1 - Neutral - WindStrike - 04-28-2016
- Power: 25 (+0)
- Courage: 16 (+0)
- Wisdom: 5 (+0)
- Hearts: 20/20 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 3
- Defense Dice: 0
- Armor: 3
Affinities: None
Origin: Adventures of Link
Near-indistinguishable from their Ache cousins, Achemen are fearsome and hideous humanoid creatures with wings. They can perfectly disguise themselves as other humanoids, making them the perfect spies, though when they’re not disguised, they’re a hard foe to take down with very high resistance.
- At the start of each round, your Armor increases by 1.
- Regen x3
If Acheman dies, it has a team drop of 70 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Acheman can learn and use this skill. There is no limit on Innate Skills.
- DESCRIPTION: Achemen can see perfectly fine in the dark, completely immune to its effects.
- RESTRICTIONS: This is an Innate Skill. Only Acheman can learn and use this skill. There is no limit on Innate Skills.
- DESCRIPTION: As the battle wears on, Acheman draws some of its energies into increasing his defensive capabilities.
- Armor: +3
- EFFECT: At the start of each round, your Armor increases by 1.
- RESTRICTIONS: This is an Innate Skill. Only Acheman can learn and use this skill. There is no limit on Innate Skills.
- DESCRIPTION: Achemen have incredibly rough skin with tiny blades sticking out, causing their attacks to back an extra punch.
- Attack Dice: +3
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Hearts over time.
- EFFECT: You gain Regen x3.
- DESCRIPTION: Acheman brings out the blades in its arms, slashing at a target.
- Roll your Power dice vs. targets' Courage dice
- Damage: +4
- DESCRIPTION: Acheman retracts the blades in its arms, preferring to go straight for repeatedly pummeling the target. Roll the following attack three times. ORA-ORA-ORA-ORA-ORAAAA!
- Roll your Power +3 dice vs. targets' Power dice * 3
- Damage: Halved
- EFFECT: For each hit, you recover 2 Hearts.
- RESTRICTIONS: Cannot be used in battle
- DESCRIPTION: Acheman can transform into an Ache, dropping the humanoid form and switching to that of a bat.
- EFFECT: You lose 6 Hearts (Stat) when you switch.
- 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).
- Power: 23 (+0)
- Courage: 13 (+0)
- Wisdom: 0 (+0)
- Hearts: 30/30 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d5
- Attack Dice: 0
- Defense Dice: 3
- Armor: 5
Affinities: None
Origin: The Legend of Zelda
Armos are mechanical stone constructs powered by Magic, built off the form of a formidable warrior, used to serve as a trap for the unwary which fail to notice until it starts grinding to life. The magic powering it also leaves a nasty trap for those who manage to destroy it...
- Small explosion on death
- Big explosion with -8 Hearts threshold
Counterattack 1: Counterattack (via Reactive Stone Armor) each time after taking damage from an attack.
Counterattack 2: Capable of Counterattacking once per battle via Single Retaliate
- When Armos dies, it has a team drop of 70 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Armos can learn and use this skill.
- DESCRIPTION: When Armos is destroyed, it has the nasty ability to explode in the process, harming everyone.
- EFFECT: When you are destroyed, you become fodder for Michael Bay explode in the mightiest of fashion. This hits everyone else.
- When you die, you cause a small explosion, hitting everyone else.
- Roll your Power +3 dice vs. targets' Power dice
- Damage: 5
If you died with -8 Hearts or less though, the immense energy that caused your death backlashes, causing a big explosion that hits everyone else:
Roll your Power +6 dice vs. targets' Power dice
Damage: 10
- RESTRICTIONS: This is an Innate Skill. Only Armos can learn and use this skill.
- DESCRIPTION: Armos is created with a highly resistant Stone Armor which weighs it down. The damage that it absorbs it powers its ability to counter.
- Initiative: -0d5
- Armor: +5
- EFFECT: If you take damage from an attack, immediately Counterattack by jumping on the attacker:
- This Counterattack is separate to your normal Counterattack, allowing you to potentially make a second Counterattack afterwards.
- Roll your Power dice vs. targets' Power dice
- Damage: +0
- Capped at the amount of damage you took from the attacker’s attack.
- Stat Point Cost: 4
- RESTRICTION 1: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
- RESTRICTION 2: This can only be activated once per battle.
- DESCRIPTION: After being attacked, you are capable of projecting a mirror image of yourself behind the target.
- CONDITION: After someone attacks you with an attack (regardless if it was successful or not), you can Counterattack by using any non-charge attack.
- REQUIREMENTS: A shield
- DESCRIPTION: Rush towards a target, bashing their skull in with your shield.
- Roll your Power -2 dice vs. targets' Power dice
- Damage: +2
- EFFECT: If it hits, target loses 2 Wisdom.
- DESCRIPTION: Grab a target and hug him, squeezing out some Magic from them in the process.
- Roll your Power dice vs. targets' Courage dice
- Damage: None
- EFFECT: If it hits, siphon Magic from the target equal to half the difference in successes.
- REQUIREMENTS: Two free hands
- DESCRIPTION: Punch a target with a series of three light, rapid punches. The following roll is rolled three times.
- Roll your Courage +5 dice vs. targets' Courage dice * 3
- Damage: Halved
- EFFECT: If you hit the target with all three hits successfully, the third punch will do full damage.
- 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 steel hammer that packs extra punch, this hammer can cripple defenses and disable targets. Can Whack or Cripple a target.
- Whack!:
- Roll your Power dice vs. targets' Power dice
- Damage: +4
Cripple:
Roll your Power -3 dice vs. targets' Power dice
Damage: +0
EFFECT: If it hits, the target gets Immobilized:
Target cannot move or use any melee attacks.
DURATION: One round.
- DESCRIPTION: A shield made of thick iron that protects against anything.
- Defense Dice: +3
- Power: 11 (+0)
- Courage: 0 (+0)
- Wisdom: 22 (+2)
- Hearts: 25/25 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d18
- Attack Dice: 0
- Defense Dice: 0
- Armor: 8
Affinities: None
Origin: A Link to the Past
A weird guard statue that has a single eye at its head with skin made completely of iron. It's nearly invulnerable except when shooting its eye, which is hard to do when it's constantly shooting lasers at you. It also has a closed mouth at the base of the statue, grinning with sharp teeth. Is it alive or is just for show?
- You can not move.
- If you see anyone outside of battle, you can immediately lock onto them and attack with +5 Dice
- If you are hit with a non-Magic-based attack, the attacker takes Damage equal to the amount of Armor you have.
- You do not get Bonus Turns
- Once per battle, after you are attacked, you can immediately Counterattack them with a non-charge move.
If Beamos dies, it has a team drop of 70 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Beamos can learn and use this skill.
- DESCRIPTION: Beamos is protected by very tough, sturdy Armor; cutting nearly every source of damage down to size.
- Armor: +8
- EFFECT: You are immobile.
- RESTRICTIONS: This is an Innate Skill. Only Beamos can learn and use this skill.
- DESCRIPTION: Beamos constantly scans the room it is in, looking for intruders.
- Wisdom: +2
- EFFECT: If you see anyone outside of battle, you can immediately lock onto them and attack:
- This attack gains 5 Dice
- Stat Point Cost: 5
- DESCRIPTION: Your armor becomes a weapon, using the force it takes and sending it back to the attacker.
- EFFECT: Once per turn, when someone successfully hits you with a non-Magic-based attack, they take Damage equal to your Armor.
- 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.
- Stat Point Cost: 4
- RESTRICTION 1: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
- RESTRICTION 2: This can only be activated once per battle.
- DESCRIPTION: After being attacked, you are capable of projecting a mirror image of yourself behind the target.
- CONDITION: After someone attacks you with an attack (regardless if it was successful or not), you can Counterattack by using any non-charge attack.
- DESCRIPTION: Beamos begins beaming a single laser onto a target, the damage it causes slowly grows the longer it remains on the target.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Neutral Damage: 4
- EFFECT: This attack gains 2 Neutral Damage for each successive hit with this attack on the same target.
- This resets if you miss, use a different attack or change targets.
- 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: 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).
- Power: 15 (+0)
- Courage: 32 (+0)
- Wisdom: 20 (+0)
- Hearts: 3/3 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d13
- Attack Dice: 0
- Defense Dice: 6
- Armor: 0
Affinities: None
Origin: Link to the Past
These buzzing little scoudrels are some of nature's most evil creatures. They're nearly impossible to hit, and their stinger brings a nasty shock when they hit.
- You are immune to any form of Poke.
If Bee dies, it has a team drop of 50 Rupees and drops 1 Honey, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Bees can learn and use this skill.
- DESCRIPTION: Bees are stupidly fast and are a pain to hit. If they didn’t naturally kill themselves, a locust swarm of them could take over the world.
- Initiative: +0d3
- Defense Dice: +6
- EFFECT: You are immune to any form of Poke.
- DESCRIPTION: **** Bees. Seriously. The little bugger annoyingly homes in on a target and stings them.
- Roll your Courage dice vs. targets' Courage dice
- Damage: Halved
- EFFECT 1: If it hits, the target loses 3 Power, Courage & Wisdom.
- EFFECT 2: Afterwards, you lose 1 Heart.
- 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).
- Power: 10 (+2)
- Courage: 27 (+2)
- Wisdom: 20 (+2)
- Hearts: 6/6 (+0)
- Magic: 3/3 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: None
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 50 Rupees and its goo turns into a Magic Jar for you to drink later! … ew. It can be found here.
- 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.
- Stat 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.
- 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: 1 Magic
- DESCRIPTION: A generic, Arcane blast attack that hits with striking accuracy.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: +0
- Power: 25 (+0)
- Courage: 15 (+0)
- Wisdom: 10 (+0)
- Hearts: 16/16 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 2
Affinities: None
Origin: Zelda 1
These bipedal beasts have the appearance of wolves. A closer examination would reveal a more eldritch origin - that is, if you can get close enough to examine them without being struck in the back by their wicked boomerangs.
- Regen x3
- Attack me for Mimic, suckers!
- An additional +6 Armor again 30+ Dice attacks
- Every time you hit a target, you gain 2 Attack Dice against that target. This stacks until they die.
If Red Goriya dies, it has a team drop of 50 Rupees and drops a Bait, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Red & Blue Goriyas can learn and use this skill.
- DESCRIPTION: Goriyas naturally copy the movements of their attackers, copying both their offense and defense.
- EFFECT 1: After being attacked (whether hit or not), you gain all of the following of the target’s Bonuses:
- Power, Courage, Wisdom, Attack Dice, and Defense Dice
EFFECT 2: You can only retain one person’s Bonuses at a time, meaning after different person attacks you, you lose the first person’s Bonuses and gain the second person’s Bonuses.
- RESTRICTIONS: This is an Innate Skill. Only Red Goriyas can learn and use this skill.
- DESCRIPTION: Red Goriyas love to single out targets, even if their boomerangs naturally cause them to hit multiple targets. As such, the more they hit a target, the higher bonus against them.
- EFFECT: Every time you hit a target, you gain 2 Attack Dice against that target. This stacks until they die.
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Hearts over time.
- EFFECT: You gain Regen x3.
- 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 nice, metal boomerang, duct tape'd to the brim with spikes. It's a wonder you can even hold it, much less throw it. You can hit a target with Throw or use Golden Throw.
- Throw:
- Roll your Power dice vs. targets' Power dice
- Damage: -3
- EFFECT: If it hits, the Spiked Boomerang bounces off and directs itself towards one more target at the same success rate.
- This effect does not proc itself again.
Golden Throw:
CHARGE: 1 Action
Begin charging by forgetting your Spiked Boomerang exists... wait what?
DESCRIPTION: Once charged, your boomerang disappears, and when you want to hit something with it, it will reappear and remember itself, teleporting directly behind a target.
EFFECT: This attack bypasses Cover and ignores the target’s Bonus Defense Dice.
Roll your Power +2 dice vs. targets' Wisdom dice
Damage: +0
- DESCRIPTION: A lightweight set of Armor that compresses as the wearer is attacked by a strong or accurate attack.
- Armor: +2
- EFFECT: If you are targeted by an attack that has an attacking roll of at least 30 Dice, the Armor bonus this Armor provides increases from +2 to +8 for the duration of the attack.
- Power: 16 (+0)
- Courage: 26 (+0)
- Wisdom: 10 (+0)
- Hearts: 8/8 (+0)
- Magic: 6/6 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 4
- Armor: 0
Affinities: None
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 Red Tektite, which are strong mountain climbers with the habit of jumping to the highest possible vantage point to survey their surroundings, before leaping down at prey.
- Once per battle, Can survive any attack from 6 Hearts.
- Can bounce to another target after making a melee attack.
- Your stats cannot be affected by enemy effects.
- You do not take Fall Damage.
If Red Tektite dies, it has a team drop of 70 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 Red Tektites can learn and use this skill.
- DESCRIPTION: Red Tektites have adapted to jumping about the mountains, giving them the ability to survive longer falls and grants them resistance to abilities that reduce their stats.
- EFFECT 1: Your stats cannot be affected by enemy effects.
- EFFECT 2: You do not take Fall Damage.
- Stat 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: Red 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.
- CHARGE: 1 Action
- Begin charging by channeling energy to your legs. As you charge, you get ready to spring up as high as you can.
DESCRIPTION: Once fully charged, jump up high and crash down onto someone.
EFFECT: Ignores Cover
Roll your Courage dice vs. targets' Courage dice
Damage: +8
IF FAIL: The target can Counterattack you, regardless of CONDITIONS.
- DESCRIPTION: Red Tektite places itself on guard, amping up its evasiveness abilities in preparation to counterattack the next attack it dodges.
- EFFECT: Place yourself in a Counter Stance:
- Defense Dice: +3
- If you successfully defend against an attack, you can immediately Counterattack the attacker with Leap.
- DURATION: Until after you are attacked.
- DESCRIPTION: Grab a target and hug him, squeezing out some Magic from them in the process.
- Roll your Power dice vs. targets' Courage dice
- Damage: None
- EFFECT: If it hits, siphon Magic from the target equal to half the difference in successes.
- 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: 3 Magic
- DESCRIPTION: You become blessed by an Arcane light, allowing you to bestow a minor Bonus to yourself or an ally.
- EFFECT: Select either the target's Power, Courage, or Wisdom stat, and increase it by 2.
- Power: 0 (+0)
- Courage: 46 (+0)
- Wisdom: 15 (+0)
- Hearts: 6/6 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d26
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: None
Origin: Majora’s Mask
Unlike the mechanical Bombchu that you buy in shops, these suicidal rats come carening in carrying lethal bombs, blowing up anyone they don't like. They are the Creepers of the Zelda Universe, and no one likes dealing with them. Ever.
- No Bonus Turn
- Target a random enemy
- Kill me for a big boom!
If Rogue Bombchu dies, it has a team drop of 70 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Rogue Bombchus can learn and use this skill.
- DESCRIPTION: In almost every case ever, Rogue Bombchus are the first ones in the battle, even beating out those in the Bonus Round, and taking out a completely random and arbitrary target.
- Initiative: +0d8
- EFFECT: You always select a random target among your enemies.
- RESTRICTIONS: This is an Innate Skill. Only Rogue Bombchus can learn and use this skill.
- DESCRIPTION: In the off-chance Rogue Bombchu misses or doesn’t go first and it gets sniped out, this worshipper of Michael Bay still explodes, just not as violently.
- EFFECT: If you get killed, you explode, hitting everyone else.
- Roll your Courage dice vs. targets' Power dice
- Damage: Halved
- 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: Home in on a target, taking them out of the fight!
- Roll your Courage dice vs. targets' Power dice
- Damage: +0
- EFFECT 1: You automatically explode and die as a result of this attack.
- EFFECT 2: If the target dies, your ultra explosion incinerates their corpse, preventing them from being revived.
- 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).
- Power: 18 (+0)
- Courage: 22 (+0)
- Wisdom: 14 (+0)
- Hearts: 6/6 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d18
- Attack Dice: 0
- Defense Dice: 3
- Armor: 0
Affinities: None
Origin: Ocarina of Time
Infectious and agile, Stalchildren are small Stalfos-like skeletons animated at night by the lust for living flesh. They burrow from the ground in large groups, hoping to overwhelm whoever they hunt with the flurry of swipes and bites they hammer their prey with.
- Once per battle; if you die, you can revive someone (inc. yourself) to 5 Hearts.
- If you die, you can choose to explode into bone shrapnel, hitting everyone else (Bone Explosion)
- You can Cover multiple people at once
- Once per battle, You can survive any attack from 6 Hearts or more
- You can not get Bonus Turns
If Stalchild dies, it has a team drop of 60 Rupees and 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 Stalchild can learn and use this skill.Stalchild's bony bodies may not be really sturdy, but they explode when blasted to pieces.
- EFFECT: When you die, you can choose to explode into a mass of sharp bone shrapnel; hitting everyone else and disabling your revival.
- Roll your Power dice vs. targets' Power dice
- Damage: None
- EFFECT 1: Any target(s) hit gets Bleeding x 2.
- EFFECT 2: Regardless of any target(s) hit, you can not be revived for the remainder of the battle.
- Stat 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.
- Stat 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.
- 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: Stalchild burrows underground, attempting to attack a target from behind.
- EFFECT: Burrow underground, granting you the following effects:
- You gain 6 Defense Dice
- At the start of your next turn, emerge behind a target:
- EFFECT: Ignores Cover
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Follow up with any attack with +5 Attack Dice
- IF FAIL: Target gets an automatic counterattack.
- DESCRIPTION: Swipe at a target using claws infested with pathogenic material. Eww.
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: Target loses 3 Defense Dice
- DESCRIPTION: Walk up to a target and attempt to bite their head off. Yum.
- Roll your Power -3 dice vs. targets' Power dice
- Damage: +0
- EFFECT: Target loses 5 Hearts (stat)
- IF FAIL: The target gets an automatic counterattack.
- REQUIREMENTS: Two free hands
- DESCRIPTION: Punch a target with a series of three light, rapid punches. The following roll is rolled three times, but the defender only rolls once.
- Roll your Courage +5 dice vs. targets' Courage dice * 3
- Damage: Halved
- EFFECT: If you hit the target with all three hits successfully, the third punch will do full damage.
- REQUIREMENTS: A melee attack
- CHARGE: 1 Action
- 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.
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).
[spoiler=Acheman]
[estats name=Acheman power=25 (+0) courage=16 (+0) wisdom=5 (+0) hearts=20/20 (+0) magic=0/0 (+0) initiative=1d10 attack-dice=3 defense-dice=0 armor=3]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Adventures of Link
Near-indistinguishable from their [b]Ache[/b] cousins, [b]Achemen[/b] are fearsome and hideous humanoid creatures with wings. They can perfectly disguise themselves as other humanoids, making them the perfect spies, though when they’re not disguised, they’re a hard foe to take down with very high resistance.
[/tab]
[tab=Other Bonuses][list]
[*]At the start of each round, your [b]Armor[/b] increases by 1.
[*][b]Regen x3[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Acheman[/b] dies, it has a team drop of [Rupees]70[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Dark Vision][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Acheman[/b] can learn and use this skill. There is no limit on [b]Innate Skills[/b].
[*][b]DESCRIPTION[/b]: [b]Achemen[/b] can see perfectly fine in the dark, completely immune to its effects.
[/list][/box]
[box=Gargoyle Imitation][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Acheman[/b] can learn and use this skill. There is no limit on [b]Innate Skills[/b].
[*][b]DESCRIPTION[/b]: As the battle wears on, [b]Acheman[/b] draws some of its energies into increasing his defensive capabilities.[list]
[*][b][Armor][/b]: +3
[*][b]EFFECT[/b]: At the start of each round, your [b]Armor[/b] increases by 1.
[/list][/list][/box]
[box=Bladed Skin][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Acheman[/b] can learn and use this skill. There is no limit on [b]Innate Skills[/b].
[*][b]DESCRIPTION[/b]: [b]Achemen[/b] have incredibly rough skin with tiny blades sticking out, causing their attacks to back an extra punch.[list]
[*][b][Attack Dice][/b]: +3
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Regeneration][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: You naturally recover [Hearts] over time.[list]
[*][b]EFFECT[/b]: You gain [b]Regen x3[/b].
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Heavy Slash][list]
[*][b]DESCRIPTION[/b]: [b]Acheman[/b] brings out the blades in its arms, slashing at a target.[list]
[*][dice type-a=Power type-b=Courage][list]
[*][b]Damage[/b]: +4
[/list][/list][/list][/box]
[box=Pummel][list]
[*][b]DESCRIPTION[/b]: [b]Acheman[/b] retracts the blades in its arms, preferring to go straight for repeatedly pummeling the target. Roll the following attack three times. ORA-ORA-ORA-ORA-ORAAAA![list]
[*][dice type-a=Power amount-a=+3 type-b=Power] * 3[list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: For each hit, you recover [Hearts]2[/Hearts].
[/list][/list][/list][/box]
[box=Transform][list]
[*][b]RESTRICTIONS[/b]: Cannot be used in battle
[*][b]DESCRIPTION[/b]: [b]Acheman[/b] can transform into an [b]Ache[/b], dropping the humanoid form and switching to that of a bat.[list]
[*][b]EFFECT[/b]: You lose [b][Hearts]6[/Hearts] (Stat)[/b] when you switch.
[/list][/list][/box]
[/tab]
[tab=Basic]
[Expanded Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[/spoiler]
[spoiler=Armos]
[estats name=Armos power=23 (+0) courage=13 (+0) wisdom=0 (+0) hearts=30/30 (+0) magic=0/0 (+0) initiative=1d5 attack-dice=0 defense-dice=3 armor=5]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description][u]Origin[/u]: The Legend of Zelda
[b]Armos[/b] are mechanical stone constructs powered by [Magic], built off the form of a formidable warrior, used to serve as a trap for the unwary which fail to notice until it starts grinding to life. The magic powering it also leaves a nasty trap for those who manage to destroy it...[/tab]
[tab=Additional bonuses][list]
[*]Small explosion on death[list]
[*]Big explosion with [b]-8 [Hearts][/b] threshold
[/list]
[*][b]Counterattack 1[/b]: [b]Counterattack[/b] (via [b]Reactive Stone Armor[/b]) each time after taking damage from an attack.
[*][b]Counterattack 2[/b]: Capable of [b]Counterattacking[/b] once per battle via [b]Single Retaliate[/b]
[/list]
[/tab]
[tab=Item Drop][list]
[*]When [b]Armos[/b] dies, it has a team drop of [Rupees]70[/Rupees].
[/tab][/tabs]
[/eDescription]
[eskills]
[tabs][tab=Innate]
[box=Self-Destruct][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Armos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: When [b]Armos[/b] is destroyed, it has the nasty ability to explode in the process, harming everyone.[list]
[*][b]EFFECT[/b]: When you are destroyed, you [s]become fodder for Michael Bay[/s] explode in the mightiest of fashion. This hits everyone else.[list]
[*]When you die, you cause a small explosion, hitting everyone else.[list]
[*][dice type-a=Power amount-a=+3 type-b=Power][list]
[*][b]Damage[/b]: 5
[/list][/list]
[*]If you died with [b]-8 [Hearts][/b] or less though, the immense energy that caused your death backlashes, causing a big explosion that hits everyone else:[list]
[*][dice type-a=Power amount-a=+6 type-b=Power][list]
[*][b]Damage[/b]: 10
[/list][/list][/list][/list][/list][/box]
[box=Reactive Stone Armor][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Armos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Armos[/b] is created with a highly resistant [b]Stone Armor[/b] which weighs it down. The damage that it absorbs it powers its ability to counter.[list]
[*][b][Initiative][/b]: -0d5
[*][b][Armor][/b]: +5
[*][b]EFFECT[/b]: If you take damage from an attack, immediately [b]Counterattack[/b] by jumping on the attacker:[list]
[*]This [b]Counterattack[/b] is separate to your normal [b]Counterattack[/b], allowing you to potentially make a second [b]Counterattack[/b] afterwards.
[*][dice type-a=Power type-b=Power]
[*][b]Damage[/b]: +0[list]
[*]Capped at the amount of damage you took from the attacker’s attack.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Single Retaliate][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]RESTRICTION 1[/b]: This is a [b]Counterattack Skill[/b]. You may only have one [b]Counterattack Skill[/b] enabled at a time. All others must be set to (Disabled).
[*][b]RESTRICTION 2[/b]: This can only be activated once per battle.
[*][b]DESCRIPTION[/b]: After being attacked, you are capable of projecting a mirror image of yourself behind the target.[list]
[*][b]CONDITION[/b]: After someone attacks you with an attack (regardless if it was successful or not), you can [b]Counterattack[/b] by using any non-charge attack.
[/list][/list][/box]
[/tab]
[tab=Active]
[box=Skull Bash][list]
[*][b]REQUIREMENTS[/b]: A shield
[*][b]DESCRIPTION[/b]: Rush towards a target, bashing their skull in with your shield.[list]
[*][dice type-a=Power amount-a=-2 type-b=Power][list]
[*][b]Damage[/b]: +2
[*][b]EFFECT[/b]: If it hits, target loses [b]2 [Wisdom][/b].
[/list][/list][/list][/box]
[box=Absorb][list]
[*][b]DESCRIPTION[/b]: Grab a target and hug him, squeezing out some [Magic] from them in the process.[list]
[*][dice type-a=Power type-b=Courage][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, siphon [Magic] from the target equal to half the difference in successes.
[/list][/list][/list][/box]
[box=Rapid Punches][list]
[*][b]REQUIREMENTS[/b]: Two free hands
[*][b]DESCRIPTION[/b]: Punch a target with a series of three light, rapid punches. The following roll is rolled three times.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage] * 3[list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If you hit the target with all three hits successfully, the third punch will do full damage.
[/list][/list][/list][/box]
[/tab]
[tab=Basic][expanded Basic Skills][/tab][/tabs]
[/eSkills]
[eItems]
[tabs]
[tab=Weapon]
[box=Smash Hammer][list]
[*][b]DESCRIPTION[/b]: A steel hammer that packs extra punch, this hammer can cripple defenses and disable targets. Can [b]Whack[/b] or [b]Cripple[/b] a target.[list]
[*][b]Whack![/b]:[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +4
[/list][/list]
[*][b]Cripple[/b]:[list]
[*][dice type-a=Power amount-a=-3 type-b=Power][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, the target gets [color=yellow][b]Immobilized[/b][/color]:[list]
[*]Target cannot move or use any melee attacks.
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/list][/list][/box]
[/tab]
[tab=Shield]
[box=Iron Shield][list]
[*][b]DESCRIPTION[/b]: A shield made of thick iron that protects against anything.[list]
[*][b][Defense Dice][/b]: +3
[/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
[spoiler=Beamos]
[estats name=Beamos power=11 (+0) courage=0 (+0) wisdom=22 (+2) hearts=25/25 (+0) magic=0/0 (+0) initiative=1d18 attack-dice=0 defense-dice=0 armor=8]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: A Link to the Past
A weird guard statue that has a single eye at its head with skin made completely of iron. It's nearly invulnerable except when shooting its eye, which is hard to do when it's constantly shooting lasers at you. It also has a closed mouth at the base of the statue, grinning with sharp teeth. Is it alive or is just for show?
[/tab]
[tab=Other Bonuses][list]
[*]You can not move.
[*]If you see anyone outside of battle, you can immediately lock onto them and attack with [b]+5 Dice[/b]
[*]If you are hit with a non-[Magic]-based attack, the attacker takes [b]Damage[/b] equal to the amount of [Armor] you have.
[*]You do not get [b]Bonus Turns[/b]
[*]Once per battle, after you are attacked, you can immediately [b]Counterattack[/b] them with a non-charge move.
[/list]
[/tab]
[tab=Item Drop]
If [b]Beamos[/b] dies, it has a team drop of [Rupees]70[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Iron Armor][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Beamos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Beamos[/b] is protected by very tough, sturdy [Armor]; cutting nearly every source of damage down to size.
[*][b][Armor][/b]: +8
[*][b]EFFECT[/b]: You are immobile.
[/list][/box]
[box=Eye See You][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Beamos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Beamos[/b] constantly scans the room it is in, looking for intruders.[list]
[*][Wisdom]: +2
[*][b]EFFECT[/b]: If you see anyone outside of battle, you can immediately lock onto them and attack:[list]
[*]This attack gains [b]5 Dice[/b][/list][/list]
[/list][/box]
[/tab]
[tab=Passives]
[box=(5) Armor Feedback][list]
[*][b][Stat Point] Cost[/b]: 5
[*][b]DESCRIPTION[/b]: Your armor becomes a weapon, using the force it takes and sending it back to the attacker.[list]
[*][b]EFFECT[/b]: Once per turn, when someone successfully hits you with a non-[Magic]-based attack, they take [b]Damage[/b] equal to your [Armor].
[/list][/list][/box]
[box=(3) Flashstep][list]
[*][b][Stat Point] Cost[/b]: 3
[*][b]DESCRIPTION[/b]: You enter battles in a flash, though it's too fast for an extra move.[list]
[*][b][Initiative][/b]: +0d8
[*][b]EFFECT[/b]: If you get a [b]Bonus Turn[/b], it's skipped.
[/list][/list][/box]
[box=(4) Single Retaliate][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]RESTRICTION 1[/b]: This is a [b]Counterattack Skill[/b]. You may only have one [b]Counterattack Skill[/b] enabled at a time. All others must be set to (Disabled).
[*][b]RESTRICTION 2[/b]: This can only be activated once per battle.
[*][b]DESCRIPTION[/b]: After being attacked, you are capable of projecting a mirror image of yourself behind the target.[list]
[*][b]CONDITION[/b]: After someone attacks you with an attack (regardless if it was successful or not), you can [b]Counterattack[/b] by using any non-charge attack.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Burning Laser][list]
[*][b]DESCRIPTION[/b]: [b]Beamos[/b] begins beaming a single laser onto a target, the damage it causes slowly grows the longer it remains on the target.[list]
[*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 4
[*][b]EFFECT[/b]: This attack gains [b]2 Neutral Damage[/b] for each successive hit with this attack on the same target.[list]
[*]This resets if you miss, use a different attack or change targets.[/list]
[/list][/list][/list][/box]
[box=Laser Eyes][list]
[*][b]DESCRIPTION[/b]: Frickin’ lasers shoot from your frickin’ eyes like frickin’ lasers attached to a frigin’ shark’s head. Hits one target.[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 5
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[/spoiler]
[spoiler=Bee]
[estats name=Bee power=15 (+0) courage=32 (+0) wisdom=20 (+0) hearts=3/3 (+0) magic=0/0 (+0) initiative=1d13 attack-dice=0 defense-dice=6 armor=0]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Link to the Past
These buzzing little scoudrels are some of nature's most evil creatures. They're nearly impossible to hit, and their stinger brings a nasty shock when they hit.
[/tab]
[tab=Other Bonuses][list]
[*]You are immune to any form of [b]Poke[/b].
[/list][/tab]
[tab=Item Drop]
If [b]Bee[/b] dies, it has a team drop of [Rupees]50[/Rupees] and drops [b]1 Honey[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Speed Demon][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Bees[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Bees[/b] are stupidly fast and are a pain to hit. If they didn’t naturally kill themselves, a locust swarm of them could take over the world.[list]
[*][b][Initiative][/b]: +0d3
[*][b][Defense Dice][/b]: +6
[*][b]EFFECT[/b]: You are immune to any form of [b]Poke[/b].
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Sting][list]
[*][b]DESCRIPTION[/b]: **** [b]Bees[/b]. Seriously. The little bugger annoyingly homes in on a target and stings them.[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT 1[/b]: If it hits, the target loses [b]3 [Power], [Courage] & [Wisdom][/b].
[*][b]EFFECT 2[/b]: Afterwards, you lose [Heart]1[/Heart].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[/spoiler]
[spoiler=Gel]
[estats name=Gel power=10 (+2) courage=27 (+2) wisdom=20 (+2) hearts=6/6 (+0) magic=3/3 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=0]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: 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.
[/tab]
[tab=Other Bonuses][list]
[*]For every other [b]Gel[/b] there is, you gain [b]1 [Courage], [Power], & [Wisdom][/b].
[*]For every other [b]Zol[/b] there is, you gain [b]2 [Courage], [Power], & [Wisdom][/b].
[*]You can [b]Cover[/b] or [b]Reverse Cover[/b] any target you want at any time for no [b]Action Cost[/b].
[*]If you have at least [Hearts]6[/Hearts], you can use [b]Hanging On[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Gel[/b] dies, it has a team drop of [Rupees]50[/Rupees] and its goo turns into a [b][Magic] Jar[/b] for you to drink later! … ew. It can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=For the Swarm!][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Gels & Zols[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: The collective gooey power emanating from the sheer amount of goo caused by [b]Gels & Zols[/b] causes them to grow in power together![list]
[*][b][Power], [Courage], & [Wisdom][/b]: +2
[*][b]EFFECT 1[/b]: For every other [b]Gel[/b] there is, you gain [b]1 [Courage], [Power], & [Wisdom][/b].
[*][b]EFFECT 2[/b]: For every other [b]Zol[/b] there is, you gain [b]2 [Courage], [Power], & [Wisdom][/b].
[/list][/list][/box]
[box=Gooey Cover][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Gels[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: 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.[list]
[*][b]EFFECT[/b]: You can [b]Cover[/b] or use [b]Reverse Cover[/b] on any target you want at any time for no [b]Action Cost[/b].
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Hanging On][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]RESTRICTIONS[/b]: You can only activate [b]Hanging On[/b] once per battle.
[*][b]DESCRIPTION[/b]: You are capable of surviving a powerful attack that would normally kill you.[list]
[*][b]EFFECT[/b]: If you have at least [Hearts]6[/Hearts] before damage is calculated, you can activate this skill.[list]
[*]Your [Hearts] are reduced to 1 instead.
[/list][/list][/list][/box]
[/tab]
[tab=Actives]
[box=Sticky Hop][list]
[*][b]DESCRIPTION[/b]: Go! Leap forth and do a minor hop attack at a target, leaving goo all over them![list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target is weighed down by the goo and loses [b]2 [Power] & [Courage][/b].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[box=Magic Blast][list]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A generic, [Arcane] blast attack that hits with striking accuracy.[list]
[*][dice type-a=Wisdom amount-a=+7 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[/list][/list][/list][/box]
[/eSpells]
[/spoiler]
[spoiler=Red Goriya]
[estats name=Red Goriya Name power=25 (+0) courage=15 (+0) wisdom=10 (+0) hearts=16/16 (+0) magic=0/0 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=2]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Zelda 1
These bipedal beasts have the appearance of wolves. A closer examination would reveal a more eldritch origin - that is, if you can get close enough to examine them without being struck in the back by their wicked boomerangs.
[/tab]
[tab=Other Bonuses][list]
[*][b]Regen x3[/b]
[*]Attack me for [b]Mimic[/b], suckers!
[*]An additional [b]+6 [Armor][/b] again [b]30+ Dice[/b] attacks
[*]Every time you hit a target, you gain [b]2 [Attack Dice][/b] against that target. This stacks until they die.
[/list]
[/tab]
[tab=Item Drop]
If [b]Red Goriya[/b] dies, it has a team drop of [Rupees]50[/Rupees] and drops a [b]Bait[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Mimic][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Red & Blue Goriyas[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Goriyas[/b] naturally copy the movements of their attackers, copying both their offense and defense.[list]
[*][b]EFFECT 1[/b]: After being attacked (whether hit or not), you gain all of the following of the target’s [b]Bonuses[/b]:[list]
[*][Power], [Courage], [Wisdom], [Attack Dice], and [Defense Dice]
[/list]
[*][b]EFFECT 2[/b]: You can only retain one person’s [b]Bonuses[/b] at a time, meaning after different person attacks you, you lose the first person’s [b]Bonuses[/b] and gain the second person’s [b]Bonuses[/b].
[/list][/list][/box]
[box=Focused Target][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Red Goriyas[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Red Goriyas[/b] love to single out targets, even if their boomerangs naturally cause them to hit multiple targets. As such, the more they hit a target, the higher bonus against them.[list]
[*][b]EFFECT[/b]: Every time you hit a target, you gain [b]2 [Attack Dice][/b] against that target. This stacks until they die.
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Regeneration][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: You naturally recover [Hearts] over time.[list]
[*][b]EFFECT[/b]: You gain [b]Regen x3[/b].
[/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eItems]
[tabs]
[tab=Weapons]
[box=Spiked Boomerang][list]
[*][b]DESCRIPTION[/b]: A nice, metal boomerang, duct tape'd to the brim with spikes. It's a wonder you can even hold it, much less throw it. You can hit a target with [b]Throw[/b] or use [b]Golden Throw[/b].[list]
[*][b]Throw[/b]:[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: -3
[*][b]EFFECT[/b]: If it hits, the [b]Spiked Boomerang[/b] bounces off and directs itself towards one more target at the same success rate.[list]
[*]This effect does not proc itself again.
[/list][/list][/list]
[*][b]Golden Throw:[/b][list]
[*][b]CHARGE[/b]: 1 Action[list]
[*]Begin charging by forgetting your [b]Spiked Boomerang[/b] exists... wait what?
[/list]
[*][b]DESCRIPTION[/b]: Once charged, your boomerang disappears, and when you want to hit something with it, it will reappear and remember itself, teleporting directly behind a target.[list]
[*][b]EFFECT[/b]: This attack bypasses [b]Cover[/b] and ignores the target’s [b]Bonus [Defense Dice][/b].
[*][dice type-a=Power amount-a=+2 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[/list][/list][/list][/list][/list][/box]
[/tab]
[tab=Armors]
[box=Limit Armor][list]
[*][b]DESCRIPTION[/b]: A lightweight set of [b]Armor[/b] that compresses as the wearer is attacked by a strong or accurate attack.[list]
[*][b][Armor][/b]: +2
[*][b]EFFECT[/b]: If you are targeted by an attack that has an attacking roll of at least [b]30 Dice[/b], the [Armor] bonus this [Armor] provides increases from +2 to +8 for the duration of the attack.
[/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
[spoiler=Red Tektite]
[estats name=Red Tektite power=16 (+0) courage=26 (+0) wisdom=10 (+0) hearts=8/8 (+0) magic=6/6 (+0) initiative=1d10 attack-dice=0 defense-dice=4 armor=0]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: The Legend of Zelda
Tektites are large, quadrupedal instectoids whose chief tactic in combat is to leap around seemingly at random. This is the [b]Red Tektite[/b], which are strong mountain climbers with the habit of jumping to the highest possible vantage point to survey their surroundings, before leaping down at prey.
[/tab]
[tab=Other Bonuses][list]
[*]Once per battle, Can survive any attack from [hearts]6[/hearts].
[*]Can bounce to another target after making a melee attack.
[*]Your stats cannot be affected by enemy effects.
[*]You do not take [b]Fall Damage[/b].
[/list]
[/tab]
[tab=Item Drop]
If [b]Red Tektite[/b] dies, it has a team drop of [Rupees]70[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Bouncing Around][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Tektites[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Tektite[/b] rapidly jumps from target to target if its attacks hit.[list]
[*][b][Defense Dice][/b]: +4
[*][b]EFFECT[/b]: 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.[list]
[*]This does not proc itself.
[/list][/list][/list][/box]
[box=Soft Lander][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Red Tektites[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Red Tektites[/b] have adapted to jumping about the mountains, giving them the ability to survive longer falls and grants them resistance to abilities that reduce their stats.[list]
[*][b]EFFECT 1[/b]: Your stats cannot be affected by enemy effects.
[*][b]EFFECT 2[/b]: You do not take [b]Fall Damage[/b].
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Hanging On][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]RESTRICTIONS[/b]: You can only activate [b]Hanging On[/b] once per battle.
[*][b]DESCRIPTION[/b]: You are capable of surviving a powerful attack that would normally kill you.[list]
[*][b]EFFECT[/b]: If you have at least [Hearts]6[/Hearts] before damage is calculated, you can activate this skill.[list]
[*]Your [Hearts] are reduced to 1 instead.
[/list][/list][/list][/box]
[/tab]
[tab=Actives]
[box=Leap][list]
[*][b]DESCRIPTION[/b]: [b]Red Tektite[/b] jumps at a target quickly, gaining speed for its next defense.[list]
[*][dice type-a=Courage amount-a=+4 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, your next defensive roll will gain [b]3 Dice[/b].
[/list][/list][/list][/box]
[box=Spring Jump][list]
[*][b]CHARGE[/b]: [b]1 Action[/b][list]
[*]Begin charging by channeling energy to your legs. As you charge, you get ready to spring up as high as you can.
[/list]
[*][b]DESCRIPTION[/b]: Once fully charged, jump up high and crash down onto someone.[list]
[*][b]EFFECT[/b]: Ignores [b]Cover[/b]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +8
[*][b]IF FAIL[/b]: The target can [b]Counterattack[/b] you, regardless of [b]CONDITIONS[/b].
[/list][/list][/list][/box]
[box=Jump Stance][list]
[*][b]DESCRIPTION[/b]: [b]Red Tektite[/b] places itself on guard, amping up its evasiveness abilities in preparation to counterattack the next attack it dodges.[list]
[*][b]EFFECT[/b]: Place yourself in a [b]Counter Stance[/b]:[list]
[*][b][Defense Dice][/b]: +3
[*]If you successfully defend against an attack, you can immediately [b]Counterattack[/b] the attacker with [b]Leap[/b].
[*][b]DURATION[/b]: Until after you are attacked.
[/list][/list][/list][/box]
[box=Absorb][list]
[*][b]DESCRIPTION[/b]: Grab a target and hug him, squeezing out some [Magic] from them in the process.[list]
[*][dice type-a=Power type-b=Courage][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, siphon [Magic] from the target equal to half the difference in successes.
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[box=Blessing][list]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: You become blessed by an [Arcane] light, allowing you to bestow a minor [b]Bonus[/b] to yourself or an ally.[list]
[*][b]EFFECT[/b]: Select either the target's [Power], [Courage], or [Wisdom] stat, and increase it by 2.
[/list][/list][/box]
[/eSpells]
[/spoiler]
[spoiler=Rogue Bombchu]
[estats name=Rogue Bombchu power=0 (+0) courage=46 (+0) wisdom=15 (+0) hearts=6/6 (+0) magic=0/0 (+0) initiative=1d26 attack-dice=0 defense-dice=0 armor=0]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Majora’s Mask
Unlike the mechanical Bombchu that you buy in shops, these suicidal rats come carening in carrying lethal bombs, blowing up anyone they don't like. They are the [b]Creepers[/b] of the [b]Zelda Universe[/b], and no one likes dealing with them. Ever.
[/tab]
[tab=Other Bonuses][list]
[*]No [b]Bonus Turn[/b]
[*]Target a random enemy
[*]Kill me for a big boom!
[/list]
[/tab]
[tab=Item Drop]
If [b]Rogue Bombchu[/b] dies, it has a team drop of [Rupees]70[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=First To Go][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Rogue Bombchus[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: In almost every case ever, [b]Rogue Bombchus[/b] are the first ones in the battle, even beating out those in the [b]Bonus Round[/b], and taking out a completely random and arbitrary target.[list]
[*][b][Initiative][/b]: +0d8
[*][b]EFFECT[/b]: You always select a random target among your enemies.
[/list][/list][/box]
[box=Explosion][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Rogue Bombchus[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: In the off-chance [b]Rogue Bombchu[/b] misses or doesn’t go first and it gets sniped out, this worshipper of [b]Michael Bay[/b] still explodes, just not as violently.[list]
[*][b]EFFECT[/b]: If you get killed, you explode, hitting everyone else.[list]
[*][dice type-a=Courage type-b=Power][list]
[*][b]Damage[/b]: Halved
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(3) Flashstep][list]
[*][b][Stat Point] Cost[/b]: 3
[*][b]DESCRIPTION[/b]: You enter battles in a flash, though it's too fast for an extra move.[list]
[*][b][Initiative][/b]: +0d8
[*][b]EFFECT[/b]: If you get a [b]Bonus Turn[/b], it's skipped.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Suicide Run][list]
[*][b]DESCRIPTION[/b]: Home in on a target, taking them out of the fight![list]
[*][dice type-a=Courage type-b=Power][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT 1[/b]: You automatically explode and die as a result of this attack.
[*][b]EFFECT 2[/b]: If the target dies, your ultra explosion incinerates their corpse, preventing them from being revived.
[/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[/spoiler]
[spoiler=Stalchild]
[estats name=Stalchild power=18 (+0) courage=22 (+0) wisdom=14 (+0) hearts=6/6 (+0) magic=0/0 (+0) initiative=1d18 attack-dice=0 defense-dice=3 armor=0]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Ocarina of Time
Infectious and agile, Stalchildren are small Stalfos-like skeletons animated at night by the lust for living flesh. They burrow from the ground in large groups, hoping to overwhelm whoever they hunt with the flurry of swipes and bites they hammer their prey with.
[/tab]
[tab=Other Bonuses][list]
[*]Once per battle; if you die, you can revive someone (inc. yourself) to [hearts]5[/hearts].
[*]If you die, you can choose to explode into bone shrapnel, hitting everyone else ([b]Bone Explosion[/b])
[*]You can [b]Cover[/b] multiple people at once
[*]Once per battle, You can survive any attack from [hearts]6[/hearts] or more
[*]You can not get [b]Bonus Turns[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Stalchild[/b] dies, it has a team drop of [Rupees]60[/Rupees] and [b]Magical Bone Dust[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Reanimate][list]
[*][b]RESTRICTION 1[/b]: This is an [b]Innate Skill[/b]. Only [b]Stalfos[/b] can learn and use this skill.
[*][b]RESTRICTION 2[/b]: This can only be used once per battle.
[*][b]DESCRIPTION[/b]: The bones of [b]Stalfos[/b] are actually quite magical, and when the [b]Stalfos[/b] falls, the bones turn into a magical dust that can resurrect someone.[list]
[*][b]EFFECT[/b]: If you die, select one dead target (this can be yourself) and cause them to revive to [Hearts]5[/Hearts].
[/list][/list][/box]
[box=Bone Explosion][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Stalchild[/b] can learn and use this skill.[b]Stalchild's[/b] bony bodies may not be really sturdy, but they explode when blasted to pieces.[list]
[*][b]EFFECT[/b]: When you die, you can choose to explode into a mass of sharp bone shrapnel; hitting everyone else and disabling your revival.[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: None
[*][b]EFFECT 1[/b]: Any target(s) hit gets [b]Bleeding x 2[/b].
[*][b]EFFECT 2[/b]: Regardless of any target(s) hit, you can not be revived for the remainder of the battle.[/list][/list][/list]
[/list][/box]
[/tab]
[tab=Passives]
[box=(3) Multi-Cover][list]
[*][b][Stat Point] Cost[/b]: 3
[*][b]DESCRIPTION[/b]: Why protect only one when you can protect your whole team?[list]
[*][b]EFFECT[/b]: You can have [b]Cover[/b] active on multiple targets at a time.
[/list][/list][/box]
[box=(4) Hanging On][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]RESTRICTIONS[/b]: You can only activate [b]Hanging On[/b] once per battle.
[*][b]DESCRIPTION[/b]: You are capable of surviving a powerful attack that would normally kill you.[list]
[*][b]EFFECT[/b]: If you have at least [Hearts]6[/Hearts] before damage is calculated, you can activate this skill.[list]
[*]Your [Hearts] are reduced to 1 instead.
[/list][/list][/list][/box]
[box=(3) Flashstep][list]
[*][b][Stat Point] Cost[/b]: 3
[*][b]DESCRIPTION[/b]: You enter battles in a flash, though it's too fast for an extra move.[list]
[*][b][Initiative][/b]: +0d8
[*][b]EFFECT[/b]: If you get a [b]Bonus Turn[/b], it's skipped.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Slow Burrow][list]
[*][b]DESCRIPTION[/b]: [b]Stalchild[/b] burrows underground, attempting to attack a target from behind.[list]
[*][b]EFFECT[/b]: Burrow underground, granting you the following effects:[list]
[*]You gain 6 [Defense Dice]
[*]At the start of your next turn, emerge behind a target:[list]
[*][b]EFFECT[/b]: Ignores [b]Cover[/b]
[*][dice type-a=Courage type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Follow up with any attack with +5 [Attack Dice]
[*][b]IF FAIL[/b]: Target gets an automatic counterattack.[/list][/list][/list][/list][/list][/box]
[box=Fetid Swipe][list]
[*][b]DESCRIPTION[/b]: Swipe at a target using claws infested with pathogenic material. Eww.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: Target loses 3 [Defense Dice][/list][/list][/list][/box]
[box=Chomp][list]
[*][b]DESCRIPTION[/b]: Walk up to a target and attempt to bite their head off. Yum.[list]
[*][dice type-a=Power amount-a=-3 type-b=Power][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: Target loses 5 [Hearts] (stat)
[*][b]IF FAIL[/b]: The target gets an automatic counterattack.[/list][/list][/list][/box]
[box=Rapid Punches][list]
[*][b]REQUIREMENTS[/b]: Two free hands
[*][b]DESCRIPTION[/b]: Punch a target with a series of three light, rapid punches. The following roll is rolled three times, but the defender only rolls once.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage] * 3[list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If you hit the target with all three hits successfully, the third punch will do full damage.
[/list][/list][/list][/box]
[box=Leap Attack][list]
[*][b]REQUIREMENTS[/b]: A melee attack
[*][b]CHARGE[/b]: 1 Action[list]
[*]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.
[/list]
[*][b]DESCRIPTION[/b]: Once charged, you can leap and attack a target using the melee attack.[list]
[*][b]EFFECT[/b]: If it succeeds, multiply the difference in successes by x1.5.
[/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[/spoiler]
RE: [Enemies] 1 - Neutral - WindStrike - 04-29-2016
- Power: 17 (+0)
- Courage: 30 (+0)
- Wisdom: 16 (+0)
- Hearts: 10/10 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d18
- Attack Dice: 4
- Defense Dice: 0
- Armor: 0
Affinities: None
Origin: Zelda Classic
Bats are essentially Keese, except far deadlier. Their wings are sharp and sturdy, yet light and airy, increasing Bats' ability to dodge while still being able to slash their enemies to pieces.
- You are immune to any effects that would affect your eyes or visibility.
- +$2d3 Defense Dice
- You can survive any attack from 6 Hearts or higher.
- Any Bonus Turns you get are skipped.
If Bat dies, it has a team drop of 75 Rupees and a Pegasus Seed, which can be found here.
- 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 Bats can learn and use this skill.
- DESCRIPTION: Bats fly in an erratic pattern, almost as if they are drunk.
- Defense Dice: +$2d3
- EFFECT: You are immune to being Immobilized
- Stat 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.
- 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: Bat slashes a target with its wings.
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, the target loses 4 Attack Dice
- DESCRIPTION: Bat fires a flurry of blades from its wings at all enemies.
- Roll your Courage dice vs. targets' Courage dice
- Damage: Halved
- DESCRIPTION: Bat attacks a target twice with its bladed wings.
- Roll your Courage dice vs. targets' Courage dice * 2
- Damage: Halved
- 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).
- Power: 20 (+5)
- Courage: 18 (+0)
- Wisdom: 4 (+0)
- Hearts: 35/35 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 7
- Armor: 4
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
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.
- Power: +5
- EFFECT: Darknuts can wield up to one Two-Handed item as if it were One-Handed.
- Stat 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.
- REQUIREMENTS: A shield
- DESCRIPTION: Rush towards a target, bashing their skull in with your shield.
- Roll your Power -2 dice vs. targets' Power dice
- Damage: +2
- EFFECT: If it hits, target loses 2 Wisdom.
- COSTS: 3 Hearts
- DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gains a boost.
- EFFECT: Your next attack gains 6 Dice.
- 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 steel hammer that packs extra punch, this hammer can cripple defenses and disable targets. Can Whack or Cripple a target.
- Whack!:
- Roll your Power dice vs. targets' Power dice
- Damage: +4
Cripple:
Roll your Power -3 dice vs. targets' Power dice
Damage: +0
EFFECT: If it hits, the target gets Immobilized:
Target cannot move or use any melee attacks.
DURATION: One round.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A massive shield as tall as yourself that takes the bulk of incoming damage.
- Defense Dice: +7
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +4
- Power: 22 (+5)
- Courage: 20 (+0)
- Wisdom: 13 (+0)
- Hearts: 25/25 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 3
- Defense Dice: 5
- Armor: 2
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.
While they aren’t quite as tanky as their Red Darknut brethren, they pack a larger punch, focusing on a balance of offense and defense.
- Attack Dice: +3 with shield-based attacks
- Every time you successfully hit a target, they lose 2 Defense Dice.
- Counterattack: Single Retaliate
- Once per battle, at any time, remove one Water, Fire, Nature, Light, or Shadow Named EFFECT from yourself.
If Blue 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.
- Power: +5
- EFFECT: Darknuts can wield up to one Two-Handed item as if it were One-Handed.
- RESTRICTIONS: This is an Innate Skill. Only Blue Darknuts can learn and use this skill.
- DESCRIPTION: Blue Darknuts use their strength to send powerful reverberations through their enemies' shields.
- Attack Dice: +3
- EFFECT: Every time you successfully hit a target, they lose 2 Defense Dice.
- Stat Point Cost: 4
- RESTRICTION 1: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
- RESTRICTION 2: This can only be activated once per battle.
- DESCRIPTION: After being attacked, you are capable of projecting a mirror image of yourself behind the target.
- CONDITION: After someone attacks you with an attack (regardless if it was successful or not), you can Counterattack by using any non-charge attack.
- REQUIREMENTS: A shield
- DESCRIPTION: Rush towards a target, bashing their skull in with your shield.
- Roll your Power -2 dice vs. targets' Power dice
- Damage: +2
- EFFECT: If it hits, target loses 2 Wisdom.
- 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 white blade enchanted with the power of wind. Can Slash, Stab, or Air Blade one target.
- Slash:
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: +0
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +6
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Magical Blade:
REQUIREMENTS: You being at Maximum Hearts
DESCRIPTION: Fire a magical blade of air, powered by your Hearts, at a target.
Roll your Courage +9 dice vs. targets' Courage dice
Damage: +0
- REQUIREMENTS: Two-Handed
- DESCRIPTION: It's considerably heavier than most shields, but it packs an extra punch with shield-based attacks as a result.
- Defense Dice: +5
- Attack Dice: +3 with shield-based attacks
- DESCRIPTION: A sturdy suit of armor tempered to withstand harsh environments, as well as to strengthen its ability to remove effects.
- Armor: +2
- EFFECT: Once per battle, at any time, remove one Water, Fire, Nature, Light, or Shadow Named EFFECT effect from yourself.
- Power: 15 (+0)
- Courage: 26 (+0)
- Wisdom: 15 (+0)
- Hearts: 20/20 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 2
- Defense Dice: 1
- Armor: 6
Affinities: None
Origin: ZURPG
SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES
Edges.
- Combat:
- Regen x3
- When you defend against a melee attack with this shield equipped (successful or not), the attacker automatically takes 2 Neutral Damage.
- Start the battle with Thorns.
Out-of-Combat:
You can move 3 feet per Success from a Courage roll.
You suffer no penalties when moving across rough terrain.
You gain a 5 Dice bonus when doing anything to someone that’s afraid of you.
If Edgeclaw Lizalfos dies, it has a team drop of 100 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: The skin of a Lizalfos is covered in thick scales that ward off minor attacks.
- Armor: +4
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: Lizalfos have highly increased agility, allowing them to move way faster than other people, especially in a footrace, and quite especially over any terrain.
- EFFECT 1: You can move 3 feet per Success from a Courage roll.
- EFFECT 2: You suffer no penalties when moving across rough terrain.
- RESTRICTIONS: This is an Innate Skill. Only Edgeclaw Lizalfos can learn and use this skill.
- DESCRIPTION: Edgeclaws are naturally tall and intimidating, causing most people to fear them.
- EFFECT: You gain a 5 Dice bonus when doing anything to someone that’s afraid of you.
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Hearts over time.
- EFFECT: You gain Regen x3.
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: Lizalfos, regardless of their size, have rather large tails, and they can be quite effective as weapons. When hitting someone with it, you can Whack An Arm!, Whack A Leg!, or Whack A Head!
- Whack An Arm!:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, target loses 2 Power.
Whack A Leg!:
Roll your Courage dice vs. targets' Courage dice
Damage: +2
EFFECT: If it hits, target loses 2 Courage.
Whack A Head!:
Roll your Courage -3 dice vs. targets' Courage dice
Damage: +4
EFFECT: If it hits, target loses 2 Wisdom.
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: They may not be dragons, but they’re pretty closely related. Lizalfos are able to heat up their insides in order to cough up and spew a bunch of burning flames at one target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If the target dies, the flames completely melt the target, preventing the target from being revived.
- RESTRICTIONS: This is an Innate Skill. Only Edgeclaw Lizalfos can learn and use this skill.
- DESCRIPTION: Spikes shoot out of your skin for a moment as you do a sweeping kick to a target while also lacerating them with a whirl from your spikes.
- Roll your Courage dice vs. targets' Courage dice
- Damage: Halved
- EFFECT 1: If it hits, target gets Bleeding x2.
- EFFECT 2: Additionally, target is also Delayed:
- Target’s next attack is delayed by 2 Turns, which then removes Delayed.
- 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 fairly light shield often carried by Edgeclaw Lizalfos that has serrated edges and provides minor defense.
- Defense Dice: +1
- EFFECT: When you defend against a melee attack with this shield equipped (successful or not), the attacker automatically takes 2 Neutral Damage.
- DESCRIPTION: An incredibly spiky armor that starts with a magical enchantment.
- Armor: +2
- EFFECT: Start the battle with 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: 26 (+0)
- Courage: 14 (+0)
- Wisdom: 5 (+0)
- Hearts: 30/30 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 10
Affinities: None
Origin: The Legend of Zelda
Gibdos are Redeads covered in mummy wrappings. They latch onto their foes, sucking their life force and turning them to mummies. Thankfully, unlike bare Redeads, they don't let out paralyzing shrieks. On the flipside, they are among the bulkiest of “standard” enemies an adventurer can encounter, being able to take numerous hits before going down. Just pray to god a Wizzrobe doesn’t take residence inside one...
- At the start of each round, everyone that isn’t Undead takes 2 Neutral Damage.
- If you would recover Hearts, you instead take an equal amount of Neutral Damage.
- Once per round, after getting hit by a Combat Action, you lose 2 Armor.
- Once per turn, when someone successfully hits you with a non-Magic-based attack, they take Damage equal to your Armor.
If Gibdo dies, it has a team drop of 100 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Undead Monsters can learn and use this skill.
- DESCRIPTION: Gibdos are undead, zombie-like creatures, causing death and decay to the living.
- EFFECT 1: At the start of each round, everyone that isn’t Undead takes 2 Neutral Damage.
- EFFECT 2: If you would recover Hearts, you instead take an equal amount of Neutral Damage.
- RESTRICTIONS: This is an Innate Skill. Only Gibdos can learn and use this skill.
- DESCRIPTION: Gibdos are protected by their wrappings, which provide heavy protection from attacks at first.
- Armor: +10
- EFFECT: Once per round, after getting hit by a Combat Action, you lose 2 Armor.
- Stat Point Cost: 5
- DESCRIPTION: Your armor becomes a weapon, using the force it takes and sending it back to the attacker.
- EFFECT: Once per turn, when someone successfully hits you with a non-Magic-based attack, they take Damage equal to your Armor.
- DESCRIPTION: Swipe a target with your hands, cloaked in the death and decay that your aura emanates, to poison them:
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- EFFECT: If it hits, target gets Bleeding x3.
- DESCRIPTION: Open your mouth and unleash a wave of horrifyingly putrid breath, affecting everyone that isn’t Undead.
- Roll your Power +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target(s) hit lose 2 Power, Courage, & Wisdom.
- DESCRIPTION: Grapple onto a target and leech them, leeching them dry.
- Roll your Power +5 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: Latch onto the target, leeching their lifeforce away while doing so:
- At the end of each of the targets’ turns, siphon 5 Hearts from the target to you, ignoring Armor.
- The target can attempt to escape by rolling their Courage or Power stats against the original successes of the attack at the start of their turn.
- If this roll is successful, the target escapes your Leech.
You and the target can not do anything else while latched on, and the target takes half the Damage that you receive.
- 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).
- Power: 16 (+0)
- Courage: 15 (+0)
- Wisdom: 20 (+0)
- Hearts: 20/20 (+0)
- Magic: 9/9 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 3
- Armor: 2
Affinities: None
Origin: ZURPG
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. The leader of a pack of Lynels, the liliac Alpha Lynels enter battle with the intention of staying put for a long time; until they either die or retreat. During that battle, they tirelessly buff their fellow Lynels
- 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.
For each living Lynel in your party, you and all other Lynels gain 1 Attack Dice & 1 Defense Dice
This does not stack with additional Alpha Lynels in your party.
When Alpha Lynel dies, it has a team drop of 100 Rupees and it drops a Reflect Staff, which can be found here.
- 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 Alpha Lynels can learn and use this skill.
- DESCRIPTION: Alpha Lynels stand tall and proud, raising the morale of their fellow pack members with their mere presence.
- Armor: +2
- EFFECT: For each living Lynel that is present, you and all other Lynels gain 1 Attack Dice & 1 Defense Dice
- This EFFECT does not stack with multiple instances of Lynel Leader
- DESCRIPTION: Alpha Lynel rushes at their target to rake their claws all over that of their foe’s arms or whatever else they use for attacking. Can hit one target.
- Roll your Courage +8 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target loses 3 Attack Dice.
- COSTS: 3 Magic
- DESCRIPTION: Alpha Lynel attempts to take a large bite out of a target, neutralizing bonuses. Can hit one target.
- Roll your Power +4 dice vs. targets' Power dice
- Neutral Damage: 5
- EFFECT: If it hits, remove any Named EFFECT the target has.
- IF FAIL: Target can Counterattack you regardless of CONDITIONS
- REQUIREMENTS: Two free hands
- DESCRIPTION: Grab a target and hug him, squeezing out some Magic from them in the process.
- Roll your Power +6 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: Siphon Magic from the target equal to half the difference in successes.
- 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: 1 Magic * the number of targets
- DESCRIPTION: A blast of Arcane Magic that can split into multiple attacks, hitting a number of targets equal to the Magic Cost.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- 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.
- COSTS: 3 Magic
- DESCRIPTION: You become blessed by an Arcane light, allowing you to bestow a minor Bonus to yourself or an ally.
- EFFECT: Select either the target's Power, Courage, or Wisdom stat, and increase it by 2.
- 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: Two-Handed
- DESCRIPTION: A large, formidable staff that is usually carried by Alpha Lynels. It is sturdy enough to protect the user and offers multiple forms of attack
- Defense Dice: +3
- Club:
- Roll your Courage +12 dice vs. targets' Courage dice
- Damage: Halved
Blast:
Roll your Wisdom +3 dice vs. targets' Wisdom dice
Damage: +3
Reflect Shot:
COST: 6 Magic
DESCRIPTION: Tear an EFFECT you have and send it into a beam that reflects it to someone else!
Roll your Wisdom dice vs. targets' Wisdom dice
Damage: +3
EFFECT: If it hits; transfer one Named EFFECT you have, that’s not caused by a charge-up attack, to the target.
- Power: 4 (+0)
- Courage: 15 (+0)
- Wisdom: 34 (+0)
- Hearts: 15/15 (+0)
- Magic: 5/5 (+5)
- Initiative: $init 1d20
- Attack Dice: 1
- Defense Dice: 0
- Armor: 0
Affinities: None
Origin: Zelda 1
A red-robed mage that's partially out of phase with reality. It teleports around its enemies randomly, reappearing only to blast them into oblivion. It's a fragile creature, but between teleportation and dimensional hijinks, it generally gets at least one hit in before it goes down, and that hit has a tendency to kill or cripple someone; even mages, in one shot.
Red Wizzrobes are the least control-happy of its species. Rather than be manipulative, it uses its sheer power and chaotic nature to destroy its prey, so that it can feast on their souls later. They often do sneak up on their enemies though...
- Bonus Turn is skipped.
- Damage Delay
- Defense Dice: +$1d6, reroll on 1 and then subtract it instead of adding it
- If you kill someone with an attack, you recover 10 Hearts w/ Augmented
- Non-Magic-based Damage is halved
If Red Wizzrobe dies, it has a team drop of 50 Rupees and it drops a Red Robe, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Wizzrobes can learn and use this skill.
- DESCRIPTION: Wizzrobes are partially out-of-sync with the physical realm and thus take considerably less damage.
- Magic: +5/5
- EFFECT: Non-Magic-based Damage taken is halved
- If the attack already does Half Damage, it doesn’t get halved a second time.
- RESTRICTIONS: This is an Innate Skill. Only Red Wizzrobes can learn and use this skill. There is no restriction on Innate Skills.
- DESCRIPTION: Red Wizzrobe randomly teleports around the battlefield every time it's attacked, gaining a randomized defensive bonus.
- Initiative: +0d2
- Defense Dice: +$1d6
- If the result is a 1, roll again, and then you lose Defense Dice equal to the result.
EFFECT: If you're successful in defending an attack, you gain bonus Attack Dice on your next attack equal to the difference in successes.
- 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.
- Stat Point Cost: 4
- DESCRIPTION: Time warps around you, delaying the damage you would take.
- EFFECT: Once per turn, if you would take damage, you can activate Damage Delay to delay all damage taken that turn until the end of your next turn.
- Once this is used, it cannot be reused until the delayed damage is taken.
- DESCRIPTION: No matter what kind of Wizzrobe it is, if their life is in too much danger, they can hide in an ally, possessing its body and amplifying its abilities.
- EFFECT: Select an allied target with lower Wisdom than your Wisdom, and hide inside said target.
- While you're hidden in the target, target gains Wisdom equal to half your Base Wisdom.
- You do not take any damage while hidden, but if the target dies while you're hidden inside him, you die as well.
- DURATION: You can remove yourself from the target with a Support Action, also removing the above effects.
- 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: 3 Magic
- DESCRIPTION: You become blessed by an Arcane light, allowing you to bestow a minor Bonus to yourself or an ally.
- EFFECT: Select either the target's Power, Courage, or Wisdom stat, and increase it by 2.
- DESCRIPTION: A basic wand commonly used by Wizzrobes, which has a rotatable base, allowing you to switch between two different attack modes. You can fire a Focused shot that hits one target, or a Dispersed blast that hits all enemies.
- Focused:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
Dispersed:
Roll your Wisdom +5 dice vs. targets' Wisdom dice
Damage: Halved
- DESCRIPTION: An red-colored robe that seems to lust for destruction and devastation. With some Magic, they gain the extra power to relish the killing of a victim. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Attack Dice: +1
Augmented Mode:
COSTS: 4 Magic at the start of each round
Attack Dice: +1
EFFECT: If you kill someone with an attack, you recover 10 Hearts.
- 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: 1 Action
- 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.
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.
- Power: 17 (+0)
- Courage: 34 (+0)
- Wisdom: 6 (+0)
- Hearts: 23/23 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d12
- Attack Dice: 3
- Defense Dice: 4
- Armor: 1
Affinities: None
Origin: The Legend of Zelda
A short, scantily armored skeleton wearing a spiked helmet and dual-wielding swords. They like to charge onto their victims and end their lives with a flurry of swift slashes. Only distantly related to Stalfos Knights and Stalchildren, Sword Stalfos are fragile; going down in only a couple of hits. However, during that time, it is likely to kill or maim someone in the process.
What swords they have equipped seems to vary depending on the area they’re found in.
- If you die, resurrect a dead ally with 5 Hearts
If Sword Stalfos dies, it has a team drop of 70 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 Sword Stalfos can learn and use this skill.
- DESCRIPTION: Sword Stalfos reign supreme in the realms of swordplay, boosting their ability to block attacks and master the art of the sword.
- Courage: +3
- Defense Dice: +2 per sword equipped
- REQUIREMENTS: Two swords equipped
- CHARGE: 2 Actions
- Begin charging by winding yourself up. As you charge, you gather energy to execute a double attack.
DESCRIPTION: When fully charged, unleash two powerful consecutive slashes:
ATTACK: The Slash attacks from both swords equipped, one after another
- REQUIREMENTS: Two swords
- DESCRIPTION: Slash your opponent with your swords in a cross pattern. X marks the death!
- EFFECT: Slash a target with the Slash attacks of both of your swords.
- The Dice & Damage Modifiers use the averages of both swords’ Slash attacks, respectively.
- If the attack succeeds, any EFFECTS from both swords' Slash attacks are applied to 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).
- DESCRIPTION: Engraved on its handle are the words "Fields of Justice". A standard looking sword that makes you look sturdier just by wielding it. Can Slash or Stab one target.
- Slash:
- Roll your Courage +2 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you recover 3 Hearts.
Stab:
Roll your Courage -2 dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, siphon 3 Hearts from the target to you, ignoring Armor.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- DESCRIPTION: Every time this sword strikes, your offensive power increases. Can Slash or Stab a target.
- Slash:
- Roll your Courage dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you gain 2 Attack Dice.
Stab:
Roll your Courage -3 dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, you gain 3 Attack Dice.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- DESCRIPTION: A lightweight armor that enhances the offense of its wearer, though the protection it provides is subpar.
- Armor: +1
- Attack Dice: +3
[spoiler=Bat]
[estats name=Bat power=17 (+0) courage=30 (+0) wisdom=16 (+0) hearts=10/10 (+0) magic=0/0 (+0) initiative=1d18 attack-dice=4 defense-dice=0 armor=0]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Zelda Classic
[b]Bats[/b] are essentially Keese, except far deadlier. Their wings are sharp and sturdy, yet light and airy, increasing [b]Bats'[/b] ability to dodge while still being able to slash their enemies to pieces.
[/tab]
[tab=Other Bonuses][list]
[*]You are immune to any effects that would affect your eyes or visibility.
[*]+$2d3 [Defense Dice]
[*]You can survive any attack from [hearts]6[/hearts] or higher.
[*]Any [b]Bonus Turns[/b] you get are skipped.
[/list]
[/tab]
[tab=Item Drop]
If [b]Bat[/b] dies, it has a team drop of [Rupees]75[/Rupees] and a [b]Pegasus Seed[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Sonar][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Keese[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Keese[/b] has the innate ability to locate enemies and prey even in complete darkness; making it impossible to hinder their attacks by preventing visibility.[list]
[*][b][Attack Dice][/b]: +4
[*][b]EFFECT[/b]: You are unaffected by any effects that affect their eyes or their visibility.
[/list][/list][/box]
[box=Erratic Flight][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Bats[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Bats[/b] fly in an erratic pattern, almost as if they are drunk.[list]
[*][b][Defense Dice][/b]: +$2d3
[*][b]EFFECT[/b]: You are immune to being [color=yellow][b]Immobilized[/b][/color][/list]
[/list][/box]
[/tab]
[tab=Passives]
[box=(4) Hanging On][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]RESTRICTIONS[/b]: You can only activate [b]Hanging On[/b] once per battle.
[*][b]DESCRIPTION[/b]: You are capable of surviving a powerful attack that would normally kill you.[list]
[*][b]EFFECT[/b]: If you have at least [Hearts]6[/Hearts] before damage is calculated, you can activate this skill.[list]
[*]Your [Hearts] are reduced to 1 instead.
[/list][/list][/list][/box]
[box=(3) Flashstep][list]
[*][b][Stat Point] Cost[/b]: 3
[*][b]DESCRIPTION[/b]: You enter battles in a flash, though it's too fast for an extra move.[list]
[*][b][Initiative][/b]: +0d8
[*][b]EFFECT[/b]: If you get a [b]Bonus Turn[/b], it's skipped.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Wing Slash][list]
[*][b]DESCRIPTION[/b]: [b]Bat[/b] slashes a target with its wings.[list]
[*][dice type-a=Courage amount-a=+6 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, the target loses 4 [Attack Dice][/list][/list][/list][/box]
[box=Blades Away!][list]
[*][b]DESCRIPTION[/b]: [b]Bat[/b] fires a flurry of blades from its wings at all enemies.[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: Halved[/list][/list][/list][/box]
[box=Double Pass][list]
[*][b]DESCRIPTION[/b]: [b]Bat[/b] attacks a target twice with its bladed wings.[list]
[*][dice type-a=Courage type-b=Courage] * 2[list]
[*][b]Damage[/b]: Halved[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[/spoiler]
[spoiler=Red Darknut]
[estats name=Red Darknut power=20 (+5) courage=18 (+0) wisdom=4 (+0) hearts=35/35 (+0) magic=0/0 (+0) initiative=1d10 attack-dice=0 defense-dice=6 armor=4]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin:[/u] 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 [b]Darknuts[/b], 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.
[/tab]
[tab=Other Bonuses][list]
[*]Can [b]Cover[/b] multiple targets
[/list]
[/tab]
[tab=Item Drop]
When [b]Red Darknut[/b] dies, it has a team drop of [Rupees]100[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates][box=Darknut Strength][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Darknuts[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Darknuts[/b] have absurd strength, granting them the ability to lift heavy objects with ease.[list]
[*][b][Power][/b]: +5
[*][b]EFFECT[/b]: [b]Darknuts[/b] can wield up to one [i]Two-Handed[/i] item as if it were [i]One-Handed[/i].
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(3) Multi-Cover][list]
[*][b][Stat Point] Cost[/b]: 3
[*][b]DESCRIPTION[/b]: Why protect only one when you can protect your whole team?[list]
[*][b]EFFECT[/b]: You can have [b]Cover[/b] active on multiple targets at a time.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Skull Bash][list]
[*][b]REQUIREMENTS[/b]: A shield
[*][b]DESCRIPTION[/b]: Rush towards a target, bashing their skull in with your shield.[list]
[*][dice type-a=Power amount-a=-2 type-b=Power][list]
[*][b]Damage[/b]: +2
[*][b]EFFECT[/b]: If it hits, target loses [b]2 [Wisdom][/b].
[/list][/list][/list][/box]
[box=Enrage][list]
[*][b]COSTS[/b]: [Hearts]3[/Hearts]
[*][b]DESCRIPTION[/b]: With a series of grizzly adrenaline rushes, your next attack gains a boost.[list]
[*][b]EFFECT[/b]: Your next attack gains [b]6 Dice[/b].
[/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eItems]
[tabs]
[tab=Weapons]
[box=Smash Hammer][list]
[*][b]DESCRIPTION[/b]: A steel hammer that packs extra punch, this hammer can cripple defenses and disable targets. Can [b]Whack[/b] or [b]Cripple[/b] a target.[list]
[*][b]Whack![/b]:[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +4
[/list][/list]
[*][b]Cripple[/b]:[list]
[*][dice type-a=Power amount-a=-3 type-b=Power][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, the target gets [color=yellow][b]Immobilized[/b][/color]:[list]
[*]Target cannot move or use any melee attacks.
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/list][/list][/box]
[/tab]
[tab=Shields]
[box=Tower Shield][list]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A massive shield as tall as yourself that takes the bulk of incoming damage.[list]
[*][b][Defense Dice][/b]: +7
[/list][/list][/box]
[/tab]
[tab=Armors]
[box=Soldier Platemail][list]
[*][b]DESCRIPTION[/b]: A steadfast, durable plate of armor that protects you well against attacks.[list]
[*][b][Armor][/b]: +4
[/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
[spoiler=Blue Darknut]
[estats name=Blue Darknut power=22 (+5) courage=20 (+0) wisdom=13 (+0) hearts=25/25 (+0) magic=0/0 (+0) initiative=1d10 attack-dice=3 defense-dice=5 armor=2]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin:[/u] 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 [b]Darknuts[/b], for they bring a heavy defense and an even heavier arsenal of weapons.
While they aren’t quite as tanky as their [b]Red Darknut[/b] brethren, they pack a larger punch, focusing on a balance of offense and defense.
[/tab]
[tab=Other Bonuses][list]
[*][b][Attack Dice][/b]: +3 with shield-based attacks
[*]Every time you successfully hit a target, they lose [b]2 [Defense Dice][/b].
[*][b]Counterattack[/b]: Single Retaliate
[*]Once per battle, at any time, remove one [b][Water], [Fire], [Nature], [Light], or [Shadow] [color=yellow]Named EFFECT[/color][/b] effect from yourself.
[/list][/tab]
[tab=Item Drop]
If [b]Blue Darknut[/b] dies, it has a team drop of [Rupees]100[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Darknut Strength][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Darknuts[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Darknuts[/b] have absurd strength, granting them the ability to lift heavy objects with ease.[list]
[*][b][Power][/b]: +5
[*][b]EFFECT[/b]: [b]Darknuts[/b] can wield up to one [i]Two-Handed[/i] item as if it were [i]One-Handed[/i].
[/list][/list][/box]
[box=Impact Strike][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Blue Darknuts[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Blue Darknuts[/b] use their strength to send powerful reverberations through their enemies' shields.[list]
[*][b][Attack Dice][/b]: +3
[*][b]EFFECT[/b]: Every time you successfully hit a target, they lose [b]2 [Defense Dice][/b].
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Single Retaliate][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]RESTRICTION 1[/b]: This is a [b]Counterattack Skill[/b]. You may only have one [b]Counterattack Skill[/b] enabled at a time. All others must be set to (Disabled).
[*][b]RESTRICTION 2[/b]: This can only be activated once per battle.
[*][b]DESCRIPTION[/b]: After being attacked, you are capable of projecting a mirror image of yourself behind the target.[list]
[*][b]CONDITION[/b]: After someone attacks you with an attack (regardless if it was successful or not), you can [b]Counterattack[/b] by using any non-charge attack.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Skull Bash][list]
[*][b]REQUIREMENTS[/b]: A shield
[*][b]DESCRIPTION[/b]: Rush towards a target, bashing their skull in with your shield.[list]
[*][dice type-a=Power amount-a=-2 type-b=Power][list]
[*][b]Damage[/b]: +2
[*][b]EFFECT[/b]: If it hits, target loses [b]2 [Wisdom][/b].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eItems]
[tabs]
[tab=Weapons]
[box=White Sword][list]
[*][b]DESCRIPTION[/b]: A white blade enchanted with the power of wind. Can [b]Slash[/b], [b]Stab[/b], or [b]Air Blade[/b] one target.[list]
[*][b]Slash[/b]:[list]
[*][dice type-a=Courage amount-a=+6 type-b=Courage][list]
[*][b]Damage[/b]: +0
[/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +6
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you, regardless of [b]CONDITIONS[/b].
[/list][/list]
[*][b]Magical Blade[/b]:[list]
[*][b]REQUIREMENTS[/b]: You being at [b]Maximum [Hearts][/b]
[*][b]DESCRIPTION[/b]: Fire a magical blade of air, powered by your [Hearts], at a target.
[*][dice type-a=Courage amount-a=+9 type-b=Courage][list]
[*][b]Damage[/b]: +0
[/list][/list][/list][/list][/box]
[box=Heavy Shield][list]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: It's considerably heavier than most shields, but it packs an extra punch with shield-based attacks as a result.[list]
[*][b][Defense Dice][/b]: +5
[*][b][Attack Dice][/b]: +3 with shield-based attacks
[/list][/list][/box]
[/tab]
[tab=Armor]
[box=Tempered Armor][list]
[*][b]DESCRIPTION[/b]: A sturdy suit of armor tempered to withstand harsh environments, as well as to strengthen its ability to remove effects.[list]
[*][b][Armor][/b]: +2
[*][b]EFFECT[/b]: Once per battle, at any time, remove one [b][Water], [Fire], [Nature], [Light], or [Shadow] [color=yellow]Named EFFECT[/color][/b] from yourself.
[/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
[spoiler=Edgeclaw Lizalfos]
[estats name=Edgeclaw Lizalfos power=15 (+0) courage=26 (+0) wisdom=15 (+0) hearts=20/20 (+0) magic=0/0 (+0) initiative=1d10 attack-dice=2 defense-dice=1 armor=6]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: ZURPG
SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES SPIKES
Edges.
[/tab]
[tab=Other Bonuses][list]
[*][u]Combat[/u]:[list]
[*][b]Regen x3[/b]
[*]When you defend against a melee attack with this shield equipped (successful or not), the attacker automatically takes [b]2 Neutral Damage[/b].
[*]Start the battle with [color=yellow][b]Thorns[/b][/color].
[/list]
[*][u]Out-of-Combat[/u]:[list]
[*]You can move 3 feet per [b]Success[/b] from a [Courage] roll.
[*]You suffer no penalties when moving across rough terrain.
[*]You gain a [b]5 Dice[/b] bonus when doing anything to someone that’s afraid of you.
[/list][/list]
[/tab]
[tab=Item Drop]
If [b]Edgeclaw Lizalfos[/b] dies, it has a team drop of [Rupees]100[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Scaly Skin][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Lizalfos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: The skin of a [b]Lizalfos[/b] is covered in thick scales that ward off minor attacks.[list]
[*][b][Armor][/b]: +4
[/list][/list][/box]
[box=Speed Racer][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Lizalfos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Lizalfos[/b] have highly increased agility, allowing them to move way faster than other people, especially in a footrace, and quite especially over any terrain.[list]
[*][b]EFFECT 1[/b]: You can move 3 feet per [b]Success[/b] from a [Courage] roll.
[*][b]EFFECT 2[/b]: You suffer no penalties when moving across rough terrain.
[/list][/list][/box]
[box=Imposing Presence][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Edgeclaw Lizalfos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Edgeclaws[/b] are naturally tall and intimidating, causing most people to fear them.[list]
[*][b]EFFECT[/b]: You gain a [b]5 Dice[/b] bonus when doing anything to someone that’s afraid of you.
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Regeneration][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: You naturally recover [Hearts] over time.[list]
[*][b]EFFECT[/b]: You gain [b]Regen x3[/b].
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Tail Whack][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Lizalfos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Lizalfos[/b], regardless of their size, have rather large tails, and they can be quite effective as weapons. When hitting someone with it, you can [b]Whack An Arm!, Whack A Leg!, or Whack A Head![/b][list]
[*][b]Whack An Arm![/b]:[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target loses [b]2 [Power][/b].
[/list][/list]
[*][b]Whack A Leg![/b]:[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +2
[*][b]EFFECT[/b]: If it hits, target loses [b]2 [Courage][/b].
[/list][/list]
[*][b]Whack A Head![/b]:[list]
[*][dice type-a=Courage amount-a=-3 type-b=Courage][list]
[*][b]Damage[/b]: +4
[*][b]EFFECT[/b]: If it hits, target loses [b]2 [Wisdom][/b].
[/list][/list][/list][/list][/box]
[box=Flame Spew][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Lizalfos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: They may not be dragons, but they’re pretty closely related. [b]Lizalfos[/b] are able to heat up their insides in order to cough up and spew a bunch of burning flames at one target.[list]
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If the target dies, the flames completely melt the target, preventing the target from being revived.
[/list][/list][/list][/box]
[box=Spiky Throwdown][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Edgeclaw Lizalfos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: Spikes shoot out of your skin for a moment as you do a sweeping kick to a target while also lacerating them with a whirl from your spikes.[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT 1[/b]: If it hits, target gets [b]Bleeding x2[/b].
[*][b]EFFECT 2[/b]: Additionally, target is also [color=yellow][b]Delayed[/b][/color]:[list]
[*]Target’s next attack is delayed by [b]2 Turns[/b], which then removes [color=yellow][b]Delayed[/b][/color].
[/list][/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eItems]
[tabs]
[tab=Weapons]
[box=Jagged Edged Sword][list]
[*][b]DESCRIPTION[/b]: A deadly blade with jagged edges that causes its victims to bleed to death. Can use [b]Slash[/b] or [b]Stab[/b] on a target.[list]
[*][b]Slash[/b]:[list]
[*][dice type-a=Courage amount-a=+8 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target gets [b]Bleeding x2[/b].
[/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target gets [b]Bleeding x3[/b].
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you, regardless of [b]CONDITIONS[/b].
[/list][/list][/list][/list][/box]
[/tab]
[tab=Shields]
[box=Edge Shield][list]
[*][b]DESCRIPTION[/b]: A fairly light shield often carried by [b]Edgeclaw Lizalfos[/b] that has serrated edges and provides minor defense.[list]
[*][b][Defense Dice][/b]: +1
[*][b]EFFECT[/b]: When you defend against a melee attack with this shield equipped (successful or not), the attacker automatically takes [b]2 Neutral Damage[/b].
[/list][/list][/box]
[/tab]
[tab=Armors]
[box=Thorns Armor][list]
[*][b]DESCRIPTION[/b]: An incredibly spiky armor that starts with a magical enchantment.[list]
[*][b][Armor][/b]: +2
[*][b]EFFECT[/b]: Start the battle with [color=yellow][b]Thorns[/b][/color].[list]
[*]The next time the target is hit by a [b]Combat Action[/b], the attacker takes [b]Damage[/b] equal to the attack’s [b]Damage[/b] (before [Armor] is factored in), which then removes [color=yellow][b]Thorns[/b][/color].
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
[spoiler=Gibdo]
[estats name=Gibdo power=26 (+0) courage=14 (+0) wisdom=5 (+0) hearts=30/30 (+0) magic=0/0 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=10]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: The Legend of Zelda
[b]Gibdos[/b] are [b]Redeads[/b] covered in mummy wrappings. They latch onto their foes, sucking their life force and turning them to mummies. Thankfully, unlike bare [b]Redeads[/b], they don't let out paralyzing shrieks. On the flipside, they are among the bulkiest of “standard” enemies an adventurer can encounter, being able to take numerous hits before going down. Just pray to god a [b]Wizzrobe[/b] doesn’t take residence inside one...
[/tab]
[tab=Other Bonuses][list]
[*]At the start of each round, everyone that isn’t [b]Undead[/b] takes [b]2 Neutral Damage[/b].
[*]If you would recover [Hearts], you instead take an equal amount of [b]Neutral Damage[/b].
[*]Once per round, after getting hit by a [b]Combat Action[/b], you lose [b]2 [Armor][/b].
[*]Once per turn, when someone successfully hits you with a non-[Magic]-based attack, they take [b]Damage[/b] equal to your [Armor].
[/list]
[/tab]
[tab=Item Drop]
If [b]Gibdo[/b] dies, it has a team drop of [Rupees]100[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Undead][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Undead Monsters[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Gibdos[/b] are undead, zombie-like creatures, causing death and decay to the living.[list]
[*][b]EFFECT 1[/b]: At the start of each round, everyone that isn’t [b]Undead[/b] takes [b]2 Neutral Damage[/b].
[*][b]EFFECT 2[/b]: If you would recover [Hearts], you instead take an equal amount of [b]Neutral Damage[/b].
[/list][/list][/box]
[box=Gibdo Wrappings][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Gibdos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Gibdos[/b] are protected by their wrappings, which provide heavy protection from attacks at first.[list]
[*][b][Armor][/b]: +10
[*][b]EFFECT[/b]: Once per round, after getting hit by a [b]Combat Action[/b], you lose [b]2 [Armor][/b].
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(5) Armor Feedback][list]
[*][b][Stat Point] Cost[/b]: 5
[*][b]DESCRIPTION[/b]: Your armor becomes a weapon, using the force it takes and sending it back to the attacker.[list]
[*][b]EFFECT[/b]: Once per turn, when someone successfully hits you with a non-[Magic]-based attack, they take [b]Damage[/b] equal to your [Armor].
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Fetid Claw][list]
[*][b]DESCRIPTION[/b]: Swipe a target with your hands, cloaked in the death and decay that your aura emanates, to poison them:[list]
[*][dice type-a=Power amount-a=+5 type-b=Power][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target gets [b]Bleeding x3[/b].
[/list][/list][/list][/box]
[box=Putrid Breath][list]
[*][b]DESCRIPTION[/b]: Open your mouth and unleash a wave of horrifyingly putrid breath, affecting everyone that isn’t [b]Undead[/b].[list]
[*][dice type-a=Power amount-a=+6 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Target(s) hit lose [b]2 [Power], [Courage], & [Wisdom][/b].
[/list][/list][/list][/box]
[box=Leech][list]
[*][b]DESCRIPTION[/b]: Grapple onto a target and leech them, leeching them dry.[list]
[*][dice type-a=Power amount-a=+5 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: Latch onto the target, leeching their lifeforce away while doing so:[list]
[*]At the end of each of the targets’ turns, siphon [Hearts]5[/Hearts] from the target to you, ignoring [Armor].
[*]The target can attempt to escape by rolling their [Courage] or [Power] stats against the original successes of the attack at the start of their turn.[list]
[*]If this roll is successful, the target escapes your [b]Leech[/b].
[/list]
[*]You and the target can not do anything else while latched on, and the target takes half the [b]Damage[/b] that you receive.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[/spoiler]
[spoiler=Alpha Lynel]
[estats name=Alpha Lynel power=16 (+0) courage=15 (+0) wisdom=20 (+0) hearts=20/20 (+0) magic=9/9 (+0) initiative=1d10 attack-dice=0 defense-dice=3 armor=2]None[/estats]
[eDescription]
[tabs][tab=Physical Description][u]Origin:[/u] ZURPG
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]. The leader of a pack of [b]Lynels[/b], the liliac [b]Alpha Lynels[/b] enter battle with the intention of staying put for a long time; until they either die or retreat. During that battle, they tirelessly buff their fellow [b]Lynels[/b][/tab]
[tab=Other Bonuses][list]
[*]When you drop to half your [Hearts] or less, you enter [b]Fierce Combat Mode[/b]:[list]
[*][b][Attack Dice] & [Defense Dice][/b]: +3
[*][b]Recovery[/b]: When successfully you hit a target, you recover [b][Hearts]2[/Hearts] & [Magic]2[/Magic][/b].
[*][b]DURATION[/b]: This lasts for the remainder of the battle, even if you recover to more than half your [b]Maximum [Hearts][/b].
[/list]
[*]For each living [b]Lynel[/b] in your party, you and all other [b]Lynels[/b] gain [b]1 [Attack Dice] & 1 [Defense Dice][/b][list]
[*]This does not stack with additional [b]Alpha Lynels[/b] in your party.[/list][/list][/tab]
[tab=Item Drop]
When [b]Alpha Lynel[/b] dies, it has a team drop of [Rupees]100[/Rupees] and it drops a [b]Reflect Staff[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab][/tabs]
[/eDescription]
[eSkills]
[tabs][tab=Innate]
[box=Fierce Combat][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Lynels[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Lynels[/b] hold their fearsome reputation for a reason, which become even more apparent when they are backed into a corner [s]and somehow lucksack their rolls[/s].[list]
[*][b]EFFECT[/b]: When you drop to half your [Hearts] or less, you enter [b]Fierce Combat Mode[/b]:[list]
[*][b][Attack Dice] & [Defense Dice][/b]: +3
[*][b]Recovery[/b]: When successfully you hit a target, you recover [b][Hearts]2[/Hearts] & [Magic]2[/Magic][/b].
[*][b]DURATION[/b]: This lasts for the remainder of the battle, even if you recover to more than half your [b]Maximum [Hearts][/b].
[/list][/list][/list][/box]
[box=Lynel Leader][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Alpha Lynels[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Alpha Lynels[/b] stand tall and proud, raising the morale of their fellow pack members with their mere presence.[list]
[*][b][Armor][/b]: +2
[*][b]EFFECT[/b]: For each living [b]Lynel[/b] that is present, you and all other [b]Lynels[/b] gain [b]1 [Attack Dice] & 1 [Defense Dice][/b][list]
[*]This [b]EFFECT[/b] does not stack with multiple instances of [b]Lynel Leader[/b][/list][/list][/list][/box][/tab]
[tab=Active]
[box=Claw Rush][list]
[*][b]DESCRIPTION[/b]: [b]Alpha Lynel[/b] rushes at their target to rake their claws all over that of their foe’s arms or whatever else they use for attacking. Can hit one target.[list]
[*][dice type-a=Courage amount-a=+8 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target loses 3 [Attack Dice].
[/list][/list][/list][/box]
[box=Cleansing Fang][list]
[*][b]COSTS[/b]: [magic]3[/magic]
[*][b]DESCRIPTION[/b]: [b]Alpha Lynel[/b] attempts to take a large bite out of a target, neutralizing bonuses. Can hit one target.[list]
[*][dice type-a=Power amount-a=+4 type-b=Power][list]
[*][b]Neutral Damage[/b]: 5
[*][b]EFFECT[/b]: If it hits, remove any [b][color=Yellow]Named EFFECT[/color][/b] the target has.
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you regardless of [b]CONDITIONS[/b]
[/list][/list][/list][/box]
[box=Absorb][list]
[*][b]REQUIREMENTS[/b]: Two free hands
[*][b]DESCRIPTION[/b]: Grab a target and hug him, squeezing out some [Magic] from them in the process.[list]
[*][dice type-a=Power amount-a=+6 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: Siphon [Magic] from the target equal to half the difference in successes.
[/list][/list][/list][/box]
[/tab]
[tab=Basic][Expanded Basic Skills][/tab][/tabs]
[/eSkills]
[eSpells]
[tabs][tab=Offensive]
[box=Split Shot][list]
[*][b]COSTS[/b]: [Magic]1[/Magic] * the number of targets
[*][b]DESCRIPTION[/b]: A blast of [Arcane] [Magic] that can split into multiple attacks, hitting a number of targets equal to the [b][Magic] Cost[/b].[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/box]
[box=Din's Purge][list]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: With [b]Din's Blessing[/b], convert your energies into an [Arcane], purging flame, that hits one target.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +2
[*][b]EFFECT[/b]: If it hits, remove up to 4 points of a specified [b]Bonus[/b] from the target.
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Blessing][list]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: You become blessed by an [Arcane] light, allowing you to bestow a minor [b]Bonus[/b] to yourself or an ally.[list]
[*][b]EFFECT[/b]: Select either the target's [Power], [Courage], or [Wisdom] stat, and increase it by 2.
[/list][/list][/box]
[box=Farore's Cleansing][list]
[*][b]COSTS[/b]: Any amount of [Magic]
[*][b]DESCRIPTION[/b]: With [b]Farore's Blessing[/b], use your [Arcane] energies to rid your allies of their impurities![list]
[*][b]EFFECT[/b]: For every [Magic]1[/Magic] you spent casting this spell, remove 1 point of a specified [b]Negative Bonus[/b] from yourself or an ally.
[/list][/list][/box]
[/tab][/tabs]
[/eSpells]
[eItems]
[box=Reflect Staff][list]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A large, formidable staff that is usually carried by [b]Alpha Lynels[/b]. It is sturdy enough to protect the user and offers multiple forms of attack[list]
[*][b][Defense Dice][/b]: +3
[*][b]Club[/b]:[list]
[*][dice type-a=Courage amount-a=+12 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[/list][/list]
[*][b]Blast[/b]:[list]
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: +3
[/list][/list]
[*][b]Reflect Shot[/b]:[list]
[*][b]COST[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Tear an [b]EFFECT[/b] you have and send it into a beam that reflects it to someone else!
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +3
[*][b]EFFECT[/b]: If it hits; transfer one [b][color=Yellow]Named EFFECT[/color][/b] you have, that’s not caused by a charge-up attack, to the target.
[/list][/list][/list][/list][/box]
[/eItems][/spoiler]
[spoiler=Red Wizzrobe]
[estats name=Red Wizzrobe power=4 (+0) courage=15 (+0) wisdom=34 (+0) hearts=15/15 (+0) magic=5/5 (+5) initiative=1d20 attack-dice=1 defense-dice=0 armor=0]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Zelda 1
A red-robed mage that's partially out of phase with reality. It teleports around its enemies randomly, reappearing only to blast them into oblivion. It's a fragile creature, but between teleportation and dimensional hijinks, it generally gets at least one hit in before it goes down, and that hit has a tendency to kill or cripple someone; even mages, in one shot.
[b]Red Wizzrobes[/b] are the least control-happy of its species. Rather than be manipulative, it uses its sheer power and chaotic nature to destroy its prey, so that it can feast on their souls later. They often do sneak up on their enemies though...
[/tab]
[tab=Other Bonuses][list]
[*][b]Bonus Turn[/b] is skipped.
[*][b]Damage Delay[/b]
[*][b][Defense Dice][/b]: +$1d6, reroll on 1 and then subtract it instead of adding it
[*]If you kill someone with an attack, you recover [Hearts]10[/Hearts] w/ [b]Augmented[/b]
[*][b]Non-[Magic]-based Damage[/b] is halved
[/list][/tab]
[tab=Item Drop]
If [b]Red Wizzrobe[/b] dies, it has a team drop of [Rupees]50[/Rupees] and it drops a [b]Red Robe[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Phasing][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Wizzrobes[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Wizzrobes[/b] are partially out-of-sync with the physical realm and thus take considerably less damage.[list]
[*][b][Magic][/b]: +5/5
[*][b]EFFECT[/b]: [b]Non-[Magic]-based Damage[/b] taken is halved[list]
[*]If the attack already does [b]Half Damage[/b], it doesn’t get halved a second time.
[/list][/list][/list][/box]
[box=Random Teleportation][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Red Wizzrobes[/b] can learn and use this skill. There is no restriction on [b]Innate Skills[/b].
[*][b]DESCRIPTION[/b]: [b]Red Wizzrobe[/b] randomly teleports around the battlefield every time it's attacked, gaining a randomized defensive bonus.[list]
[*][b][Initiative][/b]: +0d2
[*][b][Defense Dice][/b]: +$1d6[list]
[*]If the result is a 1, roll again, and then you lose [b]Defense Dice[/b] equal to the result.[/list]
[*][b]EFFECT[/b]: If you're successful in defending an attack, you gain bonus [b]Attack Dice[/b] on your next attack equal to the difference in successes.
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(3) Flashstep][list]
[*][b][Stat Point] Cost[/b]: 3
[*][b]DESCRIPTION[/b]: You enter battles in a flash, though it's too fast for an extra move.[list]
[*][b][Initiative][/b]: +0d8
[*][b]EFFECT[/b]: If you get a [b]Bonus Turn[/b], it's skipped.
[/list][/list][/box]
[box=(4) Damage Delay][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: Time warps around you, delaying the damage you would take.[list]
[*][b]EFFECT[/b]: Once per turn, if you would take damage, you can activate [b]Damage Delay[/b] to delay all damage taken that turn until the end of your next turn.[list]
[*]Once this is used, it cannot be reused until the delayed damage is taken.
[/list][/list][/list][/box]
[/tab]
[tab=Actives]
[box=Possess][list]
[*][b]DESCRIPTION[/b]: No matter what kind of [b]Wizzrobe[/b] it is, if their life is in too much danger, they can hide in an ally, possessing its body and amplifying its abilities.[list]
[*][b]EFFECT[/b]: Select an allied target with lower [Wisdom] than your [Wisdom], and hide inside said target.[list]
[*]While you're hidden in the target, target gains [Wisdom] equal to half your Base [Wisdom].
[*]You do not take any damage while hidden, but if the target dies while you're hidden inside him, you die as well.
[*][b]DURATION[/b]: You can remove yourself from the target with a [b]Support Action[/b], also removing the above effects.
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[box=Blessing][list]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: You become blessed by an [Arcane] light, allowing you to bestow a minor [b]Bonus[/b] to yourself or an ally.[list]
[*][b]EFFECT[/b]: Select either the target's [Power], [Courage], or [Wisdom] stat, and increase it by 2.
[/list][/list][/box]
[/eSpells]
[eItems]
[tabs]
[tab=Weapon]
[box=Wizzrobe Wand][list]
[*][b]DESCRIPTION[/b]: A basic wand commonly used by [b]Wizzrobes[/b], which has a rotatable base, allowing you to switch between two different attack modes. You can fire a [b]Focused[/b] shot that hits one target, or a [b]Dispersed[/b] blast that hits all enemies.[list]
[*][b]Focused:[/b][list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[/list][/list]
[*][b]Dispersed:[/b][list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/list][/box]
[/tab]
[tab=Robe]
[box=Red Robe][list]
[*][b]DESCRIPTION[/b]: An red-colored robe that seems to lust for destruction and devastation. With some [Magic], they gain the extra power to relish the killing of a victim. [b]Basic Mode[/b] is active by default; alternatively, you can instead have [b]Augmented Mode[/b] active as long as you pay its [b][Magic] Cost[/b].[list]
[*][b]Basic Mode[/b]:[list]
[*][b][Attack Dice][/b]: +1
[/list]
[*][b]Augmented Mode[/b]:[list]
[*][b]COSTS[/b]: [Magic]4[/Magic] at the start of each round
[*][b][Attack Dice][/b]: +1
[*][b]EFFECT[/b]: If you kill someone with an attack, you recover [Hearts]10[/Hearts].
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
[spoiler=Stalfos Knight]
[estats name=Stalfos Knight power=18 (+0) courage=26 (+0) wisdom=4 (+0) hearts=28/28 (+0) magic=0/0 (+0) initiative=1d10 attack-dice=0 defense-dice=2 armor=2]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: 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.
[/tab]
[tab=Other Bonuses][list]
[*][b]Regen x3[/b]
[*]Every time you are hit, you gain [b]1 [Armor][/b].
[*]Can’t take more than [b]8 Damage[/b] at once
[*]Death protection at [Heart]1[/Heart]
[*]If you die, resurrect a dead ally with [Hearts]5[/Hearts]
[/list]
[/tab]
[tab=Item Drop]
If [b]Stalfos Knight[/b] dies, it has a team drop of [Rupees]50[/Rupees] and a [b]Magical Bone Dust[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Reanimate][list]
[*][b]RESTRICTION 1[/b]: This is an [b]Innate Skill[/b]. Only [b]Stalfos[/b] can learn and use this skill.
[*][b]RESTRICTION 2[/b]: This can only be used once per battle.
[*][b]DESCRIPTION[/b]: The bones of [b]Stalfos[/b] are actually quite magical, and when the [b]Stalfos[/b] falls, the bones turn into a magical dust that can resurrect someone.[list]
[*][b]EFFECT[/b]: If you die, select one dead target (this can be yourself) and cause them to revive to [Hearts]5[/Hearts].
[/list][/list][/box]
[box=Armored Core][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Stalfos Knights[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Stalfos Knights[/b] are incredibly difficult to kill, with a reinforced bone structure that prevents them from taking too much damage at once.[list]
[*][b]EFFECT 1[/b]: You cannot take more than [b]8 Damage[/b] (including [Armor]) from any damage instance.
[*][b]EFFECT 2[/b]: Once per battle, if an attack would kill you, you are instead dropped to [Heart]1[/Heart] instead.
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Regeneration][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: You naturally recover [Hearts] over time.[list]
[*][b]EFFECT[/b]: You gain [b]Regen x3[/b].
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Leap Attack][list]
[*][b]REQUIREMENTS[/b]: A melee attack
[*][b]CHARGE[/b]: 1 Action[list]
[*]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.
[/list]
[*][b]DESCRIPTION[/b]: Once charged, you can leap and attack a target using the melee attack.[list]
[*][b]EFFECT[/b]: If it succeeds, multiply the difference in successes by x1.5.
[/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eItems]
[tabs]
[tab=Weapons]
[box=Jagged Edged Sword][list]
[*][b]DESCRIPTION[/b]: A deadly blade with jagged edges that causes its victims to bleed to death. Can use [b]Slash[/b] or [b]Stab[/b] on a target.[list]
[*][b]Slash[/b]:[list]
[*][dice type-a=Courage amount-a=+8 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target gets [b]Bleeding x2[/b].
[/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target gets [b]Bleeding x3[/b].
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you, regardless of [b]CONDITIONS[/b].
[/list][/list][/list][/list][/box]
[/tab]
[tab=Shields]
[box=Skeletal Shield][list]
[*][b]DESCRIPTION[/b]: A shield made entirely of bone which taps into your own bone structure, allowing you to amplify your movements.[list]
[*][b][Defense Dice][/b]: +2
[*][b]Rapid Dash[/b]:[list]
[*][b]RESTRICTIONS[/b]: This can only be used once per battle
[*][b]EFFECT[/b]: When attacking or defending, you can get a one-time boost of [b]4 Dice[/b].
[/list][/list][/list][/box]
[/tab]
[tab=Armors]
[box=Reactive Armor][list]
[*][b]DESCRIPTION[/b]: A seemingly useless hunk of metal that looks like it was ripped off the side of [b]Fran's[/b] house. Oh wait... it probably was. Oh well, it grows when you are hit.[list]
[*][b][Armor][/b]: +2
[*][b]EFFECT[/b]: Every time you are hit, this armor gains [b]1 [Armor][/b].
[/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
[spoiler=Sword Stalfos]
[estats name=Sword Stalfos power=17 (+0) courage=34 (+0) wisdom=6 (+0) hearts=23/23 (+0) magic=0/0 (+0) initiative=1d12 attack-dice=3 defense-dice=4 armor=1]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: The Legend of Zelda
A short, scantily armored skeleton wearing a spiked helmet and dual-wielding swords. They like to charge onto their victims and end their lives with a flurry of swift slashes. Only distantly related to [b]Stalfos Knights[/b] and [b]Stalchildren[/b], [b]Sword Stalfos[/b] are fragile; going down in only a couple of hits. However, during that time, it is likely to kill or maim someone in the process.
What swords they have equipped seems to vary depending on the area they’re found in.
[/tab]
[tab=Other Bonuses][list]
[*]If you die, resurrect a dead ally with [Hearts]5[/Hearts]
[/list]
[/tab]
[tab=Item Drop]
If [b]Sword Stalfos[/b] dies, it has a team drop of [Rupees]70[/Rupees] and a [b]Magical Bone Dust[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Reanimate][list]
[*][b]RESTRICTION 1[/b]: This is an [b]Innate Skill[/b]. Only [b]Stalfos[/b] can learn and use this skill.
[*][b]RESTRICTION 2[/b]: This can only be used once per battle.
[*][b]DESCRIPTION[/b]: The bones of [b]Stalfos[/b] are actually quite magical, and when the [b]Stalfos[/b] falls, the bones turn into a magical dust that can resurrect someone.[list]
[*][b]EFFECT[/b]: If you die, select one dead target (this can be yourself) and cause them to revive to [Hearts]5[/Hearts].
[/list][/list][/box]
[box=Swordplay Juggernaut][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Sword Stalfos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Sword Stalfos[/b] reign supreme in the realms of swordplay, boosting their ability to block attacks and master the art of the sword.[list]
[*][b][Courage][/b]: +3
[*][b][Defense Dice][/b]: +2 per sword equipped
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Double Slash][list]
[*][b]REQUIREMENTS[/b]: Two swords equipped
[*][b]CHARGE[/b]: 2 Actions[list]
[*]Begin charging by winding yourself up. As you charge, you gather energy to execute a double attack.
[/list]
[*][b]DESCRIPTION[/b]: When fully charged, unleash two powerful consecutive slashes:[list]
[*][b]ATTACK[/b]: The [b]Slash[/b] attacks from both swords equipped, one after another
[/list][/list][/box]
[box=Cross Slash][list]
[*][b]REQUIREMENTS[/b]: Two swords
[*][b]DESCRIPTION[/b]: Slash your opponent with your swords in a cross pattern. X marks the death![list]
[*][b]EFFECT[/b]: Slash a target with the [b]Slash[/b] attacks of both of your swords.[list]
[*]The [b]Dice & Damage Modifiers[/b] use the averages of both swords’ [b]Slash[/b] attacks, respectively.
[*]If the attack succeeds, any [b]EFFECTS[/b] from both swords' [b]Slash[/b] attacks are applied to the target.
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eItems]
[tabs]
[tab=Weapons]
[box=Doran's Blade][list]
[*][b]DESCRIPTION[/b]: Engraved on its handle are the words "Fields of Justice". A standard looking sword that makes you look sturdier just by wielding it. Can [b]Slash[/b] or [b]Stab[/b] one target.[list]
[*][b]Slash[/b]:[list]
[*][dice type-a=Courage amount-a=+2 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, you recover [Hearts]3[/Hearts].
[/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage amount-a=-2 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, siphon [Hearts]3[/Hearts] from the target to you, ignoring [Armor].
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you, regardless of [b]CONDITIONS[/b].
[/list][/list][/list][/list][/box]
[box=Potential Blade][list]
[*][b]DESCRIPTION[/b]: Every time this sword strikes, your offensive power increases. Can [b]Slash[/b] or [b]Stab[/b] a target.[list]
[*][b]Slash[/b]:[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, you gain [b]2 [Attack Dice][/b].
[/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage amount-a=-3 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, you gain [b]3 [Attack Dice][/b].
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you, regardless of [b]CONDITIONS[/b].
[/list][/list][/list][/list][/box]
[/tab]
[tab=Armors]
[box=Combat Armor][list]
[*][b]DESCRIPTION[/b]: A lightweight armor that enhances the offense of its wearer, though the protection it provides is subpar.[list]
[*][b][Armor][/b]: +1
[*][b][Attack Dice][/b]: +3
[/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
RE: [Enemies] 1 - Neutral - Orithan - 04-30-2016
[spoiler=Iron Knight]
- Power: 25 (+5)
- Courage: 20 (+0)
- Wisdom: 11 (+0)
- Hearts: 25/25 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d9
- Attack Dice: 0
- Defense Dice: 8
- Armor: 0
Affinities: None
Origin: Twilight Princess
It may not be called a Darknut officially, but it possesses the strength of one and is quite similar, both in appearances and combat style; particularly towards Red Darknuts. The knight starts off fully clad in armor. Using a heavy claymore and a large shield, it beats down on its enemies to build up its defenses. Once its armor breaks off though, it gains a massive speed bonus and sheds the old claymore and shield for another claymore, dashing in for the killing blow. Whatever is inside the mind of the metal golem is a mystery... if it even has a mind. It's rumored that you can get an Iron Knight to serve you, but it's a very rare occasion.
- The first 15 Damage you take is absorbed by Extra Plating. After that breaks, you switch over to your Second Loadout bonuses.
- You can wield one Two-Handed item as a One-Handed item.
- EFFECTS that reduce your Attack Dice and Defense Dice are halved
- You can wield One-Handed items as Two-Handed items to gain +4 dice on attacks using them. FYI, this takes effect after Darknut Strength is applied.
- Once per round, at any time, you can remove one Water, Fire, Nature, Light, or Shadow Named EFFECT that you have.
- Attack Dice: +3
- Defense Dice: +3
- You can wield one Two-Handed item as a One-Handed item.
- EFFECTS that reduce your Attack Dice and Defense Dice are halved
- You can wield One-Handed items as Two-Handed items to gain +4 dice on attacks using them. FYI, this takes effect after Darknut Strength is applied.
- Once per round, at any time, you can remove one Water, Fire, Nature, Light, or Shadow Named EFFECT that you have.
When Iron Knight dies, it has a team drop of 175 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 and have a strength boost.
- Power: +5
- EFFECT: You can wield one Two-Handed item with one hand.
- RESTRICTIONS: This is an Innate Skill. Only Iron Knights can learn and use this skill.
- REQUIREMENTS: Extra Plating being shed.
- DESCRIPTION: Iron Knights become extra aggressive after their armor is shed, granting a big speed boost.
- Attack Dice: +3
- Defense Dice: +3
- RESTRICTIONS: This is an Innate Skill. Only Iron Knights can learn and use this skill.
- DESCRIPTION: Iron Knights are steady on their feet, reducing the effects of abilities that reduce it’s speed and mobility.
- Defense Dice: +2
- EFFECT: Any EFFECTS that decrease your Attack Dice and Defense Dice that you receive from enemy attacks are halved.
- Stat Point Cost: 1
- DESCRIPTION: You can gain a bonus when using two hands for something that normally requires one hand.
- EFFECT: Enables you to wield One-Handed Weapons as Two-Handed, granting you a major offensive bonus when attacking with them:
- Attack Dice: +4
- 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 Water, Fire, Nature, Light, or Shadow Named EFFECT that you have.
- REQUIREMENTS: A shield
- DESCRIPTION: Rush towards a target, bashing their skull in with your shield.
- Roll your Power -2 dice vs. targets' Power dice
- Damage: +2
- EFFECT: If it hits, target loses 2 Wisdom.
- COSTS: 3 Hearts
- DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gains a boost.
- EFFECT: Your next attack gains 6 Dice.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A melee attack
- CHARGE: 1 Action
- 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.
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).
- 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: If it hits, you gain 2 Defense Dice.
Cleave:
Roll your Power -5 dice vs. targets' Courage dice
Damage: +5
EFFECT: If the target dies, you gain 4 Defense Dice.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A large sword easily capable of slicing through any foe in your path. Can Power Slash or Cleave a target.
- Power Slash:
- Roll your Power dice vs. targets' Courage dice
- Damage: +7
Cleave:
Roll your Power -5 dice vs. targets' Courage dice
Damage: +7
EFFECT: If the target dies, cleave through them and hit another target at the same success rate, dealing half the damage.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A massive shield as tall as yourself that takes the bulk of incoming damage.
- Defense Dice: +6
- DESCRIPTION: An additional layer of armor that protects the wearer from damage, soaking it up for the wearer, but it does however hinder their speed.
- Initiative: -$0d1
- EFFECT: This armor will absorb up to 15 Hearts worth of damage.
- Afterwards, the armor will break and fall off.
- Overkill damage does not transfer to the wearer.
- DESCRIPTION: A layer of chainmail that protects the user from light damage once the heavy armor is gone.
- EFFECT: Does not take effect until any Extra Plating has been shed.
- Armor: +2
- Power: 23 (+5)
- Courage: 12 (+0)
- Wisdom: 11 (+0)
- Hearts: 30/30 (+6)
- Magic: 6/6 (+6)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 9
- Armor: 2
Affinities: None
- Power: 22 (+0)
- Courage: 12 (+0)
- Wisdom: 11 (+0)
- Hearts: 15/15 (+0)
- Magic: 6/6 (+6)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 7
- Armor: 2
Affinities: None
Origin: Zelda Classic
Also known as a Splitter, these metal-armored knights serve to protect, even when they’re not actively Covering. It rarely kills anything, and when it dies, it splits into two smaller knights known as Halfnuts. Neither are as strong as the original, but they continue to soak up the damage. Dealing with even one of them is a nightmare, especially when paired with high-damage allies.
- Starts with Thorns
- Hanging On
- Can expend up to 6 Magic per instance to help protect yourself or an ally
- +2 Dice when Covering
- Split on death
- Super Cover
- Starts with Thorns
- Hanging On
- Can expend up to 6 Magic per instance to help protect yourself or an ally
If Splitting Darknut dies (Halfnuts included), it has a team drop of 150 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.
- Power: +5
- EFFECT: Darknuts can wield up to one Two-Handed item as if it were One-Handed.
- RESTRICTIONS: This is an Innate Skill. Only Splitting Darknuts & Halfnuts can learn and use this skill.
- DESCRIPTION: When someone takes damage (including Neutral Damage), you can use a part of your Magic to protect that target.
- Magic: +6
- EFFECT: Expend Magic equal to the amount of damage you want to reduce, up to a maximum of 6 Magic.
- RESTRICTIONS: This is an Innate Skill. Only Splitting Darknuts can learn and use this skill.
- DESCRIPTION: When Splitting Darknut dies, it splits. ... well, what'd ya expect?
- Hearts: +6
- EFFECT: Splitting Darknut splits into two Halfnuts.
- Both Halfnuts enter using $init j.
- Halfnuts have their own stats and have everything Splitting Darknut has, except Darknut Strength, Split, & Super Cover, and each one only has one Tower Shield.
- Stat 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.
- Stat Point Cost: 4
- DESCRIPTION: You become more sturdy, granting you the ability to stand guard through all but heavy attack
- EFFECT: Cover does not end for you until you are hit by an attack that would deal 6 or more Damage to you (after Armor is factored in) or switch targets (unless you have Multi-Cover).
- REQUIREMENTS: Two shields
- DESCRIPTION: Attack a target twice in one turn with two small bashes.
- Roll your Power +5 dice vs. targets' Power dice * 2
- Damage: Halved
- EFFECT: If both bashes hit, target gets Delayed:
- Target’s next attack is delayed by 2 Turns, which then removes Delayed.
- DESCRIPTION: Grab a target and hug him, squeezing out some Magic from them in the process.
- Roll your Power dice vs. targets' Courage dice
- Damage: None
- EFFECT: If it hits, siphon Magic from the target equal to half the difference in successes.
- 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 shield that grows in size when you cover someone. What is it, organic or something?
- Defense Dice: +2
- EFFECT: When you’re Covering someone, you gain 2 Dice while defending.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A massive shield as tall as yourself that takes the bulk of incoming damage.
- Defense Dice: +7
- DESCRIPTION: An incredibly spiky armor that starts with a magical enchantment.
- Armor: +2
- EFFECT: Start the battle with 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.
[spoiler=Iron Knight]
[estats name=Iron Knight power=25 (+5) courage=20 (+0) wisdom=11 (+0) hearts=25/25 (+0) magic=0/0 (+0) initiative=1d9 attack-dice=0 defense-dice=8 armor=0]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin:[/u] Twilight Princess
It may not be called a [b]Darknut[/b] officially, but it possesses the strength of one and is quite similar, both in appearances and combat style; particularly towards [b]Red Darknuts[/b]. The knight starts off fully clad in armor. Using a heavy claymore and a large shield, it beats down on its enemies to build up its defenses. Once its armor breaks off though, it gains a massive speed bonus and sheds the old claymore and shield for another claymore, dashing in for the killing blow. Whatever is inside the mind of the metal golem is a mystery... if it even has a mind. It's rumored that you can get an [b]Iron Knight[/b] to serve you, but it's a very rare occasion.
[/tab]
[tab=Other Bonuses - First Loadout][list]
[*]The first [b]15 Damage[/b] you take is absorbed by [b]Extra Plating[/b]. After that breaks, you switch over to your [b]Second Loadout[/b] bonuses.
[*]You can wield one [i]Two-Handed[/i] item as a [i]One-Handed[/i] item.
[*][b]EFFECTS[/b] that reduce your [Attack Dice] and [Defense Dice] are halved
[*]You can wield [i]One-Handed[/i] items as [i]Two-Handed[/i] items to gain +4 dice on attacks using them. FYI, this takes effect [i]after[/i] [b]Darknut Strength[/b] is applied.
[*]Once per round, at any time, you can remove one [b][Water], [Fire], [Nature], [Light], or [Shadow] [color=yellow]Named EFFECT[/color][/b] that you have.
[/list]
[/tab]
[tab=Other Bonuses - Second Loadout][list]
[*][b][Attack Dice][/b]: +3
[*][b][Defense Dice][/b]: +3
[*]You can wield one [i]Two-Handed[/i] item as a [i]One-Handed[/i] item.
[*][b]EFFECTS[/b] that reduce your [Attack Dice] and [Defense Dice] are halved
[*]You can wield [i]One-Handed[/i] items as [i]Two-Handed[/i] items to gain +4 dice on attacks using them. FYI, this takes effect [i]after[/i] [b]Darknut Strength[/b] is applied.
[*]Once per round, at any time, you can remove one [b][Water], [Fire], [Nature], [Light], or [Shadow] [color=yellow]Named EFFECT[/color][/b] that you have.
[/list]
[/tab]
[tab=Item Drop]
When [b]Iron Knight[/b] dies, it has a team drop of [Rupees]175[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Darknut Strength][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Darknuts[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Darknuts[/b] have absurd strength, granting them the ability to lift heavy objects with ease and have a strength boost.[list]
[*][b][Power][/b]: +5
[*][b]EFFECT[/b]: You can wield one [i]Two-Handed[/i] item with one hand.
[/list][/list][/box]
[box=Raging Fury][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Iron Knights[/b] can learn and use this skill.
[*][b]REQUIREMENTS[/b]: [b]Extra Plating[/b] being shed.
[*][b]DESCRIPTION[/b]: [b]Iron Knights[/b] become extra aggressive after their armor is shed, granting a big speed boost.[list]
[*][b][Attack Dice][/b]: +3
[*][b][Defense Dice][/b]: +3
[/list][/list][/box]
[box=Steady-Footed][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Iron Knights[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Iron Knights[/b] are steady on their feet, reducing the effects of abilities that reduce it’s speed and mobility.[list]
[*][b][Defense Dice][/b]: +2
[*][b]EFFECT[/b]: Any [b]EFFECTS[/b] that decrease your [Attack Dice] and [Defense Dice] that you receive from enemy attacks are halved.
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(1) Two Hands for One][list]
[*][b][Stat Point] Cost[/b]: 1
[*][b]DESCRIPTION[/b]: You can gain a bonus when using two hands for something that normally requires one hand.[list]
[*][b]EFFECT[/b]: Enables you to wield [i]One-Handed[/i] [b]Weapons[/b] as [i]Two-Handed[/i], granting you a major offensive bonus when attacking with them:[list]
[*][b][Attack Dice][/b]: +4
[/list][/list][/list][/box]
[box=(8) Status Protection][list]
[*][b][Stat Point] Cost[/b]: 8
[*][b]DESCRIPTION[/b]: A cleansing bubble surrounds you, periodically protecting you from various effects.[list]
[*][b]EFFECT[/b]: Once per round, at any time, you can remove one [b][Water], [Fire], [Nature], [Light], or [Shadow] [color=yellow]Named EFFECT[/color][/b] that you have.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Skull Bash][list]
[*][b]REQUIREMENTS[/b]: A shield
[*][b]DESCRIPTION[/b]: Rush towards a target, bashing their skull in with your shield.[list]
[*][dice type-a=Power amount-a=-2 type-b=Power][list]
[*][b]Damage[/b]: +2
[*][b]EFFECT[/b]: If it hits, target loses [b]2 [Wisdom][/b].
[/list][/list][/list][/box]
[box=Enrage][list]
[*][b]COSTS[/b]: [Hearts]3[/Hearts]
[*][b]DESCRIPTION[/b]: With a series of grizzly adrenaline rushes, your next attack gains a boost.[list]
[*][b]EFFECT[/b]: Your next attack gains [b]6 Dice[/b].
[/list][/list][/box]
[box=Leap Attack][list]
[*][b]SELL VALUE[/b]: [Rupees]75[/Rupees]
[*][b]REQUIREMENTS[/b]: A melee attack
[*][b]CHARGE[/b]: 1 Action[list]
[*]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.
[/list]
[*][b]DESCRIPTION[/b]: Once charged, you can leap and attack a target using the melee attack.[list]
[*][b]EFFECT[/b]: If it succeeds, multiply the difference in successes by x1.5.
[/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eItems]
[tabs]
[tab=Weapons]
[box=Defender's Claymore][list]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A large claymore with a wide blade that enchants you with a defensive buff with each strike. Can use [b]Slash[/b] or [b]Cleave[/b] on one target.[list]
[*][b]Slash[/b]:[list]
[*][dice type-a=Power amount-a=+6 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, you gain [b]2 [Defense Dice][/b].
[/list][/list]
[*][b]Cleave[/b]:[list]
[*][dice type-a=Power amount-a=-5 type-b=Courage][list]
[*][b]Damage[/b]: +5
[*][b]EFFECT[/b]: If the target dies, you gain [b]4 [Defense Dice][/b].
[/list][/list][/list][/list][/box]
[box=Claymore][list]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A large sword easily capable of slicing through any foe in your path. Can [b][Power] Slash[/b] or [b]Cleave[/b] a target.[list]
[*][b][Power] Slash[/b]:[list]
[*][dice type-a=Power type-b=Courage][list]
[*][b]Damage[/b]: +7
[/list][/list]
[*][b]Cleave[/b]:[list]
[*][dice type-a=Power amount-a=-5 type-b=Courage][list]
[*][b]Damage[/b]: +7
[*][b]EFFECT[/b]: If the target dies, cleave through them and hit another target at the same success rate, dealing half the damage.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Shields]
[box=Tower Shield][list]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A massive shield as tall as yourself that takes the bulk of incoming damage.[list]
[*][b][Defense Dice][/b]: +6
[/list][/list][/box]
[/tab]
[tab=Armors]
[box=Extra Plating][list]
[*][b]DESCRIPTION[/b]: An additional layer of armor that protects the wearer from damage, soaking it up for the wearer, but it does however hinder their speed.[list]
[*][b][Initiative][/b]: -$0d1
[*][b]EFFECT[/b]: This armor will absorb up to [Hearts]15[/Hearts] worth of damage.[list]
[*]Afterwards, the armor will break and fall off.
[*]Overkill damage does not transfer to the wearer.[/list][/list][/list][/box]
[box=Chainmail][list]
[*][b]DESCRIPTION[/b]: A layer of chainmail that protects the user from light damage once the heavy armor is gone.[list]
[*][b]EFFECT[/b]: Does not take effect until any [b]Extra Plating[/b] has been shed.
[*][b]Armor[/b]: +2
[/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
[spoiler=Splitting Darknut]
[tabs]
[tab=Splitting Darknut]
[estats name=Splitting Darknut power=23 (+5) courage=12 (+0) wisdom=11 (+0) hearts=30/30 (+6) magic=6/6 (+6) initiative=1d10 attack-dice=0 defense-dice=9 armor=2]None[/estats]
[/tab]
[tab=Halfnut]
[estats name=Halfnut power=22 (+0) courage=12 (+0) wisdom=11 (+0) hearts=15/15 (+0) magic=6/6 (+6) initiative=1d10 attack-dice=0 defense-dice=7 armor=2]None[/estats]
[/tab]
[/tabs]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Zelda Classic
Also known as a [b]Splitter[/b], these metal-armored knights serve to protect, even when they’re not actively [b]Covering[/b]. It rarely kills anything, and when it dies, it splits into two smaller knights known as [b]Halfnuts[/b]. Neither are as strong as the original, but they continue to soak up the damage. Dealing with even one of them is a nightmare, especially when paired with high-damage allies.
[/tab]
[tab=Splitter Bonuses][list]
[*]Starts with [b]Thorns[/b]
[*][b]Hanging On[/b]
[*]Can expend up to [Magic]6[/Magic] per instance to help protect yourself or an ally
[*][b]+2 Dice[/b] when [b]Covering[/b]
[*][b]Split[/b] on death
[*][b]Super Cover[/b]
[/list][/tab]
[tab=Halfnut Bonuses][list]
[*]Starts with [b]Thorns[/b]
[*][b]Hanging On[/b]
[*]Can expend up to [Magic]6[/Magic] per instance to help protect yourself or an ally
[/list][/tab]
[tab=Item Drop]
If [b]Splitting Darknut[/b] dies ([b]Halfnuts[/b] included), it has a team drop of [Rupees]150[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Darknut Strength][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Darknuts[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Darknuts[/b] have absurd strength, granting them the ability to lift heavy objects with ease.[list]
[*][b][Power][/b]: +5
[*][b]EFFECT[/b]: [b]Darknuts[/b] can wield up to one [i]Two-Handed[/i] item as if it were [i]One-Handed[/i].
[/list][/list][/box]
[box=Guardian Shield][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Splitting Darknuts & Halfnuts[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: When someone takes damage (including [b]Neutral Damage[/b]), you can use a part of your [Magic] to protect that target.[list]
[*][b][Magic][/b]: +6
[*][b]EFFECT[/b]: Expend [Magic] equal to the amount of damage you want to reduce, up to a maximum of [Magic]6[/Magic].
[/list][/list][/box]
[box=Split][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Splitting Darknuts[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: When [b]Splitting Darknut[/b] dies, it splits. ... well, what'd ya expect?[list]
[*][b][Hearts][/b]: +6
[*][b]EFFECT[/b]: [b]Splitting Darknut[/b] splits into two [b]Halfnuts[/b].[list]
[*]Both [b]Halfnuts[/b] enter using $init j.
[*][b]Halfnuts[/b] have their own stats and have everything [b]Splitting Darknut[/b] has, except [b]Darknut Strength, Split, & Super Cover[/b], and each one only has one [b]Tower Shield[/b].
[/list][/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Hanging On][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]RESTRICTIONS[/b]: You can only activate [b]Hanging On[/b] once per battle.
[*][b]DESCRIPTION[/b]: You are capable of surviving a powerful attack that would normally kill you.[list]
[*][b]EFFECT[/b]: If you have at least [Hearts]6[/Hearts] before damage is calculated, you can activate this skill.[list]
[*]Your [Hearts] are reduced to 1 instead.
[/list][/list][/list][/box]
[box=(4) Super Cover][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: You become more sturdy, granting you the ability to stand guard through all but heavy attack[list]
[*][b]EFFECT[/b]: [b]Cover[/b] does not end for you until you are hit by an attack that would deal 6 or more [b]Damage[/b] to you (after [Armor] is factored in) or switch targets (unless you have [b]Multi-Cover[/b]).
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Double Bash][list]
[*][b]REQUIREMENTS[/b]: Two shields
[*][b]DESCRIPTION[/b]: Attack a target twice in one turn with two small bashes.[list]
[*][dice type-a=Power amount-a=+5 type-b=Power] * 2[list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If both bashes hit, target gets [color=yellow][b]Delayed[/b][/color]:[list]
[*]Target’s next attack is delayed by [b]2 Turns[/b], which then removes [color=yellow][b]Delayed[/b][/color].
[/list][/list][/list][/list][/box]
[box=Absorb][list]
[*][b]DESCRIPTION[/b]: Grab a target and hug him, squeezing out some [Magic] from them in the process.[list]
[*][dice type-a=Power type-b=Courage][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, siphon [Magic] from the target equal to half the difference in successes.
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Expanded Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eItems]
[tabs]
[tab=Shields]
[box=Invigorating Shield][list]
[*][b]DESCRIPTION[/b]: A shield that grows in size when you cover someone. What is it, organic or something?[list]
[*][b][Defense Dice][/b]: +2
[*][b]EFFECT[/b]: When you’re [b]Covering[/b] someone, you gain [b]2 Dice[/b] while defending.
[/list][/list][/box]
[box=Tower Shield][list]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A massive shield as tall as yourself that takes the bulk of incoming damage.[list]
[*][b][Defense Dice][/b]: +7
[/list][/list][/box]
[/tab]
[tab=Armors]
[box=Thorns Armor][list]
[*][b]DESCRIPTION[/b]: An incredibly spiky armor that starts with a magical enchantment.[list]
[*][b][Armor][/b]: +2
[*][b]EFFECT[/b]: Start the battle with [color=yellow][b]Thorns[/b][/color].[list]
[*]The next time the target is hit by a [b]Combat Action[/b], the attacker takes [b]Damage[/b] equal to the attack’s [b]Damage[/b] (before [Armor] is factored in), which then removes [color=yellow][b]Thorns[/b][/color].
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
RE: [Enemies] 1 - Neutral - Orithan - 05-14-2016
- Power: 25 (+7)
- Courage: 20 (+0)
- Wisdom: 14 (+0)
- Hearts: 25/25 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d9
- Attack Dice: 0
- Defense Dice: 0
- Armor: 2
Affinities: None
Origin: Ocarina of Time
This giant, armored warrior with a layer of heavy, extra armor. With strength surpassing even that of a Darknut, the Iron Knuckle carries a massive axe with the power of a Goron-built hammer. Its attacks usually knock foes senseless after one strike, but its slow swings allow enemies to counterattack if it misses. However, once the armor breaks off, it loses control and goes berserk, gaining a drastic speed increase while sacrificing defense entirely.
- Can wield titanic weapons like Goliath
- Melee attacks cleave through targets upon hit, hitting another target without any positive Dice and Damage Modifiers.
- Status Protection - Once per round, at any time, you can remove one Water, Fire, Nature, Light, or Shadow Named EFFECT that you have.
- Soulbound - Items can not be stolen from you.
- Can counterattack anyone if you dodge them with a difference 1 to 5 Successes.
- Extra Plating absorbs the first 20 Damage you take.
- Afterwards, it breaks.
-5 Attack Dice until Extra Plating is broken.
After Extra Plating is broken:
Attack Dice: +5
Defense Dice: -5
Immunity to Immobilized
If Iron Knuckle dies, it has a team drop of 300 Rupees and drops one Fairy.
- RESTRICTIONS: This is an Innate Skill. Only Iron Knuckles can learn and use this skill.
- DESCRIPTION: As strong as Darknuts are, not even they can wield the mighty Goliath. It takes the strength of an Iron Knuckle in order to pick up and wield the massive might of Goliath in battle.
- Power: +7
- EFFECT: You can wield titanic weapons like a Goliath as Two-Handed weapons.
- RESTRICTIONS: This is an Innate Skill. Only Iron Knuckles can learn and use this skill.
- DESCRIPTION: Iron Knuckles strike with such force that not even the bodies of its targets can stop it from swinging.
- EFFECT: If you hit someone with any melee attack, it cleaves through to hit another target:
- This attack uses the same success rate, but loses any positive Dice and Damage Modifers.
- This does not proc itself.
- RESTRICTIONS: This is an Innate Skill. Only Iron Knuckle can learn and use this skill.
- DESCRIPTION: While slow, Iron Knuckles enrage when they lose their extra plating; granting a large boost in speed at the expense of defense.
- EFFECT: You become enraged when your Extra Heavy Plating is destroyed, granting a slew of effects:
- Attack Dice: +5
- Defense Dice: -5
- EFFECT: You are immune to Immobilized
- 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 Water, Fire, Nature, Light, or Shadow Named EFFECT that you have.
- Stat Point Cost: 3
- DESCRIPTION: All of your items are bound to your soul.
- EFFECT 1: Your items cannot be stolen.
- EFFECT 2: If any of your items would drop to the ground, they end up back in your inventory, but they remain disabled for the rest of the battle.
- EFFECT 3: When you die, your items go to Item Heaven, where they await your eventual revival before returning to you… unless you’re an enemy, in which case… goodbye items.
- 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.
- REQUIREMENTS: A Two-Handed weapon
- CHARGE: 1 Action
- Charge by preparing to strike the ground with everything you got!
DESCRIPTION: Once charged, slam the ground with a rumbling quake, hitting all enemies!
EFFECT: This bypasses Cover.
Roll your Power +8 dice vs. targets' Power dice
Damage: Halved
- COSTS: 3 Hearts
- DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gains a boost.
- EFFECT: Your next attack gains 6 Dice.
- 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: Immense Strength and Two Hands
- These are also the requirements for Stealing this weapon.
DESCRIPTION: An axe larger than an adult Hylian that can slice through someone like butter through a knife... wait. It takes a little while to swing though. Hits one target.
Roll your Power dice vs. targets' Power dice
Damage: +8
EFFECT: Target loses 5 Defense Dice.
IF FAIL: Target automatically gets to counterattack.
- DESCRIPTION: A really heavy layer of armor that slows the wearer, but it'll soak up a ton of damage.
- Attack Dice: -5
- Armor: +2
- Initiative: -$0d1
- EFFECT: This armor will absorb up to 20 Hearts worth of damage.
- Afterwards, the armor will break and fall off.
- Overkill damage does not transfer to the wearer.
- DESCRIPTION: A layer of chainmail that protects the user from light damage once the heavy armor is gone.
- EFFECT: Does not take effect until any Extra Plating has been shed.
- Armor: +2
[spoiler=Iron Knuckle]
[estats name=Iron Knuckle power=25 (+7) courage=20 (+0) wisdom=14 (+0) hearts=25/25 (+0) magic=0/0 (+0) initiative=1d9 attack-dice=0 defense-dice=0 armor=2]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin:[/u] Ocarina of Time
This giant, armored warrior with a layer of heavy, extra armor. With strength surpassing even that of a [b]Darknut[/b], the [b]Iron Knuckle[/b] carries a massive axe with the power of a [b]Goron-built[/b] hammer. Its attacks usually knock foes senseless after one strike, but its slow swings allow enemies to counterattack if it misses. However, once the armor breaks off, it loses control and goes berserk, gaining a drastic speed increase while sacrificing defense entirely.
[/tab]
[tab=Other Bonuses][list]
[*]Can wield titanic weapons like [b]Goliath[/b]
[*]Melee attacks cleave through targets upon hit, hitting another target without any positive [b]Dice[/b] and [b]Damage Modifiers[/b].
[*][b]Status Protection[/b] - Once per round, at any time, you can remove one [b][Water], [Fire], [Nature], [Light], or [Shadow] [color=yellow]Named EFFECT[/color][/b] that you have.
[*][b]Soulbound[/b] - Items can not be stolen from you.
[*]Can counterattack anyone if you dodge them with a difference 1 to 5 [b]Successes[/b].
[*][b]Extra Plating[/b] absorbs the first [b]20 Damage[/b] you take.[list]
[*]Afterwards, it breaks.[/list]
[*]-5 [Attack Dice] until [b]Extra Plating[/b] is broken.
[*]After [b]Extra Plating[/b] is broken:[list]
[*][b][Attack Dice][/b]: +5
[*][b][Defense Dice][/b]: -5
[*]Immunity to [b]Immobilized[/b][/list]
[/list]
[/tab]
[tab=Item Drop]
If [b]Iron Knuckle[/b] dies, it has a team drop of [Rupees]300[/Rupees] and drops one [b]Fairy[/b].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Immense Strength][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Iron Knuckles[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: As strong as [b]Darknuts[/b] are, not even they can wield the mighty [b]Goliath[/b]. It takes the strength of an [b]Iron Knuckle[/b] in order to pick up and wield the massive might of [b]Goliath[/b] in battle.
[list]
[*][b][Power][/b]: +7
[*][b]EFFECT[/b]: You can wield titanic weapons like a [b]Goliath[/b] as [b]Two-Handed[/b] weapons.[/list]
[/list][/box]
[box=Unstoppable Blows][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Iron Knuckles[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Iron Knuckles[/b] strike with such force that not even the bodies of its targets can stop it from swinging.[list]
[*][b]EFFECT[/b]: If you hit someone with any melee attack, it cleaves through to hit another target:[list]
[*]This attack uses the same success rate, but loses any positive [b]Dice[/b] and [b]Damage Modifers[/b].
[*]This does not proc itself.[/list][/list]
[/list][/box]
[box=Reckless Fury][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Iron Knuckle[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: While slow, [b]Iron Knuckles[/b] enrage when they lose their extra plating; granting a large boost in speed at the expense of defense.[list]
[*][b]EFFECT[/b]: You become enraged when your [b]Extra Heavy Plating[/b] is destroyed, granting a slew of effects:[list]
[*][b][Attack Dice][/b]: +5
[*][b][Defense Dice][/b]: -5
[*][b]EFFECT[/b]: You are immune to [b][color=Yellow]Immobilized[/color][/b][/list][/list]
[/list][/box]
[/tab]
[tab=Passives]
[box=(8) Status Protection][list]
[*][b][Stat Point] Cost[/b]: 8
[*][b]DESCRIPTION[/b]: A cleansing bubble surrounds you, periodically protecting you from various effects.[list]
[*][b]EFFECT[/b]: Once per round, at any time, you can remove one [b][Water], [Fire], [Nature], [Light], or [Shadow] [color=yellow]Named EFFECT[/color][/b] that you have.
[/list][/list][/box]
[box=(3) Soulbound][list]
[*][b][Stat Point] Cost[/b]: 3
[*][b]DESCRIPTION[/b]: All of your items are bound to your soul.[list]
[*][b]EFFECT 1[/b]: Your items cannot be stolen.
[*][b]EFFECT 2[/b]: If any of your items would drop to the ground, they end up back in your inventory, but they remain disabled for the rest of the battle.
[*][b]EFFECT 3[/b]: When you die, your items go to [b]Item Heaven[/b], where they await your eventual revival before returning to you… unless you’re an enemy, in which case… goodbye items.
[/list][/list][/box]
[box=(5) Counter Window][list]
[*][b][Stat Point] Cost[/b]: 5
[*][b]RESTRICTIONS[/b]: This is a [b]Counterattack Skill[/b]. You may only have one [b]Counterattack Skill[/b] enabled at a time. All others must be set to (Disabled).
[*][b]DESCRIPTION[/b]: Allows you counter attacks that you defend against, with a certain threshold.[list]
[*][b]CONDITION[/b]: When you successfully defend an attack, if the difference in successes is between 1 and 5 (inclusive), you can [b]Counterattack[/b] by using any non-charge attack.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Ground Slam][list]
[*][b]REQUIREMENTS[/b]: A [i]Two-Handed[/i] weapon
[*][b]CHARGE[/b]: 1 Action[list]
[*]Charge by preparing to strike the ground with everything you got!
[/list]
[*][b]DESCRIPTION[/b]: Once charged, slam the ground with a rumbling quake, hitting all enemies![list]
[*][b]EFFECT[/b]: This bypasses [b]Cover[/b].
[*][dice type-a=Power amount-a=+8 type-b=Power][list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/box]
[box=Enrage][list]
[*][b]COSTS[/b]: [Hearts]3[/Hearts]
[*][b]DESCRIPTION[/b]: With a series of grizzly adrenaline rushes, your next attack gains a boost.[list]
[*][b]EFFECT[/b]: Your next attack gains [b]6 Dice[/b].
[/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eitems]
[tabs][tab=Weapons]
[box=Goliath][list]
[*][b]REQUIREMENTS[/b]: [b]Immense Strength[/b] and [i]Two Hands[/i][list]
[*]These are also the requirements for [b]Stealing[/b] this weapon.[/list]
[*][b]DESCRIPTION[/b]: An axe larger than an adult [b]Hylian[/b] that can slice through someone like butter through a knife... wait. It takes a little while to swing though. Hits one target.[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +8
[*][b]EFFECT[/b]: Target loses [b]5 [Defense Dice][/b].
[*][b]IF FAIL[/b]: Target automatically gets to counterattack.
[/list][/list][/list][/box][/tab]
[tab=Armors]
[box=Extra Heavy Plating][list]
[*][b]DESCRIPTION[/b]: A really heavy layer of armor that slows the wearer, but it'll soak up a ton of damage.[list]
[*][b][Attack Dice][/b]: -5
[*][b][Armor][/b]: +2
[*][b][Initiative][/b]: -$0d1
[*][b]EFFECT[/b]: This armor will absorb up to [Hearts]20[/Hearts] worth of damage.[list]
[*]Afterwards, the armor will break and fall off.
[*]Overkill damage does not transfer to the wearer.[/list][/list][/list][/box]
[box=Chainmail][list]
[*][b]DESCRIPTION[/b]: A layer of chainmail that protects the user from light damage once the heavy armor is gone.[list]
[*][b]EFFECT[/b]: Does not take effect until any [b]Extra Plating[/b] has been shed.
[*][b]Armor[/b]: +2
[/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
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