FrozenWrath

A Fox! but weaker

Jul 9th, 2019
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  1. A Fox! (Class: Beast, LV: 5 (1))
  2. Size: 1
  3. Wits: Cunning
  4. Senses: Normal
  5. Speech: Yes
  6. Reaction: Mercurial
  7. ID: 14
  8. Weakness: N/A
  9. Movement: Dash-dancing (Walk)
  10.  
  11. {Combat Stat}+1 ({Fixed Value})
  12. ACC 11 (18) EVA 9 (16)
  13. CNJ 4 (11) RES 4 (11)
  14. CHK 4 (11) INIT 18 (7)
  15. HP 50, Armor 1, Barrier 0
  16.  
  17. [Boss] MODS: HP +100 (actually 25), Fearsome Power [Boss Talent], Spirit Wave Dash, Stocked Lives, +5 Init/PD/MD (maybe not damage), weak to [Psychic], +1 to all combat stats (and fixed stats by proxy)
  18.  
  19. A Fox!'s Attack Methods
  20. [Weapon Attack](?): Melee Attack / Charge 4 Sq. / 1#
  21. *The fox appears to employ... really fast martial arts?*
  22. - [Form: Hammer] 2d6+5+5 physical damage twice to the target. After [Damage Calculation], if the target took more than 10 points of damage from the attack, the user moves the target up to 1 Sq., ignoring [Engagements].
  23.  
  24. «Flame Fox»: Melee Attack / 7 Sq. / 1# (1 Sq.)
  25. *In a burst of Spirit Energy, the fox ignites itself, and charges through, knocking down anyone in its path.*
  26. - [Element: Fire / Form: Spear] The user [Installs] themselves into any square in range that is in a straight cardinal direction (or a diagonal) from its original position. Then, all units between those two spaces are attacked for 4d6+18+5 physical damage. Can only be done once per round.
  27.  
  28. [Boss Talent] «Spirit Wave Dash»: Constant / User
  29. *The fox moves at nearly blurring speeds. It is impressive that you can even perceive him, when he acts in the blink of an eye.*
  30. - When another unit ceases to be the [Actor]: The target may become [Ready] again, even if they were [Not Ready], and the target becomes the [Actor].
  31.  
  32. [Boss Talent] «Stocked Lives»: Unique / User
  33. *Just when you think the fox is down and out, it is not.*
  34. - At the end of a turn that the target gained [Shift: Dead], the target gains [Remove: Dead], and if they do, their current {HP} is set to their maximum. (This effect is mandatory.) The user may only activate Stocked Lives up to three times per combat (or once per scene).
  35. - In addition, as [Timing: Constant, Range/Target: User], any positive bonuses to the target's {HP} are quartered (this includes Boss Talents and the Boss/Aramitama Template). This effect may not be toggled off.
  36.  
  37. «Reflect Hex»: Unique / Engaged / 1#
  38. *A sudden outwards burst of spirit energy that disorients nearby opponents, it can take many forms.*
  39. - Unique Effect. The user may only apply one of the following effects of Reflect Hex once per round:
  40. * When the user would move while [Engaged]: They may ignore [Engagements] for the duration of that move.
  41. * After [Damage Calculation] from an attack by the user: Target unit that took at least 1 point of damage from the [Attack Action] gains [Shift: Fallen].
  42. * When target unit would be targeted by a [Magical Attack] or a [Ranged Attack]: The unit that made the [Attack Action] becomes the target, instead.
  43. If the user is a [Boss], they may activate Reflect Hex once per turn. (Normally, [Timing: Unique] effects may only be activated once per round.)
  44.  
  45. «Fearsome Power»: Constant / User / User
  46. *Once this enemy has sustained enough injury, their body itself causes concept materialization to spring forth, raising combat power remarkably.
  47. - Passive Effect. When the target's HP becomes 200 or less, they gain +1 to the result of [Active Checks], and gain a +2d6 modifier to [Damage Calculation].
  48.  
  49. Materials (2d6)
  50. 2-5: N/A
  51. 6-9: Broken Left Wing/Initiative+1: 500G (Potency: 1)
  52. 10-12: Some kind of hexagonal emblem with "20XX" written in the center/OpR, during [Damage Calculation], add +3 to {Barrier}: 1000G (Potency: 2)
  53.  
  54. A red fox wearing what looks to be a tactical vest. You're not sure why it's here, but its speed is impressive, and its manipulation of Spirit Energy almost dazzling to watch.
  55.  
  56. Developer's notes: This [Mononoke] was designed with the concept of speed.
  57.  
  58. Typically, a team of [Player Characters] have a pretty good advantage against a single enemy, due to the immense advantage in action economy, or how many more turns the [Player Characters] have, compared to that single enemy. Judging by the design of later Mononoke, Rikizo is at least aware that the Mononoke should at least attempt scaling up to the more difficult
  59.  
  60. I was inspired by something I found in a tabletop game called "Adeptus Evangelion," which adapted the Dark Heresy system to the setting of Neon Genesis Evangelion- In it, player characters there fought Angels, which would also take turns between the players' turns. I found it an excellent way to work around this disparity, as opposed to, say, giving them additional parts or some minions to fight in addition.
  61.  
  62. Its standard attack may appear to be a simple charge and blowback attack, but it can also push players away, so it can continue launching more and more attacks- One might even consider using this in lieu of Reflect Hex, so it can be used later as an "emergency" burst.
  63.  
  64. As «Stocked Lives» is intended as a sort of very screwy comeback mechanic, it is recommended that you do not give A Fox! «Defy Common Sense». In addition, A Fox! benefits greatly from the additional [Timing: Attack] gained through «Savage Divinity». If you are seeking a somewhat different experience than the intended difficulty of this fight, consider combining the two, as to ensure that A Fox! is a constant threat to literally anything in its sight.
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