482 Uswang The most powerful of witches, who gain potency by channeling gods just as with any other shaman, but also by gaining personal power through eating livers of humans, wherein they gain enough Gahum, personal spiritual power, to energize their most powerful of sorceries: shapeshifting, flight, firesummoning, and bisection. To harness this much Gahum, they must have a vessel, which is an item known as the Itim Na Sisiw, or Black Raptorling. When an Uswang relinquishes their Itim Na Sisiw, they die. While they have the Itim Na Sisiw, they are functionally immortal. Traits Tanggal: When the Uswang rushes, they fly for the movement. Illusion: Attacks against debilitated, bleeding, and confused fighters inflict +1d. Wicked Argent Witch: The Uswang has Evade against melee attacks. Inflict Violence: Spirit Needle. Line 6 Area Attack. Faith. Bleeds (If already Bleed, Poisons instead). Special Techniques Gabii Nawng [1]: Gain Stealth. Hex [1]: Slide 2 all chosen fighters in burst 4. Dog Form [1]: Rush double Speed, Tumbling, Slow all enemies moved through. Yawa Hex [1]: Debilitate, Confuse, and Bleed all enemies in range 3 burst 1. Great Barang [3]: Inflict 1 True Hit on all enemies in the battlefield, stun, bleed and poison them. Gambit [d6] Phase 1: Witch 1-3: Rush > Inflict Violence > Gabii Nawng 4-6: Rush > Inflict Violence > Hex Phase 2: Ghoul. Trigger automatically when Staggered. 1-2: Rush > Inflict Violence > Inflict Violence 3-4: Rush > Inflict Violence > Hex 5: Dog Form > Inflict Violence > Yawa Hex 6: Great Barang Elder Uswang can create more Itim Na Sisiw, and anyone that obtains the Itim Na Sisiw of an Uswang gains the power of Uswang themselves. However, very often, they have to accustom themselves to this power, so they still must train. Those who have swallowed an Itim Na Sisiw are known as Yanggaw, or “Newly Infected.” To the Ashinin Missionaries, the Uswang are said to tap into the power of the Deva, able to harness Maya. However, this power is not for mortals to wield. Or at least, not for uncultivated mortals. Very often, outside of the most elder of Uswang, most Uswang become possessed of a dangerous and murderous power that they cannot control. This is often more common when a witch swallows the Itim Na Sisiw of elder Uswang. HP: 6/7/8 x Kadungganan Speed: 4 Jump: 3 Bravery: 3/4/5 Faith: 9/10/11 Posture: 4/5/6 Resilience: 6/7/8
483 Katuuran Katuuran are elder balyan, head priests of a citystate, deified at death, assissted by a crowd of assistant balyan. Katuuran conduct the most important rituals, and more importantly channel the most important of the gods. Purveyors of devotion, they lead their flock to the right path to let them accrue spiritual merit. Both spiritual merit and devotion to the ancestors are important to the spiritual cultivation of mortals. Traits Summoner: The Katuuran always has one of each NPC type of the appropriate Threat on the battlefield. These are spirit summons with half their normal HP. The Katuuran only riffs 3 times per Resound. Xenoglossy: The Katuuran can use any ally as an origin point for any effect. Inflict Violence: Ultrasoul. Ranged 3 Attack. Resilience. An ally in the battlefield may inflict violence. Special Techniques Chant [1]: Give all allies +2d on their next attack. Shelter [1]: Grant all allies in burst 3 Block 2. Consort [1]: All allies in the battlefield may fly 3. Summon [2]: Summon another fighter of appropriate Threat (fill in any lacking styles). Cannot summon more than 5 fighters at a time. If this is rolled while there are 5 fighters, either replace any ally on the battlefield or teleport all allies by 3 tiles. Gambits [d12] Phase 1: Spirit Channeler 1-6: Rush > Inflict Violence > Rush 7-12: Rush > Chant > Inflict Violence Phase 2: God Face. Trigger automatically when Staggered. 1-3: Rush > Inflict Violence > Inflict Violence 4-6: Rush > Chant 7-9: Rush > Shelter > Consort 10-12: Rush > Summon Many Katuuran are Nibatala, Nihari, or Nilawana. Nibatala comes from NI (of a person) + BATALA (the Supreme Noble Lord). BATALA is another name for SIWU, and is commonly believed by the commonfolk to be the Supreme God, in contrast to the aristocrat and court religion of NIHARI, who believe in HARI or WISNU as the Supreme Reality. Warriors very often invoke LAWANA SINIGIDA, the first warrior, an ancestral god in the Isles, who is said to have been an avatar of KALAKATRI The Undefeatable, the Murderous Aspect of RAYADEWI the Great Mother Goddess, the Primordial Energy of the Universe. Katuuran that are devotees of Lawana are known as Nilawana. HP: 9/10/11 x Kadungganan Speed: 5 Jump: 3 Bravery: 4/5/6 Faith: 5/6/7 Posture: 6/7/8 Resilience: 7/8/9
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485 Origins The world of Gubat Banwa is as beautiful as it is vast. Not all the fighters the Kadungganan will encounter will be random raiders or traveling warriors. Very often they will be from something. This is indicated by their Origin, which is commonly placed in front of their name. Origins are very commonly not used in the first few sessions. Use them when your Kadungganan are ready for some more complexity and interesting situations in your fights. In later Ranks, Origins will become almost mandatory to be able to keep up with the sheer number of abilities that a Kadungganan can take. Each Origin also has a Template Trait, which you can apply to any generic NPC and give them that Origin. Each NPC can only have one Template at a time. Example: A reaper can be given the Virbanweño trait to make them a Virbanweño Reaper. Each Origin will also have a number of Unique Fighters, unique to their Origin. They always have their Origin’s Template Trait. Each Unique Fighter will have three Prowess entries (in X/Y/Z) corresponding to the three ranks. Unique fighters are meant for stronger Kadungganan to fight, and they always have 4 Gambits. Rank 1 Uniques are Threat 2, Rank 2 Uniques are Threat 4, and Rank 3 Uniques are Threat 6. This will feature the following Origins: Folk (including Gatusanon, Apunon, Akayu, Virbanweño, Ba-enense, Baikhan), The Dead, The Pale, Demons, Beasts, and Diwata.
486 486 Gubat Banwa Beast Beasts encompass all animals: from animals that we might find here in our primary world to the unique beasts that can only be found here in The Sword Isles. Animals are part of nature, and are respected by the people of The Sword Isles. Beasts in The Sword Isles scale from life-force sucking mosquitos to giant slithering pythons that cause earthquakes. Beasts don’t have Unique Fighters. Instead, add the Enrage Trait and one other Trait below on any particular Type as a Template. Trait: Enrage. When the beast is Staggered, they gain +2 to Bravery, Faith, Speed, Jump, and all attacks become Relentless. Then add one of the following: Avian. This Beast is Flying. Behemoth. The beast cannot be moved forcibly by smaller Sized combatants. They are Size 2. Eagle Eye. The beast cannot be stunned or dazzled. They ignore cover, and does not treat enemies as blocking line of sight. Their attacks are always Skewering. Predator. If the beast does not voluntarily move at the end of their riff, they gain Overwhelming and +2d on their next attack. Serrated: Whenever the beast suffers Hits, bleed the attacker. Sharpened Claw. If attacking with vantage or while flanking, the attack deals +1 Hit. Unstoppable. When the beast is slowed, bled, poisoned, or set aflame, they gain +1 Speed instead (to a max of 3). Then, they ignore those statuses. Venomous/Blazing. The beast’s attacks set aflame or poison (choose 1)
487 Gubat Banwa 487
488 Diwata/Devata/Dewa Diwata are the strange uncanny beings unlike us. Those that live in the darknesses of nature, or the blinding crash of thunders, or in the burning crackles of flame. Those that tread across the trees, those that eat the heads of children. Diwata are little gods residing in the periphery, granting merit and taking it away. Demanding nourishment, demanding sacrifice, demanding reverence. Fear them, they look at you with bent eyes, with broken faces. They may be worshipped, but they do not need your worship. Also known as hyang in Jamiyun Kulisa’s Arrows, or diyos in Virbanwa. In Ashinin thought, Devas are on a higher stage to Enlightenment, but the pure joy of being a god makes it nigh impossible for one to achieve it. In Anitu (and other indigenous religions of the Sword Isles) diwata are unknowable beings, souls that are not human. Like with Beasts, the sheer multiplicty of diwata means they don’t have any unique Origin Types. Instead, follow the steps below to applying a Diwata Template. Diwata Template God. Diwata are gods of nature. They are not like us. Their uncanny nature inflicts awe and fear. All mortals that face a God suffer -1 to their Bravery and Faith. Diwata can be spoken with and offered to, but their motives are difficult to understand, alien as they are. Do not expect to be able to speak with them like you do with mortals. Not Our Own. You cannot harm diwata, that is like striking at trees. To defeat a diwata, one must follow a particular set of rules, or perform a particular ritual, that very often does include violence. Diwata cannot be defeated, they can only be pacified, which is the same mechanically as Defeated. 488 Gubat Banwa
489 When making a Diwata, choose 1: 0 Offering. Place offerings in 4 different random tiles on the battlefield, but are never closer than 7 to the Kadungganan. To pacify the diwata, the Kadungganan must go adjacent to each offering and interact with it to pick it up, and then give the offering to the diwata by interacting with the diwata while adjacent to it while holding the offering. 0 Sacrifice. Choose an enemy in the Battlefield that is not a diwata. That enemy must be defeated while within burst 2 of the Diwata to pacify them. 0 Influence. If there is a balyan that the diwata can feasibly speak with, that wisefolk must speak and channel the diwata. While adjacent to the diwata, the chosen balyan (only 1 can be the speaker) can spend 1 Beat to give the Diwata 1 Influence, and they can only do this 1/Riff. When a Diwata gains 6 Influence, the diwata is pacified. 0 Purify. Place 1 enemy per Diwata on the field. Those enemies must be defeated to pacify the Diwata. 0 Geomancy. Choose 5 random tiles on the battlefield, nothing within range 6 of the diwata. One must perform a ritual by spending 1 Beat while on that square. Once you have performed a ritual on each square, the diwata is pacified. 0 Trial. Put down N-1 other enemies of appropriate tier within burst 4 of the diwata. The enemies must be defeated for the diwata to be pacified. 0 Wrathful Aspect. The diwata manifests in a physical form, becoming a Size 2 Brave with x3 HP instead of x2. Their physical form must be brought to 0 HP for them to be pacified. 0 Something Else. Diwata are unique and strange beings, transcendent of our mortal wiles. You can make a pacify condition for the diwata you choose. Make it something strange, something borne out of Southeast Asian rituals. Gubat Banwa 489
490 Then, Choose 2 Godly Traits: 1. Boundary: All tiles adjacent to the diwata are difficult terrain for enemies. 2. Life Furnace: Heal 1 every start of riff. 3. Vajra: The diwata’s attacks always have Overwhelming. 4. Untethered: The diwata is Flying. 5. Forestwalker. The diwata ignores all terrain and has +1 Speed. 6. Giant God. The diwata is Size 2 or 3. 7. Royalty. When the diwata Shoves, they can target 1 fighter in range 10, and they can slide them by 3. 8. Isvara. When an ally starts and ends their riff adjacent to the Diwata, they heal 1 HP. 9. Elemental Harmony. At the beginning of a Resound, all enemies become vulnerable to the next attack against them. 10. Shrine. Place a shrine (Size 1 object) in the battlefield at the beginning of Violence. The diwata can use the shrine as the origin point for any effect. Attacking the shrine grants the diwata +1 to Bravery and Faith. 11. Alignment With Nihaya. Choose an status (such as aflame, poisoned, etc.). When the diwata suffers that, they heal 2 instead of suffering the status. 12. Geomantic. The diwata cannot be forcibly moved. 13. Strange Physiology. The diwata has spinnerets, or wings, or extraordinarily sharp claws. Choose any Status, they inflict that when they Inflict Violence. 14. Godly Speed. The diwata teleports when they rush. 15. Guardian Deity. When an enemy leaves a tile adjacent to the diwata, inflict 1 True Hit. 16. Diamond Body. When colliding with the diwata, they suffer no Hits and they inflict 2 Hits on the colliding target. 17. Indra’s Net. All things are interconnected. When the diwata Shoves, can choose 2 targets and teleport them 5 square, and then the diwata teleports 5 as well. 18. Glory. When a diwata brings a fighter to 0 HP, they gain +1 Beat for their current riff. 19. Divine Wrath. At Resound 4+, the Diwata gains +2 to their Bravery and Faith for the rest of Violence. 20. Gajaraja. A diwata has a giant mount. They are always considered +1 Elevation higher and they are immune to juggle, stun, dazzle, and ignore blocking terrain. Make sure this matches the diwata. For guardian gods, they might take Boundary and Life Furance for example. Alternatively, you may roll d20. 490 Gubat Banwa
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492 Folk Folk are those that fight and try to prove their Convictions. Each Folk is a warrior and has their own love and lightning. Their own ideals, their own hopes and dreams. Be careful when fighting folk: these are your own. Send them to nirvana, or to hell, or to the great mountains of Madjaas: you continue the great cycle of Violence. Conviction. All Folk have a reason for fighting, and if reasoned to, can cause them to rethink combat. However, they will fight for their Conviction until it looks like all is bleak. Morale. Folk have something to live for. At the beginning of any Resound where there are twice as many Kadungganan than there are enemies (eg., If there are 4 Kadungganan and 2 Enemies left) all Folk enemies will Surrender, becoming Defeated. Unbreakable. Some Folk might have Unbreakable Morale, which replaces their Morale trait. This means they will fight to the death. To make a Folk enemy, choose one of the NPCs and apply the Folk Template and one of the Mahamandala Templates below. The Mahamandalas There are five Mahamandalas, the five great mandalas of the Sword Isles. Most fighters of the mahamandalas are Folk. If for any reason they are of the mahamandala but they are not folk (perhaps a culture god) then they have Unbreakable Morale.
493 Gatusanon Warriors of Gatusan burn with a yearning for gold and glory. For them, Glory is nirvana, it is a transcendent ideal, something that will make them Gods, but something that must forever be chased after. Gatusanon Trait It’s Time To Raid! At the beginning of a Resound, the Gatusan fighters choose a single enemy in the field as their Raid Target. All their attacks against the Raid Target gain Overwhelming and Relentless. If that enemy is brought to 0 HP, all Gatusan fighters in the field can heal 2 and rush 2. Unique Gatusanon Fighters Kalis Warriors that wield kalises, consecrated weapons filled with spiritual power. Kalises are awarded only to the best of swordsmen. Trait: Edged Grace. When the Kalis rushes (either through the Rush Basic Technique or the Rush from other effects), they have Floating, and then inflict 1 Attack Die on all adjacent enemies at the end of the movement. Inflict Violence: Kalis. Melee Attack, Bravery, Dazzles Special Techniques Gatling [1]: Inflict Violence, ignore Combo Breaker, but can only be used for your 3 rd Beat. Bladestreak [1]: Rush, Tumbling, inflicting 1 Hit per enemy moved through. Vajra Sword [2]: Fly 3, and then Melee Attack, Bravery + Faith, Shocks Gambits [d8] 1-2: Rush > Inflict Violence > Rush 3-4: Rush > Inflict Violence > Gatling 5-6: Rush > Inflict Violence > Bladestreak 7-8: Rush > Vajra Sword Raider HP 8/9/10 Speed 5/6/7 Jump 2/3/3 Bravery 8/9/10 Faith 3/4/5 Posture 5/6/7 Resilience 2/3/4
494 Javelin Poison dipped spears are the most common form of projectile weapon in Gatusan. Oftentimes deadlier than bullets, as the spears thrown— bamboo with firehardened tips—are hard to get out, embed deeper, and can spread horrible poison. Javelins are a trained class of spear throwers that rival even the best of archers and gunners. Trait: Pinning Spears. When the Javelin attacks from vantage, inflict Slow. If they’re already Slow, inflict Bleed. The Javelin gains Evade against attacks from enemies that are slowed or bleeding. Inflict Violence: Throw Javelin. Ranged 6 Attack. Bravery. Rush 1 before or after. Special Techniques Snake Venom [1]: The Javelin’s next attack inflicts poison. If a target is already poisoned, inflict +1d. Spear Palisade [1]: Put down a wall on any side of a tile within range 4. Gambits [d10] 1-3: Rush > Inflict Violence > Rush 4-6: Rush > Rush > Inflict Violence 7-9: Rush > Snake Venom > Inflict Violence 10: Rush > Inflict Violence > Spear Palisade Kawacha Powerful warriors clad in chainmail (known as kawaca) and crimson kopiah. They wield guns, water-engraved shields, and swords. They make up an elite warrior-class, though not all of them are Kadungganan. Very often they are royal guardians, very close to the warlord that they serve. Trait: Readied Shields. 1/Resound, when an enemy enters or leaves the Kawacha’s adjacency, they may force them to stay and cancel all movement, and they cannot move voluntarily until the end of their next riff. Inflict Violence: Lance. Melee Attack (Range 2). Bravery. Slide 1. Special Techniques Engage Kalasag [1]: Until the start of the Kawacha’s next riff, they gain overwhelming and relentless defenses. Water Buffalo Overwhelm [2]: Blast 3 Area Attack. Bravery. Overwhelming. Taunt all enemies until the end of the Kawacha’s next riff. Fire Gun [2]: Line 6 Area Attack. Bravery + Faith. Sets Aflame. Gambits [d4] 1: Rush > Inflict Violence > Rush 2: Rush > Inflict Violence > Engage Kalasag 3: Rush > Water Buffalo Overwhelm 4: Rush > Fire Gun Sharpshooter HP 7/8/9 Speed 3/4/5 Jump 3/4/5 Bravery 6/7/8 Faith 3/4/5 Posture 5/6/7 Resilience 4/5/6 Sentinel HP 10/11/12 Speed 4/5/6 Jump 1/2/3 Bravery 5/6/7 Faith 2/3/4 Posture 8/9/10 Resilience 4/5/6
495 Curser A robed and gowned witch clad in flowers, oils, and golden ornaments. Their spells are fueled by a certain hatred, a certain anger. This passion and strength they harness to supercharge their witchcraft, to strengthen the magickal effects of their hexes upon their foes. Trait: Sympathy. Choose any tile within range 5 of the Curser. A spirit arises from it, which cannot be targeted. The curser can choose the curse-spirit as the origin point for any effect. Inflict Violence: Spite. Ranged 4 Attack. Faith. Debilitates and Bleeds. Special Techniques Unlash [1]: Gain Float until the end of the Curser’s next riff. Kindle [2]: Range 3 Burst 1 Area Attack. Faith. Sets Aflame. Witch Mangrove [2]: Ranged 5 Attack. Faith. The target and all enemies in burst 2 of the target cannot move voluntarily until the end of their next riff. Gambits [d6] 1-2: Rush > Inflict Violence > Rush 3-4: Unlash > Rush > Inflict Violence 5: Rush > Kindle 6: Rush > Witch Mangrove Lord Lords are chosen by their merit and their might. Even if they come from a long line of kings, if they cannot supply the required righteousness or violence, then they will be taken over by that which deserves it more. Most Lords are on the Path of Glory, fighting and inflicting violence to ensure peace for their family (that is, their entire banwa) as well as to perform great feats of excellence that will cause them to be remembered. Trait: Come! Let Us Break The Sea Together! When the Lord starts their riff, all allies in the battlefield may rush 1. The Lord has a Presence Aura that is Burst 2. All allies in their Presence Aura cannot be forcibly moved. Inflict Violence: Cleave. Blast 2 Area Attack. Bravery. Safe. 1 Ally in burst 5 may rush 1. Special Techniques Steel [1]: This fighter and all allies in burst 3 gains +2d on their next attack. Rousing Speech [2]: All allies in burst 3 gain Overwhelming, Relentless and Skewering on their next attack with Bravery. Ha! Show Me What You Can Do! [2]: Two different allies in burst 10 may inflict violence. Gambits [d10] 1-3: Rush > Inflict Violence > Rush 4-6: Rush > Steel > Inflict Violence 7-9: Rush > Rousing Speech 10: Rush > Ha! Show Me What You Can Do! Medium HP 9/10/11 Speed 5/6/7 Jump 2/3/4 Bravery 6/7/8 Faith 3/4/5 Posture 4/5/6 Resilience 5/6/7 Witch HP 6/7/8 Speed 3/4/5 Jump 2/3/3 Bravery 2/3/4 Faith 8/9/10 Posture 4/5/6 Resilience 5/6/7
496 Raja Chief. True Kings are rare in the Sword Isles. They take upon themselves the title of Raja, but taking upon the name does not make one what is named. To shine with righteousness, to break infinities, to offer Devotion that scorches the sky. That is what a Raja must be, and only those true Raja will survive the grueling Final Festival. One such example is Sri Raja Kus-gan Lokapala: one of the burgeoning warriorbraves that has collected a formidable force. His banwa, now known as a Kota (City-Fortress), Kota Binarani, has grown in size and has managed to accrue power and resources from the Sultanate of Akai as well as the kingdoms of Rajakami. His current regnal title means “Lord King Mighty Guardian of the World”. He seeks to overthrow the Ponong Raja, but he does not seek to rule Gatusan. He seeks to light the flame of enlightenment: he is on the Bodhisattva Path, and he wishes to bring all others with him to true liberation. Traits Unbreakable: The Raja has Unbreakable Morale unless appealed to their Conviction. Additionally, while they are Poise Broken, they suffer -2 to all Defenses. Perfect Parry: When the Raja completely reduces Hits to 0, they rush 2 and gain Block 1. Lotus-Eyed: The Raja chooses one of the eight directions. They gain +1 Parry against all attacks from that direction. Inflict Violence: Ritual Keris. Ranged 3 Attack. Bravery. Mark the target until end of Resound. While marked, Raja is the only valid target. Special Techniques Enmity [1]: Pull 3 up to 2 fighters in range 6. Glorious Blade [2]: Blast 4 Area Attack. Bravery (+Faith against Marked fighters). Stuns. Safe. Will The World Know Your Name? [3]: The Raja marks out a burst 5, which does not move even if they do. At the start of the next Resound, the Raja leaps and then reveals their Indra-Realization, becoming more than a King, summoning a vajra and sending it into the earth in an indigo thunderbolt, inflicting 40 True Hits on all enemies in the burst. Those that survive this gain his respect. This effect cannot be repeated more than once per Violence. Gambits [d4] Phase 1: Righteous Blade 1-2: Rush > Inflict Violence > Rush 3-4: Rush > Enmity > Inflict Violence Phase 2: Glorious Form. Trigger automatically when Staggered. 1: Rush > Inflict Violence > Inflict Violence 2: Rush > Enmity > Inflict Violence 3: Rush > Glorious Blade 4: Will The World Know Your Name? HP: 10/11/12 x Kadungganan Speed: 4 Jump: 2 Bravery: 6/7/8 Faith: 3/4/5 Posture: 9/10/11 Resilience: 4/5/6
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498 Apumbukid A confederation or league of nations of shared culture, working together to protect Hiyang. They have become masters of violence in their path to preserve harmony and the World. Apunon if they come from the Five Kadatuan, Kamuton if they come from allied banwa. Apumbukid Trait Warriors Of The World Unite! Place up to 5 pieces of Tall Grass terrain in the battlefield (which cannot be adjacent to each other). Apumbukid fighters have +1 to all Prowess except for Speed when they start their turn within or adjacent tall grass (and they do not suffer tall grass terrain’s normal effects). At Resound 2+, at the start of every Resound, a new piece of tall grass sprouts up in the battlefield, which cannot be adjacent to any existing tall grass. Harmony. Apumbukid fighters are immune to all terrain. If they move into or start their riff within tall grass, they may teleport to any other unoccupied tall grass tile in the battlefield. Unique Apumbukid Fighters Pureblade Ascetic sword-priests who fulfill the holy duty of Hiyang through the perfection of the cutting motion of the sword. They are siblings to the Bladeweavers, who perfect the sword itself. The creator of the Pureblade Art was a student of Bladeweaving. Trait: Cleansing Blade. All the Pureblade’s melee attacks against slowed, poisoned, stunned, debilitated, aflame, bleeding, dazzled or wide open fighters gain +2d. Inflict Violence: Harmonious Cut. Melee Attack. Bravery (+1d If the Pureblade or the target is in tall Grass.) Special Technique Cleansing Flame [1]: Set one adjacent fighter or tile aflame Purifying Gleamblade [1]: Rush, Tumbling. Each enemy moved through is Dazzled, and then inflict violence at the end of the movement. White Wind Slicing [3]: Teleport to any tall grass terrain in the battlefield, remove it, and then Burst 1 Area Attack. Bravery + Faith. If no tall grass terrain, put one down in an adjacent tile and then perform the attack. Gambits [d8] 1-2: Rush > Inflict Violence > Inflict Violence 3-4: Rush > Cleansing Flame > Inflict Violence 5-6: Rush > Purifying Gleamblade > Deflect 7-8: White Wind Slicing Raider HP 8/9/10 Speed 5/6/7 Jump 2/3/3 Bravery 8/9/10 Faith 3/4/5 Posture 5/6/7 Resilience 2/3/4
499 Windcaller A particular balyan who dedicates to channeling the elemental wrath of the various elemental spirits from the greater realms of air. Trait: Whirlwind. The windcaller has an aura of burst 2. All enemies that start their riff within or adjacent to the burst may be slide 1 tile. Inflict Violence: Blasting Wind. Range 3 Blast 3 Attack. Faith. Slide 1. Safe. Special Technique Squall Wave [1]: Juggle and Slide 2 all enemies in blast 5. Serpent Flies Through The Air [2]: Path 7 Area Attack. Faith. Juggles. Galura Summons The Thunderstorms [2]: Burst 5 Area Attack. Faith. Shocks. Slide 3. Safe. Gambits [d10] 1-3: Rush > Inflict Violence > Deflect 4-6: Rush > Squall Wave > Inflict Violence 7-9: Rush > Serpent Flies Through The Air 10: Rush > Galura Summons The Thunderstorms Pureshield The Pureshields are shieldbearers that have taken the oath to protect and defend others, at the expense of themselves. They have made a pact with their Guardian Spirits who give them the hardwood shields they use to fight. Pureshields fight to protect nature. Trait: Mystic Fortress. The Pureshield has a Burst 2 Mystic Fortress Aura: all enemies in the aura are taunted to the Pureshield and all allies in the aura are Guarded by the Pureshield. 1/Riff, when the Pureshield is attacked, they may put down a tall grass terrain adjacent to them. Inflict Violence: Pureslam: Melee Attack. Bravery. Push 1 per 10. If the push from this attack moves the target into tall grass, may teleport the target into any other tall grass tile in the battlefield. Special Technique Blossom [1]: Place a tall grass terrain in range 2. Plant Shield [1]: Place a shield (Size 1 Height 2 Object, Blocking Terrain) in an adjacent tile. Any fighter that collides with the shield suffers Push 1 away from the shield. Shield Whirlwind [2]: Burst 2 Area Attack, Bravery + Faith, then Plant Shield anywhere within the burst Gambits [d10] 1-3: Rush > Inflict Violence > Rush 4-6: Rush > Inflict Violence > Blossom 7-9: Rush > Inflict Violence > Plant Shield 10: Rush > Shield Whirlwind Sharpshooter HP 7/8/9 Speed 3/4/5 Jump 3/4/5 Bravery 3/4/5 Faith 6/7/8 Posture 5/6/7 Resilience 4/5/6 Sentinel HP 10/11/12 Speed 4/5/6 Jump 1/2/3 Bravery 5/6/7 Faith 2/3/4 Posture 8/9/10 Resilience 4/5/6
500 Demonbreaker Masters of the Ancient Art of Wrestling, known by many names. Demonbreakers wrestle giants and gods and bring them down to earth. Trait: Elemental Hands. The Demonbreaker may choose any piece of tall grass, fire, water, or dangerous terrain as the origin point for effects. When the Demonbreaker slides a fighter, they may Rush 1 in their direction. Inflict Violence: Locking. Rush 1, then: Melee Attack. Faith. Slows Special Techniques Water Sign [1]: Turn a tile in range 4 into shallow water, then gain Evade until the end of the Demonbreaker’s next riff. Burning Palm [2]: Range 5 Burst 1 Area Attack. Faith. Sets Aflame. Slide 2. Forest Bloom [1]: Choose up to 3 different tiles and turn them into tall grass terrain. Gambits [d6] 1-2: Rush > Inflict Violence > Rush 3-4: Rush > Inflict Violence > Water Sign 5: Rush > Burning Palm 6: Rush > Forest Bloom > Inflict Violence Witch HP 6/7/8 Speed 3/4/5 Jump 2/3/3 Bravery 2/3/4 Faith 8/9/10 Posture 4/5/6 Resilience 5/6/7
501 Medium HP 9/10/11 Speed 5/6/7 Jump 2/3/4 Bravery 3/4/5 Faith 6/7/8 Posture 4/5/6 Resilience 5/6/7 Sage Those that have reached the tip of Hiyang, transcendent harmony. Like bodhisattvas, they have purposely held off on achieving pure Hiyang so that they can help others achieve it as well. Trait: Metempsychosis. 1/Violence: when the Sage is brought to 0 HP, they immediately teleport 3, heal 3, and then they become a different Apumbukid Unique Fighter. They may riff again. Inflict Violence: Teach. Ranged 4 Attack. Faith. Choose 1 ally: Their next attack against the target gets +Sage’s Bravery attack dice (does not stack.) Special Technique Feel [1]: Choose 1 fighter in range 4. Heal them 2 or inflict 1 True Hit. Think [1]: The sage and all allies in burst 2 Deflect for free and gain Evade until the end of their next riff. Kill [3]: The Sage invokes death: all enemies in the battlefield have 50% chance to be safe. Otherwise, they suffer 5 True Hits. Any fighters brought to 0 HP from this gives Heal 3 to the Sage and all allies. Gambits [d10] 1-3: Rush > Inflict Violence > Deflect 4-6: Rush > Inflict Violence > Feel 7-9: Rush > Inflict Violence > Think 10: Kill
502 STEWARD Chief. A Kadungganan infused with the vengeful properties of nature, to better protect the sanctity of all of nature. Kadungganan become Stewards only by choosing, and by undergoing a vision quest and ritual alongside a powerful balyan. Once becoming a Steward, their Conviction becomes strictly to protect a particular place of spiritual power, and they cannot leave it. Traits Wrathful God: While Staggered, gain +1 to all Attack Dice. Vengeance: Attacks gain Overwhelming against enemies with statuses. Immortality: Unless the Steward is Poise Broken, they heal 1 every start of riff. Inflict Violence: Wrathful Palm. Melee Attack. Bravery. Push 3. If they collide teleport to an adjacent square and make the attack again. Can only teleport once. Special Techniques Meditation [1]: The Steward teleports 3 and then their next attack gains +1d. Enlighten [2]: Burst 2 Area Attack. Bravery. Dazzles. Sets Aflame. Fulfill Duty [3]: At the end of the next Resound, violence ends, and all enemies are teleported far away from the guarded place. Gambits [d12] Phase 1: Tawurupa (Human Form) 1-6: Rush > Inflict Violence > Deflect 7-12: Rush > Meditation > Inflict Violence Phase 2: Sikarupa (Wrathful Form). Parrot heads explode, seventy arms arise. Trigger automatically when Staggered. 1-5: Rush > Inflict Violence > Inflict Violence 6-8: Rush > Meditation> Inflict Violence 9-11: Rush > Enlighten 12: Fulfill Duty: Trigger only at Resound 6, and perform automatically at the end of Resound 6. HP: 10/11/12 x Kadungganan Speed: 4 Jump: 2 Bravery: 6/7/8 Faith: 3/4/5 Posture: 9/10/11 Resilience: 4/5/6
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504 Akayu Warriors that will conquer the world either by trade or by war, all to protect their Faith to Goddess. Akayu Trait Divine Striving. Whenever a fighter falls to 0 HP, all Akayu fighters gain Striving until the end of their next riff. Their attacks gain Overwhelming and they have +1 to all Prowesses. When they lose Striving, they heal 2. Unique Akayu Fighters Knave Rogues, rapscallions, swindlers. With push dagger and fishing rod they fuck with those in power, those with wealth, and help those toiling in the farms and fields. They are quick, and have mastered the secret art of eclipses. Trait: Hide And Seek. When the Knave gains Striving, they teleport 2 spaces and become a Phantasm until start of next riff. While a Phantasm, they are immune to all attacks, damage, and effects, and can move through units, but they cannot deal hits or inflict effects. Inflict Violence: Knifesmoke. Attack an adjacent fighter with Bravery, and then gain Stealth. Gambits [d8] Shadeswap [1]: Swap places with any other Akai fighter in the battlefield, teleporting. Melody of Violence [2]: Teleport 3 and then inflict violence. Repeat this one more time afterwards. Smoke Bomb [2]: Burst 2 Area Attack. Bravery. All unoccupied tiles become Haze tiles. Gambits [d8] 1-2: Rush > Inflict Violence > Deflect 3-4: Shadeswap > Rush > Inflict Violence 5-6: Rush > Melody of Violence 7-8: Rush > Smoke Bomb Raider HP 8/9/10 Speed 5/6/7 Jump 2/3/3 Bravery 8/9/10 Faith 3/4/5 Posture 5/6/7 Resilience 2/3/4
505 Court Sorcerer Sorcerers that are loyal to a single lord, clad in shells, gold, pearls, glass beads, and intricate silks of crimson, azure, and viridian. Their power is such that they can overcome the occult strength of even a datu. They send gouts of flame and change the flow of rivers with power gained from unknowable dark powers. Dark powers that they harness and master. Trait: Pandita. When this fighter gains Striving, inflict 1 Hit on all enemies in burst 3, and then heal 1 all allies in the burst. Inflict Violence: Sickle Wind. Path 6 Area Attack. Faith. Blasts Wide Open. Special Techniques Mata-mata [1]: Teleport 2 and then dazzle all adjacent enemies. Weight of the Goddess [2]: Range 3 Burst 2 Area Attack. Faith. Slows. Moondance [2]: Line 5 Area Attack. Faith. Teleport 3. And then repeat the attack. Ignores Combo Breaker. 1/ Violence. Gambits [d10] 1-3: Rush > Inflict Violence > Deflect 4-6: Rush > Inflict Violence > Mata-mata 7-9: Rush > Weight of the Goddess 10: Rush > Moondance Knight Trained cavaliers clad in steel armor, plumed with beautiful rainbow feathers, and engraved with geometric incantations. Trait: Dauntless. When the Knight gains Striving, gain Block 2. While Striving, the Knight cannot be forcibly moved. Inflict Violence: Crescent Slash. Path 3 Area Attack. Bravery. Taunts until the end of the Knight’s next riff. If Knight is Staggered, also generate +1 Block. Special Techniques Shield Whorl [1]: Remove any number of Block to inflict that many Hits on all adjacent enemies. Protection [1]: Gain Block +2 Lunar Charge [2]: Rush your Speed in a straight line, Tumbling. Inflict 1 Hit on all enemies moved through, once per enemy. Gain Block +1 per enemy hit. Gambits [d4] 1: Rush > Inflict Violence > Rush 2: Rush > Inflict Violence > Shield Whorl 3: Rush > Protection > Inflict Violence 4: Lunar Charge > Inflict Violence Sharpshooter HP 7/8/9 Speed 3/4/5 Jump 3/4/5 Bravery 3/4/5 Faith 6/7/8 Posture 5/6/7 Resilience 4/5/6 Sentinel HP 10/11/12 Speed 4/5/6 Jump 1/2/3 Bravery 5/6/7 Faith 2/3/4 Posture 8/9/10 Resilience 4/5/6
506 Trickster Children of Pilandok, the mouse-deer trickster god that stole the world from God. Trait: Mock and Cackle. When the trickster gains Striving, it and all allies in the field may teleport 1 and then all enemies adjacent to an akayu fighter are blown wide open. Inflict Violence: Nick. Ranged 3 Attack. Faith. Trickster Heals 1. Special Techniques Steal Agimat [1]: Steal an anting from an enemy in range 2. If they don’t have an agimat, steal a Signature Technique or Special Technique instead. They cannot benefit or use from the stolen thing until it is returned at the end of the Trickster’s next riff. When it is returned, the Trickster automatically uses it in the best way they can. Return Gift [1]: Teleport 1 and then all enemies in burst 3 suffer -2 to all Defenses until the end of their next riff. Steal Enlightenment [1]: Choose a fighter’s Prowess and bring it down to 1 until the end of their next riff. If the target has an Enlightenment or Liberation, the Trickster can choose to steal that instead, 1/Violence. They can benefit or even use that Liberation or Enlightenment. Gambits [d6] 1-2: Rush > Inflict Violence > Rush 3-4: Rush > Inflict Violence > Steal Agimat 5: Rush > Return Gift > Inflict Violence 6: Rush > Inflict Violence > Steal Enlightenment Witch HP 6/7/8 Speed 3/4/5 Jump 2/3/3 Bravery 2/3/4 Faith 8/9/10 Posture 4/5/6 Resilience 5/6/7
507 Medium HP 9/10/11 Speed 5/6/7 Jump 2/3/4 Bravery 6/7/8 Faith 3/4/5 Posture 4/5/6 Resilience 5/6/7 War Drummer War drummers slam their rubber wrapped sticks against great deerskin drums and clang them against giant golden gongs. These drums are the songs of legends, the thundering of heroes, and it bolsters the Akayu upon the field. Trait: Echo! When the War Drummer gains Striving, they give +2d to their own and their allies’ next attacks. At the start of their riff, they can choose any ally in the battlefield. That ally becomes Striving. Inflict Violence: Gong. Slide 2 a fighter in range 2. Any one ally may inflict violence against the fighter if they can at any point of the movement. Special Techniques Thunderous! [1]: Give all allies in burst 2 +2 to their Speed and Jump until the end of the War Drummer’s next riff. Striking Drum Beat [2]: Blast 4 Area Attack. Bravery. Safe. All Allies in the blast may Fly 3. Epic In Progress [3]: Give Block +3 to all allies in the battlefield. Gambits [d12] 1-3: Rush > Inflict Violence > Rush 4-6: Rush > Inflict Violence > Thunderous! 7-9: Rush > Striking Drum Beat 10-12: Epic In Progress
508 Lunate Knight Chief. A warrior that has on the vestments and raiments of death and violence. These warriors offer their lives for Goddess, knowing they will enjoy Bliss in Lunar Heaven as their reward for dying in violence. They are almost impossible to kill, and many have had to create new weapons to simply deal with them. Their tenacity is unmatched. Traits Juggernaut: The Lunate Knight always has Tumbling, pushing them 1 and colliding with them, but the Lunate Knight does not suffer Hits from Collision. Overwhelming Fury: At Resound 3+, all of the Lunate Knight’s Attacks become Overwhelming. Blessed By Goddess: When they rush, they Fly for the duration of the movement. If they end on a higher elevation, they gain +1d on their next attack. Inflict Violence: Waxing Moon Blade. Blast 4 Area Attack. Bravery. Sets Aflame. Dazzles. Special Techniques Cleave [2]: Line 5 Area Attack. Bravery + Faith (+Resilience if Staggered) Moon Dive [2]: Fly 5. Burst 1 Area Attack. Bravery. Sets Aflame. Dazzles. Juggles. Lunar Heaven [3]: Fly 10 towards the center of the battlefield. At the end of the current Resound, destroy the battlefield, making it a flat square no terrain or elevation changes. The second time this is used, instead bring all enemies in the field to 0 HP, then set all Defenses to 1 for the rest of the fight. Use this automatically at the end of Resound 5. Gambits [d8] Phase 1: Cloth Wrapped Wrapped in burial garments. They have already died before the fight has begun. 1-4: Rush > Inflict Violence > Rush 5-8: Rush > Cleave Phase 2: Moonclad. Triggers when Staggered. Ripped off garments, clad in the cloth-plate of moonsilk. Scars all about. Cuts don’t seem to bleed. Every start of riff, heal 1. 1-2: Rush > Inflict Violence > Inflict Violence 3-4: Rush > Cleave 5-6: Rush > Moon Dive 7-8: Lunar Heaven: Use this automatically at the end of Resound 5. HP: 8/9/10 x Kadungganan Speed: 5 Jump: 3 Bravery: 9/10/11 Faith: 3/4/5 Posture: 6/7/8 Resilience: 4/5/6
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510 Virbanweño Virbanwa prioritizes unity under a single flag, and assimilation, so that they can live fruitfully. Sampalataya is not the same as Astraiman. Sampalataya worships MakagaGahum who will be eaten by the Pale if the Virbanwans do not fix their mistakes. God must not be consumed. Virbanwans must fight to protect their God and Community, not to assimilate others within. The Pale Kings bleed, the Virbanwans worship a better star. Virbanwa Trait Ashen Conquest. All Virbanwans adjacent to each other are considered In Line. While In Line, they have +1 to all Defenses. When they start their riff while In Line, they and all Virbanwans In Line with them may rush 1, never breaking adjacency. Unique Virbanweño Fighters Executioner Warriors trained to be skilled killers, empowered by either overwhelming zeal or pay to support their family back home. Victims of the new societal order: their ancestors used to be Tagatundun Maharlika. Trait: Dogged Stride. When the Executioner starts their riff In Line, after the automatic movement, they may Fly 2 and they gain +1d on their next melee attack. Inflict Violence: Execute. Melee Attack. Bravery (+3d if target is Staggered). Special Techniques Manhandle [1]: Slide 1 an adjacent fighter Hilt Bash [1]: Blow an adjacent enemy wide open Arc of Deliverance [2]: Choose 1 fighter in range 2 and mark them until the start of the Executioner’s next riff. When the mark is shed, the Executioner may fly 2 and then, if they’re adjacent: Melee Attack. Bravery + Faith. Gambits [d8] 1-2: Rush > Rush > Inflict Violence 3-4: Rush > Manhandle > Inflict Violence. 5-6: Hilt Bash > Inflict Violence > Inflict Violence 7-8: Rush > Arc of Deliverance. Raider HP 8/9/10 Speed 5/6/7 Jump 2/3/3 Bravery 8/9/10 Faith 3/4/5 Posture 5/6/7 Resilience 2/3/4
511 Cannoneer A Virbanweño unit clad in a steel breastplate and lugging around a dragon-mouthed lantaka. Fires giant cannon balls to disrupt entire armies. Trait: Loaded Cannon. While In Line, all their area attacks dazzle gain +1 size to their pattern. Inflict Violence: Fire! Line 5 Area Attack. Faith. Sets Aflame. Special Techniques Swing Lantaka [1]: Push 2 an adjacent enemy and inflict 1 Hit. Arcing Bomb [2]: Range 4 Burst 1 Area Attack. Faith. All tiles in the burst fall by 1 Elevation. Overload [1]: The Cannoneer’s next attack gains Overwhelming, Relentless, Accuracy Gambits [d10] 1-3: Rush > Deflect > Inflict Violence 4-6: Rush > Inflict Violence > Swing Lantaka 7-9: Rush > Arcing Bomb 10: Overload > Rush > Inflict Violence Royal Guard A heavily clad warrior in the stylings of Issohappa, wearing breastplates, greaves, sabatons, tassets, and intricate helmets made to look like the giant king eagles that Virbanwa is so proud of, but have contributed to the destruction of their habitats. Trait: Knight March. When an ally that is In Line with the Royal Guard suffers an attack, the Royal Guard may change the target to themselves. Inflict Violence: Greatsword. Line 2 Area Attack. Bravery. Special Techniques Defender Aura [2]: The Royal Guard and all allies in burst 2 gain Block 2, and then taunt all enemies in the burst are until their next riff. Counter [1]: Gain Block 2. Until the start of the Guard’s next riff, if they’re attacked, they may inflict 1 Hit back, 1/riff. Sunsplitter [2]: Line 8 Area Attack. Bravery + Faith. All enemies hit are Taunted until they reduce the Royal Guard’s HP by any amount. Gambits [d4] 1: Rush > Inflict Violence > Rush 2: Rush > Defender Aura 3: Rush > Inflict Violence > Counter 4: Rush > Sunsplitter Sharpshooter HP 7/8/9 Speed 3/4/5 Jump 3/4/5 Bravery 3/4/5 Faith 6/7/8 Posture 5/6/7 Resilience 4/5/6 Sentinel HP 10/11/12 Speed 4/5/6 Jump 1/2/3 Bravery 5/6/7 Faith 2/3/4 Posture 8/9/10 Resilience 4/5/6
512 Magister Sampalatayan mystics who have infused their ancient priesthealer practices with Ashen Star mysticism and eschatology. Using orasyones, they lock the battlefield down, and channel the Pure Flame by their God. Trait: Unmask. While In Line, they summon the Pure Flame, burning white and searing away sin: all their attacks dazzle and they teleport 1 all targets they hit. Inflict Violence: Scathe. Ranged 5 Attack. Faith (+1 if they’re already Set Aflame). Sets Aflame. Blasts Wide Open. Special Technique Law of God [1]: Choose a fighter in range 5. Slide them 5 tiles. Pureflame Whip [2]: Path 6 Area Attack. Bravery + Faith. +1d per Status Effect on the target, then cleanse those Statuses. Sear Away Enlightenment [2]: Choose an enemy in burst 4, and choose a single Technique or Inflict Violence from them. They forget how to use that until the end of the Magister’s next riff. Gambits [d6] 1-2: Rush > Inflict Violence > Rush 3-4: Rush > Inflict Violence > Law of God 5: Rush > Pureflame Whip 6: Rush > Sear Away Enlightenment Witch HP 6/7/8 Speed 3/4/5 Jump 2/3/3 Bravery 2/3/4 Faith 8/9/10 Posture 4/5/6 Resilience 5/6/7
513 Medium HP 9/10/11 Speed 5/6/7 Jump 2/3/4 Bravery 6/7/8 Faith 3/4/5 Posture 4/5/6 Resilience 5/6/7 Heneral A mustachioed, uniform wearing general who wields a saber. Intensely patriotic. Trait: Commander. All allies within burst 2 of the Heneral are In Line with the Heneral, and the Heneral In Line with them. All allies In Line with the Heneral cannot fall below 1 HP. Inflict Violence: Fuego! Ranged 5 Attack. Bravery. Another ally In Line may inflict violence. Special Technique March [1]: The Heneral and all allies In Line may rush 3, keeping adjacency Commandeer [2]: Two allies In Line may inflict violence. If less than two Inflict Violence, inflict 2 Hits on any 1 enemy in burst 3. Ignite The Firebrands [2]: Give all allies In Line +Faith dice on their next Attack roll. Gambits [d12] 1-3: Rush > Deflect > Inflict Violence 4-6: Rush > March > Inflict Violence 7-9: Rush > Commandeer 10-12: Rush > Ignite The Firebrands
514 Ashen Vicar Chief. The vicars of the Ashen Star are master martial artists as they have been taught by the angels of war. Virbanweño villages are very commonly made around a single chapel, where the vicar lives. The vicar has the double duty as the spiritual leader and chiefly leader of Virbanweño villages. Many vicars are powerful entities that can defeat demons: things they have been taught. Ashen vicars are masters of Issohappan styles of martial arts that focuses on expunging demons and gods. While they have good intentions, and truly might not even want to use their martial prowess, they are commonly pushed to fend off raiders and demons. Vicars are of course, filled with steel conviction, and are the closest thing to bodhisattvas. Commonly vicars are saints that have become reincarnated. Once they remember their past life, they peer past the pall of reality. Traits Gnostic Smite: When a Kadungganan starts their riff, start a timer of 1 minute (1:30 when online). If they do not finish their riff in that time, they suffer 1 True Hit. Mendicant: The Vicar is always floating. Punishment: 1/Violence, when the Kadungganan make an attack, another player may announce Punishment and try to pick up the required Attack Dice before the attacker does. If they do, the vicar gets the attack dice instead, which they can add on any attack that they have. In situations where this is difficult to do (such as online games) triggering this instead causes a 50% chance of the Vicar getting the dice instead. Inflict Violence: Bladed Hand. Ranged 5 Attack. Faith. Blows the target and all enemies adjacent to the Vicar wide open. Special Techniques Charism [2]: All enemies in the battlefield are set aflame. Reprimand [1]: Slow an enemy in range 6. Sermon [1]: Debilitate an enemy in range 6. Forgiveness [1]: Confuse an enemy in range 6. Salvation [3]: Stun all enemies in burst 5. Then, inflict 2 True Hits on all enemies in the battlefield that have status effects. Gambits [d12] Phase 1: Meek Wreathed in the cloth and the frock. 1-6: Rush > Deflect > Inflict Violence 7-12: Rush > Charism Phase 2: Exalted: Rip cloth apart, reveal the diamond body, give yourself to the Almighty. Triggers upon becoming Staggered. 1-3: Rush > Deflect > Inflict Violence 4-6: Rush > Charism 7-9: Reprimand > Sermon > Forgiveness 10-12: Salvation HP: 6/7/8 x Kadungganan Speed: 4 Jump: 3 Bravery: 3/4/5 Faith: 9/10/11 Posture: 4/5/6 Resilience: 6/7/8
515
516 Ba-enense The kingdom that has grown and subsumed many those that have left the Baikhan Hegemony as well as from the Hundred Empires in Jamiyun Kulisa’s Arrows and Auraska and Mahajola. Ba-e has the greatest access to foreign trade and thus has evolved the most, but they are buckling under the strength of their foreign influence. Their own QueenChakravarti, their Sangpamegat Dayang Kalangitan, is the Wheel-Turning Lady and is meant to spread her merit across the world, as a true universal ruler. Ba-enense Trait Turn The Wheel. At the beginning of every Resound, all Ba-enense fighters gain 1 Merit, which they can gain up to 3 of. All Ba-enense add their current Merit as attack dice. Unique ba-enense Fighters Sundermonk Axe ascetics trained by farmers who wield the veritable sword-axe the panabas. Sundermonks value the soul of the weapon, and believe the panabas is the perfect combination of the sword, axe, and spear, and seek to win in as much violence as possible to prove it. Trait: Sandata Atman. A Sundermonk with Merit ignores all terrain and elevation. Before they attack, the Sundermonk can spend 1 Merit to convert 1 Attack Dice into a Hit. Inflict Violence: Dervish. Melee Attack. Bravery, Roll (1 + Merit) Attack Dice against all enemies adjacent to the target. Special Techniques Gut [1]: Inflict 1 True Hit on the last fighter in path 3. Devastate [2]: Fly 2, then Melee Attack. Bravey + Faith. If the target is Staggered, gain 1 Merit. If Merit is full, deal 1 True Hit to the target. Sunyata Slash [2]: Blast 3 Area Attack. Bravery. Gambits [d8] 1-2: Rush > Inflict Violence > Inflict Violence 3-4: Rush > Inflict Violence > Gut 5-6: Rush > Devastate 7-8: Rush > Sunyata Slash Sandata [sahn-DAH-tah] = Weapon Atman = Soul Raider HP 8/9/10 Speed 5/6/7 Jump 2/3/3 Bravery 8/9/10 Faith 3/4/5 Posture 5/6/7 Resilience 2/3/4
517 Astra A master gunner who works with Kadanay jade and clay to destroy the victim of their scorn, imbuing their weapons with the essence of gods. Trait: Ruminate Emptiness. As long as the astra has merit, they gain +1 range to all ranged attacks and their attacks are Skewering. When making a ranged attack, can spend 1 Merit to increase the range to the entire battlefield. Inflict Violence: God Annihilating Laser. Ranged 7 Attack. Faith. Dazzling. Special Techniques Nephrite Idol [1]: Choose a tile in range 4. An idol (object, size 1) arises from it. Any attack by the Astra can start from the idol. Godly Gleam [2]: Blast 4 Area Attack. Faith. Dazzles. Sets Aflame. Summon Heaven To Earth [3]: Battlefield Area Attack. Bravery + Faith. Safe. Astra’s defenses fall to 1 until end of their next riff. Gambits [d10] 1-3: Rush > Rush > Inflict Violence 4-6: Rush > Nephrite Idol > Inflict Violence 7-9: Rush > Godly Gleam 10: Summon Heaven To Earth Godwalker Giant sage statues that pocked the grasslands of Ba-e gave Kadanay artifactsmiths ideas. They had too much fun. Now they ride these sage statue-shaped gold-and-jade armors, with four arms. A weaker form of the God Body. Trait: Holy Form. Godwalkers wear golden armor powered by souls of overjoyous ancestor spirits, with four arms. As long as they have Merit, they have +1 Parry against all attacks with Bravery. They can spend 1 Merit when a fighter leaves an adjacent square to inflict 1 True Hit to them. Inflict Violence: Apat Kamay Strike. Melee Attack. Bravery. Push 2. Special Techniques Pure Body [1]: Cleanse 1 status or gain Block 2. Thunderclap [2]: Blast 3 Area Attack. Bravery. Blasts Wide Open. Textile Shattering Technique [2]: Line 6 Area Attack. Bravery. Do this attack 4 times, ignoring Combo Breaker, but each attack must be made in each of the four cardinal directions. Gambits [d4] 1: Rush > Inflict Violence > Rush 2: Rush > Inflict Violence > Pure Body 3: Rush > Thunderclap 4: Rush > Textile Shattering Technique Sharpshooter HP 7/8/9 Speed 3/4/5 Jump 3/4/5 Bravery 3/4/5 Faith 6/7/8 Posture 5/6/7 Resilience 4/5/6 Sentinel HP 10/11/12 Speed 4/5/6 Jump 1/2/3 Bravery 5/6/7 Faith 2/3/4 Posture 8/9/10 Resilience 4/5/6
518 Starbinder A witch trained to bind angels and kinnari, recycling their stardust hearts into new winged warriors. Trait: Binder. At the start of Violence, place 2 Servants (constructs) in range 3. The Starbinder cannot fall below 1 HP as long as there are Servants they summoned in the battlefield. Spend 1 Merit during a Starbinder’s riff to summon 1 Servant adjacent to the Starbinder. Inflict Violence: Scourge. Ranged 5 Attack. Faith. Slide 3. Special Techniques Fight! [1]: A servant in the battlefield may rush and inflict violence. Dissever [1]: Bleed and Poison an enemy in range 5, then slide 2. Buddha Subdues God [3]: Offer rest to all the Servant constructs, defeating them, and then inflicting 1 True Hit to every enemy in the battlefield per Servant defeated. Gambits [d6] 1-2: Rush > Inflict Violence > Rush 3-4: Rush > Inflict Violence > Fight! 5: Rush > Inflict Violence > Dissever 6: Buddha Subdues God Witch HP 6/7/8 Speed 3/4/5 Jump 2/3/3 Bravery 2/3/4 Faith 8/9/10 Posture 4/5/6 Resilience 5/6/7
519 Medium HP 9/10/11 Speed 5/6/7 Jump 2/3/4 Bravery 6/7/8 Faith 3/4/5 Posture 4/5/6 Resilience 5/6/7 Jyotisha Oracles and diviners who watch the sky, the movement of the stars, the position of the Great Sky Serpents, and the lay of the waters to predict fortunes in the past and the future. Trait: Karmic Fate. When an enemy in burst 3 performs a hostile action, all allies in the burst may fly 1 before the action, 1/ Resound. The attacker then suffers -1d on their next Defense roll. Inflict Violence: Dragon Dancing The Night Sky. Path 5 Area Attack. Bravery. Safe. All allies in the path gain +1d on their next attack or defense roll, whichever comes first. Special Techniques Rahu [1]: Give an ally in range 4 Block 3. Kedu [1]: Give an ally in range 6 Skewering, Relentless and Overwhelming on their next attack. Svarbhanu Nature [3]: The jyotisha starts chanting until the end of their next riff. While chanting, they become unable to move voluntarily, but all allies in the battlefield cannot fall to 0 HP. Gambits [d12] 1-3: Inflict Violence > Inflict Violence > Deflect 4-6: Rush > Inflict Violence > Rahu 7-9: Rush > Inflict Violence > Kedu 10-12: Svarbhanu Nature
520 Dharmapala Chief. A guardian deity that protects the Dharma. Worshipped and channeled when having to fend off injustices and horrors. They are commonly other demons or asrs that have been tamed by monks and buddhas. The first Dharmapala is the monk Sri Kera Jadara, the First Militant Shaman-Monk who traveled the Sword Isles to bind a thousand thousand demons to servitude to the buddha. This is the greatest treasure: eight of them were DemonKings, the most powerful of Dharmapala. After his death, the monk rejected Parinirvana and chose to become the vajra, bell, sword, and trident that many dharmapala are allowed to wield. Traits Budding Karma: Whenever the Dharmapala is the target of an attack, the attacker suffers Karma until they’re attacked. Padma: Attacks against any fighters with Karma are Skewering and Overwhelming. All of the Dharmapala’s Defense rolls against fighters with Karma become Overwhelming and Relentless. The Wheel: The Dharmapala has Tumbling. If they do, they push 1 the enemy out of the way and then inflict 1 Hit, once per enemy. Inflict Violence: Burning Palm. Ranged 10 Attack. Faith. Sets Aflame. Teleport 1 the target. Special Techniques Lotus Consequence [1]: Inflict Karma on 1 enemy in range 8. Samsara [2]: Inflict 1 True Hit on all enemies with Karma in the battlefield, then heal 2. Vast Karmic Lotus [2]: Burst 5 Area Attack. Bravery (+Faith if the target has Karma) Closer To Buddha [3]: Meditate. The Dharmapala cannot perform anything else but Meditation. They Heal 1 every start of riff. At the end of Resound 7, they unravel into a blossoming lotus, and then teleport to heaven, and send a burning palm down, immediately fulfilling any Defeat Condition and ending Violence. Gambits [d10] Phase 1: Budding Guardian Small and unbroken, humanoid form. 1-6: Inflict Violence > Inflict Violence > Lotus Consequence 7-12: Rush > Samsara Phase 2: Diamond Is Unbreakable: Blossom, like a lotus, into a great dharmapala. The dharmapala becomes Size 2. Triggers when the Dharmpala is Staggered. 1-3: Inflict Violence > Inflict Violence > Lotus Consequence 4-6: Rush > Vast Karmic Lotus 7-9: Rush > Samsara > Inflict Violence, inflicting Karma on the target. 10: Closer To Buddha HP: 7/8/9 x Kadungganan Speed: 4 Jump: 3 Bravery: 7/8/9 Faith: 4/5/6 Posture: 5/6/7 Resilience: 6/7/8
521
522 Baikhan The empire, long divided, must unite; long united, must divide. The Baik Hu Hegemony is a powerful and vast empire that trades consistently with the Sword Isles and the rest of the Archipelagic Crescent. They ride as black steel cataphracts, ruled with an iron fist by their immortal August Jade Emperor, with immortal warlords and royalty being dragonfolk. Much of The Sword Isles wealth comes from trade with this Hegemony in truth. Many of modern material culture in The Sword Isles are the porcelains and ceramics and silks that come from Baik Hu itself. Baik Hu’s current August Jade Emperor is the Child Empress Zhu Que Liu, the Vermillion Phoenix, may she reign forever. She has her own personal mercenary company of elite warriors, known as the Lung Jian, the Dragon Sabers. Some of these come from The Sword Isles. Baik Hu itself is divided into several social classes. Below the Emperor were the Gentry, land-owning families with close ties to education. Below them are the Peasants, poor workers that could only survive on their crops. Below Peasants were Merchants, which while able to gain a high income, were regarded as low because they were believed to take advantage of the labor of others by trading items for a profit. The Debtors had little to no right, and were considered property of their own. All these Classes, except the Debtor, could move up in the social rungs by passing the service exam. Only Lungyi, otherwise known as Dragonfolk, can become royalty and emperors. Lungyi are believed to be the highest rung of spiritual Teaching, in Baikhan Annuvaran teachings. These Dragonfolk take on the shape of humanoid dragons, with their bodies slithering and serpentine and long, with floating whiskers and hair that moves as if underwater, even in stagnant air. It is believed that these Dragonfolk are direct descendants of the Dragon Kings of Baik Hu’s mythical foundational state, Ku Chun. They believe that Dragonfolk are born as “true inheritors” of the Empire. All other races are simply meant to be debtors to the Lungyi. Zhu Que Liu - zshoo cheh li-yoo. Long Jian - luhng dzee-ehn Baik Hu - ba-yeekHOO Lungyi - luhng-yee
523 In Baikhan Annuvaran thought, it is believed that by practicing right action, your successive reincarnations will become more and more like Dragonborn. The Dragonborn are believed to be at the top of Enlightenment, on the cusp of Liberation. Those born to Lungyi parents are Lungyi themselves, purportedly blessed with a state of enlightenment at birth. Those mortals that have only one parent as Lungyi become Bantai, halfborn. They have a much easier chance of becoming Lungyi in their next life, and are known to possess powers and abilities only Lungyi would have. Bantai typically have a nonLungyi form but might have Lungyi traits: floating white hair, crimson eyes, or sprouting antlers. While strange in The Sword Isles, and demonic in the eyes of the Issohappan, these are holy symbols for Baikhan. It is not a secret that Baik Hu treats itself as the center of the universe, and truly some might think they are right. This, of course, is not exactly true. However, due to this, Baik Hu has begun expanding, reaching up north to The Sword Isles and the other empires within, in an attempt to conquer them and add them into the Hegemony, absorbing them into the Mandate of Heaven. In this ambition, Baik Hu has one of the largest and most robust armies in all of Gubat Banwa. The war machine of Baik Hu, known as the Sword of Creation, has staked claims in almost every major region in Gubat Banwa, and has in recent times been more aggressive in terms of establishing trading colonies. Baikhan Trait Heirs of the Dragon. Baikhan are indomitable, proud, fearless, and perfectly intertwined. When a Baikhan fighter starts their riff, they can be declared as Igniting. Only up to two Baikhan fighters can Ignite per Resound. An ignited Baikhan Fighter has +1 to all Prowesses, Jump, and Speed. Bantai - bahn-ta-ee
524 Unique Baikhan Fighters Chimera Cloth Student Chimera Cloth Student. A nondescript, pretty, handsome, or kind and elderly martial artist, serving you tea or alcohol. Little do you know, they are experts in the arts of violence. Trait: Always Ready. The student ignores Provoke and Stealth, immune to vantage and flanking. When they’re ignited, they and all Baikhan fighters may teleport 1 and and then they confer the other benefits of Always Ready to the Baikhan Fighters until the end of the conferred’s next riff. Inflict Violence: Sleeve Flurry. Melee Attack (Range 2). Bravery. Slide 3. Special Techniques Walk On Smoke Style [1]: Fly 4 and then gain Evade. Dragon State [1]: Gain +1d on next attack, and increase range by 1, even if melee. Reciprocate Style [2]: Attack all enemies adjacent to you with Bravery, then gain Block 1. When the Student loses this Block, they inflict 1 Hit on all adjacent enemies. Silk Chakra [2]: Line 6 Area Attack. Bravery + Faith. Sets Aflame. Gambits [d8] 1-2: Rush > Inflict Violence > Walk On Smoke Style 3-4: Rush > Dragon State > Inflict Violence 5-6: Rush > Reciprocate Style 7-8: Walk On Smoke Style > Silk Chakra Shedaoist Shedaoist. An archer that practices patience and the styles of the Soft Riverine to fire extremely precise attacks at targets. They align themselves with the Tranquil Way to make sure their attacks always hit. Trait: Way Of Water. When Ignited, they inflict 1 True Hit on all enemies they have marked, and then they remove the mark, and then all Baikhan allies gain Accuracy on their next attack. Inflict Violence: Whistling Arrow. Ranged 10 Attack. Faith. Marks the target. Special Techniques Deadshot [1]: Inflict 1 Hit on any 1 enemy in the battlefield with full HP. If none, then mark all enemies in burst 5 instead. Meridian Arrow [2]: Ranged 6 Attack. Faith. Can target up to two different fighters. Slows. Marks. Wo Long Arrow [3]: Range 6 Burst 2 Area Attack. Bravery + Faith. Dazzles. Marks. Gambits [d10] 1-3: Rush > Inflict Violence > Deflect/Rush 4-6: Rush > Inflict Violence > Deadshot 7-9: Rush > Meridian Arrow 10: Wo Long Arrow Raider HP 8/9/10 Speed 5/6/7 Jump 2/3/3 Bravery 8/9/10 Faith 3/4/5 Posture 5/6/7 Resilience 2/3/4 Sharpshooter HP 7/8/9 Speed 3/4/5 Jump 3/4/5 Bravery 3/4/5 Faith 6/7/8 Posture 5/6/7 Resilience 4/5/6
525 Cataphract Cataphracts are armored horse riding warriors clad in steel and brigandine, carrying spears and shields to move across the field and break ranks. Trait: Shi. The Cataphract is mounted, they are considered as being on +1 Elevation, and all melee attacks with Bravery against the Cataphract suffer Inaccuracy. When the Cataphract is Ignited, the Cataphract and all Baikhan allies gain Block 2, and the Cataphract can rush 4, tumbling through and floating. Additionally, any enemy they move through is trampled, becoming wide open. Inflict Violence: Dragoncharge. Melee Attack. Bravery. Slows. Special Techniques Dragon Guard [1]: Taunt all enemies in burst 2 until the end of the Cataphract’s next riff. Then fly 3 and gain Block 3. Lightning Spills From The Goblet [2]: Fly 2. Burst 1 Area Attack. Bravery. Dragonspear [3]: Rush 7 tiles in a straight line, Tumbling. Inflict 1 True Hit and Slow all enemies moved through. Gambits [d4] 1: Rush > Inflict Violence > Deflect 2: Rush > Inflict Violence > Dragon Guard 3: Rush > Lightning Spills From The Goblet 4: Dragonspear Sentinel HP 10/11/12 Speed 4/5/6 Jump 1/2/3 Bravery 5/6/7 Faith 2/3/4 Posture 8/9/10 Resilience 4/5/6
526 Geomancer Geomancers are auspicious diviners who bring fortune and merit through proper movement upon the earth and construction of buildings. In combat, they can use their incantations and techniques to manipulate the earth itself, as well as fortunes. Trait: Geomancy. The Geomancer is immune to forced movement they do not want to suffer. When they Ignite, they may slide 1 an enemy in range 5 and then they and all Baikhan allies become immune against forced movement until the end of their next riff. Geomancers inflict 1 True Hit to all enemies they forcibly move, once per enemy per Riff. Inflict Violence: Trigram. Ranged 5 Attack. Faith. Slows. All enemies in burst 1 of the target including the target are Debilitated. Special Techniques Geomantle [2]: Burst 2 Area Attack. Faith. Leadens. Leaden: Cleared at the end of their riff. While Leaden, they cannot move or target diagonally, they must count ranges orthogonally. Binding Talisman [1]: Inflict a Binding on a fighter in range 5, cleared at the end of their riff. While they have a Binding, they cannot move, be moved, or teleport. Wind-Water Fist [3]: Teleport 3. Path 12 Area Attack. Bravery + Faith. +Overwhelming and +Relentless on any targets that have status effects. Then, teleport 1 all enemies hit. Gambits [d6] 1-2: Rush > Inflict Violence > Rush 3-4: Rush > Geomantle 5: Rush > Inflict Violence > Binding Talisman 6: Wind-Water Fist Witch HP 6/7/8 Speed 3/4/5 Jump 2/3/3 Bravery 2/3/4 Faith 8/9/10 Posture 4/5/6 Resilience 5/6/7
527 Alchemist Alchemists are erudite philosophers and sages. Using internal alchemies they strengthen themselves, collecting Orange Qi within, and then granting them to allies with external alchemies, expulsing Azure Qi. Trait: Qi. When the Alchemist ignites, they may fly 1 and then they give all adjacent allies either Orange or Azure Qi, Alchemist’s choice: Orange Qi: The fighter adds the Alchemist’s Resilience to their next attack, then they lose Orange Qi. Azure Qi: The fighter adds the Alchemist’s Faith to their next Defense roll, then they lose Azure Qi. Inflict Violence: Close-Open Fist. Melee Attack. Faith. Push 3. The next time the Alchemist inflicts violence they perform the combo attack instead: Ranged Attack 4, Faith, then give all allies adjacent to the enemy Block 2. Special Techniques Noxious Winds [1]: All enemies in range 4 burst 1 becomes poisoned, and all allies in the burst may cleanse 1 status. Five Phases [1]: One ally in range 4 may make their next attack do one: set aflame, chill, bleed, slow, or poison. If the ally is ignited, they also gain +2d on that attack. White Tiger Elixir [3]: The Alchemist grants all allies in the battlefield either Azure Qi or Orange Qi (they choose), and then the Alchemist and the allies heal 2. If the ally is ignited, they may fly 2 as well. Gambits [d12] 1-3: Inflict Violence > Inflict Violence > Deflect 4-6: Rush > Inflict Violence > Noxious Winds 7-9: Inflict Violence > Inflict Violence > Five Phases 10-12: White Tiger Elixir Medium HP 9/10/11 Speed 5/6/7 Jump 2/3/4 Bravery 3/4/5 Faith 6/7/8 Posture 4/5/6 Resilience 5/6/7
528 Youxia (Youxia) Chief. The Empire long divided, must unite; long united, must divide. The Hegemony of Baik Hu, under the great Vermilion Phoenix, of the Zhu Dynasty, faces upheaval. Many treat the Empress as weak, and they believe that they have lost the Mandate of Heaven. The Empire has begun to fracture: warlords have arisen. There are three major warlords, kings on their own, waiting for their chance to unite Baik Hu under their own sword and banner. How will all things under heaven react to the incoming end of times? The peasants rise, the warlords bring their weapon down. The Empire must divide. The Youxia wandering warriors that constitute the best swordsmen of Baik Hu. Traits All Subjects Under Heaven: At the start of a Youxia’s riff, all adjacent enemies are blown wide open. When the Youxia makes an attack while adjacent to allies, they gain +1d per ally, to a maximum of +4d. Without Equal: If the Youxia is ignited, all their attacks are Overwhelming, Relentless, and have Accuracy. 1/riff, when the Youxia suffers a non-area attack, they may inflict violence at the attacker, if possible. If not, just inflict violence. Unbroken, Unbowed: The Youxia is immune to forced movement and they gain +1d to their next Defense roll after they rush 6 tiles. Inflict Violence: Heavenly Saber. Fly 2. Melee Attack. Bravery. Juggles. Special Techniques Faster Than A Picosecond [1]: Inflict Violence and then Teleport 3. Twin Dragon Strike [1]: Melee Attack. bravery. If the attack Hits, Repeat this attack, ignoring combo Breaker. May teleport 3 between attacks. Only repeats once. Culling Blade [1]: Melee Attack. Faith. Debilitates. Pull 2 all enemies in burst 3 of the target. Eight Headed Dragon Blade [2]: Burst 2 Area attacks. Bravery + Faith. Sets Aflame. Safe. The Army Arrives [3]. At the end of the next Resound, the fight ends as a Baikhan Army arrives. The Youxia puts their hat back on and flies away, and the war drums of Baikhan armies resound in the horizon. The Kadungganan must choose to either flee or stay: either way, they are Defeated. Gambits d8 Phase 1: Hidden Swordsman. A swordsman wearing a robe and straw hat. 1-4: Rush > Inflict Violence > Deflect 5-8: Rush > Inflict Violence > Faster Than A Picosecond Phase 2: August Xia: The swordsman sheds all precautions, and fights full on. A true god of war. Triggers once they fall to 0HP: they heal to full HP again and keep fighting. 1-2: Rush > Inflict Violence > Twin Dragon Strike 3-4: Rush > Culling Blade [1] > Faster Than A Picosecond [1]. 5-6: Rush > Eight Headed Dragon Blade 7-8: The Army Arrives. Cannot use this until Resound 7+. HP: 8/9/10 x Kadungganan Speed: 5 Jump: 3 Bravery: 9/10/11 Faith: 4/5/6 Posture: 6/7/8 Resilience: 3/4/5
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530 The Dead The Dead are those that walk despite having passed the coil. Sometimes it is the cause of blasphemous sorcery. Other times, the power and pall of the vengeful dead still wishing some sort of justice or penance for their past causes the flesh of the buried to rise from their graves, infused with necrotic spirit. Other times they are simply wandering ghosts with unfinished business. Other times they are spirits with evil karma, hungry for glory. According to Ashinin, these ghosts are physical beings that is the fate of those that have accrued bad karma in their past life. Examples of undead are patianak female revenants, tiyanak goblins, and malanhig walking corpses. Dead Trait Walking Dead. When Dead fall to 0 HP, they become a pile of grudge. However, they still Riff: at the start of their Riff, they have a 33% chance of reforming and heal 2 HP, and they can riff again. Piles of grudges can be exorcised by spending 1 Beat while close to them. Once Exorcised, they are removed from play. Any Dead that falls to 0 HP with attacks that set aflame or while they’re aflame are immediately exorcised. Earthen Body. All Dead are immune to poison, bleed, and chill. Unique Dead Fighters Patianak Ghosts that used to be women that have died during childbirth, come to haunt villages by walking under their houses. They scramble across the earth quickly and erratically. Trait: Clattering Ghost. After an attack, fly 2. Patianak cannot be slowed. Inflict Violence: Rending Claws. Melee Attack. Bravery. Bleeds. Special Technique Razor Tongue [1]: Inflict 1 Hit on any 1 enemy that is bleeding, then heal 2 and gain Haste. Unhinge Jaw [1]: Become immune to forced movement until the end of the Patianak’s next riff, and then add +1d on the Patianak’s next attack Razor Ghost [2]: Fly 5. Melee Attack. Bravery (+Faith if the target is bleeding). On 2+ Hits inflicted, repeat this effect, ignoring Combo Breaker. Gambits [d8] 1-2: Rush > Inflict Violence > Deflect 3-4: Rush > Inflict Violence > Razor Tongue 5-6: Unhinge Jaw > Rush > Inflict Violence 7-8: Inflict Violence > Razor Ghost Raider HP 8/9/10 Speed 5/6/7 Jump 2/3/3 Bravery 8/9/10 Faith 3/4/5 Posture 5/6/7 Resilience 2/3/4
531 Siukuy Ghosts of those killed by drowning, manifesting as fishheaded water demons. They spout jets of water, strike with spears made of seaweed, and will stop at nothing until they are removed from drowning. Trait: Drown. When hitting with a ranged attack, change a tile adjacent to the target to shallow water. All attacks against enemies on shallow water are overwhelming and skewering. Inflict Violence: Water Javelin. Ranged 6. Bravery (+1d if target is Doused). Douses. Special Technique Water Tether [1]: Slide 3 an enemy in range 5. Water Beam [2]: Line 10 Area Attack. Bravery (+Faith on already doused targets). Douses. Dive [3]: Teleport adjacent to any water tile. Inflict 2 True Hits on every enemy within burst 1 of all water tiles. Then the Siukuy heals 2. Gambits [d10] 1-3: Rush > Rush > Inflict Violence 4-6: Rush > Inflict Violence > Water Tether . 7-9: Rush > Water Beam 10: Dive Busaw Those that die with vengeful hearts or because of horrible butchering sometimes become restless dead known as busaw, especially if they are warriors, priests, and nobles. Busaw can walk among folk, sleep in trees, and steal items from corpses so that those corpses are not saved by Iraon Daron. Trait: Corpse Eater. The busaw is Size 2 and all enemies adjacent to the busaw suffer -1 to all Defenses. Inflict Violence: Flesh Goreclaw. Melee Attack. Bravery. Slide 4 the target. Special Techniques Diseased Body [1]: If there are any enemies adjacent to the busaw, they poison all adjacent enemies and then they heal 2. Break Earth [2]: Melee Attack. Bravery. Blasts Wide Open. If there is an object or blocking terrain adjacent to the busaw, it can pick it up and slam it against the fighter, inflicting +1 Hit and Push 1, and then put the object down at the square vacated. Corpse Omen [1]: Put down a corpse (Height 0 Size 1 object, indestructible) in range 4 Consume [1]: The busaw can consume an adjacent corpse, heal 2 and then inflicting - 2d to the next attack of all enemies in burst 2. Gambits [d4] 1: Rush > Inflict Violence > Rush 2: Rush > Inflict Violence > Diseased Body 3: Rush > Break Earth 4: Corpse Omen > Rush > Consume Sharpshooter HP 7/8/9 Speed 3/4/5 Jump 3/4/5 Bravery 6/7/8 Faith 3/4/5 Posture 5/6/7 Resilience 4/5/6 Sentinel HP 10/11/12 Speed 4/5/6 Jump 1/2/3 Bravery 5/6/7 Faith 2/3/4 Posture 8/9/10 Resilience 4/5/6