7-6-12: Lost Woods - WindStrike - 07-04-2012
On Friday, July 6th, we will be having a quest for low level players (no higher than level 6) that will take place in the Lost Woods/Kokiri Village. The starting time will be 8:00pm EST. I'll get some lore writing done so that we'll have named NPCs and the like by then.
We're going to be skipping the travel time there; as such, the Kokiri Shop will open starting at 7:30pm EST for all players, even those not joining the quest. It will close Saturday, July 7th at 12:00pm EST (or later... should be right before I head home and have less time for ZURPG unfortunately).
RE: 7-6-12: Lost Woods - WindStrike - 07-06-2012
[enemy Power=2 Courage=6 Wisdom=5 Hearts=4/4 Magic=0/0]
Origin: A Link to the Past
(blah)
- When defending, Aqua Beetle is in the Water, allowing it to move quickly and dodge heavier attacks.
- All attackers do not get any damage or success bonuses when attacking you.
- Nature attacks still get Counter Bonus.
- Everytime Aqua Beetle successfully hits a target, target gets the Waterlogged Affliction:
- Target has 1 less dice when attacking.
Waterlogged lasts for the remainder of the battle.
- Aqua Beetle rapidly skis across the water towards a target, ramming it at high speeds.
- Roll your Courage +3 dice vs. targets' Courage dice / Damage is halved
- Requires Water (Level: 2)
- When there are at least two targets on the field with Waterlogged, you can erase all Waterlogged Afflictions to use Tidal Force, which hits all enemies.
- Roll your Wisdom dice vs. targets' Wisdom dice
[enemy Power=4 Courage=7 Wisdom=2 Hearts=3/3 Magic=0/0]
Origin: A Link to the Past
(blah)
- Bush Spider skitters quickly when defending, giving it +1 successes when defending.
- 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.
- When Bush Spider is touched or attacked, it automatically gets to counterattack the attacker.
- Roll your Courage +2 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target gets the Disease Affliction:
- The target takes 1 poison damage (neutral) at the start of each round.
- Target's Courage, Power and Wisdom stats are reduced by 1.
Disease lasts for the remainder of the battle.
- Bush Spider carries a fake rupee of any color on its top, making it a very tempting target.
- When Bush Spider dies, it has no random item drop and roll $#d11 for Rupees.
[enemy Power=4 Courage=6 Wisdom=4 Hearts=2/2 Magic=0/0]
Nature (Level: 1), Shadow (Level: 1)
- Bees are extremely fast, and they have higher initiative rolls and increased evasiness.
- Roll $init 1d13 for initiative.
- Bees cannot get a bonus turn.
When defending, Bees’ roll is increased by 2 dice
Bees do not get this bonus when targeted by Light or Shadow attacks.
- Bees are only worth 4 experience.
- Requires Shadow (Level: 1)
- Bees sting a target, doing light damage but inflicting a stacking poison.
- Roll your Courage +4 dice vs. targets' Courage dice / Damage is halved
- If successful, target has Stung affliction:
- While Stung, target takes 1 poison damage (neutral) at the start of every round
- Stung will stack infinitely until the target is dead
Stung lasts for the remainder of the battle
[enemy Power=5 Courage=5 Wisdom=4 Hearts=3/3 Magic=0/0]
Origin: The Wind Waker
"These walking blobs of gel appear bizarre and even comical, but this belies the nasty shock they deliver when touched."
- Anyone who attacks a Static ChuChu by melee (successful or not) will take 1 shock damage (neutral).
- 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.
- Requires Nature (Level: 1)
- The Static ChuChu counterattacks with a Lightning attack (Nature sub-type) every time someone attacks it.
- Roll your Courage +1 dice vs. targets' Courage dice
[enemy power=7 courage=4 wisdom=3 hearts=6/6 magic=0/0]
Origin: The Legend of Zelda
"These bipedal beasts have the appearance of wolves. A closer examination would reveal a more eldritch origin - that is, if you can get close enough to examine them without being struck in the back by their wicked boomerangs."
- When Goriya dies, any equipped items are dropped, replacing the random item drop.
- Charge the first turn. On your next turn, your boomerang is thrown and teleports, hitting a target from behind.
- Roll your Power dice vs. targets' Wisdom -3 dice / Damage increased by 2
- Provides a Passive defensive bonus
- If someone is unsuccessful in hitting the Goriya in melee combat, the attacker takes 1 damage.
Goriya throws the Spiked Boomerang at a target.
Roll your Power dice vs. targets' Power dice
If the attack is successful, the Spiked Boomerang bounces off and directs itself towards another target:
Roll your Power -4 dice vs. targets' Power dice
[enemy Power=7 Courage=4 Wisdom=5 Hearts=5/5 Magic=4/4]
Origin: The Legend of Zelda
"Found both on land and sea, Octoroks are tentacled, slimy beasts that prefer to stay hidden until they're ready to fire rocks at their opponents. They can also be quite handy with a mouthful of water..."
- Damage taken is reduced by 1.
- Shock damage (neutral) taken is doubled.
- Octorok fires a rock at a target from its cannon-like mouth.
- Roll your Power +3 dice vs. targets' Power dice
- Requires Water (Level: 1)
- Costs 2 Magic
- A blast of Water is fired at a target.
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / Damage increased by 1
- If the attack is successful, knock the target's shield away from them.
- Target can spend a turn to reacquire the shield.
- Target can still use a 150% Cost Support Spell.
[enemy power=4 courage=9 wisdom=3 hearts=6/6 magic=0/0]
Origin: The Ocarina of Time
"These plants are the source of Deku Sticks, Deku Nuts, and the high prices of both. Its carnivorous nature and ground-level height often makes it difficult to notice - until it tries to take a bite out of your leg."
- When Deku Baba dies, it drops 2 Deku Nuts, replacing the random item drop.
- Blade weapons do double damage to Deku Babas.
- If Deku Baba is killed by a sword, it drops a Deku Stick for Replaced Drop (not Deku Nuts) and only gives 3 experience.
- Deku Baba gleefully reaches out and om nom noms a target.
- Roll your Courage dice vs. targets' Courage dice / Damage increased by 1
[enemy Power=3 Courage=8 Wisdom=10 Hearts=5/7 Magic=12/12]
Nature (Level: 1), Water (Level: 1), Light (Level: 1)
- When Enchanter dies, any equipped items are dropped in addition to the random item drop.
- The random item drop is $3d12 for Enchanter.
- Enchanter gains 2 Magic at the start of each round.
- When damage is taken, Enchanter can expend 1 Magic for any 1 Heart lost in its place.
- Allows you (specifically) to escape from the current battle. 'Hits' all enemies.
- Roll your Courage dice vs. targets' Wisdom dice
- If successful, you (specifically) escape from the battle.
Instant Escape:
Can instantly vanish from a battle without the need to roll.
Amount: 1 of 2 uses.
- Requires Light (Level: 1)
- Costs 2 Magic
- Give an ally the Boost Buff:
- Target gets a +3 stat boost to whatever the caster's highest stat is.
- If this is for Hearts or Magic, it increases both the current and maximum.
Boost lasts for the remainder of the battle.
- Requires Water (Level: 1)
- Costs 4 Magic
- Give an ally the Bounce Buff:
- The next time the target successfully defends against a spell, that spell is bounced back at the caster as if the target casted it.
- Bounce does not work on charge-up spells
- Bounce does not require your ally to repay the cost.
- Requires Nature (Level: 1)
- Costs 2 Magic
- Heal any target by 5 Hearts.
- Requires Nature (Level: 1)
- Costs 2 Magic
- Fire off a small orb of Lightning (Nature sub-type) that deals neutral damage based on target's damage reduction. Hits one target.
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, deal 2 shock damage (neutral) to the target per point of damage reduction the target has.
- All damage taken (including neutral) is reduced by 1.
- A Two-Handed staff imbued with magical powers, it lowers the costs of spells and provides a good defense.
- When defending, your defending roll is increased by 2 dice.
- The Magic Costs of all of your spells are reduced by 1.
- A spell cannot cost less than 1 Magic.
Can hit one target with a quick swing of this staff.
Roll your Courage +4 dice vs. targets' Courage dice / Damage decreased by 3
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