Test battles - WindStrike - 04-24-2016
- Power: 15 (+0)
- Courage: 20 (+4)
- Wisdom: 6 (+0)
- Hearts: 21/21 (+0)
- Magic: 2/2 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 3
- Armor: 1
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.
- Can’t take more than 8 Damage at once
- Death protection at 1 Heart
- Taunt on single-target attacks
- An extra +4 Armor against Taunted targets
- If you die, resurrect a dead ally with 5 Hearts
If Enemy dies, it has a team drop of 75 Rupees and a Magical Bone Dust.
- Amount: 1
- DESCRIPTION: A bottle of magical bone dust from the remains of a Stalfos.
- EFFECT: Pour it over a dead target to bring them back to life with 1 Heart.
[box=Magical Bone Dust][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A bottle of magical bone dust from the remains of a [b]Stalfos[/b].[list]
[*][b]EFFECT[/b]: Pour it over a dead target to bring them back to life with [Heart]1[/Heart].
[/list][/list][/box]
- 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.
- Point Cost: 3
- DESCRIPTION: Increases your defensive capabilities.
- Defense Dice: +2 per stack
- Point Cost: 1
- DESCRIPTION: Increases your speed.
- Courage: +1 per stack
- REQUIREMENTS: A melee attack
- CHARGE: 1 Turn
- Begin charging by readying your attack, and preparing to leap at the target.
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 +6 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target takes Damage-Over-Time:
- At the start of each round, target takes 3 Neutral Damage.
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, target takes Damage-Over-Time:
At the start of each round, target takes 6 Neutral Damage.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- DESCRIPTION: A shield made entirely of bone which taps into your own bone structure, amplifying your movements.
- Defense Dice: +1
- Courage: +2
- Rapid Dash:
- RESTRICTIONS: This can only be used once per battle
- COSTS: 2 Magic
- EFFECT: When attacking or defend, infuse your bones with Magic, giving you a one-time boost of 6 Dice.
- DESCRIPTION: A steel-plated armor enchanted with magnetism. It provides little protection normally, but when someone is forcibly focused on you, it becomes much stronger.
- Armor: +1
- EFFECT 1: When you successfully hit someone with a single-target attack, target gets 1 stack of the Taunted Affliction:
- Target’s single-target Combat Actions can only target you.
EFFECT 2: Your Armor increases from +1 to +5 against anyone with the Taunted Affliction.
- Power: 25 (+0)
- Courage: 21 (+1)
- Wisdom: 12 (+0)
- Hearts: 4/4 (+0)
- Magic: 2/2 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 6
Affinities: Fire
Origin: Ocarina of Time
Baby Dodongos are nowhere near as massive when young, though they still maintain their explosively vicious behavior.
- $1d3 chance to crit.
- Once per round, at any time, remove 1 stack of an Affliction from yourself.
- Explode on death.
If Baby Dodongo dies, it has a team drop of 100 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Dodongos can learn and use this skill.
- DESCRIPTION: Whether they’re babies or fully grown, Dodongos have incredibly tough skin, easily deflecting anything but a lethal strike.
- Armor: +6
- EFFECT: Once per round, at any time, remove 1 stack of an Affliction from yourself.
- RESTRICTIONS: This is an Innate Skill. Only Baby Dodongos can learn and use this skill.
- DESCRIPTION: When Baby Dodongos die, they let out a scream so shrill, that it causes itself to explode violently, hitting everyone else.
- Roll your Power +3 dice vs. targets' Power dice
- Damage: 8
- Point Cost: 1
- DESCRIPTION: Increases your speed.
- Courage: +1 per stack
- Point Cost: 4
- DESCRIPTION: Do you have the skills to RNG your way to a victory? If so, then be random when you kill your foes.
- EFFECT: Once per turn, when you are successful in attacking with a single-target attack, roll $1d3.
- If the result is a 3, multiply the difference in successes by x1.5.
- DESCRIPTION: Baby Dodongo leaps at a target with the full force of its weight. They may be small, but they’re still heavy enough to hurt!
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: +0
- 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: Fire waves of Fire at a target, burning away their defense.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target loses 4 Defense Dice.
- REQUIREMENTS: Fire
- COSTS: 1 Magic
- DESCRIPTION: A gentle flame graces a target.
- EFFECT: Remove 1 stack of an Affliction from the target; as a result, the target also takes 1 Neutral Damage.
- Power: 5 (+0)
- Courage: 5 (+0)
- Wisdom: 21 (+0)
- Hearts: 5/5 (+0)
- Magic: 22/22 (+1)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: Light
Origin: ZURPG
The flame-wreathed skulls known as Wisps may appear frightening, but in reality, they are quite fragile. However, should they survive a battle long enough, their regenerative abilities will remove their fragility and boost their allies infinitely.
- Warp Shield
- At the start of each round, you recover Magic equal to the Current Round # * 2.
- You may do an additional Support Action on your turn for no Action Cost.
If Wisp dies, it has a team drop of 100 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Wisps can learn and use this skill.
- DESCRIPTION: Wisps may look scary, but they have a limited ability to actually fight. Instead, they stay back and support their allies.
- EFFECT 1: At the start of each round, you recover Magic equal to the Current Round # * 2.
- EFFECT 2: You may do an additional Support Action on your turn for no Action Cost.
- Point Cost: 1
- DESCRIPTION: Increases your magical capacity.
- Magic: +1/1 per stack
- Point Cost: 4
- DESCRIPTION: A shield that seems to have warped dimensions slightly is surrounding you. Wonder what that means?
- EFFECT: When you take damage, instead of losing Hearts, you can choose to lose Magic equal to the damage taken instead.
- If you choose to lose any amount of Magic, your Armor is not factored in until Warp Shield is deactivated.
- If you run out of Magic, Warp Shield deactivates for the remainder of the battle.
- REQUIREMENTS: Light
- DESCRIPTION: Fire an orb of Light, which disperses into a bunch of Light bullets that strike all enemies.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: For each target hit, you recover 1 Magic.
- 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: Light
- COSTS: 3 Magic
- DESCRIPTION: A bright orb of Light descends on the field, exploding into rays of Light that hit all enemies while healing your team.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: For each target hit, you and your allies recover 1 Heart.
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: Give a target a burst of energy.
- EFFECT: Increase one of the target’s stats by 3 (except Magic).
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: Raise someone’s spirits with a pulse of encouraging Light, strengthening them when they do well.
- EFFECT: Give a target 1 stack of the Empower Buff:
- Every time the target attacks or defends successfully, they gain 1 Power, 1 Courage, and 1 Wisdom.
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Place a mirror of Light around someone, blinding whoever attacks them.
- EFFECT: Give someone one stack of the Blinding Reflection Buff:
- After the target is attacked, the attacker gets 1 stack of the Blinded Affliction, removing 1 stack of Blinding Reflection.
- Blinded Affliction:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
- REQUIREMENTS: Light
- COSTS: 6 Magic
- DESCRIPTION: A series of barricades surround a target, replacing their negative effects.
- EFFECT 1: Remove all stacks of one Affliction from a target.
- EFFECT 2: Then, for each stack removed, target gets 1 stack of the Affliction Blocker Buff:
- Once per round, at any time, remove one stack of an Affliction from yourself.
RE: Test battles - Orithan - 04-24-2016
- Power: 7 (+0)
- Courage: 17 (+0)
- Wisdom: 14 (+0)
- Hearts: 12/12 (+0)
- Magic: 8/8 (+0)
- Initiative: $init 1d10
- Attack Dice: 5
- Defense Dice: 3
- Armor: 0
Affinities: Fire
Origin: A Link to the Past
Staying afloat with a large pair of wings, Zirro (also known as Bombers) are large sentient fungi-like creatures, consisting of a huge mushroom with wings and with small beady eyes below the cap, which fly around fields and water; looking for nutrients to draw into them. While looking fragile at first glance, they are surprisingly sturdy and become faster as their condition deteriorates.
Green Zirros primarily inhabit grassy areas like Hyrule Field, often where there is a lot of long grass. They normally lurk in said grass to feed off the nutrients in them until enemies come close. Once they take flight, attackers are often bombarded by fiery bombs they drop from their mouths; which set grass on Fire. While they often do not survive past the first stages of the battle, they will have normally sparked the countdown to the demise of their attackers by the time they die.
- Can survive any attack from 6 Hearts or higher.
- Gain Defense Dice equal to half the difference between your Current & Maximum Hearts
- Whenever you are hit by attacks, you take 1 Neutral Damage and the attacker takes 2 Neutral Damage at the start of each round.
If Green Zirro dies, it has a team drop of 75 Rupees and an Ember Seed.
- Amount: 1
- SELL VALUE: 75 Rupees
- DESCRIPTION: A flame-shaped seed with a clove of leaves surrounding it. Eating it might not be the best idea, but it can be eaten to gain various effects, depending on whether you're in battle or not.
- Out-of-Battle:
- DESCRIPTION: Your hair turns ablaze, making you a walking torch. Somehow, it doesn’t hurt you, and your hair reverts to normal afterwards.
- DURATION: Until you leave the current area or room.
In-Battle:
COSTS: 4 Hearts
DESCRIPTION: It burns to eat it, but your single-target attacks are capable of burning Armor off.
EFFECT: Anytime you hit with a single-target attack, the target loses Armor equal to the Damage done.
[box=Ember Seeds][list]
[*][Amount]1[/Amount]
[*][b]SELL VALUE[/b]: [Rupees]75[/Rupees]
[*][b]DESCRIPTION[/b]: A flame-shaped seed with a clove of leaves surrounding it. Eating it might not be the best idea, but 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]: Your hair turns ablaze, making you a walking torch. Somehow, it doesn’t hurt you, and your hair reverts to normal afterwards.[list]
[*][b]DURATION[/b]: Until you leave the current area or room.
[/list][/list]
[*][b]In-Battle[/b]:[list]
[*][b]COSTS[/b]: [Hearts]4[/Hearts]
[*][b]DESCRIPTION[/b]: It burns to eat it, but your single-target attacks are capable of burning [b][Armor][/b] off.[list]
[*][b]EFFECT[/b]: Anytime you hit with a single-target attack, the target loses [b][Armor][/b] equal to the [b]Damage[/b] done.
[/list][/list][/list][/list][/box]
- RESTRICTIONS: This is an Innate Skill. Only Zirros can learn and use this skill.
- DESCRIPTION: Zirros fly around on their heavy wings, keeping them off the ground and out of reach, becoming faster at dodging as it takes damage.
- Defense Dice: +3
- EFFECT: This Defense Dice bonus is increased by half the difference between your Current and Maximum Hearts.
- RESTRICTIONS: This is an Innate Skill. Only Green Zirros can learn and use this skill.
- DESCRIPTION: Green Zirros are packed with incandescent spores which release when hit; burning itself a little to set any attackers on Fire in process.
- Attack Dice: +4
- EFFECT: Whenever you are hit by an attack, you take 1 Neutral Damage and the attacker gets Damage-Over-Time:
- Attacker takes 2 Neutral Damage at the start of each round.
- Point Cost: 1 per stack
- DESCRIPTION: Increases your offensive capabilities.
- Attack Dice: +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: Zirro charges at a target, capfirst, in a generic attack. Hits one target.
- Roll your Courage +2 dice vs. targets' Courage dice
- Damage: +2
- DESCRIPTION: Zirro flies up to a target and smothers them with its body, stealing nutrients from them. Hits one target.
- Roll your Courage dice vs. targets' Power dice
- Damage: None
- EFFECT: Siphon Hearts and Magic from the target (Ignores Armor) equal to half the difference in successes.
- REQUIREMENT: Fire
- COSTS: 2 Magic
- DESCRIPTION: Green Zirro gathers momentum to flap its large wings to start up a large gale of hot wind and firery spores, burning whoever fails to ward off the fires.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target(s) hit get Damage-Over-Time:
- Targets take 2 Neutral Damage at the start of each round.
- REQUIREMENT: Fire
- COSTS: 3 Magic
- DESCRIPTION: Bombardament! Green Zirro drops a ball of Fire amongst the enemy party, scorching all of them regardless of wherever they dodge the main blast or not.
- Roll your Wisdom +5 dice vs. targets' Power dice
- Neutral Damage: 4
- IF FAIL: Any enemy not hit takes 2 Damage instead.
- SELL VALUE: 25 Rupees
- 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: 3 Magic
- DESCRIPTION: Summon an endless amount of flames to surround and consume the target, until there is nothing left.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target takes Damage-Over-Time:
- Target takes 6 Neutral Damage at the start of each round.
- SELL VALUE: 50 Rupees
- 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: 5 Magic
- DESCRIPTION: Surround a target in a blaze of fiery Magic, which will latch onto the next attack they fire.
- EFFECT: Target’s next attack gains 8 Attack Dice.
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: Flames grow on the target, burning their armor until it looks ethereal, and they continue to spread.
- EFFECT: Give an ally 1 stack of the Spreading Flames Affliction:
- Target's Armor is multiplied by -1.
- The next person to successfully hit that target will STEAL 1 stack of Spreading Flames, and this chain can go on infinitely.
- Power: 10 (+0)
- Courage: 16 (+0)
- Wisdom: 16 (+0)
- Hearts: 10/10 (+0)
- Magic: 8/8 (+0)
- Initiative: $init 1d20
- Attack Dice: 0
- Defense Dice: 5
- Armor: 0
Affinities: Light
Origin: The Legend of Zelda
With the head of a man and the body of a lion, these centaur-like creatures roam around mountains, hunting down unsuspecting prey. They carry spears and are able to blind their foes with blasts of Light. Rather than packing brawn, Red Lynels employ intelligence to aid the bulkier, tougher Blue Lynels in fighting.
- Does not get Bonus Turns.
- When you drop to half your Hearts or less, you enter Fierce Combat Mode:
- Attack Dice & Defense Dice: +3
- Recovery: When successfully you hit a target, you recover 2 Hearts & 2 Magic.
- DURATION: This lasts for the remainder of the battle, even if you recover to more than half your Maximum Hearts.
When Red Lynel dies, it has a team drop of 75 Rupees and drops its spear.
[box=Shiny Spear][list]
[*][b]SELL VALUE[/b]: [Rupees]125[/Rupees]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A formidable, gleaming polished spear imbued that is often carried by [b]Red Lynels[/b] which serves as their primary weapon for fighting. It has the ability to [b]Slash[/b], [b]Thrust[/b] or fire a [b]Light Beam[/b] at a target.[list]
[*][b][Defense Dice][/b]: +3
[*][b]Slash[/b]:[list]
[*][dice type-a=Courage amount-a=+4 type-b=Courage][list]
[*][b]Damage[/b]: +4
[/list][/list]
[*][b]Thrust[/b]:[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +8
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you regardless of [b]CONDITIONS[/b]
[/list][/list]
[*][b]Light Beam[/b]:[list]
[*][b]COST[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: Fire a beam of silvery [Light] at a target, blinding them.
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target gets one stack of the [b][Magic] Hit Recovery[/b] [u]Affliction[/u]:[list]
[*]Whenever someone hits target with an attack, the attacker recovers [Magic] equal to half the damage dealt.
[/list][/list][/list][/list][/box]
- RESTRICTIONS: This is an Innate Skill. Only Lynels can learn and use this skill.
- DESCRIPTION: Lynels hold their fearsome reputation for a reason, which become even more apparent when they are backed into a corner and somehow lucksack their rolls.
- EFFECT: When you drop to half your Hearts or less, you enter Fierce Combat Mode:
- Attack Dice & Defense Dice: +3
- Recovery: When successfully you hit a target, you recover 2 Hearts & 2 Magic.
- DURATION: This lasts for the remainder of the battle, even if you recover to more than half your Maximum Hearts.
- RESTRICTIONS: This is an Innate Skill. Only Monsters can learn and use this skill.
- DESCRIPTION: Red Lynels are fast and agile, making it easier to evade attacks and granting a boost to their initiative roll.
- Initiative: +0d2
- Defense Dice: +2
- 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: 2
- 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: 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 one of the attacks listed on an equipped weapon or a PSI Spell.
- DESCRIPTION: Red Lynels bear multiple sets of razor-sharp claws on its paws which tear down the strengths of their targets. Can hit one target.
- Roll your Courage +2 dice vs. targets' Courage dice
- Damage: +2
- EFFECT: Target’s highest stat is decreased by 3.
- IF FAIL: Target can Counterattack you regardless of CONDITIONS
- REQUIREMENTS: A melee attack
- CHARGE: 1 Turn
- Begin charging by readying your attack, and preparing to leap at the target.
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: A melee weapon
- CHARGE: 2 Turns
- Begin charging by pouring your energy into your weapon, which emits a blue glow.
DESCRIPTION: Once charged, you can spin rapidly with the weapon, causing a wave of energy to hit all enemies.
Roll your Wisdom +6 dice vs. targets' Wisdom dice
Damage: Halved
EFFECT: Select an attack from the weapon, and add either its Dice Modifier or its Damage Modifier to the attack.
- 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: Light
- COSTS: 1 Magic
- DESCRIPTION: A basic Light spell that flashes a target with strong beam and then feeds back to you.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, your highest stat is increased by 3.
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: A bright orb of Light descends on the field, exploding into rays of Light that hit all enemies while healing your team.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: For each target hit, you and your allies recover 1 Heart.
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: Give a target a burst of energy.
- EFFECT: Increase one of the target’s stats by 3 (except Magic).
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Cast a liberating Light upon someone, freeing them from an impurity they have.
- EFFECT: Remove the negative EFFECT from a target they most recently received.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A formidable, gleaming polished spear imbued that is often carried by Red Lynels which serves as their primary weapon for fighting. It has the ability to Slash, Thrust or fire a Light Beam at a target.
- Defense Dice: +3
- Slash:
- Roll your Courage +4 dice vs. targets' Courage dice
- Damage: +4
Thrust:
Roll your Courage dice vs. targets' Courage dice
Damage: +8
IF FAIL: Target can Counterattack you regardless of CONDITIONS
Light Beam:
COST: 2 Magic
DESCRIPTION: Fire a beam of silvery Light at a target, blinding them.
Roll your Wisdom +3 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: If it hits, target gets one stack of the Magic Hit Recovery Affliction:
Whenever someone hits target with an attack, the attacker recovers Magic equal to half the damage dealt.
- Power: 21 (+5)
- Courage: 18 (+0)
- Wisdom: 0 (+0)
- Hearts: 25/25 (+2)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 3
- Armor: 7
Affinities: None
Origin: Zelda 1
These metal-armored baffoons know only how to conquer and destroy. They have little awareness, but once they lock onto a target, they continue to chase that target until it's decimated. Many have become wary of Darknuts, for they bring a heavy defense and an even heavier arsenal of weapons.
These red knights have absolutely zero intelligence, but instinctively, they tend to favor defense rather than offense, protecting any allies they have before all-out throwing themselves at their enemy. They build themselves up over a battle to have an unbreakable defense, allowing their allies to attack freely without worries.
- Can cover multiple targets
- Bash Back when successfully defending while covering
When Red Darknut dies, it has a team drop of 100 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Darknuts can learn and use this skill.
- DESCRIPTION: Darknuts have absurd strength, granting them the ability to lift heavy objects with ease, along with a strength increase.
- Power: +5
- EFFECT: Two-Handed items are considered One-Handed items for Darknuts.
- RESTRICTIONS: This is an Innate Skill. Only Red Darknuts can learn and use this skill.
- DESCRIPTION: Red Darknuts bounce back from attacks by quickly slamming the attacker with its shield.
- EFFECT: While Covering someone, if you successfully defend an attack, you can immediately Counterattack the target with an improved bash from your shield.
- Roll your Power +3 dice vs. targets' Power dice
- Damage: Halved
- EFFECT: If it hits, target loses 2 Attack Dice.
- Point Cost: 1
- DESCRIPTION: Increases your health.
- Hearts: +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.
- RESTRICTIONS: This can only be used once per battle
- DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gets a boost based on how low your health is.
- EFFECT: Your next attack gains Attack Dice equal to half the difference between your Current & Maximum Hearts.
- REQUIREMENTS: A shield
- DESCRIPTION: Rush towards a target, bashing their skull in with your shield.
- Roll your Power -3 dice vs. targets' Power dice
- Damage: +3
- EFFECT: Target gets 1 stack of the Spell Lock Affliction:
- The only Spell the target can use is the last Spell he used.
- 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: Two-Handed
- DESCRIPTION: A large claymore with a wide blade that enchants you with a defensive buff with each strike. Can use Slash or Cleave on one target.
- Slash:
- Roll your Power +6 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: You gain 3 Defense Dice.
Cleave:
Roll your Power -5 dice vs. targets' Courage dice
Damage: +5
EFFECT: If the target dies, you gain 6 Defense Dice.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A massive shield as tall as yourself that takes the bulk of incoming damage.
- Defense Dice: +3
- Armor: +3
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +4
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