6-30-12: Improv Dungeon - WindStrike - 06-29-2012
[enemy power=2 courage=2 wisdom=7 hearts=4/4 magic=2/2]
Origin: None
"The flame-wreathed skulls known as Wisps may appear frightening, but in reality, they are fairly weak."
- When damage is taken, Wisp can expend 1 Magic for any 1 Heart lost in its place.
- Wisp shoots an orb of light out, hitting all enemies.
- Roll your Wisdom -1 dice vs. targets' Wisdom dice / Deals 2 Light Effect Damage
[enemy power=4 courage=4 wisdom=2 hearts=3/3 magic=0/0]
Origin: The Adventure of Link
"A light-weight, living suit of armor capable of surprisingly agile maneuvers. They’re easy to dispatch, but they always come in groups or with other enemies."
- Roll $init 1d11 for your initiative roll.
- When Tinsuit dies, any equipped items are dropped, replacing the random item drop.
- A short knife, ideal for quickly attacking. Can hit one target.
- Roll your Courage +2 dice vs. targets' Courage dice / Damage is halved
- Appropriately, the Tinsuit has a suit of armour, made of tin.
- Damage taken is reduced by 1
- Once the Tinsuit has been successfully attacked once, the armor is destroyed.
[enemy Power=1 Courage=6 Wisdom=3 Hearts=3/3 Magic=0/0]
Origin: The Ocarina of Time
"While they may simply seem like Keese unfortunate enough to have caught flame, Fire Keese aren't harmed by the blaze, and indeed even have a great deal of control over it."
- Anyone who attacks Fire Keese by melee (successful or not) will take 1 burn damage (neutral).
- Requires Fire (Level: 1)
- Fire Keese slashes at a target with its burning wings.
- Roll your Courage dice vs. targets' Courage dice
- Requires Fire (Level: 1)
- Fire Keese superheats its wings, doing a large amount of Fire damage.
- Roll your Courage +3 dice vs. targets' Courage dice
- At the end of the attack, Fire Keese incinerates and dies.
[enemy Power=1 Courage=2 Wisdom=7 Hearts=3/3 Magic=5/5]
Origin: None
"Dark Souls are souls that have been corrupted over time and serve the one corrupting them. They are casters, often amplifying their allies with support spells and hiding in the bodies of allies, boosting their Wisdom stats by a bit."
- Dark Soul gains 1 Magic at the start of each round.
- Costs 1 Magic
- Dark Soul hides inside of an ally's body, boosting the target’s Wisdom stat by 3.
- If the host body dies while hiding in it, the Dark Soul will also die.
- Dark Soul cannot use any other actions while hiding.
Hide does not count as action
- Requires Shadow (Level: 1)
- Costs 4 Magic
- Give a target the Shifting Shadows Buff:
- The next time that target is attacked, he can reroll his defending roll.
- Shifting Shadows does not work when defending against charge-up attacks
- If he cannot or decides not to reroll on that attack, Shifting Shadows wears off anyways.
- Costs 1 Magic
- Fire a blast of energy at a target.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage increased by 1
[enemy Power=8 Courage=5 Wisdom=0 Hearts=4/4 Magic=0/0]
Origin: The Ocarina of Time
"The unwary may see only a formidable stone statue, but they'll realize their mistake too late once they make contact and it grinds to life. Whatever sorcery keeps it alive also leaves a nasty trap once it's dead..."
- Physical damage taken reduced by 2
- Select a target to use Cover on.
- Anyone targeting the selected target will instead hit you.
- Attacks that hit multiple targets can bypass Cover.
If you are unsuccessful in defending any attack, Cover wears off.
Cover lasts until the start of your next turn.
- The Armos does not have a standard attack. Instead, it counterattacks every time it is hit.
- Roll your Power dice vs. targets' Power dice / Damage increased by 1
- When the Armos is destroyed, it explodes, hitting everyone.
- Roll your Power dice vs. targets' Power dice / Deals $1d2 damage
If the Armos is destroyed with -2 to -5 Hearts, it does not self-destruct.
If the Armos is destroyed with -6 Hearts or less, it supernovas, hitting everyone.
Roll your Power dice vs. targets' Power dice / Deals $2d4 damage
[enemy Power=6 Courage=8 Wisdom=4 Hearts=9/9 Magic=0/0]
Origin: The Adventure of Link
- Charge one turn. On your next turn, attack using your primary weapon's standard attack.
- If successful, multiply the result of your successes by x1.5.
- Requires a shield
- When you have your shield out, you can bash a target, effectively dealing some damage.
- Roll your Power +2 dice vs. targets' Power dice / Damage is halved
- Armored Stalfos wields a deadly blade with jagged edges, causing its victims to bleed to death. Can hit one target.
- Roll your Courage +2 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target gets the Bleeding Affliction:
- Target takes 1 bleed damage (neutral) at the start of each round.
- Bleeding stacks infinitely.
Bleeding lasts for the remainder of the battle.
- The shield is made entirely of bone, allowing Armored Stalfos to move quickly while keeping a good defense up.
- When attacking, dice are increased by 1
- When defending, dice are increased by 1
- Armored Stalfos is covered in a plating that absorbs extra damage.
- Plating has 5 Hearts and reduces damage taken by 2
- When Plating reaches 0 Hearts, it falls off.
Once the Plating is off, any attack that would kill Armored Stalfos instead drops it to 1 Heart.
This effect will only work once per battle.
DUNGEON RAID SUMMARY:
- Shady created a dungeon using his illusive powers. It consisted only of an entrance room, a hallway, and an end room.
- Gurloz and Hal formed a party and fought a Fire Keese and a Tinsuit in the first room. They also collapsed a column, giving them 20 rupees each.
- They became trapped in a hallway, where the door to the next room was actually an Armos. The Armos was taken down.
- The final room was split into a moonlit area and a sunlit area.
- Anyone standing in the moonlit area gained 1 Magic at the start of each round.
- Anyone standing in the sunlit area gained 1 Heart at the start of each round.
There, they fought off a combination of a Tinsuit and a Dark Soul. It was followed up by an Armored Stalfos as a boss.
It's actually an enemy in my WIP lists. It needs some nerfs.
Defeating the Armored Stalfos gave each of them 55 rupees.
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