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- A Fox! (Class: Beast, LV: 5 (1))
- Size: 1
- Wits: Cunning
- Senses: Normal
- Speech: Yes
- Reaction: Mercurial
- ID: 14
- Weakness: N/A
- Movement: Dash-dancing (Walk)
- {Combat Stat}+1 ({Fixed Value})
- ACC 11 (18) EVA 9 (16)
- CNJ 4 (11) RES 4 (11)
- CHK 4 (11) INIT 18 (7)
- HP 50, Armor 1, Barrier 0
- [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)
- A Fox!'s Attack Methods
- [Weapon Attack](?): Melee Attack / Charge 4 Sq. / 1#
- *The fox appears to employ... really fast martial arts?*
- - [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].
- «Flame Fox»: Melee Attack / 7 Sq. / 1# (1 Sq.)
- *In a burst of Spirit Energy, the fox ignites itself, and charges through, knocking down anyone in its path.*
- - [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.
- [Boss Talent] «Spirit Wave Dash»: Constant / User
- *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.*
- - 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].
- [Boss Talent] «Stocked Lives»: Unique / User
- *Just when you think the fox is down and out, it is not.*
- - 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).
- - 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.
- «Reflect Hex»: Unique / Engaged / 1#
- *A sudden outwards burst of spirit energy that disorients nearby opponents, it can take many forms.*
- - Unique Effect. The user may only apply one of the following effects of Reflect Hex once per round:
- * When the user would move while [Engaged]: They may ignore [Engagements] for the duration of that move.
- * 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].
- * 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.
- 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.)
- «Fearsome Power»: Constant / User / User
- *Once this enemy has sustained enough injury, their body itself causes concept materialization to spring forth, raising combat power remarkably.
- - 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].
- Materials (2d6)
- 2-5: N/A
- 6-9: Broken Left Wing/Initiative+1: 500G (Potency: 1)
- 10-12: Some kind of hexagonal emblem with "20XX" written in the center/OpR, during [Damage Calculation], add +3 to {Barrier}: 1000G (Potency: 2)
- 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.
- Developer's notes: This [Mononoke] was designed with the concept of speed.
- 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
- 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.
- 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.
- 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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