Giles' Detective Agency: Mission 2 Guide
Jan. 11th, 2021 06:39 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
(I also have no idea why it kept the font here and not in the other guide...?)
Main Points:
Buffy/Devil May Cry
Chapter Summary: Pretty much what it says in the title. This is the background installment that treats this like a game with mechanics and everything. Enemy entries are styled like in Devil May Cry 1.
Word Count: 8606
Mission 2 has more action, especially for Willow, but much of it is offscreen. That’s probably good, as a lot of Mara fights would be pretty technical. There’s more versatility when you’ve got multiplayer, but it’s still a concern. The best ways to deal with Mara are to kill them quickly, before they can use many of their abilities, and to memorize each ability and how to avoid, interrupt, or continue to attack through each ability. Willow and Buffy were lucky enough to have the specific powers and weapons they did, especially against illusion. Male Mara are generally more straightforward to fight, but that’s partly because they can actually take damage head-on. Female Mara tend to hang out in an intangible form, so have stronger abilities, but most can’t actually fight physically, and with a weapon capable of damaging the intangible are pretty weak to attack. It also helps that, even when part of a cult, most Mara dislike working together (exceptions like the Kleshamara exist), so one shouldn’t die unless you’re on…uh…Slayer Must Die mode? Scooby Must Die mode?
Mission 2 enemies
Devaputramara
One of the male Mara, it is capable of taking physical form as required. The usual Mara form when physical form is taken is a three eyed, six armed demon which could be seen as a slightly more clothed cousin of an ogre, though the exact color depends on which Mara has been encountered. Male Mara act as the guardians and react first to any intrusion. Mara largely target those who follow the path of Buddhism, but when given power can target any in their path. Devaputramara occur in a blue Mara form. These Mara like to act like Devas or angels (depending on their victim), but make no mistake—they are a malicious demon to the core. (encounter enemy) It is unusual to encounter many together, so when multiple fighting multiple Mara it is almost certain that a ritual was used or a particular holy person in Buddhist tradition is a target. (encounter multiple Mara together) Devaputramara tend to be reckless when they fight. (Target of Heaven used) While capable of taking a human form, this Mara has two forms it uses in combat, a Deva form and a Mara form. When too damaged, the Devaputramara will change into Deva form and hover out of reach, regenerating. (Deva Form used) This form cannot be damaged by many mundane attacks, and the demon will rather quickly move out of the way of any melee attack in this form. (attacked Deva Form unsuccessfully) Certain ranged attacks are capable of reaching this form, however. (attacked Deva Form successfully) It only has one attack in Deva Form where it attempts to pull a victim into the sky. (Taste of Divinity used) While the slowest attack doesn’t do much damage, it can blind an attacker for some time. However, the movement is slow, meaning that it can be dodged. (Blinding Lights used) Unlike many demons, Devaputramara use martial arts, but rely on their superior stamina rather than not getting hit. (Path of the False God used)
Devaputramara have the following abilities:
*Target of Heaven-Devaputramara are capable of putting on great bursts of speed and attacking suddenly. They most like to do so when changing from their Deva form to their Mara form, taking many targets by surprise.
*Deva Form-This Mara can take on an angelic, blue-colored deva form in which it floats out of reach regenerating damage.
*Mara Form-Devaputramara take on a blue-colored Mara form which has many offensive capabilities. It usually does so suddenly from human or Deva Form, attacking shortly after with Target of Heaven.
*Taste of Divinity-These demons have a single attack in Deva Form, where they attempt to pull a foe into the sky.
*Blinding Lights-A slow and telegraphed attack that blinds the opponent.
*Path of the False God-Devaputramara tend to attack with a number of hand-to-hand martial arts moves. The attacks focus on attack, and any focus on defense is lazy.
Kleshamara
One of the male Mara, it is capable of taking physical form as required. The usual Mara form when physical form is taken is a three eyed, six armed demon which could be seen as a slightly more clothed cousin of an ogre, though the exact color depends on which Mara has been encountered. Male Mara act as the guardians and react first to any intrusion. Mara largely target those who follow the path of Buddhism, but when given power can target any in their path. Unlike the 7 Hells, Kleshamara are Mara, demons created to tempt humans off the correct path and corrupt their souls rather than the wardens of dead sinners. In a contrast to most Mara, Kleshamara are rarely seen on their own, since their best abilities enhance the abilities of other Mara, and they have thoroughly embraced their supportive role. These demons occur in a yellow Mara form. (encounter enemy) It is unusual to encounter many together, so when multiple fighting multiple Mara it is almost certain that a ritual was used or a particular holy person in Buddhist tradition is a target. (encounter multiple Mara together) Only one Sin may be active on any given Mara at a time. Telling the difference between the Sins relies on reading the colored aura of the Sin. Some Sins might have further synergy with certain Mara, and certain Sins may even change the Mara’s behavior. (any Sin ability used) Sins may also be used on other types of demons, though the effect is lessened. (any Sin ability used on a non-Mara demon) A yellow aura is the Sin of Pride, which makes the Mara’s behavior more aggressive. (Sin of Pride used) A light blue aura is the Sin of Envy and will wound nearby attackers. (Sin of Envy used) A white aura is the Sin of Wrath, which will make the Mara in question hit harder. (Sin of Wrath used) A green aura is the Sin of Sloth, which makes the Mara’s behavior more timid. (Sin of Sloth used) An indigo aura is the Sin of Greed, and gives the Mara a chance of summoning others of its kind to the location. (Sin of Greed used) However, this ability is weaker than The Call of Sin and may be interrupted. (interrupt Sin of Greed summon) A red aura is the Sin of Gluttony, making the Mara in question hardier. (Sin of Gluttony used) An orange aura is the Sin of Lust. The Mara will drain the health of attackers. (Sin of Lust used) While the Kleshamara is casting a Sin ability, it glows briefly with the color of its chosen Sin ability, and it is possible to interrupt the casting of a Sin through quickly applied damage. (Kleshamara damaged during casting any Sin ability) In addition to their enhancing abilities, Kleshamara are good shots with a demon bow and prefer to stay at range if possible. While the arrows do not do much damage on their own, they do increase the power of any active Sins when they connect with a living target. (Charm of the Forbidden used) If attacked by a melee attacker, these Mara let out a war cry that summons other Mara to their location. (The Call of Sin used)
Kleshamara have the following abilities:
*Sin of Pride-The Mara in question becomes more reckless and will focus on attack.
*Sin of Envy-The Mara in question exudes a poisonous aura.
*Sin of Wrath-The Mara in question will do more damage.
*Sin of Sloth-The Mara in question becomes more cautious and uses more defensive tactics.
*Sin of Greed-The Mara in question may summon others of its kind.
*Sin of Gluttony-The Mara in question takes less damage.
*Sin of Lust-On melee attacks, the Mara in question now drains the health of attackers.
*Charm of the Forbidden-Kleshamara shoot neverending arrows from a demonic bow.
*The Call of Sin-Summons other Mara.
Skandamara
One of the male Mara, it is capable of taking physical form as required. The usual Mara form when physical form is taken is a three eyed, six armed demon which could be seen as a slightly more clothed cousin of an ogre, though the exact color depends on which Mara has been encountered. Male Mara act as the guardians and react first to any intrusion. Mara largely target those who follow the path of Buddhism, but when given power can target any in their path. This demon is the male Mara with the most control over illusions. It is likely that if you spot a Skandamara, the illusion has already been cast. Skandamara occur in a red Mara form. (encounter enemy) It is unusual to encounter many together, so when multiple fighting multiple Mara it is almost certain that a ritual was used or a particular holy person in Buddhist tradition is a target. It is even less common to encounter a Skandamara with other Mara, as it is prone to creating a world of illusion with friend and foe alike. (encounter multiple Mara together) The sword the demon uses is not actually physical, but it feels real enough when it slashes through you. It is much more cautious than the Devaputramara and tends to use the sword to keep enemies at a distance. (The Lie of Touch used) However, if it is too cautious, the hurt opponent will realize the illusion and heal from its attacks, so it also must keep pressing the attack, usually combined with its various other illusions, to keep its enemies from healing. (The Lie of Touch wears off) Skandamara can also use a spell to blend into its environment, though a slight shimmer will give away its presence. (The Lie of Sight used) Its exact location cannot be pinpointed to any great accuracy due to its use of illusions, and at times it might appear to teleport around with the sound of bells. In this state the demon will take damage from attacking the illusions, but at a reduced rate. (The Lie of Hearing used) Another spell summons what looks like a sea of blood that rises out of the ground. The smell does do a little damage over time, but the real danger is that it is difficult to move through and thus limits movement capabilities. (The Lie of Smell used) The best way to deal with it is to jump or use moves to stay in the air. (stay in the air while The Lie of Smell is active) If Skandamara feels threatened, it might summon The Lie of Taste, an eight-foot tall humanoid mist-creature that will follow around the opponent. (The Lie of Taste used) If it catches the opponent, it seeps beneath the skin and begins to drain the life force from them. (The Lie of Taste catches you) The summoning can be interrupted, making the Lie of Taste disappear, if enough damage is done to Skandamara. (damage Skandamara enough when The Lie of Taste is draining health) If the opponent is fast enough, they can stay out of the reach of The Lie of Taste long enough for it to be de-summoned. (successfully avoid The Lie of Taste) The Lie of Taste might also be summoned if the opponent tries to keep a distance for too long. (opponent stays too far from Skandamara for a set period of time) When too much damage is done to this Mara at once, it creates illusionary duplicates in response to the threat. Each of its 4 illusionary duplicates must be destroyed before the Skandamara can be attacked, and it takes no damage from the destruction of its duplicates. (Illusionary Existence used)
Skandamara have the following abilities:
*Illusionary Existence-Skandamara can create 4 illusionary duplicates of itself and go invisible.
*The Lie of Touch-This Mara uses an illusionary sword against its enemies with a variety of blocks and slashes.
*The Lie of Hearing-Skandamara seems to teleport around the opponent.
*The Lie of Sight-This Mara doesn’t go invisible, but it summons an illusionary fog and blends into the surroundings.
*The Lie of Taste-A slightly larger than human shape of mist is summoned and if it touches the opponent drains health.
*The Lie of Smell-A sea of blood rises from the ground and does slight DoT.
Mrtyamara
One of the male Mara, it is capable of taking physical form as required. The usual Mara form when physical form is taken is a three eyed, six armed demon which could be seen as a slightly more clothed cousin of an ogre, though the exact color depends on which Mara has been encountered. Male Mara act as the guardians and react first to any intrusion. Mara largely target those who follow the path of Buddhism, but when given power can target any in their path. Mrtyamara is the most traditional of the male Mara and occurs in a black Mara form. Each Mara is considered connected with death, but it is truly the Mrtyamara that rules the realm of the dead with its merciless strength, terrible axe, and unrelenting strength. (encounter enemy) It is unusual to encounter many together, so when multiple fighting multiple Mara it is almost certain that a ritual was used or a particular holy person in Buddhist tradition is a target. (encounter multiple Mara together) The strength of the Mrtyamara allows for a sidewise slash that can send all but the strongest enemies flying. (Memento Mori used) Incorporated into this Mara’s strongest attack, a single downward slash with the axe can also be used on its own. (All Things Devours used) A quick uppercut with the Mrtyamara’s strength behind it can even make an opponent fall down. (Die a Thousand Deaths used) The demon can also fly into a frenzy, hacking into the opponent over and over with many quick, furious slashes. (Lord of Death used) As a representation of death, the Mrtyamara can even call on the essence of Death, wrapping it around itself like a cloak. This essence of death is deadly against the living and will hurt anything living that comes into contact with it. (Reminder of Impermanence used) It is recommended that on seeing this essence of death that one keep a distance. (ranged attack used on Mrtyamara while Reminder of Impermanence is active) The strongest attack works against both a crowd and a single opponent and is faster than one would expect from such an attack, cutting through the air itself and drawing the broken edges of the air itself in its wake for a second strike after the first. (To the Next Cycle used)
Mrtyamara have the following abilities:
*To the Next Cycle-The strongest attack of the Mrtyamara, this attack involves sweeping the greataxe in a circle around the Mrtyamara and then smashing the ground—or an opponent within reach.
*Memento Mori-A sideways slash with the axe to the torso that sends the opponent flying.
*All Things Devours-A downward slash with the axe; a less powerful version of the last stage of To the Next Cycle.
*Lord of Death-An attack that incorporates many quick slashes into a single opponent.
*Reminder of Impermanence-A cloud of darkness that slowly drains the life of nearby enemies.
*Die a Thousand Deaths-An upwards cut that makes the opponent fall down.
Sakkaya-ditthi
One of the female Mara, it can only take an intangible form unless it possesses a human. The intangible form can be that of a beautiful woman (their favored target of possession), but their true guise, that of a slimmer version of the male Mara form with six arms, three eyes, and demonic features, might appear. Whether intangible or possessing another, special weapons, such as specific Devil Arms, are required to damage one. Mara largely target those who follow the path of Buddhism, but when given power can target any in their path. (encounter enemy) It is unusual to encounter many together, so when multiple fighting multiple Mara it is almost certain that a ritual was used or a particular holy person in Buddhist tradition is a target. (encounter multiple Mara together) Demons don’t play fair; Sakkaya-dithi even more so. This Mara likes to taunt opponents into overconfidence, then hit them when they least expect it. As such, they have abilities that make opponents too angry to concentrate on defense. (Confident Strut used) They also have the usual taunt capabilities, if a little enhanced. (Fighting Words used) They can even blind an opponent to another enemy (or more) in the same room. (Blindspot used) Their favorite tactic is a last-minute possession, but unlike most Mara will just as easily relinquish a host, particularly right before the host is attacked. This is possible because a possession by a Sakkaya-ditthi is faster than that of most demons. (Et Tu? Used)
Sakkaya-ditthi have the following abilities:
*Confident Strut-Locks defensive abilities.
*Fighting Words-Enhanced taunt.
*Et Tu?-A quick possession, usually used when the opponent is in a prime position for a devastating attack from an unsuspecting source.
*Blindspot-Disguises the presence of another enemy (or more) in the room.
Vicikiccha
One of the female Mara, it can only take an intangible form unless it possesses a human. The intangible form can be that of a beautiful woman (their favored target of possession), but their true guise, that of a slimmer version of the male Mara form with six arms, three eyes, and demonic features, might appear. Whether intangible or possessing another, special weapons, such as specific Devil Arms, are required to damage one. Mara largely target those who follow the path of Buddhism, but when given power can target any in their path. While the Vicikiccha regards religion as a worthy adversary like the Silabbata Paramasa, it prefers to hunt down holy artifacts and people itself. (encounter enemy) It is unusual to encounter many together, so when multiple fighting multiple Mara it is almost certain that a ritual was used or a particular holy person in Buddhist tradition is a target. (encounter multiple Mara together) The demon can cause enough skepticism and doubt to interfere with the use of holy weapons. (Touch of the Impure used) It can even cause even the monk with the strongest belief to falter. (Unclean Thoughts used) With enough minds around to negatively affect the belief, the Mara can explosively corrupt any holy water present. (Pollute the Waters used) Any purification attempts carried out in the presence of a Vicikiccha are worse than doomed to failure; the demon will reverse the attempt and cause the object or person to be cursed, hurting the person who is the target or owns the target of the attempt. (Reverse Purification used)
Vicikiccha have the following abilities:
*Touch of the Impure-The Mara can remove the holy attribute from items such as holy water and weapons. This can only be undone by a future blessing, holy spell, or rite.
*Pollute the Waters-If desired, the Mara can even make any carried holy water act like a bomb, corrupting it and causing it to damage the one carrying it.
*Unclean Thoughts-The demon can also temporarily remove the holy attribute from people.
*Reverse Purification-Any purification rites in the presence of the demon will cause damage instead.
Silabbata Paramasa
One of the female Mara, it can only take an intangible form unless it possesses a human. The intangible form can be that of a beautiful woman (their favored target of possession), but their true guise, that of a slimmer version of the male Mara form with six arms, three eyes, and demonic features, might appear. Whether intangible or possessing another, special weapons, such as specific Devil Arms, are required to damage one. Silabbata Paramasa is the exception to the rule that Mara usually target those who follow the path of Buddhism—it is common to find one targeting non-Buddhists. (encounter enemy) It is unusual to encounter many together, so when multiple fighting multiple Mara it is almost certain that a ritual was used or a particular holy person in Buddhist tradition is a target. (encounter multiple Mara together) It is most common for the Silabbata Paramasa to possess a harmless-looking woman beseeching passersby for help. If followed, the Silabbata Paramasa will lead the chosen victim to a secluded area and suddenly attack with a conjured sword. (taken by surprise) Buddhist monks are the most likely to see through the human disguise to the demon within, but any holy type or even the presence of holy items such as holy water can pierce the disguise. (surprise attack on Mara successful) These demons like to avoid holy types, as they are weaker to those with holy skills or items. (holy attack successful) However, the demon is not wholly vulnerable in such a case, as they can briefly seal the use of these skills by their opponents. (Temporal Seal used) The very presence of this Mara can corrupt previously holy areas, particularly when it uses one specific spell. (Unsanctified Earth used) However, the spell takes a few seconds to cast, so it is best used to prepare the area of the intended killing before the deed. (interrupt Unsanctified Earth) The conjured sword can also corrupt the one wounded by the blade. (Stigma of the Profane used) The most basic attack, however, is a simple slash with the sword. (Rending Irreverently used) This can be chained to create a series of quick if barely painful cuts (unless Stigma of the Profane or Unsanctified Earth is active). (Secular Cuts used) The most dangerous attack is a longer swing slash with enough momentum behind it to really dig into the flesh and cause the opponent to bleed. (Blood Sacrifice used) However, keeping one’s distance is not the answer either, as the Mara knows corrupted magic attacks and will not hesitate to use them. (The Dark Sorceress used)
Silabbata Paramasa have the following abilities:
*Stigma of the Profane-A stabbing motion that weakens the opponent to further attacks.
*Blood Sacrifice-A slower but stronger slash that usually wounds the opponent.
*Secular Cuts-A series of quick cuts.
*Temporal Seal-Temporarily prevents the use of some opponent skills (most notably powered up forms, such as Xander’s Spiky Form, and exorcisms).
*Unsanctified Earth-A move that involves putting a palm to the ground that weakens opponents within the area to further attacks.
*Rending Irreverently-A weaker slash than Blood Sacrifice.
*The Dark Sorceress-Ranged magical attack.
Kama-raga
One of the female Mara, it can only take an intangible form unless it possesses a human. The intangible form can be that of a beautiful woman (their favored target of possession), but their true guise, that of a slimmer version of the male Mara form with six arms, three eyes, and demonic features, might appear. Whether intangible or possessing another, special weapons, such as specific Devil Arms, are required to damage one. Mara largely target those who follow the path of Buddhism, but when given power can target any in their path. The Kama-raga prefers to stay in intangible form and torment its opponents or to possess the particular opponent of interest. (encounter enemy) It is unusual to encounter many together, so when multiple fighting multiple Mara it is almost certain that a ritual was used or a particular holy person in Buddhist tradition is a target. (encounter multiple Mara together) This Mara may choose to stay intangible and whisper in the ears of its victims. (Formless used) Such words are distracting and make it more difficult to fight, and some opponents might even lose the motivation to fight. (Distraction of Desire used) The Kama-raga may also choose to possess an opponent, approaching them and then sinking into their flesh. (Embrace of Form used) When possessed, fighting anything but the pleasure brought by the Kama-raga becomes progressively harder and harder to resist. (Defilement Level used) Like many succubi, when possessing an opponent the Mara can also drain the life from its opponent to heal itself vampirically. (Pleasure Parasite used) Even when a different victim has been possessed, an opponent may not be safe, as touch by that possessed victim can allow the demon to use abilities only available when the victim is possessed. (Sensuous Cravings used) Fortunately, this is only possible while the touch remains. (Sensuous Cravings interrupted)
Kama-raga have the following abilities:
*Formless-In this form, the Mara cannot be targeted under ordinary circumstances.
*Distraction of Desire-When Formless, the Mara makes a fight challenging indeed, slowing down an opponent or even forcing it to become motionless.
*Embrace of Form-The Mara possesses an opponent.
*Defilement Level-At first, this only decreases the amount of damage and makes it harder to hit, but eventually it starts to limit available moves, starting with the most powerful. Embrace of Form required.
*Sensuous Cravings-Through touch, a Mara who has possessed another may affect an opponent with one of the abilities requiring Embrace of Form for as long as the two remain touching.
*Pleasure Parasite-When possessing an opponent, the Mara drains the life from the opponent to heal itself. Embrace of Form required.
Patigha
One of the female Mara, it can only take an intangible form unless it possesses a human. The intangible form can be that of a beautiful woman (their favored target of possession), but their true guise, that of a slimmer version of the male Mara form with six arms, three eyes, and demonic features, might appear. Whether intangible or possessing another, special weapons, such as specific Devil Arms, are required to damage one. Mara largely target those who follow the path of Buddhism, but when given power can target any in their path. (encounter enemy) It is unusual to encounter many together, so when multiple fighting multiple Mara it is almost certain that a ritual was used or a particular holy person in Buddhist tradition is a target. (encounter multiple Mara together) The demon’s ability to wound grows stronger with every blow it takes. (Resonating Hate used) The Mara may let out a scream of hate for all living things, hurting all within earshot. (Let the World Burn used) Patigha don’t fear pain, and are willing to harm themselves in order that anything else living within reach suffer the same fate. (Suffer, All used) Unlike most when they possess a host, this demon has no preferred weapon, snatching whatever’s nearest in a desperate attempt to bring harm to its opponents. (Desire for Annihilation used) Probably the most dangerous of the abilities of this Mara is its ability to inflict rage on a foe, clouding their thoughts to all but destruction. (All-Consuming Rage used) The strongest willed may resist this ability, though not completely. (All-Consuming Rage resisted) Damage will not knock the enraged one out of this state, as it only feeds their desire for suffering and torment. Only a healing ability may heal their torment. (All-Consuming Rage removed) If left alone for long enough, this rage state will also wear off on its own, but if the inflicted soul can escape to find any sort of living prey, they will do so. (All-Consuming Rage wears off)
Patigha have the following abilities:
*Let the World Burn-All within the range of effect, including the Mara, take damage.
*Resonating Hate-The damage of the Patigha grows with all damage done to itself or its host.
*Desire for Annihilation-The Mara grabs the nearest object to use as a weapon. Damage inflicted depends on the object grabbed. Can be used in a hurling motion as a ranged attack. Can only be used when the demon is possessing another.
*Suffer, All-All within the range of effect, including the Mara, take damage. A stronger version of Let the World Burn.
*All-Consuming Rage-The opponent is forced into the ultimate form (Devilform, Bored Now are examples) if there is one and may attack allies, as distinguishing between friend and foe becomes impossible. Damage is increased, but the opponent is also more prone to taking damage as well.
Rupa-raga
One of the female Mara, it can only take an intangible form unless it possesses a human. The intangible form can be that of a beautiful woman (their favored target of possession), but their true guise, that of a slimmer version of the male Mara form with six arms, three eyes, and demonic features, might appear. Whether intangible or possessing another, special weapons, such as specific Devil Arms, are required to damage one. Mara largely target those who follow the path of Buddhism, but when given power can target any in their path. As a Mara, the Rupa-raga is incapable of entering the true Form Realm, so it takes out its fury on the humans it encounters. (encounter enemy) It is unusual to encounter many together, so when multiple fighting multiple Mara it is almost certain that a ritual was used or a particular holy person in Buddhist tradition is a target. (encounter multiple Mara together) Possession is much easier for a Rupa-Raga than for most other Mara, since they prefer to be in physical form at all times. (Attachment to Form used) In addition, this characteristic makes it very difficult to cast out a Rupa-raga. (attempt to remove Mara while Attachment to Form active) This Mara can also corrupt an object or person purely by touch. (Bad Form used) The Rupa-raga can even, to a limited extent, change the existence of the world, removing or adding things to its surroundings. (The Shape of Things used) The ultimate form of this technique allows the demon to transport an opponent out of reality for a little while. (Knocking on Reality’s Door used)
Rupa-raga have the following abilities:
*Attachment to Form-An especially powerful art of possession.
*Bad Form-Slow down opponent or damage object. May destroy object.
*The Shape of Things-Alters the environment in some small way or summons a weapon for the Rupa-raga to use.
*Knocking on Reality’s Door-The opponent winks out of the fight for a bit. Mostly used in multiplayer fights.
Arupa-raga
One of the female Mara, it can only take an intangible form. Arupa-raga are incapable of possessing a human. The intangible form can be that of a beautiful woman, but their true guise, that of a slimmer version of the male Mara form with six arms, three eyes, and demonic features, might appear. In any case, special weapons, such as specific Devil Arms, are required to damage one. Mara largely target those who follow the path of Buddhism, but when given power can target any in their path. (encounter enemy) It is unusual to encounter many together, so when multiple fighting multiple Mara it is almost certain that a ritual was used or a particular holy person in Buddhist tradition is a target. (encounter multiple Mara together) The Arupa-raga can banish an opponent from their physical body. (Out of Body Experience used) However, this does not prevent the opponent from using most actions, and in fact might make it easier for one to damage a Mara, particularly without the correct tools. (damage any Mara while Out of Body Experience active) The reason this is allowed is that the body is particularly vulnerable while uninhabited, either to damage or possession. (damaged or possessed while Out of Body Experience is active) These Mara are capable of twisting intention, multiplying the number of demons rather than casting them out. (Haunted Exorcism used) These demons are formed of thought, and can use those thoughts to affect their own nature or the nature of others. (Platonian Ideal used) The Arupa-raga can even call up shades of dangerous foes to haunt their opponents. (In the Wide World used) Fortunately, these phantasms can be easily dispelled using magic. (use a spell against one of In the Wide World’s summoned demons)
Arupa-raga have the following abilities:
*Platonian Ideal-A temporary buff or debuff.
*Out of Body Experience-Separates spirit and physical body.
*In the Wide World-Summons demons.
*Haunted Exorcism-Exorcism abilities release more demons instead.
Mana
One of the female Mara, it can only take an intangible form unless it possesses a human. The intangible form can be that of a beautiful woman (their favored target of possession), but their true guise, that of a slimmer version of the male Mara form with six arms, three eyes, and demonic features, might appear. Whether intangible or possessing another, special weapons, such as specific Devil Arms, are required to damage one. Mara largely target those who follow the path of Buddhism, but when given power can target any in their path. (encounter enemy) It is unusual to encounter many together, so when multiple fighting multiple Mara it is almost certain that a ritual was used or a particular holy person in Buddhist tradition is a target. (encounter multiple Mara together) Mana can feed the powers of friend or foe alike, and tends to do so rather indiscriminately. While this may seem a generous gift, even unwise, a demon does not give anything for free. More power is welcome, but too much power and the recipient may burn in the fires of their own making, rendered powerless in their own hubris. (The Ambition of Icarus used) One method of escaping the curse is to merely heal; this will only exhaust the target instead. (target does no damage while The Ambition of Icarus is active) Another method of escaping the curse is to not act at all when one’s abilities are so enhanced; while tedious, the Mana will soon become enraged and attempt to provoke the victim into attacking, losing control of the spell while doing so. (target does nothing while The Ambition of Icarus is active) Rarely, the Mara will also use a spell to immediately reverse the effects of The Ambition of Icarus, giving itself all the power it had given in addition to all of its opponent’s power. While the move is devastating and could easily win it many one-on-one fights, it likes to watch others succumb to overconfidence—and perhaps has a trifle too much overconfidence, itself. (Midas Touch used) The best warrior might believe Mana or a target of her choice is easily hit, only for them to slip out of the way seemingly last minute. (Conceit of the Swordsman or Pride of the Archer used)
Mana have the following abilities:
*The Ambition of Icarus-Powers up abilities to the level of an ultimate form (or super ultimate form, if already in ultimate form), but unless Mana is killed in time, the unfortunate victim will take all the damage they did while The Ambition of Icarus was active.
*Conceit of the Swordsman-Allows a target (including Mana) to move faster than a melee attack. (Might look like lag. Is definitely not lag.)
*Pride of the Archer-Allows a target (including Mana) to move faster than a ranged attack. (Might look like lag. Is definitely not lag.)
*Midas Touch-Only available while The Ambition of Icarus is active. Instantly executes the effects of the ability wearing off, and powers up Mana to the extent of The Ambition of Icarus as well as the opponent’s natural power.
Uddhacca
One of the female Mara, it can only take an intangible form unless it possesses a human. The intangible form can be that of a beautiful woman (their favored target of possession), but their true guise, that of a slimmer version of the male Mara form with six arms, three eyes, and demonic features, might appear. Whether intangible or possessing another, special weapons, such as specific Devil Arms, are required to damage one. Mara largely target those who follow the path of Buddhism, but when given power can target any in their path. (encounter enemy) It is unusual to encounter many together, so when multiple fighting multiple Mara it is almost certain that a ritual was used or a particular holy person in Buddhist tradition is a target. (encounter multiple Mara together) The presence of an Uddhacca can introduce doubt into the bravest soul, and it is even powerful enough to agitate the sleeping spirits of the dead. (Restless Spirits used) Spells require belief, and a planted seed of doubt can be enough to disrupt their casting. (Flowering of Doubt used) It’s not unusual for this demon to affect a victim with such indecisiveness that they may try to do one thing and end up doing another. (Consumed by Uncertainty used) If desired, the demon can encourage the opposite mindset, a self-righteous one with no consideration for error or different paths. (The Roads Diverged used) However, determination is the weakness of the Uddhacca; continuing undaunted by the powers of this Mara confounds them and releases a victim from their power. (continue attacking or moving forward while one of the abilities of the Mara is active)
Uddhacca have the following abilities:
*Restless Spirits-The Mara summons ghosts.
*The Roads Diverged-Side paths and the map become inaccessible.
*Consumed By Uncertainty-Random abilities may be used.
*Flowering of Doubt-Spells may no longer be used.
Avija
One of the female Mara, it can only take an intangible form unless it possesses a human. The intangible form can be that of a beautiful woman (their favored target of possession), but their true guise, that of a slimmer version of the male Mara form with six arms, three eyes, and demonic features, might appear. Whether intangible or possessing another, special weapons, such as specific Devil Arms, are required to damage one. Mara largely target those who follow the path of Buddhism, but when given power can target any in their path. The Avija is the counterpart of the Skandamara in its control over illusion. (encounter enemy) It is unusual to encounter many together, so when multiple fighting multiple Mara it is almost certain that a ritual was used or a particular holy person in Buddhist tradition is a target. (encounter multiple Mara together) These demons often make an opponent believe they have acted when in fact they have not. (I Could Have Sworn used) They also interfere with perceptions of movement. (Déjà Vu used) The true path is admitting that one does not know and accepting this outcome. Going with the flow and being adaptable makes a difference. (change up abilities used to a greater degree than usual, i.e. if your usual style rank is A, go for S, if at top rank try to earn a higher points rating) Avija can also use an ability to make Mara appear as one another and make them appear more or less hurt than reality. (Illusion of Knowledge used) Knowledge is power, it is said, and against this Mara this is certainly true. (unlocked rest of Avija description, bonus against Avija abilities and in damage against this demon)
Avija have the following abilities:
*Déjà Vu-Teleporting opponent back to last location.
*I Could Have Sworn-An ability appears to have been used, but the effects do not occur.
*Illusion of Knowledge-Enemy identification and health bars will be wrong.
Mission 2 Devil Arms
Punga
>Weaponform: Punga appears as a fan made of steel, almost appearing like a blue-and-silver seashell in coloration and shape. Steel tips emerge from the fan folds and are also supplied with the venom Punga natively carries in demonform.
>Demonform: In Demonform, Punga appears quite unaware of the terrifying sight he presents. His deep red eyes are friendly, his mouth is always curved in an inviting smile, and he doesn’t seem to get that that smile displays his fangs effortlessly, nor that fangs the size of a human’s forearm could be a little intimidating. For that matter, it doesn’t occur to him that a giant demon stingray twenty-five feet (or over seven and a half meters) across could be seen as scary. His voice is booming and enthusiastic, and he enjoys a good fight as much as he enjoys swimming, receiving guests, or drinking Okolehao. He has two points that look like antenna on his head which are really horns. One broke in a fight long ago. He usually draws his fins up around him like a cloak when not in use, since he can hover effortlessly without them (and besides, it makes for easier viewing and talking to strangers if he’s facing them). He has no fear of the poisoned, sharp tips at the end of his fins, since he is immune to his own venom. The spines along his back are just as venomous and just as barbed. Part of his belly is seethrough and appears to contain round rocks—these are actually his glands which produce the venom. At the back, next to the stinging tail, two large, sharp weapons like tusks emerge—these are also venomous, and it is impossible to bite off the tail, as some demons have tried, without impaling oneself on the spikes. (Some have tried, and died in the attempt—Punga bears the scars with pride.)
>Fighting Style:
-Combo A-A block and strike with the fan.
-Combo B-A three-slash combo.
-Combo C-Like Combo B, but ending with a forward cartwheel and kick.
-Son of the Sea-A move paired with a taunt in which the wielder taunts the enemy and lets the enemy gouge themselves on Punga’s blades.
-Anchor Stone-A charged disarm that channels Punga’s wrath into an enemy.
-The Ugly Truth-Sometimes, playing fair is the way to get yourself killed, so sudden, underhanded moves like smashing your enemy over the head with the bottom of the steel fan is the best choice of attack.
-Sting of the Devil-A shallow gouge that wounds and disorients the enemy.
-Venomous Shock-A more powerful version of Sting of the Devil that leaves the enemy weakened as well as disoriented.
-Spined Stagger-Stagger is the purest use of Xander’s shadowstep in combat, combining a thrust with the equipped weapon and a teleport to the enemy that usually disorients the enemy. This version of Stagger also impales the enemy with one of Punga’s venomous spines. Xander-only move. (This is Xander’s equivalent of the Stinger, Stilletto, and Streak moves.)
-Devilform Spined Stagger: Essentially the same as Spined Stagger, but with added forward momentum following the teleport and an energy-and-venom vortex that passes through and beyond the target. Xander-only move.
Fragarach
As a Fae weapon, they suspect (but have not confirmed) that Fragarach has no Devilform. Even so, the sword does seem to have a mind of its own. The sword is able to pierce through lies, illusions, and demons possessing people without harming the victims with equal ability. Bringing misfortune to evil is its own reward.
>Weaponform: Fragarach’s design is generally more plain and unassuming, with a simple crossguard, aged leather wrapped around the grip, and a bisected circle as a pommel. This is, however, merely when the sword is at rest. A user who knows what she’s doing (such as Buffy) can make the sword come to life in use. The wind whistles through the pommel, glittering in the light.
>Fighting Style: The attacks with Fragarach are quick and graceful, almost like a dance, and is equally useful attacking enemies no matter the distance. With enough precise control, one can even direct the wind currents to make an entire room a zone of death without harming a hair on the head of the innocent.
-Combo A: A three-slash combo.
-Combo B: An AoE sweep around the self, followed by a single stab.
-Combo C: A three-slash, single stab combo.
-The Whisper: A single slash that directs the wind to serve as a damage buffer for the wielder.
-The Answer: A stab that can cut through lies and illusion.
-The Retaliation: If used quickly enough, a stab that can answer pain with agony. (Does more damage than original blow; timing is like using Royalguard. It’s possibly the thing Buffy has the hardest time with but she’ll get it down.)
-Blow to Somebody: A quick slash with the blade that does little damage but prevents enemies from healing.
-Four Chief Winds: Four slashes in each of four directions that direct the wind in a conal fashion in front of, behind, and to either side of the wielder.
-Danu’s Dance: Two slashes that direct the wind in a damaging barrier around the wielder.
-Night of the Big Wind: Fragarach’s ultimate attack; a combo of six carefully directed slashes coupled with an echo of slashing wind that affects the entire room.
-Blessings of Lia Fail: The wielder of Fragarach has merely to draw the blade and they will be protected from illusion and enchantment. (In gameplay terms, this is a taunt much like Vergil’s in Devil May Cry.)
Witchy Woman
When not in rage mode, Willow has a fighting style somewhat inspired by Devil May Cry 2 (the game had a few interesting ideas even if it was seriously flawed and only playable thanks to Itsuno-san). Specifically, she needs some kind of focus to determine the elemental power of her attacks, swapping out the Focus and Wings of her Witch’s Heart. She is capable of using Devil Arms, but can’t utilize them to their maximum potential due to the fact that she is fully human. Depending on how far she extends her Technopagan studies, Willow might learn how to make Technopagan Shikigami. Compared to the others, Willow is a highly adaptable and balanced character.
Witch’s Heart Foci:
The Heart Foci strengthen the effect of the spells in the various categories.
*Maiden Focus-Divination, Illusion magic, Technopaganism, Flying, Telekinesis
*Mother Focus-Most Elemental magic, Healing magic, Potions, Force Fields, Mental magic
*Crone Focus-Ritual magic, contacting the spirit world, powers of life and death
Left Wing:
The Left Wings determine the state of Willow’s attack powers.
*Telekinesis-The default state of Willow’s attacks, and possibly the strongest version of her powers. When using her Telekinesis powers, many of her attacks become more long-ranged, though she has a shout that knocks enemies that have gotten too close away, can punch people using only the force of telekinetically controlled air, and can also pick up and throw enemies telekinetically.
*Fire-Unexpectedly, fire is the close-range combat style, with kicks and punches that otherwise would probably not hurt anyone, let alone demons, if her hands and feet were not on fire. She can also call on the power of fireballs for long-range combat.
*Earth-Earth is almost exclusively slow, long-range but devastating attacks, rooting attackers in place, smacking them around, or even causing a localized earthquake. Her single close-range attack with Earth is a punch-kick combo that is briefly protected by fists and feet of stone, which then crumble to dust.
Right Wing:
The Right Wings determine the state of Willow’s defensive capabilities.
*Illusion-Willow can make duplicates of herself to distract an enemy or eat damage. Her control over illusions is only limited by her imagination, which stretches wide indeed. She can go invisible, and usually combines this power and illusion with a closer-range technique to catch an enemy by surprise.
*Healing-If Willow has not overly exerted herself in battle, or finds herself with an unexpected gift of energy, she is capable of healing most wounds. It’s even possible for her to cast a spell to enable her own regeneration during combat, though this requires preparation beforehand.
*Psychics-Willow is capable of wounding an opponent’s mind directly, though she mostly uses this power for communication, attack coordination, and discovering the truth.
-Opening the Third Eye: Available no matter the state of the Witch’s Heart. When she concentrates, Willow’s ability to see the unseen is beyond that of even most demons. She can see through illusion and invisibility, and if equipped with the Maiden Focus can even see the strands of magic on the air (or enchantments, if they’re affecting a person or object). Once she has learned the magical ‘signature’ of a person, she can even locate them from a distance.
-Like a Broomstick: Available no matter the state of the Witch’s Heart. Willow can fly around, and if not using a hand-to-hand combat style, generally does so to try to stay out of the enemy’s range. Also makes for some pretty nifty dodging.
-No Having of Any Kind: Available no matter the state of the Witch’s Heart. A summoned force field generally used to protect others, such as innocents, because Willow has yet how to work out how to cast a one-way force field that allow her attack and defend all at once.
-I Panicked: A quick attack that mostly disorients the enemy. Exact variations depend on the equipped Left Wing.
-Combo A: A three-hit combo focusing mostly on attack. Exact variations depend on the equipped Left Wing.
-Combo B: A three-hit combo balancing attack and defense. Exact variations depend on the equipped Left Wing.
-Combo C: A three-hit combo focusing on defense. Exact variations depend on the equipped Left Wing.
-The Power of a Witch: A powerful, damaging attack. Exact variations depend on the equipped Left Wing.
-Grounded Energy: The simplest form of one of Willow’s defensive powers. Exact variations depend on the equipped Right Wing.
-The Will of Nature: The most powerful form of one of Willow’s defensive powers. Exact variations depend on the equipped Right Wing.
-Bored Now-Her version of Devilform (Devil Trigger). Willow’s hair turns black or white, and her power greatly increases, but like Hunter Spiky Form, Willow is barely able to control herself, though while under its influence she wouldn’t see it that way. As such, she is also capable of spells that are otherwise out of reach.
-Fresh Vengeance: Only available while Bored Now is active. This spell is extremely powerful and allows Willow to exorcise and crush demons into oblivion, but requires a large amount of energy to cast. It is unknown where Willow was drawing the power from for the use of this skill, but given how easy it was, it is unlikely that the source was anywhere good.
-Disturb the Dead: Speculation, as Willow hadn’t used this power and isn’t likely to do so anytime soon, as she’s learning magic the slow, safe way for now. Only available while Bored Now is active. This spell awakens any nearby restless souls (or even the ones that had been sleeping peacefully) and commands them to attack. Just like Fresh Vengeance, the use of this power is probably unwise.
Hunter Spiky Form
Xander’s Devil Trigger, only a little more Majin form. (The word for Hunter in Pashu is yemyar.) It’s possible that at some point Xander could learn to control the Hunter form, but at the moment that’s out of reach. Patigha’s enticement to rage stuck him in a permanent Spiky Form, where he could barely control himself—but, on the other hand, was acting much more instinctually and could access skills previously out of reach.
-Improved Shadowstep-Xander could practically dance around his friends between all of the shadows in the room, and the size of shadows needed for Shadowstep decreased. In addition, so many teleports in quick succession made him barely winded, allowing for even better Trickster/Vergil-style combat.
-Shadowgrab-Xander also appeared to have some control over the shadows themselves, commanding his friend’s shadows to grow arms and keep them held in place. With larger shadows or even greater control, other powers probably become possible.
-Obsidian Quicksand-Speculation, but it’s possible that the same way Xander can use Shadowstep, he could also command a shadow to swallow the person or thing that casts the shadow. Where the victim would end up is anyone’s guess.
-Obsidian Wormhole-Speculation, and an extension to Obsidian Quicksand, where Xander could also teleport an enemy (or friend) around through shadows as desired.
-Commanded Spike-Speculation, but if Xander can order around shadows and manipulate their forms to a physical capacity, he could follow the example of the Shaede and cut or spike the enemy with their own shadows.
-Hulk Smash-Xander had no problems smashing through walls in Hunter Form, whereas normally it would take several tries and probably briefly bruise. (It’s entirely possible that Xander was drawing on the strength of nearby shadows to create a damage-absorbing aura, but if that happened it doesn’t have a visible tell that Willow noticed.)