Flash Improv dungeon! - Hall of Shenanigans - Orithan - 04-07-2016
To keep the downtime low while rework the spell system, I have opted to plop in a random improv dungeon to keep the game going. I will be running this improv dungeon soon, perhaps tomorrow if enough people show up.
Dungeon notes:
This is going to be a Light and Water-themed dungeon, made to give enemies of these affinities a chance to shine before everything gets pushed around. People running Nature and Shadow are recommended for this place.
Time: 5PM Friday CST (9 AM Saturday 9th April AEST, my earliest possible start time).
Rules:
Player cap is 4 players.
The dungeon is geared towards players who don't have Artifacts.
The dungeon will provide an Artifact upon completion.
Current participants:
- Lunaria
- (Empty)
- (Empty)
- Forgotten Third Eye
If you want in, post in the thread and we can arrange something.
Alexander, Anaystasia, Lunaria and Reddit all dove into a mansion crawling with insects with the mission to defeat Regal Mothula. After causing many shenanigans and much damage to the mansion, the party eventually made their way to Mothula; unlocking the door holding it inside. Facing up with the gigantic moth, the players decided that it's abilities were too much for them and ran in the process.
RE: Flash Improv dungeon! - Hall of Shenanigans - Lunaria - 04-07-2016
*signs up*
RE: Flash Improv dungeon! - Hall of Shenanigans - Forgotten Third Eye - 04-07-2016
I'll join in case you need someone to fill up that slot up there. I don't know which character to use, though.
RE: Flash Improv dungeon! - Hall of Shenanigans - Orithan - 04-08-2016
- Power: 12 (+0)
- Courage: 13 (+0)
- Wisdom: 17 (+0)
- Hearts: 10/10 (+0)
- Magic: 8/8 (+2)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 3
Affinities: Nature
Origin: A Link to the Past
Bearing a large bouncy shell-like bell that makes up the bulk of its body on top, this octopus-like creature slides around on the ground using a mass of slimy tentacles; creeping around its environment until it finds prey or one of its allies needs something to cover it...
Blue Hardhat Beetles are the central member of the Hardhat Beetle family, being nearly impossible to kill unless you wear it down over time. On the flip side, they can’t do squat for attacking and thus normally spend their lives covering allies. Oddly enough, they do not have a lot of Defense Dice or Armor to support their tankiness.
- Can Cover multiple targets
- Attacks that would hit you with a success difference of less than 6 Successes and deal 3 or less Damage (after Armor is factored in) are completely negated.
- Whenever you are hit by a melee attack, the attacker loses 5 Dice on their next attack or defense.
- At the end of each round, recover Hearts and Magic equal to the number of times you are hit by attacks.
If Blue Hardhat Beetle dies, it has a team drop of 90 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Hardhat Beetles can learn and use this skill.
- DESCRIPTION: Hardhat Beetles have extremely bouncy bells, bouncing attacks off with ease.
- Armor: +3
- EFFECT 1: If you are hit by an attack with a difference of less than 6 Successes and if the attack would do 3 or less Damage (after Armor is factored in), that attack is negated completely
- EFFECT 2: If you are hit by a melee attack, the attacker gets bounced back; causing them to lose 5 Dice on their next attack or defense.
- RESTRICTIONS: This is an Innate Skill. Only Blue Hardhat Beetles can learn and use this skill.
- DESCRIPTION: Blue Hardhat Beetles are capable of using the shock generated from attacks striking it to heal.
- At the start of each round, you recover Hearts and Magic equal the number of times you were hit by attacks on the previous round.
- Point Cost: 1 per stack
- DESCRIPTION: Increases your magical capacity.
- Magic: +1/1 per stack
- Point Cost: 3
- DESCRIPTION: Why protect only one when you can protect your whole team?
- EFFECT: You can have Cover active on multiple targets at a time.
- DESCRIPTION: Hardhat Beetles are capable of planting themselves onto the ground, bolstering its armor at the cost of evasion and amping up the bounciness of its bell.
- EFFECT: Enter Bounce Stance:
- Defense Dice: -5
- Armor: +5
- The Attack Dice & Defense Dice penalty induced by Bouncy Shell on melee attackers is increased 3.
- DURATION: Until you are hit by an attack or you choose to end it for no action cost.
- DESCRIPTION: Blue Hardhat Beetles can blow a bubble which steals Hearts and Magic from a target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Siphon 2 Hearts and 3 Magic from the target (ignores Armor)
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A plethora of roots grow from the ground, grabbing a target from below.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets 1 stack of the Immobilized Affliction:
- Target cannot move or use melee attacks.
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: Summon a flurry of seeds... and fire them at a target with these stabby seeds.
- Roll your Wisdom dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you also siphon 6 Hearts from the target to you (ignoring Armor).
- REQUIREMENTS: Nature
- COSTS: 1 Magic
- DESCRIPTION: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.
- EFFECT: Target recovers 4 Hearts.
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A shield of leaves appears around the target, protecting them from attacks.
- EFFECT: Target gains 2 Defense Dice.
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: A shield of vines surrounds a target, slowly absorbing life from the area to heal the target over time.
- EFFECT: At the start of each round, target recovers 4 Hearts.
- Power: 5 (+0)
- Courage: 22 (+2)
- Wisdom: 16 (+0)
- Hearts: 8/8 (+0)
- Magic: 9/9 (+0)
- Initiative: $init 1d18
- Attack Dice: 4
- Defense Dice: 6
- Armor: 0
Affinities: Nature
Origin: ZURPG
The most common form of Keese, these Keese roam just about anywhere over the world at night away from towns and cities and will adapt to various conditions. They have the ability to generate powerful gusts of wind where applicable.
- Bonus turn is skipped
- Rerolls: Up to twice per round, you can reroll any of your rolls.
- Immunity to effects that affect eyesight.
When Wind Keese dies, it has a team drop of 75 Rupees, and it drops 1 Gale Seed.
- Amount: 1
- SELL VALUE: 75 Rupees
- DESCRIPTION: A tornado-shaped seed that will blow you away with its gusty taste. It can be eaten to gain various effects, depending on whether you're in battle or not.
- Out-of-Battle:
- DESCRIPTION: A swarm of wind whisks you away to a different part of the dungeon, as long as you’ve been there before.
In-Battle:
EFFECT: Automatically escape from the battle.
[box=Gale Seeds][list]
[*][Amount]1[/Amount]
[*][b]SELL VALUE[/b]: [Rupees]75[/Rupees]
[*][b]DESCRIPTION[/b]: A tornado-shaped seed that will blow you away with its gusty taste. It can be eaten to gain various effects, depending on whether you're in battle or not.[list]
[*][b]Out-of-Battle[/b]:[list]
[*][b]DESCRIPTION[/b]: A swarm of wind whisks you away to a different part of the dungeon, as long as you’ve been there before.
[/list]
[*][b]In-Battle[/b]:[list]
[*][b]EFFECT[/b]: Automatically escape from the battle.
[/list][/list][/list][/box]
- RESTRICTIONS: This is an Innate Skill. Only Keese can learn and use this skill.
- DESCRIPTION: Keese has the innate ability to locate enemies and prey even in complete darkness; making it impossible to hinder their attacks by preventing visibility.
- Attack Dice: +4
- EFFECT: You are unaffected by any effects that affect their eyes or their visibility.
- RESTRICTIONS: This is an Innate Skill. Only Wind Keese can learn and use this skill.
- DESCRIPTION: Wind Keese has the innate ability to fly swiftly using their sharp, airy wings to adeptly evade attack.
- Defense Dice: +6
- EFFECT: Up to twice per round, you can reroll any of your rolls.
- Point Cost: 3
- DESCRIPTION: You enter battles in a flash, though it's too fast for an extra move.
- Initiative: +0d8
- EFFECT: If you get a Bonus Turn, it's skipped.
- Point Cost: 1
- DESCRIPTION: Increases your speed.
- Courage: +1 per stack
- REQUIREMENTS: Nature
- DESCRIPTION: Wind Keese calls the wind to its control briefly and charges a target, slashing them with the wind.
- Roll your Courage dice vs. targets' Courage dice
- Damage: +0
- EFFECT: You gain 2 Attack Dice & Defense Dice.
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: Focus the air around you into a tight ball, then release it as a FUS-ROH-DAH! at a target!
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Knock away one of the target’s equipped Handheld Items.
- The item lays on the ground. Anyone can then spend a Support Action to pick it up and stash it in their inventory.
- REQUIREMENTS: Nature
- COSTS: 1 Magic
- DESCRIPTION: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.
- EFFECT: Target recovers 4 Hearts.
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Mark you or an ally with a spire of wind, which is then passed around to anyone who you hit.
- EFFECT: You or an ally gets 1 stack of the Tempest Spire Affliction:
- Your Bonus Defense Dice is multiplied by -1.
- The next person to successfully hit that target will STEAL 1 stack of Tempest Chain, and this chain can go on infinitely.
- Power: 16 (+2)
- Courage: 24 (+2)
- Wisdom: 10 (+2)
- Hearts: 5/5 (+1)
- Magic: 5/5 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: Fire
Origin: Zelda 1
These small, colored balls of slime bounce around seemingly at random, causing sticky havoc wherever they go. Although they seem small and insignificant, should they pack together as a swarm, they’ll be a force to be reckoned with.
- For every other Gel there is, you gain 1 Courage, Power, & Wisdom.
- For every other Zol there is, you gain 2 Courage, Power, & Wisdom.
- You can Cover or Reverse Cover any target you want at any time for no Action Cost.
- If you have at least 6 Hearts, you can use Hanging On
If Gel dies, it has a team drop of 75 Rupees and its goo turns into a Magic Potion for you to drink later! … ew.
- Amount: 1
- SELL VALUE: 50 Rupees
- DESCRIPTION: A light green liquid that restores your magical powers when you drink it. This isn't actually poison, is it?
- EFFECT: Consume this to recover either:
- Recover 10 Magic... OR
- Half of your Maximum Magic.
[box=Green Potion][list]
[*][Amount]1[/Amount]
[*][b]SELL VALUE[/b]: [Rupees]50[/Rupees]
[*][b]DESCRIPTION[/b]: A light green liquid that restores your magical powers when you drink it. This isn't actually poison, is it?[list]
[*][b]EFFECT[/b]: Consume this to recover either:[list]
[*]Recover [Magic]10[/Magic]... OR
[*]Half of your [b]Maximum [Magic][/b].
[/list][/list][/list][/box]
- RESTRICTIONS: This is an Innate Skill. Only Gels & Zols can learn and use this skill.
- DESCRIPTION: The collective gooey power emanating from the sheer amount of goo caused by Gels & Zols causes them to grow in power together!
- Power, Courage, & Wisdom: +2
- EFFECT 1: For every other Gel there is, you gain 1 Courage, Power, & Wisdom.
- EFFECT 2: For every other Zol there is, you gain 2 Courage, Power, & Wisdom.
- RESTRICTIONS: This is an Innate Skill. Only Gels can learn and use this skill.
- DESCRIPTION: With their high speed and their collective minds, they’re able to switch themselves in and out of the frontlines, determining who gets hit and who stays in the back.
- EFFECT: You can Cover or use Reverse Cover on any target you want at any time for no Action Cost.
- Point Cost: 1 per stack
- DESCRIPTION: Increases your health.
- Hearts: +1/1 per stack
- Point Cost: 4
- RESTRICTIONS: You can only activate Hanging On once per battle.
- DESCRIPTION: You are capable of surviving a powerful attack that would normally kill you.
- EFFECT: If you have at least 6 Hearts before damage is calculated, you can activate this skill.
- Your Hearts are reduced to 1 instead.
- DESCRIPTION: Go! Leap forth and do a minor hop attack at a target, leaving goo all over them!
- Roll your Courage dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target is weighed down by the goo and loses 2 Power & Courage.
- DESCRIPTION: Use someone else’s body as a shield! Coward. Select an ally to use Reverse Cover on.
- EFFECT: The target is now using Cover on you. Convenient, you jerk.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Fire
- COSTS: 2 Magic
- DESCRIPTION: Surround a target with a magical ring of Fire that damages nearby targets.
- EFFECT: Give a target 1 stack of the Veil of Flames Buff:
- Anyone that fights the target in melee combat automatically takes 1 Neutral Damage.
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Cause a trail of flames to burn behind someone, setting their attackers on Fire.
- EFFECT: Target gets 1 stack of the Flame Trail Buff:
- When the target successfully defends an attack, the attacker is caught in the flames, taking 2 Neutral Damage.
RE: Flash Improv dungeon! - Hall of Shenanigans - Orithan - 05-19-2016
Annd it's back.
Hall of Shenanigans is going to have a third session this Saturday. Expect more insect-based shenanigans!
RE: Flash Improv dungeon! - Hall of Shenanigans - Orithan - 05-21-2016
- Power: 4 (+0)
- Courage: 25 (+0)
- Wisdom: 25 (+0)
- Hearts: 9/9 (+0)
- Magic: 10/10 (+0)
- Initiative: $init 1d18
- Attack Dice: 0
- Defense Dice: 4
- Armor: 0
Affinities: Water
Origin: The Legend of Zelda
Tektites are large, quadrupedal instectoids whose chief tactic in combat is to leap around seemingly at random. This is the Blue Tektite, which are known for being fast, erratic jumpers that have adapted well to life around water and ice, sabotaging the offenses of threatening enemies before running for its allies to take care of them.
- Cannot get Bonus Turns
- Can bounce to another target after making a melee attack.
- Once per turn, anyone that enters melee combat with you loses 2 Attack Dice.
- Your Attack Dice cannot be affected by enemy effects.
- Can bounce off the surface of any liquid as if it was land.
If Blue Tektite dies, it has a team drop of 100 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Tektites can learn and use this skill.
- DESCRIPTION: Tektite rapidly jumps from target to target if its attacks hit.
- Defense Dice: +4
- EFFECT: After you attack someone in melee (successful or not), bounce to another target and perform the same attack with the same roll and half damage.
- This does not proc itself.
- RESTRICTIONS: This is an Innate Skill. Only Blue Tektites can learn and use this skill.
- DESCRIPTION: Blue Tektite draws cold webbing from it’s body, slowing down whoever it meets in melee combat.
- EFFECT: Once per turn, anyone that enters melee combat with you loses 2 Attack Dice.
- RESTRICTIONS: This is an Innate Skill. Only Blue Tektites can learn and use this skill.
- DESCRIPTION: Blue Tektites are capable of jumping around on the water without breaking the surface due to their ability to spread their weight across the water and giving them resistance to weakening their offenses.
- EFFECT 1: Your Attack Dice cannot be affected by enemy effects.
- EFFECT 2: You can bounce off the surface of any liquid as if it was land.
- Stat Point Cost: 3
- DESCRIPTION: You enter battles in a flash, though it's too fast for an extra move.
- Initiative: +0d8
- EFFECT: If you get a Bonus Turn, it's skipped.
- DESCRIPTION: Blue Tektite jumps at a target quickly, gaining speed for its next defense.
- Roll your Courage +4 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, your next defensive roll will gain +3 Dice.
- DESCRIPTION: Gathering momentum, Blue Tektite gradually builds up speed through jumping off a target repeatedly to eventually escape from the battle in one mega jump. The target defends once against all three attacks.
- Roll your Courage +3 dice vs. targets' Courage dice * 3
- Damage: Halved
- Armor is calculated for each attack individually.
EFFECT 1: If all three attacks hit, you can automatically Escape from battle.
EFFECT 2: This does not work with Bouncing Around
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Send an icy wave of Water at a target, slowing them down.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 3 Attack Dice.
- REQUIREMENTS: Water
- COSTS: 6 Magic
- DESCRIPTION: Set off a large-scale blast of ice, chilling all enemies.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Target(s) hit lose 3 Attack Dice.
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Flush a current of water over the target, giving them an increased ability to dodge attacks.
- EFFECT: Target gains 2 Defense Dice
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Protect someone with a sponge, softening the impact of the next attack that hits them.
- EFFECT: Target gains Shield:
- Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
- Power: 14 (+0)
- Courage: 16 (+0)
- Wisdom: 8 (+0)
- Hearts: 12/12 (+0)
- Magic: 10/10 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: Nature
Origin: Ocarina of Time
Generally hanging around in areas overgrown with nature like the Lost Woods, these spiders with hard skull-like backs called Skulltulas are defensive juggernauts; taking hits like a boss and hitting right back while the spider puts itself in the way of enemy attack.
Giant Skulltulas are like other Skulltulas, but they are massive, purple beasts considerably larger than a Hylian. Instead of just clinging onto surfaces like their cousins, they hang on remarkably sturdy strings of silk that are tough to break. Applying brute force is a bad idea against Skulltulas, as they quickly disable it.
- Any EFFECTs that affect your stats are halved, rounded down.
- Once per round, at any time, you can remove one Negation, Attrition, Disruption, Dispersion, or Contortion effect that you have.
- You start off with Regenx3
- Has a string that can be attacked.
- Rolls your Courage +15 to defend.
- Can be broken if it is hit by an attack that deals damage to it
- String getting broken results in you falling to the ground.
-2 Attack Dice
+5 Defense Dice
+6 Armor
Automatic Counterattack against any attack aimed at it or its string.
- +5 Attack Dice
- -2 Defense Dice
If Skulltula dies, it has a team drop of 125 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Skulltulas can learn and use this skill.
- REQUIREMENTS: Must be on a string or wall
- DESCRIPTION: Skulltula's backside is covered in a hard, durable shield that protects it from damage as well as giving it it’s famous counterattack ability.
- Armor: +6
- EFFECT: Whenever you or your string are attacked while you are on string or wall, you get an automatic counterattack; regardless of Conditions.
- RESTRICTIONS: This is an Innate Skill. Only Giant Skulltulas can learn and use this skill.
- DESCIPTION: Giant Skulltulas are supported by a string woven from the ceiling or whatever high object is above it, keeping it hanging above the ground and giving it extra abilities. Should it break; it becomes more aggressive until it can latch onto a high object again.
- Defense Dice: +5 while on string, -2 while on ground.
- Attack Dice: -2 while on string, +5 while on ground
- EFFECT: Your string or rope can be targeted instead of you.
- The string rolls your Courage + 15 to defend, not receiving any additional bonuses.
- If the string is hit with an attack that deals damage, you drop to the ground.
- You can break your string manually, harmlessly dropping to the ground for no action cost.
- Stat Point Cost: 4
- DESCRIPTION: Your mental state remains calm, helping prevent changes to your stats.
- EFFECT: Any effects that would lower your Power, Courage, Wisdom, Hearts, and/or Magic stats are halved (rounded down).
- To clarify the rounding, if your Power would be reduced by 5, it’s instead only reduced by 2.
- Stat Point Cost: 8
- DESCRIPTION: A cleansing bubble surrounds you, periodically protecting you from various effects.
- EFFECT: Once per round, at any time, you can remove one Negation, Attrition, Disruption, Dispersion, or Contortion effect that you have.
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Hearts over time.
- EFFECT: You gain Regen x3.
- RESTRICTIONS: Can only be used while grounded.
- DESCRIPTION: Skulltula shoots a string of web up to a high surface, to hang on a string again.
- EFFECT: Return to hanging on a string again.
- DESCRIPTION: Giant Skulltula spins around to attack an a target
- Roll your Courage +9 dice vs. targets' Courage dice
- Damage: -3
- RESTRICTIONS: Can only be used while grounded.
- REQUIREMENTS: Nature
- DESCRIPTION: Skulltula shoots out a wave of sticky web at a target, inhibiting their movement.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target loses 5 Attack Dice
- RESTRICTIONS: Can only be used while grounded.
- DESCRIPTION: Skulltula, instead of returning to string, leaps at a target to consume them. Yummy.
- Roll your Courage +3 dice vs. targets' Power dice
- Damage: None
- EFFECT: Siphon 5 Hearts from the target.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- SELL VALUE: 200 Rupees
- COSTS: Any amount of Magic
- DESCRIPTION: With Farore's Blessing, use your Arcane energies to rid your allies of their impurities!
- EFFECT: For every 1 Magic you spent casting this spell, remove 1 point of a specified Negative Bonus from yourself or an ally.
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: With a blessing from the Great Fairy, the target’s wounds are whisked away.
- EFFECT: Target recovers 10 Hearts.
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: A line of thorns protects an ally, reflecting the next attack they take.
- EFFECT: Target gains Thorns.
- The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
- Power: 18 (+0)
- Courage: 26 (+0)
- Wisdom: 4 (+0)
- Hearts: 28/28 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 2
- Armor: 2
Affinities: None
Origin: Ocarina of Time
The bigger brother to the Stalchild, the Stalfos enters the fray with a jagged edged sword and a shield. While it may not be as explosive or infectious, it’s incredibly difficult to kill, and even if you do kill it, it can bring something back.
- Regen x3
- Every time you are hit, you gain 1 Armor.
- Can’t take more than 8 Damage at once
- Death protection at 1 Heart
- If you die, resurrect a dead ally with 5 Hearts
If Stalfos Knight dies, it has a team drop of 50 Rupees and a Magical Bone Dust, which can be found here.
- RESTRICTION 1: This is an Innate Skill. Only Stalfos can learn and use this skill.
- RESTRICTION 2: This can only be used once per battle.
- DESCRIPTION: The bones of Stalfos are actually quite magical, and when the Stalfos falls, the bones turn into a magical dust that can resurrect someone.
- EFFECT: If you die, select one dead target (this can be yourself) and cause them to revive to 5 Hearts.
- RESTRICTIONS: This is an Innate Skill. Only Stalfos Knights can learn and use this skill.
- DESCRIPTION: Stalfos Knights are incredibly difficult to kill, with a reinforced bone structure that prevents them from taking too much damage at once.
- EFFECT 1: You cannot take more than 8 Damage (including Armor) from any damage instance.
- EFFECT 2: Once per battle, if an attack would kill you, you are instead dropped to 1 Heart instead.
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Hearts over time.
- EFFECT: You gain Regen x3.
- REQUIREMENTS: A melee attack
- CHARGE: 3 Turns
- Begin charging by readying your attack, and preparing to leap at the target. As you charge, a burst of a energy flows into your legs.
DESCRIPTION: Once charged, you can leap and attack a target using the melee attack.
Attack Dice: +5 for this attack only
EFFECT: If it succeeds, multiply the difference in successes by x1.5.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- DESCRIPTION: A deadly blade with jagged edges that causes its victims to bleed to death. Can use Slash or Stab on a target.
- Slash:
- Roll your Courage +8 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target gets Bleeding x2.
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, target gets Bleeding x3.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- DESCRIPTION: A shield made entirely of bone which taps into your own bone structure, allowing you to amplify your movements.
- Defense Dice: +2
- Rapid Dash:
- RESTRICTIONS: This can only be used once per battle
- EFFECT: When attacking or defending, you can get a one-time boost of 4 Dice.
- DESCRIPTION: A seemingly useless hunk of metal that looks like it was ripped off the side of Fran's house. Oh wait... it probably was. Oh well, it grows when you are hit.
- Armor: +2
- EFFECT: Every time you are hit, this armor gains 1 Armor.
- SELL VALUE: 50 Rupees
- RESTRICTIONS: Can not target enemies.
- DESCRIPTION: A net attached to a long stick used for catching small creatures like insects. You can Swing it at a small creature to capture it.
- Roll your Courage +10 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If successful, you capture the creature in the net!
- You can then do anything with the small creature afterwards, like putting it into a bottle (if it is an insect).
[box=Bug Net][list]
[*][b]SELL VALUE[/b]: [rupees]50[/rupees]
[*][b]RESTRICTIONS[/b]: Can not target enemies.
[*][b]DESCRIPTION[/b]: A net attached to a long stick used for catching small creatures like insects. You can [b]Swing[/b] it at a small creature to capture it.[list]
[*][dice type-a=Courage amount-a=+10 type-b=Courage][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If successful, you capture the creature in the net![list]
[*]You can then do anything with the small creature afterwards, like putting it into a bottle (if it is an insect).[/list][/list][/list][/list][/box]
RE: Flash Improv dungeon! - Hall of Shenanigans - Orithan - 05-27-2016
- Amount: 1
- SELL VALUE: 200 Rupees
- DESCRIPTION: A rare beetle with a glimmering blue wing case, seeming to have been blessed by Nayru herself. It is capable of defending itself against magical attacks by producing a barrier that reflects the magic back with twice the force. You can unbottle it to Cover you against Wisdom-based attacks.
- EFFECT: If you are attacked by a damaging attack and the attacker rolls Wisdom, the beetle reflects the attack back at the attacker; dealing double the damage.
- Afterwards, the beetle flies away; rendering it uncapturable.
[box=Nayru's Shell Beetle][list]
[*][amount]1[/amount]
[*][b]SELL VALUE[/b]: [rupees]200[/rupees]
[*][b]DESCRIPTION[/b]: A rare beetle with a glimmering blue wing case, seeming to have been blessed by [b]Nayru[/b] herself. It is capable of defending itself against magical attacks by producing a barrier that reflects the magic back with twice the force. You can unbottle it to [b]Cover[/b] you against [Wisdom]-based attacks.[list]
[*][b]EFFECT[/b]: If you are attacked by a damaging attack and the attacker rolls [Wisdom], the beetle reflects the attack back at the attacker; dealing double the damage.[list]
[*]Afterwards, the beetle flies away; rendering it uncapturable.[/list][/list]
[/list][/box]
RE: Flash Improv dungeon! - Hall of Shenanigans - Orithan - 06-11-2016
It's back in business.
Boss battle session at 5PM Sunday 12th June CST (9 AM Monday 13th June AEST). Things are running the same as usual, though hopefully better than last session.
Current players
- Lunaria
- Alexander
- (Empty)
- Forgotten Third Eye
Anyone who wants to join in for this boss battle and can join at this time can post now.
RE: Flash Improv dungeon! - Hall of Shenanigans - Orithan - 06-12-2016
And here is the quest boss:
- Power: 15 (+0)
- Courage: 19 (+0)
- Wisdom: 26 (+0)
- Hearts: 60/60 (+0)
- Magic: 40/40 (+0)
- Initiative: $init 2d9
- Attack Dice: 0
- Defense Dice: 5
- Armor: 4
Affinities: Nature, Light
Origin: A Link to the Past
Bearing a wingspan several times the size of a person and wings with psychedelic markings, Regal Mothula resembles a gargantuan moth, with a ton of psychic powers to manipulate and cause pain to its foes with. As the fight goes on, it gains more and more power and it regenerates its Magic power rapidly.
- Immunity to attacks that involve grappling, latching, etc.
- Once per round, can negate one EFFECT that would affect you
- You can store up to 3 EFFECTS from attacks that you get hit by.
- You gain Magic Regen x3 at the start of each round
- You gain 2 Attack Dice at the start of each round.
- You can counterattack any attack that you dodge with a difference of 1-5 Successes.
If Mothula dies, it has a team drop of 600 Rupees, 2 Heart Containers, and the Butterfly Tunic.
- RESTRICTIONS: This is an Innate Skill. Only Bosses can learn and use this skill.
- DESCRIPTION: Against a party of 3 or more players, you’re given the power to move twice as fast… LIKE A BOSS!
- Initiative: $2d9
- RESTRICTIONS: This is an Innate Skill. Only Mothulas can learn and use this skill.
- DESCRIPTION: Mothula’s wings and even its body is covered in countless scales, which prevents anything from latching onto it and gives it resistance to nasty afflictions.
- Defense Dice: +5
- EFFECT 1: You are immune to all attacks that involve grabbing, grappling, latching, etc. onto you.
- EFFECT 2: Once per round, you can negate any EFFECT that an enemy attack would cause.
- RESTRICTIONS: This is an Innate Skill. Only Regal Mothula can learn and use this skill.
- DESCRIPTION: Regal Mothula possesses the ability to twist the effects of attacks around, granting it the ability to cause the EFFECTS of attacks that hit it to backfire later down the track.
- EFFECT: Whenever you are hit by an attack that causes EFFECTS, you can store them:
- The EFFECTS are stored in your memory, allowing you to identify how these EFFECTS are caused.
- Whenever you use a Combat Action, you can trance one EFFECT into the attack; causing said attack to cause that EFFECT in place of it’s own EFFECTS.
- If the attack hits multiple targets, any numerical values the EFFECT has are halved.
You can store up to 3 EFFECTS in this manner.
- RESTRICTIONS: This is an Innate Skill. Only Mothula can learn and use this skill.
- DESCRIPTION: Mothula’s presence trances the hollow shells of spent Spirit which builds up around the battle towards it, using what was spent to recover Magic and enhance power.
- EFFECT 1: At the start of each round, you get Magic Regen x3.
- EFFECT 2: At the start of each round, you gain 2 Attack Dice
- Stat Point Cost: 5
- RESTRICTIONS: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Allows you counter attacks that you defend against, with a certain threshold.
- CONDITION: When you successfully defend an attack, if the difference in successes is between 1 and 5 (inclusive), you can Counterattack by using any non-charge attack.
- DESCRIPTION: Fire a volley of lasers, which hit all enemies.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Neutral Damage: 4
- DESCRIPTION: Frickin’ lasers shoot from your frickin’ eyes like frickin’ lasers attached to a frigin’ shark’s head. Hits one target.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Neutral Damage: 6
- DESCRIPTION: Concentrate the force your mindpower onto someone and pick them up. First, pick up a target using ATTACK 1.
- ATTACK 1:
- Roll your Wisdom -3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Now, throw the target at another target using ATTACK 2
ATTACK 2:
Roll your Wisdom +3 dice vs. targets' Courage dice
Damage: +0
EFFECT: Both the projectile and the target take the damage
IF FAIL: The projectile takes damage equal to half the difference in successes.
- DESCRIPTION: Mimic a target's memory of their own abilities... what?
- Roll your Wisdom +10 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If it hits, temporarily gain one Active Skill or Spell that the target has, allowing you to use it regardless of Requirements.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- COSTS: 5 Magic
- DESCRIPTION: With Din's Blessing, convert your energies into an Arcane, purging flame, that hits one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +2
- EFFECT: If it hits, remove up to 4 points of a specified Bonus from the target.
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Powerful vines appear and bind a target, removing the target of their strength.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target loses 6 Power.
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A plethora of roots grow from the ground, grabbing a target from below.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target becomes Immobilized.
- Target cannot move or use any melee attacks.
- DURATION: One round.
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Summon a giant spike and pierce a target. YOURS IS THE SPIKE THAT WILL PIERCE THE HEAVENS!
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 4 Defense Dice.
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Call down the holy judgement of the mighty lion, subjecting the target to his wraith.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 4 Magic
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Briefly run a flash of light across the target’s eyes, briefly preventing them from focusing on distant objects.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Unfocused:
- Target cannot use ranged attacks.
- DURATION: One round.
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Drag the target into a realm of silence from the heavens, drowning them in silence.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Silenced:
- Target cannot cast Spells.
- DURATION: One round.
- COSTS: Any amount of Magic
- DESCRIPTION: With Farore's Blessing, use your Arcane energies to rid your allies of their impurities!
- EFFECT: For every 1 Magic you spent casting this spell, remove 1 point of a specified Negative Bonus from yourself or an ally.
- COSTS: 6 Magic
- DESCRIPTION: With Nayru's Blessing, use your Arcane energies to create a thin, blue, crystal shield around a target.
- EFFECT: The next EFFECT to affect the target is negated.
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: With a blessing from the Great Fairy, the target’s wounds are whisked away.
- EFFECT: Target recovers 10 Hearts.
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Summon a large whirlwind that encompasses the field, disrupting anyone too weak to face it.
- EFFECT: Summon the Whirlwind Field Effect:
- Overwrite any current Field Effect in play.
- Anyone with less than 15 Power loses 2 Defense Dice.
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Bathe someone in a shower of Wisdom, enlightening them.
- EFFECT: Target gains 5 Wisdom
RE: Flash Improv dungeon! - Hall of Shenanigans - Orithan - 06-12-2016
Now that this is effectively the end of the quest, but however Regal Mothula remains undefeated. Because of this, this quest's Regal Mothula is now free for anyone who are not currently in a quest to take on. In order to organize to fight this Mothula, simply inform me via PM or another way of communication. In order to fight, you need to put together a party of at least three players (optimally 4 players).
Current players:
- (Empty)
- (Empty)
- (Empty)
- (Empty)
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