the God Tree/Halve Wind: 2000G (Potency: 4)
  7940.  
  7941. Description:
  7942. A mononoke formed from white vegetation that transformed into a powerful god after many years. They take the form of radiant, beautiful people who dress in robes.
  7943.  
  7944. ----------------------------------------
  7945. Fusang / Class: Plant / LV: 20 (4)
  7946. Size : 5
  7947. Wits : Clever
  7948. Senses : Domain
  7949. Speech : Yes
  7950. Reaction : Mercurial
  7951. ID : 38
  7952. Weakness : [Fire]
  7953. Movement : Walk
  7954. | ACC | EVA | CNJ | RES | CHK
  7955. {Combat Stats} | 10 | 05 | 25 | 25 | 07
  7956. {Fixed Values} | 17 | 12 | 32 | 32 | 14
  7957. {Initiative} : 14 (7)
  7958. {HP} : 328
  7959. Armor : 30
  7960. Barrier : 30
  7961.  
  7962. Attack Methods
  7963.  
  7964. [Weapon Attack]: Magical Attack / Combat Zone / 3# / Cancels
  7965. - [Element: Shock / Form: Magic] 5d6+50 magical damage.
  7966.  
  7967. <<South Jail>>: Start / Combat Zone / Combat Zone/ No Reactive Check
  7968. - The target gains -3 to [Reactive Checks]. If [Out of Combat], gain +3 [Speed].
  7969.  
  7970. <<Flash of the God Tree>>: Magical Attack / Combat Zone / 1# / Cancels
  7971. - [Element: Magnet / Form: Magic] 6d6+80 magical damage.
  7972.  
  7973. <<Nine Suns>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  7974. - [Form: Magic] 9d6+60 magical damage. 1/Round.
  7975.  
  7976. <<North Prison>>: Unique / Combat Zone / 1#
  7977. - Use when the target declares a Talent. [Class: Plant] NPC who is [Ready] may take their [Turn] regardless of {Initiative}. 2/Round.
  7978.  
  7979. <<Land of the Rising Sun>>: Constant / User
  7980. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, unless the target has [Shift: Dead], [Class: Plant] NPCs other than [Bosses] in the [Combat Zone] gain +10 {Initiative}, and cannot be the target of [Target: 2#+] [Attack Actions] (Including [Area - Combat Zone].
  7981.  
  7982. Materials (2d6)
  7983. Automatic: Red Fruit of Fusang/Halve Magnet: 2000G (Potency: 4)
  7984.  
  7985. Description:
  7986. The highest rank of plant gods. Currently, its existence has not been confirmed.
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