2 - Water - WindStrike - 04-28-2016
- Power: 18 (+0)
- Courage: 25 (+0)
- Wisdom: 13 (+0)
- Hearts: 8/8 (+0)
- Magic: 6/6 (+0)
- Initiative: $init 1d18
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: Water
Origin: Adventure of Link
Lurking in Water, underneath bridges or other narrow walkways, these bony fish fly out of the water to feast on anything that dares to cross its domain. Once latched onto someone, they will not let go and chew them up until they die or the hapless victim is eaten alive. However, they do not pose a threat unless they come in groups.
This is the standard Bago-Bago. They leap out of Water to grapple onto prey and chew them up until forcibly removed. If the leaping strategy does not work, they simply fling rocks up in the hopes of knocking them into the water.
- Every time you deal damage to someone, all Bago-Bago currently in the battle gain 1 Attack Dice.
- If there are less than 5 party members on your side of the battle, an additional Bago-Bago joins the battle at the start of each round
- This does not stack for each Bago-Bago in the battle
You can not get Bonus Turns
If Bago-Bago dies, it has a team drop of 50 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Bago-Bago can learn and use this skill.
- DESCRIPTION: Bago-Bago are uncontrollable eating machines, only getting more savage as their prey is hurt.
- EFFECT: Every time you cause damage to someone, all Bago-Bago currently in the battle gain 1 Attack Dice
- RESTRICTIONS: This is an Innate Skill. Only Bago-Bago can learn and use this skill.
- DESCRIPTION: Where there are one Bago-Bago, it means there will be more. Other Bago-Bago quickly join up with individuals to gang up on large parties.
- EFFECT: At the start of each round, an additional Bago-Bago joins the battle using $init j.
- This does not stack with multiple Bago-Bago in combat.
- This does not occur if your party already has 5 or more members.
- 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: Bagu-Bagu grapples onto a target by biting them, maintaining a tight hold on them
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: Lock onto the target:
- At the start of your turn on each round, bite on the target for 3 Neutral Damage.
- You can not do anything else during this time, but the target takes half the damage you take.
- The target can shake you off by rolling their Power or Courage against the successes of your attacking roll in place of their Combat Action.
- DESCRIPTION: Hurl a random Geodude rock at a target to deal damage.
- Roll your Power +3 dice vs. targets' Power dice
- Damage: +2
- REQUIREMENTS: A PSI Spell
- DESCRIPTION: Amp up the accuracy of your PSI Spell at the cost of power.
- ATTACK: Choose any PSI Spell you have and fire it at a target like normal
- The attack gains 5 Dice, but loses 4 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).
- REQUIREMENTS: Water
- COSTS: 1 Magic
- DESCRIPTION: A basic Water spell that flings a flurry of Water bullets at a target; which splash to heal you if it strikes.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, recover 3 Hearts.
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Protect someone with a sponge, softening the impact of the next attack that hits them.
- EFFECT: Target gains Shield:
- Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
- Power: 17 (+0)
- Courage: 20 (+0)
- Wisdom: 4 (+0)
- Hearts: 10/10 (+0)
- Magic: 5/5 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 4
Affinities: Water
Origin: Twilight Princess
Thin and twiggy, Chillfos are icy knights animated by Magic. Designed only to patrol corridors, they have little awareness of anything that deviates from that task, including enemies who may sneak up behind them. As a result, Chillfos always come in groups of three to five; which usually includes other enemies.
- Any non Innate or Passive Skill -based Bonuses, Negative Bonuses and Water, Fire, Nature, Light, or Shadow Named EFFECTs that apply to you apply to all other Chillfos in your party.
- Any Negative Bonuses you get as the result of enemy attacks are reduced by 1.
- Once per round, at any time, you can remove one Water, Fire, Nature, Light, or Shadow Named EFFECT that you have.
If Chillfos dies, it has a team drop of 60 Rupees and an Icicle Spear, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Chillfos can learn and use this skill.
- DESCRIPTION: Groups of Chillfos all share a collective mind; which results in them sharing their strengths and weaknesses between each other.
- EFFECT: Any non Innate or Passive Skill -based Bonuses, Negative Bonuses and Water, Fire, Nature, Light, or Shadow Named EFFECTs that apply to you apply to all other Chillfos in your party.
- RESTRICTIONS: This is an Innate Skill. Only Chillfos can learn and use this skill.
- DESCRIPTION: Chillfos are all frozen to the core, granting it a couple of defensive bonuses.
- Armor: +4
- EFFECT: Any Negative Bonuses you get as the result of enemy attacks are reduced by 1.
- 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.
- RESTRICTIONS: This is an Innate Skill. Only Chillfos can learn and use this skill.
- REQUIREMENTS: Breaking your Icicle Spear via it’s Throw.
- DESCRIPTION: Chillfos have no issues breaking their own Icicle Spear - Using the Magic animating them, the Chillfos can simply recreate it.
- EFFECT: Recreate your Icicle Spear and add it back into your inventory.
- RESTRICTIONS:
- DESCRIPTION: Attack a target, using a weaker attack that chips away Armor.
- Roll your Power +3 dice vs. targets' Power dice
- Damage: -2
- EFFECT: If it hits, the target loses 2 Armor
- REQUIREMENTS: Two free hands
- DESCRIPTION: Punch a target with a series of three light, rapid punches. You roll it three times, the defender only rolls once.
- Roll your Courage +5 dice vs. targets' Courage dice
- 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).
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Set up a blockade of Water, suppressing a nasty power produced by an attack.
- EFFECT: Target gains Effect Block:
- Negate the next EFFECT to the target caused by a Combat Action, which then removes Effect Block.
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Flush a current of water over the target, giving them an increased ability to dodge attacks.
- EFFECT: Target gains 3 Defense Dice
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Protect someone with a sponge, softening the impact of the next attack that hits them.
- EFFECT: Target gains Shield:
- Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
- Amount: 1
- REQUIREMENTS: Two Hands
- DESCRIPTION: A spear made completely out of enchanted ice, which somehow doesn’t melt in your hands. You can either Swing, Stab or Throw it.
- Swing:
- Roll your Courage +4 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: Target loses 3 Attack Dice
Stab:
Roll your Courage dice vs. targets' Power dice
Damage: +3
EFFECT: If it hits, target gets Numbed:
Target’s Combat Actions have their Dice & Damage Modifiers removed.
DURATION: Two rounds.
Throw:
Roll your Courage +8 dice vs. targets' Courage dice
Damage: +0
EFFECT 1: Target loses 5 Attack Dice
EFFECT 2: The Icicle Spear breaks, regardless of wherever this attack hits or not.
- Power: 7 (+0)
- Courage: 25 (+0)
- Wisdom: 18 (+0)
- Hearts: 10/10 (+0)
- Magic: 5/5 (+0)
- Initiative: $init 1d18
- Attack Dice: 4
- Defense Dice: 4
- Armor: 0
Affinities: Water
Origin: Ocarina of Time
Another variant of the Keese, Ice Keese have adapted to living in cold environment by adopting a black skin and the ability to carry the cold with them. It naturally freezes anything that it comes in contact with.
- Bonus turn is skipped
- Whenever you are attacked in melee, the attacker loses 3 Attack Dice..
- Immunity to effects that affect eyesight.
When Ice Keese dies, it has a team drop of 50 Rupees, and it drops a Frost 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 Ice Keese can learn and use this skill.
- DESCRIPTION: Ice Keese swiftly flutters about the battlefield, chilling anyone who tries to attack it through melee.
- Defense Dice: +4
- EFFECT: Anyone who attacks you in melee combat lose 3 Attack Dice.
- 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.
- REQUIREMENTS: Water
- DESCRIPTION: Ice Keese swoops down at an enemy from high up in the air in a reckless attack, striking the target hard using the momentum gathered from it to freeze them.
- Roll your Courage +7 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: Target loses 3 Attack Dice
- IF FAIL: You crash, taking Damage equal to the difference in successes.
- REQUIREMENTS: Water
- DESCRIPTION: Ice Keese flies up to the target to administer a nasty bite to the head that ignores armor, freezing the target's head.
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: Target loses 3 Wisdom
- REQUIREMENTS: Water
- COSTS: 1 Magic
- DESCRIPTION: A basic Water spell that flings a flurry of Water bullets at a target; which splash to heal you if it strikes.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, recover 3 Hearts.
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Cast a missile of ice at a target, reducing their speed.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Damage: +2
- EFFECT: If it hits, target loses 3 Courage.
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Wrap the target inside a large bubble, slowly regenerating their life.
- EFFECT: Target gets Regen x2.
- Power: 20 (+0)
- Courage: 18 (+0)
- Wisdom: 8 (+0)
- Hearts: 18/18 (+0)
- Magic: 4/4 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 3
Affinities: Water
Origin: The Legend of Zelda
The canon fodder in the world of Hyrule, Octoroks are amphibious octopus-like creatures, bearing a large cannon-like mouth which they use to fire objects at high speed from.
Red Octoroks generally dwell on land, often far away from Water. They are fast and quite aggressive though they are not very intelligent about it; often recklessly picking fights with other creatures or adventurers.
- If you successfully defend against an attack, the attack rebounds to someone else with -3 Successes
- +$1d5 Attack Dice & Defense Dice
If Red Octorok dies, it has a team drop of 70 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Octoroks can learn and use this skill.
- DESCRIPTION: Octoroks have a very bouncy, rubbery skin, which bounces failed attacks off.
- Armor: +3
- EFFECT: If you successfully defend against an attack, the attacker's attack bounces off and rolls $1d#, where # = the number of targets in battle, except for the attacker and you.
- The attacker's attack then redirects to that target with the same success rate -3.
- RESTRICTIONS: This is an Innate Skill. Only Red Octoroks can learn and use this skill.
- DESCRIPTION: Red Octorok has the ability to slide around on the sticky mucus it produces, making it more agile on land.
- Attack Dice & Defense Dice: +$1d5
- DESCRIPTION: Octorok fires a rock at a target from its cannon-like mouth.
- Roll your Power +6 dice vs. targets' Power dice
- Damage: +0
- CHARGE: 1 Action
- Begin charging by planting your tentacles into the ground. As you charge, physics somehow builds up potential energy, preparing to fling you.
DESCRIPTION: Once charged, you can fling yourself at someone at high speed with your tentacles.
Roll your Courage +3 dice vs. targets' Courage dice
Damage: +6
IF FAIL 1: You smash into an inconveniently placed wall and take Damage equal to the difference in successes.
IF FAIL 2: Target can automatically Counterattack you, regardless of Conditions.
- REQUIREMENTS: Water
- DESCRIPTION: Red Octorok lashes out at all enemies with their tentacles, dealing a little bit of damage and chilling them a little.
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: 5
- EFFECT: Target(s) hit lose 2 Attack Dice.
- REQUIREMENTS: Two free hands... or tentacles in this case
- 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).
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Set up a blockade of Water, suppressing a nasty power produced by an attack.
- EFFECT: Target gains Effect Block:
- Negate the next EFFECT to the target caused by a Combat Action, which then removes Effect Block.
[spoiler=Bago-Bago]
[estats name=Bago Bago power=18 (+0) courage=25 (+0) wisdom=13 (+0) hearts=8/8 (+0) magic=6/6 (+0) initiative=1d18 attack-dice=0 defense-dice=0 armor=0][Water][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Adventure of Link
Lurking in [Water], underneath bridges or other narrow walkways, these bony fish fly out of the water to feast on anything that dares to cross its domain. Once latched onto someone, they will not let go and chew them up until they die or the hapless victim is eaten alive. However, they do not pose a threat unless they come in groups.
This is the standard [b]Bago-Bago[/b]. They leap out of [Water] to grapple onto prey and chew them up until forcibly removed. If the leaping strategy does not work, they simply fling rocks up in the hopes of knocking them into the water.
[/tab]
[tab=Other Bonuses][list]
[*]Every time you deal damage to someone, all [b]Bago-Bago[/b] currently in the battle gain 1 [Attack Dice].
[*]If there are less than 5 party members on your side of the battle, an additional [b]Bago-Bago[/b] joins the battle at the start of each round[list]
[*]This does not stack for each [b]Bago-Bago[/b] in the battle[/list]
[*]You can not get [b]Bonus Turns[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Bago-Bago[/b] dies, it has a team drop of [Rupees]50[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Feeding Frenzy][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Bago-Bago[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Bago-Bago[/b] are uncontrollable eating machines, only getting more savage as their prey is hurt.[list]
[*][b]EFFECT[/b]: Every time you cause damage to someone, all [b]Bago-Bago[/b] currently in the battle gain [b]1 [Attack Dice][/b][/list]
[/list][/box]
[box=Disposable Bones][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Bago-Bago[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: Where there are one [b]Bago-Bago[/b], it means there will be more. Other [b]Bago-Bago[/b] quickly join up with individuals to gang up on large parties.[list]
[*][b]EFFECT[/b]: At the start of each round, an additional [b]Bago-Bago[/b] joins the battle using $init j.[list]
[*]This does not stack with multiple [b]Bago-Bago[/b] in combat.
[*]This does not occur if your party already has 5 or more members.[/list][/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=Death Lock][list]
[*][b]DESCRIPTION[/b]: [b]Bagu-Bagu[/b] grapples onto a target by biting them, maintaining a tight hold on them [list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: Lock onto the target:[list]
[*]At the start of your turn on each round, bite on the target for [b]3 Neutral Damage[/b].
[*]You can not do anything else during this time, but the target takes half the damage you take.
[*]The target can shake you off by rolling their [Power] or [Courage] against the successes of your attacking roll in place of their [b]Combat Action[/b].[/list][/list][/list][/list][/box]
[box=Rock Shot][list]
[*][b]DESCRIPTION[/b]: Hurl a random [s]Geodude[/s] rock at a target to deal damage.[list]
[*][dice type-a=Power amount-a=+3 type-b=Power][list]
[*][b]Damage[/b]: +2[/list][/list][/list][/box]
[box=PSI Disperse][list]
[*][b]REQUIREMENTS[/b]: A [b]PSI Spell[/b]
[*][b]DESCRIPTION[/b]: Amp up the accuracy of your [b]PSI Spell[/b] at the cost of power.[list]
[*][b]ATTACK[/b]: Choose any [b]PSI Spell[/b] you have and fire it at a target like normal[list]
[*]The attack gains [b]5 Dice[/b], but loses [b]4 Damage[/b]
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=PSI Blast][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A basic [Water] spell that flings a flurry of [Water] bullets at a target; which splash to heal you if it strikes.[list]
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, recover [Hearts]3[/Hearts].
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Sponge][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Protect someone with a sponge, softening the impact of the next attack that hits them.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Shield[/b][/color]:[list]
[*]Target takes half damage from the next [b]Combat Action[/b] they’re hit by, which then removes [color=yellow][b]Shield[/b][/color].
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
[spoiler=Chillfos]
[estats name=Chillfos power=17 (+0) courage=20 (+0) wisdom=4 (+0) hearts=10/10 (+0) magic=5/5 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=4][Water][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Twilight Princess
Thin and twiggy, [b]Chillfos[/b] are icy knights animated by [Magic]. Designed only to patrol corridors, they have little awareness of anything that deviates from that task, including enemies who may sneak up behind them. As a result, [b]Chillfos[/b] always come in groups of three to five; which usually includes other enemies.
[/tab]
[tab=Other Bonuses][list]
[*]Any non [i]Innate[/i] or [i]Passive Skill[/i] -based [b]Bonuses[/b], [b]Negative Bonuses[/b] and [b][Water], [Fire], [Nature], [Light], or [Shadow] [color=yellow]Named EFFECTs[/color][/b] that apply to you apply to all other [b]Chillfos[/b] in your party.
[*]Any [b]Negative Bonuses[/b] you get as the result of enemy attacks are reduced by 1.
[*]Once per round, at any time, you can remove one [b][Water], [Fire], [Nature], [Light], or [Shadow] [color=yellow]Named EFFECTs[/color][/b] that you have.
[/list]
[/tab]
[tab=Item Drop]
If [b]Chillfos[/b] dies, it has a team drop of [Rupees]60[/Rupees] and an [b]Icicle Spear[/b], which can be found [url=http://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Linked Minds][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Chillfos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: Groups of [b]Chillfos[/b] all share a collective mind; which results in them sharing their strengths and weaknesses between each other.[list]
[*][b]EFFECT[/b]: Any non [i]Innate[/i] or [i]Passive Skill[/i] -based [b]Bonuses[/b], [b]Negative Bonuses[/b] and [b][Water], [Fire], [Nature], [Light], or [Shadow] [color=yellow]Named EFFECTs[/color][/b] that apply to you apply to all other [b]Chillfos[/b] in your party.[/list]
[/list][/box]
[box=Frozen Core][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Chillfos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Chillfos[/b] are all frozen to the core, granting it a couple of defensive bonuses.[list]
[*][b][Armor][/b]: +4
[*][b]EFFECT[/b]: Any [b]Negative Bonuses[/b] you get as the result of enemy attacks are reduced by 1.[/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]
[/tab]
[tab=Actives]
[box=Recreate Spear][list]
[*][b]RESTRICTIONS[/b]: This is an [i]Innate Skill[/i]. Only [b]Chillfos[/b] can learn and use this skill.
[*][b]REQUIREMENTS[/b]: Breaking your [b]Icicle Spear[/b] via it’s [b]Throw[/b].
[*][b]DESCRIPTION[/b]: [b]Chillfos[/b] have no issues breaking their own [b]Icicle Spear[/b] - Using the [Magic] animating them, the [b]Chillfos[/b] can simply recreate it.[list]
[*][b]EFFECT[/b]: Recreate your [b]Icicle Spear[/b] and add it back into your inventory.[/list][/list][/box]
[box=Chip Away][list]
[*][b]RESTRICTIONS[/b]:
[*][b]DESCRIPTION[/b]: Attack a target, using a weaker attack that chips away [Armor].[list]
[*][dice type-a=Power amount-a=+3 type-b=Power][list]
[*][b]Damage[/b]: -2
[*][b]EFFECT[/b]: If it hits, the target loses [b]2 [Armor][/b]
[/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. You roll it three times, the defender only rolls once.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage][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]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[espells]
[spells type=Support]
[box=Block][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Set up a blockade of [Water], suppressing a nasty power produced by an attack.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Effect Block[/b][/color]:[list]
[*]Negate the next [b]EFFECT[/b] to the target caused by a [b]Combat Action[/b], which then removes [color=yellow][b]Effect Block[/b][/color].
[/list][/list][/list][/box]
[box=Untouchable][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Flush a current of water over the target, giving them an increased ability to dodge attacks.[list]
[*][b]EFFECT[/b]: Target gains [b]3 [Defense Dice][/b]
[/list][/list][/box]
[box=Sponge][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Protect someone with a sponge, softening the impact of the next attack that hits them.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Shield[/b][/color]:[list]
[*]Target takes half damage from the next [b]Combat Action[/b] they’re hit by, which then removes [color=yellow][b]Shield[/b][/color].
[/list][/list][/list][/box]
[/spells]
[/espells]
[eItems]
[tabs]
[tab=Weapons]
[box=Icicle Spear][list]
[*][amount]1[/amount]
[*][b]REQUIREMENTS[/b]: [i]Two Hands[/i]
[*][b]DESCRIPTION[/b]: A spear made completely out of enchanted ice, which somehow doesn’t melt in your hands. You can either [b]Swing[/b], [b]Stab[/b] or [b]Throw[/b] it.[list]
[*][b]Swing[/b]:[list]
[*][dice type-a=Courage amount-a=+4 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: Target loses 3 [Attack Dice][/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage type-b=Power][list]
[*][b]Damage[/b]: +3
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Numbed[/b][/color]:[list]
[*]Target’s [b]Combat Actions[/b] have their [b]Dice & Damage Modifiers[/b] removed.
[*][b]DURATION[/b]: Two rounds.
[/list][/list][/list]
[*][b]Throw[/b]:[list]
[*][dice type-a=Courage amount-a=+8 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT 1[/b]: Target loses 5 [Attack Dice]
[*][b]EFFECT 2[/b]: The [b]Icicle Spear[/b] breaks, regardless of wherever this attack hits or not.[/list][/list]
[/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
[spoiler=Ice Keese]
[estats name=Ice Keese power=7 (+0) courage=25 (+0) wisdom=18 (+0) hearts=10/10 (+0) magic=5/5 (+0) initiative=1d18 attack-dice=4 defense-dice=4 armor=0][Water][/estats]
[eDescription]
[tabs]
[tab=Physical Description][u]Origin[/u]: Ocarina of Time
Another variant of the [b]Keese[/b], [b]Ice Keese[/b] have adapted to living in cold environment by adopting a black skin and the ability to carry the cold with them. It naturally freezes anything that it comes in contact with.
[/tab]
[tab=Other Bonuses][list]
[*]Bonus turn is skipped
[*]Whenever you are attacked in melee, the attacker loses 3 [Attack Dice]..
[*]Immunity to effects that affect eyesight.
[/list][/tab]
[tab=Item Drop]
When [b]Ice Keese[/b] dies, it has a team drop of [Rupees]50[/Rupees], and it drops a [b]Frost 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=Icy Flight][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Ice Keese[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Ice Keese[/b] swiftly flutters about the battlefield, chilling anyone who tries to attack it through melee.[list]
[*][b][Defense Dice][/b]: +4
[*][b]EFFECT[/b]: Anyone who attacks you in melee combat lose 3 [Attack Dice].
[/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=Icicle Swoop][list][*][b]REQUIREMENTS[/b]: [Water]
[*][b]DESCRIPTION[/b]: [b]Ice Keese[/b] swoops down at an enemy from high up in the air in a reckless attack, striking the target hard using the momentum gathered from it to freeze them.[list]
[*][dice type-a=Courage amount-a=+7 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: Target loses 3 [Attack Dice]
[*][b]IF FAIL[/b]: You crash, taking [b]Damage[/b] equal to the difference in successes.[/list][/list][/list][/box]
[box=Frostbite]
[list][*][b]REQUIREMENTS[/b]: [Water]
[*][b]DESCRIPTION[/b]: [b]Ice Keese[/b] flies up to the target to administer a nasty bite to the head that ignores armor, freezing the target's head.
[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage]
[list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: Target loses 3 [Wisdom]
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=PSI Blast][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A basic [Water] spell that flings a flurry of [Water] bullets at a target; which splash to heal you if it strikes.[list]
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, recover [Hearts]3[/Hearts].
[/list][/list][/list][/box]
[box=Slow Missile][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: Cast a missile of ice at a target, reducing their speed.[list]
[*][dice type-a=Wisdom amount-a=+2 type-b=Wisdom][list]
[*][b]Damage[/b]: +2
[*][b]EFFECT[/b]: If it hits, target loses [b]3 [Courage][/b].
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Restoration Bubble][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: Wrap the target inside a large bubble, slowly regenerating their life.[list]
[*][b]EFFECT[/b]: Target gets [b]Regen x2[/b].
[/list][/list][/box]
[/tab]
[/tabs]
[/eSpells][/spoiler]
[spoiler=Red Octorok]
[estats name=Red Octorok power=20 (+0) courage=18 (+0) wisdom=8 (+0) hearts=18/18 (+0) magic=4/4 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=3][Water][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: The Legend of Zelda
The canon fodder in the world of [b]Hyrule[/b], [b]Octoroks[/b] are amphibious octopus-like creatures, bearing a large cannon-like mouth which they use to fire objects at high speed from.
[b]Red Octoroks[/b] generally dwell on land, often far away from [Water]. They are fast and quite aggressive though they are not very intelligent about it; often recklessly picking fights with other creatures or adventurers.
[/tab]
[tab=Other Bonuses][list]
[*]If you successfully defend against an attack, the attack rebounds to someone else with [b]-3 Successes[/b]
[*][b]+$1d5 [Attack Dice] & [Defense Dice][/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Red Octorok[/b] dies, it has a team drop of [Rupees]70[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Bouncy Skin][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Octoroks[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Octoroks[/b] have a very bouncy, rubbery skin, which bounces failed attacks off.[list]
[*][b][Armor][/b]: +3
[*][b]EFFECT[/b]: If you successfully defend against an attack, the attacker's attack bounces off and rolls $1d#, where # = the number of targets in battle, except for the attacker and you.[list]
[*]The attacker's attack then redirects to that target with the same success rate -3.
[/list][/list][/list][/box]
[box=Lubricated Movement][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Red Octoroks[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Red Octorok[/b] has the ability to slide around on the sticky mucus it produces, making it more agile on land.[list]
[*][b][Attack Dice] & [Defense Dice][/b]: +$1d5
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Cannon-Mouth][list]
[*][b]DESCRIPTION[/b]: [b]Octorok[/b] fires a rock at a target from its cannon-like mouth.[list]
[*][dice type-a=Power amount-a=+6 type-b=Power][list]
[*][b]Damage[/b]: +0
[/list][/list][/list][/box]
[box=Slide Rush][list]
[*][b]CHARGE[/b]: 1 Action[list]
[*]Begin charging by planting your tentacles into the ground. As you charge, physics somehow builds up potential energy, preparing to fling you.
[/list]
[*][b]DESCRIPTION[/b]: Once charged, you can fling yourself at someone at high speed with your tentacles.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage][list]
[*][b]Damage[/b]: +6
[*][b]IF FAIL 1[/b]: You smash into an inconveniently placed wall and take [b]Damage[/b] equal to the difference in successes.
[*][b]IF FAIL 2[/b]: Target can automatically [b]Counterattack[/b] you, regardless of [b]Conditions[/b].
[/list][/list][/list][/box]
[box=Octo-o-Eight Tentacles][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]DESCRIPTION[/b]: [b]Red Octorok[/b] lashes out at all enemies with their tentacles, dealing a little bit of damage and chilling them a little.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage][list]
[*][b]Damage[/b]: 5
[*][b]EFFECT[/b]: Target(s) hit lose [b]2 [Attack Dice][/b].
[/list][/list][/list][/box]
[box=Absorb][list]
[*][b]REQUIREMENTS[/b]: Two free hands... or tentacles in this case
[*][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]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[box=Block][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Set up a blockade of [Water], suppressing a nasty power produced by an attack.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Effect Block[/b][/color]:[list]
[*]Negate the next [b]EFFECT[/b] to the target caused by a [b]Combat Action[/b], which then removes [color=yellow][b]Effect Block[/b][/color].
[/list][/list][/list][/box]
[/eSpells]
[/spoiler]
RE: [Enemies] 2 - Water - WindStrike - 04-29-2016
- Power: 22 (+0)
- Courage: 8 (+0)
- Wisdom: 16 (+0)
- Hearts: 21/21 (+0)
- Magic: 10/10 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 4
- Armor: 3
Affinities: Water
Origin: The Legend of Zelda
The canon fodder in the world of Hyrule, Octoroks are amphibious octopus-like creatures, bearing a large cannon-like mouth which they use to fire objects at high speed from.
Blue Octoroks are generally aquatic in nature, very frequently found in or near water. While they are not particularly fast, they are smart and lie in wait until prey comes along or when their allies need help. While they might not hurt as much as their red cousins, they are very annoying to deal with; especially if you need to break their allies quickly.
- If you successfully defend against an attack, the attack rebounds to someone else with -3 Successes
- Can use Cover at the start of your turn for no action cost
- Both you and anyone being Covered by you gains 2 Dice when defending.
If Blue Octorok dies, it has a team drop of 100 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Octoroks can learn and use this skill.
- DESCRIPTION: Octoroks have a very bouncy, rubbery skin, which bounces failed attacks off.
- Armor: +3
- EFFECT: If you successfully defend against an attack, the attacker's attack bounces off and rolls $1d#, where # = the number of targets in battle, except for the attacker and you.
- The attacker's attack then redirects to that target with the same success rate -3.
- RESTRICTIONS: This is an Innate Skill. Only Blue Octoroks can learn and use this skill.
- DESCRIPTION: Blue Octorok has very tough, rubbery, tentacles and is capable of using them to block attacks aimed at it’s allies.
- Defense Dice: +4
- EFFECT 1: At the start of your turn, you can use Cover for no action cost.
- EFFECT 2: Both you and anyone being Covered by you gains 2 Dice when defending.
- This bonus does not stack with multiple instances of Tentacle Guard being active.
- DESCRIPTION: Octorok fires a rock at a target from its cannon-like mouth.
- Roll your Power +6 dice vs. targets' Power dice
- Damage: +0
- DESCRIPTION: Blue Octorok fires a high-precision barrage of cold rocks at a target, dealing small ticks of damage to a target. The target defends once against all three attacks.
- Roll your Power +3 dice vs. targets' Power dice * 3
- Damage: 4 per hit
- Armor is calculated for each attack individually.
EFFECT: If all three rocks hit, remove one of the target’s Bonuses.
- REQUIREMENTS: Water
- DESCRIPTION: Blue Octorok squirts a jet of Water from its snout, attempting to knock an item out of someone’s hand.
- Roll your Power +3 dice vs. targets' Power dice
- Damage: Halved
- EFFECT: If it hits, knock away one of the target’s equipped Handheld Items.
- The item lays on the ground. Anyone can then spend a Support Action to pick it up and stash it in their inventory.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: Two free hands... or tentacles in this case
- 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).
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Wrap the target inside a large bubble, slowly regenerating their life.
- EFFECT: Target gets Regen x2.
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Protect someone with a sponge, softening the impact of the next attack that hits them.
- EFFECT: Target gains Shield:
- Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
- Power: 5 (+0)
- Courage: 26 (+0)
- Wisdom: 25 (+0)
- Hearts: 15/15 (+0)
- Magic: 6/6 (+0)
- Initiative: $init 1d18
- Attack Dice: 0
- Defense Dice: 4
- Armor: 0
Affinities: Water
Origin: The Legend of Zelda
Tektites are large, quadrupedal instectoids whose chief tactic in combat is to leap around seemingly at random. This is the Blue Tektite, which are known for being fast, erratic jumpers that have adapted well to life around water and ice, sabotaging the offenses of threatening enemies before running for its allies to take care of them.
- Cannot get Bonus Turns
- Can bounce to another target after making a melee attack.
- Once per turn, anyone that enters melee combat with you loses 2 Attack Dice.
- Your Attack Dice cannot be affected by enemy effects.
- Can bounce off the surface of any liquid as if it was land.
If Blue Tektite dies, it has a team drop of 100 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Tektites can learn and use this skill.
- DESCRIPTION: Tektite rapidly jumps from target to target if its attacks hit.
- Defense Dice: +4
- EFFECT: After you attack someone in melee (successful or not), bounce to another target and perform the same attack with the same roll and half damage.
- This does not proc itself.
- RESTRICTIONS: This is an Innate Skill. Only Blue Tektites can learn and use this skill.
- DESCRIPTION: Blue Tektite draws cold webbing from it’s body, slowing down whoever it meets in melee combat.
- EFFECT: Once per turn, anyone that enters melee combat with you loses 2 Attack Dice.
- RESTRICTIONS: This is an Innate Skill. Only Blue Tektites can learn and use this skill.
- DESCRIPTION: Blue Tektites are capable of jumping around on the water without breaking the surface due to their ability to spread their weight across the water and giving them resistance to weakening their offenses.
- EFFECT 1: Your Attack Dice cannot be affected by enemy effects.
- EFFECT 2: You can bounce off the surface of any liquid as if it was land.
- Stat Point Cost: 3
- DESCRIPTION: You enter battles in a flash, though it's too fast for an extra move.
- Initiative: +0d8
- EFFECT: If you get a Bonus Turn, it's skipped.
- DESCRIPTION: Blue Tektite jumps at a target quickly, gaining speed for its next defense.
- Roll your Courage +4 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, your next defensive roll will gain +3 Dice.
- DESCRIPTION: Gathering momentum, Blue Tektite gradually builds up speed through jumping off a target repeatedly to eventually escape from the battle in one mega jump. The target defends once against all three attacks.
- Roll your Courage +3 dice vs. targets' Courage dice * 3
- Damage: Halved
- Armor is calculated for each attack individually.
EFFECT 1: If all three attacks hit, you can automatically Escape from battle.
EFFECT 2: This does not work with Bouncing Around
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Send an icy wave of Water at a target, slowing them down.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 3 Attack Dice.
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Wrap the target inside a large bubble, slowly regenerating their life.
- EFFECT: Target gains Regen x2.
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Set up a blockade of Water, suppressing a nasty power produced by an attack.
- EFFECT: Target gains Effect Block:
- Negate the next EFFECT to the target caused by a Combat Action, which then removes Effect Block.
- Power: 6 (+0)
- Courage: 20 (+0)
- Wisdom: 21 (+0)
- Hearts: 15/15 (+0)
- Magic: 12/12 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 3
- Armor: 4
Affinities: Water
Origin: A Link Between Worlds
Staying afloat with a large pair of wings, Zirro (also known as Bombers) are large sentient fungi-like creatures, consisting of a huge mushroom with wings and with small beady eyes below the cap, which fly around fields and water; looking for nutrients to draw into them. While looking fragile at first glance, they are surprisingly sturdy and become faster as their condition deteriorates.
Blue Zirros primarily inhabit areas thick with snow, usually where there is vegetation underneath. Normally hiding underneath snow to absorb nutrients from anything growing underneath, they will take flight if disturbed by attackers or predators. Once in the air, they pelt their enemies with freezing snowballs while they buff their allies. They are very difficult to kill early on in a fight and they make life so much harder for their enemies by freezing them until their offenses grind to a screeching halt.
- Magic Regen x2
- Gain Defense Dice equal to half the difference between your Current & Maximum Hearts
- Whenever you are hit by attacks, the attacker loses 2 Attack Dice.
If Blue Zirro dies, it has a team drop of 70 Rupees and a Frost Seed, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Zirros can learn and use this skill.
- DESCRIPTION: Zirros fly around on their heavy wings, keeping them off the ground and out of reach, becoming faster at dodging as it takes damage.
- Defense Dice: +3
- EFFECT: This Defense Dice bonus is increased by half the difference between your Current and Maximum Hearts.
- RESTRICTIONS: This is an Innate Skill. Only Blue Zirros can learn and use this skill.
- DESCRIPTION: Blue Zirros keep themselves protected from the icy conditions by carrying a special fluid inside them that does not freeze in sub-zero conditions. This also sprays out whenever it is hit, complicating the lives of those who try to muscle in on it.
- Armor: +4
- EFFECT: Whenever you are hit by an attack, the attacker loses 2 Attack Dice.
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Magic over time.
- EFFECT: You gain Magic Regen x2.
- DESCRIPTION: Zirro charges at a target, capfirst, in a generic attack. Hits one target.
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +2
- DESCRIPTION: Zirro flies up to a target and smothers them with its body, stealing nutrients from them. Hits one target.
- Roll your Courage dice vs. targets' Power dice
- Damage: None
- EFFECT: Siphon Hearts & Magic from the target to you (Ignores Armor) equal to half the difference in successes.
- REQUIREMENT: Water
- DESCRIPTION: Blue Zirro hurls a ball of snow at a target, partially freezing supportive powers that the target recieves.
- Roll your Courage +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, the target gets Support Blocked:
- Negate the next EFFECT to the target caused by a Support Action, which then removes Support Blocked.
- REQUIREMENT: Water
- COSTS: 6 Magic
- DESCRIPTION: Blue Zirro releases a misty cloud of spores, chilling everyone.
- EFFECT: Everyone without Water Affinity loses 2 Attack 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: Water
- COSTS: 2 Magic
- DESCRIPTION: Cast a missile of ice at a target, reducing their speed.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Damage: +2
- EFFECT: If it hits, target loses 3 Courage.
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Set up a blockade of Water, suppressing a nasty power produced by an attack.
- EFFECT: Target gains Effect Block:
- Negate the next EFFECT to the target caused by a Combat Action, which then removes Effect Block.
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Protect someone with a sponge, softening the impact of the next attack that hits them.
- EFFECT: Target gains Shield:
- Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
- REQUIREMENTS: Water
- COSTS: 6 Magic
- DESCRIPTION: Summon a mighty blizzard, slowing down anyone who tries to attack.
- EFFECT: Summon the Frozen Field Field Effect:
- Overwrite any current Field Effect in play.
- After anyone attacks, they lose 2 Attack Dice.
- Power: 0 (+0)
- Courage: 25 (+0)
- Wisdom: 29 (+0)
- Hearts: 17/17 (+0)
- Magic: 7/7 (+5)
- Initiative: $init 1d10
- Attack Dice: 3
- Defense Dice: 3
- Armor: 0
Affinities: Water
Origin: Zelda 1
A teal-robed Wizzrobe that's partially out of phase with reality. Its robes freeze anything they touch, save for Icerobe itself. Given they’re rather easy to kill, but they’re also speedy, they have a tendency to attrition their foes long before they enter a battle, so when they do, their victims barely have the strength to fight back. Also, unlike the other Wizzrobes, Icerobes have icy blue eyes, allowing them to blend in with arctic settings well.
They also wield scythes. Scary.
- After successfully defending, can follow up using Escape w/ +5 Dice
- Non-Magic-based Damage is halved, except from Light attacks
- After anyone hits you, they lose 1 Attack Dice, 3 w/ Augmented
If Icerobe dies, it has a team drop of 70 Rupees, and it drops a Teal 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 1: 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 Icerobes can learn and use this skill.
- DESCRIPTION: Icerobes are surprisingly deceptive, using frozen reflections to hide their actual position.
- Attack Dice & Defense Dice: +3
- EFFECT: When you successfully defend, you can take the place of one of your outlier reflections, allowing you follow up with Escape w/ +5 Dice
- 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).
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Send an icy wave of Water at a target, slowing them down.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 3 Attack Dice.
- REQUIREMENTS: Water
- COSTS: 6 Magic
- DESCRIPTION: Set off a large-scale blast of ice, chilling all enemies.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Target(s) hit lose 3 Attack Dice.
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Hurl a large blade of ice at a target with great accuracy.
- Roll your Wisdom +5 dice vs. targets' Courage dice
- Damage: +4
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Wrap the target in a frozen bubble, nullifying the bonuses their attacks gain.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target gets Numbed:
- Target’s Combat Actions have their Dice & Damage Modifiers removed.
- DURATION: Two rounds.
- REQUIREMENTS: Water
- COSTS: 6 Magic
- DESCRIPTION: Summon a mighty blizzard, slowing down anyone who tries to attack.
- EFFECT: Summon the Frozen Field Field Effect:
- Overwrite any current Field Effect in play.
- After anyone attacks, they lose 2 Attack Dice.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A large scythe with a black, serrated blade that reeks of death. Can Slash or Reap a target.
- Slash:
- Roll your Courage dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, target gets Bleeding x5.
Reap:
RESTRICTIONS: Cannot be used on the same target twice in one battle
COSTS: 3 Magic
DESCRIPTION: Reap the soul of one that has fallen and take an ability from him.
EFFECT: Select a dead target, and gain any Active Skill or Spell that the target has.
DURATION: You will have this ability for the remainder of the battle.
- DESCRIPTION: A teal-colored robe that freezes anything it touches. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Water Bonus: After anyone hits you, they lose 1 Attack Dice.
Augmented Mode:
COSTS: 4 Magic at the start of each round
Water Bonus: After anyone hits you, they lose 3 Attack Dice.
[spoiler=Blue Octorok]
[estats name=Blue Octorok power=22 (+0) courage=8 (+0) wisdom=16 (+0) hearts=21/21 (+0) magic=10/10 (+0) initiative=1d10 attack-dice=0 defense-dice=4 armor=3][Water][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: The Legend of Zelda
The canon fodder in the world of [b]Hyrule[/b], [b]Octoroks[/b] are amphibious octopus-like creatures, bearing a large cannon-like mouth which they use to fire objects at high speed from.
[b]Blue Octoroks[/b] are generally aquatic in nature, very frequently found in or near water. While they are not particularly fast, they are smart and lie in wait until prey comes along or when their allies need help. While they might not hurt as much as their red cousins, they are very annoying to deal with; especially if you need to break their allies quickly.
[/tab]
[tab=Other Bonuses][list]
[*]If you successfully defend against an attack, the attack rebounds to someone else with [b]-3 Successes[/b]
[*]Can use [b]Cover[/b] at the start of your turn for no action cost
[*]Both you and anyone being [b]Covered[/b] by you gains [b]2 Dice[/b] when defending.
[/list]
[/tab]
[tab=Item Drop]
If [b]Blue Octorok[/b] dies, it has a team drop of [Rupees]100[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Bouncy Skin][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Octoroks[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Octoroks[/b] have a very bouncy, rubbery skin, which bounces failed attacks off.[list]
[*][b][Armor][/b]: +3
[*][b]EFFECT[/b]: If you successfully defend against an attack, the attacker's attack bounces off and rolls $1d#, where # = the number of targets in battle, except for the attacker and you.[list]
[*]The attacker's attack then redirects to that target with the same success rate -3.
[/list][/list][/list][/box]
[box=Tentacle Guard][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Blue Octoroks[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Blue Octorok[/b] has very tough, rubbery, tentacles and is capable of using them to block attacks aimed at it’s allies.[list]
[*][b][Defense Dice][/b]: +4
[*][b]EFFECT 1[/b]: At the start of your turn, you can use [b]Cover[/b] for no action cost.
[*][b]EFFECT 2[/b]: Both you and anyone being [b]Covered[/b] by you gains [b]2 Dice[/b] when defending.[list]
[*]This bonus does not stack with multiple instances of [b]Tentacle Guard[/b] being active.
[/list][/list][/list][/box]
[/tab]
[tab=Actives]
[box=Cannon-Mouth][list]
[*][b]DESCRIPTION[/b]: [b]Octorok[/b] fires a rock at a target from its cannon-like mouth.[list]
[*][dice type-a=Power amount-a=+6 type-b=Power][list]
[*][b]Damage[/b]: +0
[/list][/list][/list][/box]
[box=Pinpoint Strike][list]
[*][b]DESCRIPTION[/b]: [b]Blue Octorok[/b] fires a high-precision barrage of cold rocks at a target, dealing small ticks of damage to a target. The target defends once against all three attacks.[list]
[*][dice type-a=Power amount-a=+3 type-b=Power] * 3[list]
[*][b]Damage[/b]: 4 per hit[list]
[*][Armor] is calculated for each attack individually.
[/list]
[*][b]EFFECT[/b]: If all three rocks hit, remove one of the target’s [b]Bonuses[/b].
[/list][/list][/list][/box]
[box=Water Jet][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]DESCRIPTION[/b]: [b]Blue Octorok[/b] squirts a jet of [Water] from its snout, attempting to knock an item out of someone’s hand.[list]
[*][dice type-a=Power amount-a=+3 type-b=Power][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, knock away one of the target’s equipped [b]Handheld Items[/b].[list]
[*]The item lays on the ground. Anyone can then spend a [b]Support Action[/b] to pick it up and stash it in their inventory.
[/list][/list][/list][/list][/box]
[box=Absorb][list]
[*][b]REQUIREMENTS[/b]: Two free hands... or tentacles in this case
[*][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]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Support]
[box=Restoration Bubble][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: Wrap the target inside a large bubble, slowly regenerating their life.[list]
[*][b]EFFECT[/b]: Target gets [b]Regen x2[/b].
[/list][/list][/box]
[box=Sponge][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Protect someone with a sponge, softening the impact of the next attack that hits them.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Shield[/b][/color]:[list]
[*]Target takes half damage from the next [b]Combat Action[/b] they’re hit by, which then removes [color=yellow][b]Shield[/b][/color].
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
[spoiler=Blue Tektite]
[estats name=Blue Tektite power=5 (+0) courage=26 (+0) wisdom=25 (+0) hearts=13/13 (+0) magic=6/6 (+0) initiative=1d18 attack-dice=0 defense-dice=4 armor=0][Water][/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]Blue Tektite[/b], which are known for being fast, erratic jumpers that have adapted well to life around water and ice, sabotaging the offenses of threatening enemies before running for its allies to take care of them.
[/tab]
[tab=Other Bonuses][list]
[*]Cannot get [b]Bonus Turns[/b]
[*]Can bounce to another target after making a melee attack.
[*]Once per turn, anyone that enters melee combat with you loses [b]2 [Attack Dice][/b].
[*]Your [Attack Dice] cannot be affected by enemy effects.
[*]Can bounce off the surface of any liquid as if it was land.
[/list]
[/tab]
[tab=Item Drop]
If [b]Blue Tektite[/b] dies, it has a team drop of [Rupees]100[/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=Cold String][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Blue Tektites[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Blue Tektite[/b] draws cold webbing from it’s body, slowing down whoever it meets in melee combat.[list]
[*][b]EFFECT[/b]: Once per turn, anyone that enters melee combat with you loses [b]2 [Attack Dice][/b].
[/list][/list][/box]
[box=Surface Tension][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Blue Tektites[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Blue Tektites[/b] are capable of jumping around on the water without breaking the surface due to their ability to spread their weight across the water and giving them resistance to weakening their offenses.[list]
[*][b]EFFECT 1[/b]: Your [Attack Dice] cannot be affected by enemy effects.
[*][b]EFFECT 2[/b]: You can bounce off the surface of any liquid as if it was land.
[/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=Leap][list]
[*][b]DESCRIPTION[/b]: [b]Blue 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=Escape Jump][list]
[*][b]DESCRIPTION[/b]: Gathering momentum, [b]Blue Tektite[/b] gradually builds up speed through jumping off a target repeatedly to eventually escape from the battle in one mega jump. The target defends once against all three attacks.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage] * 3[list]
[*][b]Damage[/b]: Halved[list]
[*][Armor] is calculated for each attack individually.
[/list]
[*][b]EFFECT 1[/b]: If all three attacks hit, you can automatically [b]Escape[/b] from battle.
[*][b]EFFECT 2[/b]: This does not work with [b]Bouncing Around[/b]
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills][eSpells]
[tabs]
[tab=Offensive]
[box=Frost][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: Send an icy wave of [Water] at a target, slowing them down.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target loses [b]3 [Attack Dice][/b].
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Restoration Bubble][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: Wrap the target inside a large bubble, slowly regenerating their life.[list]
[*][b]EFFECT[/b]: Target gains [b]Regen x2[/b].
[/list][/list][/box]
[box=Block][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Set up a blockade of [Water], suppressing a nasty power produced by an attack.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Effect Block[/b][/color]:[list]
[*]Negate the next [b]EFFECT[/b] to the target caused by a [b]Combat Action[/b], which then removes [color=yellow][b]Effect Block[/b][/color].
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
[spoiler=Blue Zirro]
[estats name=Blue Zirro power=6 (+0) courage=20 (+0) wisdom=21 (+0) hearts=15/15 (+0) magic=12/12 (+0) initiative=1d10 attack-dice=0 defense-dice=3 armor=4][Water][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: A Link Between Worlds
Staying afloat with a large pair of wings, [b]Zirro[/b] (also known as [b]Bombers[/b]) are large sentient fungi-like creatures, consisting of a huge mushroom with wings and with small beady eyes below the cap, which fly around fields and water; looking for nutrients to draw into them. While looking fragile at first glance, they are surprisingly sturdy and become faster as their condition deteriorates.
[b]Blue Zirros[/b] primarily inhabit areas thick with snow, usually where there is vegetation underneath. Normally hiding underneath snow to absorb nutrients from anything growing underneath, they will take flight if disturbed by attackers or predators. Once in the air, they pelt their enemies with freezing snowballs while they buff their allies. They are very difficult to kill early on in a fight and they make life so much harder for their enemies by freezing them until their offenses grind to a screeching halt.
[/tab]
[tab=Other Bonuses][list]
[*][b][Magic] Regen x2[/b]
[*]Gain [Defense Dice] equal to half the difference between your [b]Current & Maximum [Hearts][/b]
[*]Whenever you are hit by attacks, the attacker loses [b]2 [Attack Dice][/b].
[/list]
[/tab]
[tab=Item Drop]
If [b]Blue Zirro[/b] dies, it has a team drop of [Rupees]70[/Rupees] and a [b]Frost Seed[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Heavy Flight][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Zirros[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Zirros[/b] fly around on their heavy wings, keeping them off the ground and out of reach, becoming faster at dodging as it takes damage.[list]
[*][b][Defense Dice][/b]: +3
[*][b]EFFECT[/b]: This [Defense Dice] bonus is increased by half the difference between your [b]Current and Maximum [Hearts][/b].
[/list][/list][/box]
[box=Antifreeze Sap][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Blue Zirros[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Blue Zirros[/b] keep themselves protected from the icy conditions by carrying a special fluid inside them that does not freeze in sub-zero conditions. This also sprays out whenever it is hit, complicating the lives of those who try to muscle in on it.[list]
[*][b][Armor][/b]: +4
[*][b]EFFECT[/b]: Whenever you are hit by an attack, the attacker loses [b]2 [Attack Dice][/b].
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Magic Regeneration][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: You naturally recover [Magic] over time.[list]
[*][b]EFFECT[/b]: You gain [b][Magic] Regen x2[/b].
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Headbutt][list]
[*][b]DESCRIPTION[/b]: [b]Zirro[/b] charges at a target, capfirst, in a generic attack. Hits one target.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage][list]
[*][b]Damage[/b]: +2
[/list][/list][/list][/box]
[box=Smother][list]
[*][b]DESCRIPTION[/b]: [b]Zirro[/b] flies up to a target and smothers them with its body, stealing nutrients from them. Hits one target.[list]
[*][dice type-a=Courage type-b=Power][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Siphon [b][Hearts] & [Magic][/b] from the target to you (Ignores [Armor]) equal to half the difference in successes.
[/list][/list][/list][/box]
[box=Snowball][list]
[*][b]REQUIREMENT[/b]: [Water]
[*][b]DESCRIPTION[/b]: [b]Blue Zirro[/b] hurls a ball of snow at a target, partially freezing supportive powers that the target recieves.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, the target gets [color=yellow][b]Support Blocked[/b][/color]:[list]
[*]Negate the next [b]EFFECT[/b] to the target caused by a [b]Support Action[/b], which then removes [color=yellow][b]Support Blocked[/b][/color].
[/list][/list][/list][/list][/box]
[box=Mist Spore][list]
[*][b]REQUIREMENT[/b]: [Water]
[*][b]COSTS[/b]: [magic]6[/magic]
[*][b]DESCRIPTION[/b]: [b]Blue Zirro[/b] releases a misty cloud of spores, chilling everyone.[list]
[*][b]EFFECT[/b]: Everyone without [b][Water] Affinity[/b] loses [b]2 [Attack Dice][/b].
[/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Slow Missile][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Cast a missile of ice at a target, reducing their speed.[list]
[*][dice type-a=Wisdom amount-a=+2 type-b=Wisdom][list]
[*][b]Damage[/b]: +2
[*][b]EFFECT[/b]: If it hits, target loses [b]3 [Courage][/b].
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Block][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Set up a blockade of [Water], suppressing a nasty power produced by an attack.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Effect Block[/b][/color]:[list]
[*]Negate the next [b]EFFECT[/b] to the target caused by a [b]Combat Action[/b], which then removes [color=yellow][b]Effect Block[/b][/color].
[/list][/list][/list][/box]
[box=Sponge][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Protect someone with a sponge, softening the impact of the next attack that hits them.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Shield[/b][/color]:[list]
[*]Target takes half damage from the next [b]Combat Action[/b] they’re hit by, which then removes [color=yellow][b]Shield[/b][/color].
[/list][/list][/list][/box]
[box=Blizzard][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Summon a mighty blizzard, slowing down anyone who tries to attack.[list]
[*][b]EFFECT[/b]: Summon the [color=yellow][b]Frozen Field[/b][/color] [i]Field Effect[/i]:[list]
[*]Overwrite any current [i]Field Effect[/i] in play.
[*]After anyone attacks, they lose [b]2 [Attack Dice][/b].
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
[spoiler=Icerobe]
[estats name=Icerobe power=0 (+0) courage=25 (+0) wisdom=29 (+0) hearts=17/17 (+0) magic=7/7 (+5) initiative=1d10 attack-dice=3 defense-dice=3 armor=0][Water][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: [b]Zelda 1[/b]
A teal-robed [b]Wizzrobe[/b] that's partially out of phase with reality. Its robes freeze anything they touch, save for [b]Icerobe[/b] itself. Given they’re rather easy to kill, but they’re also speedy, they have a tendency to attrition their foes long before they enter a battle, so when they do, their victims barely have the strength to fight back. Also, unlike the other [b]Wizzrobes[/b], [b]Icerobes[/b] have icy blue eyes, allowing them to blend in with arctic settings well.
They also wield scythes. Scary.
[/tab]
[tab=Other Bonuses][list]
[*]After successfully defending, can follow up using [b]Escape w/ +5 Dice[/b]
[*][b]Non-[Magic]-based Damage[/b] is halved, except from [Light] attacks
[*]After anyone hits you, they lose [b]1 [Attack Dice][/b], 3 w/ [b]Augmented[/b]
[/list][/tab]
[tab=Item Drop]
If [b]Icerobe[/b] dies, it has a team drop of [Rupees]70[/Rupees], and it drops a [b]Teal 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 1[/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=Frozen to the Core][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Icerobes[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Icerobes[/b] are surprisingly deceptive, using frozen reflections to hide their actual position.[list]
[*][b][Attack Dice] & [Defense Dice][/b]: +3
[*][b]EFFECT[/b]: When you successfully defend, you can take the place of one of your outlier reflections, allowing you follow up with [b]Escape w/ +5 Dice[/b]
[/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]
[tabs]
[tab=Offensive]
[box=Frost][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: Send an icy wave of [Water] at a target, slowing them down.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target loses [b]3 [Attack Dice][/b].
[/list][/list][/list][/box]
[box=Ice Blast][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Set off a large-scale blast of ice, chilling all enemies.[list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: Target(s) hit lose [b]3 [Attack Dice][/b].
[/list][/list][/list][/box]
[box=Icicle Blade][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Hurl a large blade of ice at a target with great accuracy.[list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Courage][list]
[*][b]Damage[/b]: +4
[/list][/list][/list][/box]
[box=Nullify][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Wrap the target in a frozen bubble, nullifying the bonuses their attacks gain.[list]
[*][dice type-a=Wisdom amount-a=+7 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Numbed[/b][/color]:[list]
[*]Target’s [b]Combat Actions[/b] have their [b]Dice & Damage Modifiers[/b] removed.
[*][b]DURATION[/b]: Two rounds.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Blizzard][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Summon a mighty blizzard, slowing down anyone who tries to attack.[list]
[*][b]EFFECT[/b]: Summon the [color=yellow][b]Frozen Field[/b][/color] [i]Field Effect[/i]:[list]
[*]Overwrite any current [i]Field Effect[/i] in play.
[*]After anyone attacks, they lose [b]2 [Attack Dice][/b].
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[eItems]
[tabs]
[tab=Weapon]
[box=Scythe][list]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A large scythe with a black, serrated blade that reeks of death. Can [b]Slash[/b] or [b]Reap[/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, target gets [b]Bleeding x5[/b].
[/list][/list]
[*][b]Reap[/b]:[list]
[*][b]RESTRICTIONS[/b]: Cannot be used on the same target twice in one battle
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Reap the soul of one that has fallen and take an ability from him.[list]
[*][b]EFFECT[/b]: Select a dead target, and gain any [b]Active Skill[/b] or [b]Spell[/b] that the target has.[list]
[*][b]DURATION[/b]: You will have this ability for the remainder of the battle.
[/list][/list][/list][/list][/list][/box]
[/tab]
[tab=Robe]
[box=Teal Robe][list]
[*][b]DESCRIPTION[/b]: A teal-colored robe that freezes anything it touches. [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][Water] Bonus[/b]: After anyone hits you, they lose [b]1 [Attack Dice][/b].
[/list]
[*][b]Augmented Mode[/b]:[list]
[*][b]COSTS[/b]: [Magic]4[/Magic] at the start of each round
[*][b][Water] Bonus[/b]: After anyone hits you, they lose [b]3 [Attack Dice][/b].
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
RE: 2 - Water - Orithan - 09-29-2016
- Power: 17 (+0)
- Courage: 6 (+0)
- Wisdom: 22 (+0)
- Hearts: 14/14 (+0)
- Magic: 12/12 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 4
Affinities: Water - Power: 17 (+0)
- Courage: 6 (+0)
- Wisdom: 22 (+0)
- Hearts: 12/12 (+0)
- Magic: 12/12 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 6
Affinities: Water - Power: 17 (+0)
- Courage: 6 (+0)
- Wisdom: 22 (+0)
- Hearts: 10/10 (+0)
- Magic: 12/12 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 8
Affinities: Water
Origin: Ocarina of Time
A figure made completely of ice that resembles the form of a king of some sort. It breathes icy winds and is formed from multiple layers of ice, each layer progressively more durable than the previous.
- Anyone who hits you in melee gets Numbed:
- Attacker’s Combat Actions have their Dice & Damage Modifiers removed.
- DURATION: Two rounds.
Half of any Neutral Damage you take is converted to regular Damage.
Layers of Ice
If Freezard King dies, it has a team drop of 125 Rupees and two Frost Seeds, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Freezards can learn and use this skill.
- DESCRIPTION: Freezards are frozen to the core, freezing anyone who hits the statue in melee. They are also resistant to effects that penetrate defenses.
- EFFECT 1: Anyone who hits you in melee gets Numbed:
- Attacker’s Combat Actions have their Dice & Damage Modifiers removed.
- DURATION: Two rounds.
EFFECT 2: Half of any Neutral Damage you take is converted to regular Damage.
- RESTRICTIONS: This is an Innate Skill. Only Freezard Kings can learn and use this skill.
- DESCRIPTION: Freezard Kings are made of multiple layers of ice, limiting how much damage can be done to it in a single blow and allowing it to shed any afflictions it has with its layers.
- EFFECT: You consist of three layers of ice:
- 1st Layer: Has 14 Hearts and 4 Armor
- 2nd Layer: Has 12 Hearts and 6 Armor
- 3rd Layer: Has 10 Hearts and 8 Armor
- Overkill damage for any layer does not go through to the next layer.
- When each layer is destroyed, any Named Effects and Numerical Bonuses & Penalties you have do not transfer to the next layer.
- REQUIREMENTS: Water
- DESCRIPTION: Let loose a howling gale of ice-cold breath upon an enemy, freezing them.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Target loses 3 Courage
- REQUIREMENTS: Water
- COSTS: 2 Hearts off your current layer
- DESCRIPTION: Spit a large chunk of ice at an enemy, dealing considerable damage and cutting their offenses.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +4
- EFFECT: Target loses 2 Attack Dice
- DESCRIPTION: Attempt to grind yourself against a target, attempting to crush them with your weight.
- Roll your Power dice vs. targets' Power dice
- Damage: +8
- IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Water
- COSTS: 6 Magic
- DESCRIPTION: Set off a large-scale blast of ice, chilling all enemies.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Target(s) hit lose 3 Attack Dice.
- REQUIREMENTS: Water
- COSTS: 6 Magic
- DESCRIPTION: Summon a mighty blizzard, slowing down anyone who tries to attack.
- EFFECT: Summon the Frozen Field Field Effect:
- Overwrite any current Field Effect in play.
- After anyone attacks, they lose 2 Attack Dice.
[spoiler=Freezard, King]
[tabs][tab=1st Layer][estats name=Freezard, King power=17 (+0) courage=6 (+0) wisdom=22 (+0) hearts=14/14 (+0) magic=12/12 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=4][Water][/estats][/tab]
[tab=2nd Layer][estats name=Freezard, King power=17 (+0) courage=6 (+0) wisdom=22 (+0) hearts=12/12 (+0) magic=12/12 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=6][Water][/estats][/tab]
[tab=Final Layer][estats name=Freezard, King power=17 (+0) courage=6 (+0) wisdom=22 (+0) hearts=10/10 (+0) magic=12/12 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=8][Water][/estats][/tab][/tabs]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Ocarina of Time
A figure made completely of ice that resembles the form of a king of some sort. It breathes icy winds and is formed from multiple layers of ice, each layer progressively more durable than the previous.
[/tab]
[tab=Other Bonuses][list]
[*]Anyone who hits you in melee gets [color=yellow][b]Numbed[/b][/color]:[list]
[*]Attacker’s [b]Combat Actions[/b] have their [b]Dice & Damage Modifiers[/b] removed.
[*][b]DURATION[/b]: Two rounds.
[/list]
[*]Half of any [b]Neutral Damage[/b] you take is converted to regular [b]Damage[/b].
[*][b]Layers of Ice[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Freezard King[/b] dies, it has a team drop of [Rupees]125[/Rupees] and two [b]Frost Seeds[/b], which can be found [url=http://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Chilled to the Core][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Freezards[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Freezards[/b] are frozen to the core, freezing anyone who hits the statue in melee. They are also resistant to effects that penetrate defenses.[list]
[*][b]EFFECT 1[/b]: Anyone who hits you in melee gets [color=yellow][b]Numbed[/b][/color]:[list]
[*]Attacker’s [b]Combat Actions[/b] have their [b]Dice & Damage Modifiers[/b] removed.
[*][b]DURATION[/b]: Two rounds.
[/list]
[*][b]EFFECT 2[/b]: Half of any [b]Neutral Damage[/b] you take is converted to regular [b]Damage[/b].[/list]
[/list][/box]
[box=Layers of Ice][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Freezard Kings[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Freezard Kings[/b] are made of multiple layers of ice, limiting how much damage can be done to it in a single blow and allowing it to shed any afflictions it has with its layers.[list]
[*][b]EFFECT[/b]: You consist of three layers of ice:[list]
[*]1st Layer: Has [hearts]14[/hearts] and 4 [Armor]
[*]2nd Layer: Has [hearts]12[/hearts] and 6 [Armor]
[*]3rd Layer: Has [hearts]10[/hearts] and 8 [Armor][list]
[*]Overkill damage for any layer does not go through to the next layer.
[*]When each layer is destroyed, any [b][color=yellow]Named Effects[/color][/b] and [b]Numerical Bonuses & Penalties[/b] you have do not transfer to the next layer.[/list][/list][/list]
[/list][/box]
[/tab]
[tab=Passives]
[/tab]
[tab=Actives]
[box=Ice Breath][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]DESCRIPTION[/b]: Let loose a howling gale of ice-cold breath upon an enemy, freezing them.[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: Target loses 3 [Courage][/list][/list][/list]
[/box]
[box=Ice Shard][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [hearts]2[/hearts] off your current layer
[*][b]DESCRIPTION[/b]: Spit a large chunk of ice at an enemy, dealing considerable damage and cutting their offenses.[list]
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: +4
[*][b]EFFECT[/b]: Target loses 2 [Attack Dice][/list][/list][/list]
[/box]
[box=Crush Grind][list]
[*][b]DESCRIPTION[/b]: Attempt to grind yourself against a target, attempting to crush them with your weight.[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +8
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you, regardless of [b]CONDITIONS[/b].[/list][/list][/list]
[/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Ice Blast][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Set off a large-scale blast of ice, chilling all enemies.[list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: Target(s) hit lose [b]3 [Attack Dice][/b].
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Blizzard][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Summon a mighty blizzard, slowing down anyone who tries to attack.[list]
[*][b]EFFECT[/b]: Summon the [color=yellow][b]Frozen Field[/b][/color] [i]Field Effect[/i]:[list]
[*]Overwrite any current [i]Field Effect[/i] in play.
[*]After anyone attacks, they lose [b]2 [Attack Dice][/b].
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
RE: 2 - Water - Orithan - 01-29-2017
- Power: 22 (+0)
- Courage: 11 (+0)
- Wisdom: 18 (+0)
- Hearts: 30/25 (+5)
- Magic: 20/20 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 4
- Armor: 6
Affinities: Water
Origin: Ocarina of Time
A giant Octorock-like creature, much bigger than a Hylian, Big Octo crawls about on a mass of slimy tentacles; leaving a trail of mucus behind wherever it goes. Bearing a giant shell on it’s back and exceptionally hard skin on the front, it is very difficult to actually hurt it and it gets harder to hurt as the battle goes by.
- Neutral Armor: 2
- Every time you are hit by an attack, the attacker loses 1 Attack Dice.
- When hit by an attack that deals more than 10 Damage, the amount of damage taken thereafter is halved.
- All Negative Bonuses you receive are reduced by 1.
If Big Octo dies, it has a team drop of 300 Rupees and drops 3 Splash Blue Potions.
- RESTRICTIONS: This is an Innate Skill. Only Big Octo can learn and use this skill.
- DESCRIPTION: Big Octos have an exceptionally thick and tough hide for skin, which is covered in a film of slimy mucus that slows down the enemy.
- Defense Dice: +4
- EFFECT: Every time you are hit by an attack, mucus splashes off your skin and slows down the attacker, reducing their Attack Dice by 1.
- RESTRICTIONS: This is an Innate Skill. Only Big Octo can learn and use this skill.
- DESCRIPTION: Big Octo is carrying a giant shell on it’s back, which protects it well from most attacks and cuts the amount of damage taken from bigger attacks.
- Armor: +6
- EFFECT: If you take more than 10 Damage (after Armor) from any attack, any excess damage taken is halved.
- RESTRICTIONS: This is an Innate Skill. Only Big Octo can learn and use this skill.
- DESCRIPTION: Big Octo’s slimy skin is also protected from harmful effects with the help of a thick layer of moisture that surrounds it.
- Hearts: +5/5
- Neutral Armor: 2
- EFFECT: All Negative Bonuses you receive are reduced by 1.
- DESCRIPTION: Big Octo fires a large rock at a target from its massive cannon-like mouth.
- Roll your Power dice vs. targets' Power dice
- Damage: +5
- CHARGE: 2 Actions
- DESCRIPTION: Once fully charged, ram into a target with great force.
- EFFECT: Ignore any EFFECTS and Negative Bonuses that you have that weaken this attack.
- Roll your Power dice vs. targets' Power dice
- Damage: +10
- IF FAIL: You crash into an inconveniently placed wall with great force, taking Damage equal to the difference in successes+10
- REQUIREMENTS: Two free hands... or tentacles in this case
- 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).
- REQUIREMENTS: Water
- COSTS: 6 Magic
- DESCRIPTION: Set off a large-scale blast of ice, chilling all enemies.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Target(s) hit lose 3 Attack Dice.
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Extinguish a fire raging on a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to yourself or an ally.
- Offensive:
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT 1: If it hits, Remove one Fire Named Effect from the target.
- EFFECT 2: If it hits, you gain Regen x4.
Support:
EFFECT 1: Remove one Fire Named Effect from the target.
EFFECT 2: Additionally, remove any Negative Armor Bonuses from the target.
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Hurl a large blade of ice at a target with great accuracy.
- Roll your Wisdom +5 dice vs. targets' Courage dice
- Damage: +4
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Flush a current of water over the target, giving them an increased ability to dodge attacks.
- EFFECT: Target gains 3 Defense Dice
- REQUIREMENTS: Water
- COSTS: 6 Magic
- DESCRIPTION: Summon a mighty blizzard, slowing down anyone who tries to attack.
- EFFECT: Summon the Frozen Field Field Effect:
- Overwrite any current Field Effect in play.
- After anyone attacks, they lose 2 Attack Dice.
[spoiler=Big Octo]
[estats name=Big Octo power=22 (+0) courage=11 (+0) wisdom=18 (+0) hearts=30/25 (+5) magic=20/20 (+0) initiative=1d10 attack-dice=0 defense-dice=4 armor=6][Water][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Ocarina of Time
A giant [b]Octorock[/b]-like creature, much bigger than a [b]Hylian[/b], [b]Big Octo[/b] crawls about on a mass of slimy tentacles; leaving a trail of mucus behind wherever it goes. Bearing a giant shell on it’s back and exceptionally hard skin on the front, it is very difficult to actually hurt it and it gets harder to hurt as the battle goes by.
[/tab]
[tab=Other Bonuses][list]
[*][b]Neutral Armor[/b]: 2
[*]Every time you are hit by an attack, the attacker loses 1 [Attack Dice].
[*]When hit by an attack that deals more than [b]10 Damage[/b], the amount of damage taken thereafter is halved.
[*]All [b]Negative Bonuses[/b] you receive are reduced by 1.
[/list]
[/tab]
[tab=Item Drop]
If [b]Big Octo[/b] dies, it has a team drop of [Rupees]300[/Rupees] and drops [b]3 Splash Blue Potions[/b].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Slimy Hide][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Big Octo[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Big Octos[/b] have an exceptionally thick and tough hide for skin, which is covered in a film of slimy mucus that slows down the enemy.[list]
[*][b][Defense Dice][/b]: +4
[*][b]EFFECT[/b]: Every time you are hit by an attack, mucus splashes off your skin and slows down the attacker, reducing their [Attack Dice] by 1.
[/list][/list][/box]
[box=Shell Armor][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Big Octo[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Big Octo[/b] is carrying a giant shell on it’s back, which protects it well from most attacks and cuts the amount of damage taken from bigger attacks.[list]
[*][b][Armor][/b]: +6
[*][b]EFFECT[/b]: If you take more than [b]10 Damage[/b] (after [Armor]) from any attack, any excess damage taken is halved.[/list][/list][/box]
[box=Moist Filter][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Big Octo[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Big Octo’s[/b] slimy skin is also protected from harmful effects with the help of a thick layer of moisture that surrounds it.[list]
[*][b][Hearts][/b]: +5/5
[*][b]Neutral [Armor][/b]: 2
[*][b]EFFECT[/b]: All [b]Negative Bonuses[/b] you receive are reduced by 1.[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Cannon-Mouth][list]
[*][b]DESCRIPTION[/b]: [b]Big Octo[/b] fires a large rock at a target from its massive cannon-like mouth.[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +5
[/list][/list][/list][/box]
[box=Slow Charge][list]
[*][b]CHARGE[/b]: 2 Actions
[*][b]DESCRIPTION[/b]: Once fully charged, ram into a target with great force.[list]
[*][b]EFFECT[/b]: Ignore any [b]EFFECTS[/b] and [b]Negative Bonuses[/b] that you have that weaken this attack.
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +10
[*][b]IF FAIL[/b]: You crash into an inconveniently placed wall with great force, taking [b]Damage[/b] equal to the difference in successes+10
[/list][/list][/list]
[/box]
[box=Absorb][list]
[*][b]REQUIREMENTS[/b]: Two free hands... or tentacles in this case
[*][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]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Ice Blast][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Set off a large-scale blast of ice, chilling all enemies.[list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: Target(s) hit lose [b]3 [Attack Dice][/b].
[/list][/list][/list][/box]
[box=Extinguish][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Extinguish a fire raging on a target. Can be cast as an [b]Offensive Spell[/b] to an enemy, or as a [b]Support Spell[/b] to yourself or an ally.[list]
[*][b]Offensive[/b]:[list]
[*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT 1[/b]: If it hits, Remove one [b][Fire] [color=yellow]Named Effect[/color][/b] from the target.
[*][b]EFFECT 2[/b]: If it hits, you gain [b]Regen x4[/b].
[/list][/list]
[*][b]Support[/b]:[list]
[*][b]EFFECT 1[/b]: Remove one [b][Fire] [color=yellow]Named Effect[/color][/b] from the target.
[*][b]EFFECT 2[/b]: Additionally, remove any [b]Negative [Armor] Bonuses[/b] from the target.
[/list][/list][/list][/box]
[box=Icicle Blade][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Hurl a large blade of ice at a target with great accuracy.[list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Courage][list]
[*][b]Damage[/b]: +4
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Untouchable][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Flush a current of water over the target, giving them an increased ability to dodge attacks.[list]
[*][b]EFFECT[/b]: Target gains [b]3 [Defense Dice][/b]
[/list][/list][/box]
[box=Blizzard][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Summon a mighty blizzard, slowing down anyone who tries to attack.[list]
[*][b]EFFECT[/b]: Summon the [color=yellow][b]Frozen Field[/b][/color] [i]Field Effect[/i]:[list]
[*]Overwrite any current [i]Field Effect[/i] in play.
[*]After anyone attacks, they lose [b]2 [Attack Dice][/b].
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
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