3 - Fire - WindStrike - 04-28-2016
- Power: 18 (+0)
- Courage: 26 (+0)
- Wisdom: 15 (+0)
- Hearts: 5/5 (+0)
- Magic: 2/2 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 6
Affinities: Fire
Origin: Ocarina of Time
Baby Dodongos are nowhere near as massive when young, though they still maintain their explosively vicious behavior.
- $1d3 chance to crit.
- Immune to Disruption effects.
- Explode on death.
If Baby Dodongo dies, it has a team drop of 70 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Dodongos can learn and use this skill.
- DESCRIPTION: Whether they’re babies or fully grown, Dodongos have incredibly tough skin, easily deflecting anything but a lethal strike. They also can’t be held down.
- Armor: +6
- EFFECT: You are immune to Disruption effects.
- RESTRICTIONS: This is an Innate Skill. Only Baby Dodongos can learn and use this skill.
- DESCRIPTION: When Baby Dodongos die, they let out a scream so shrill, that it causes itself to explode violently, hitting everyone else.
- Roll your Power +6 dice vs. targets' Power dice
- Damage: 8
- Stat Point Cost: 5
- DESCRIPTION: Do you have the skills to RNG your way to a victory? If so, then be random when you kill your foes.
- EFFECT: Once per turn, when you are successful in attacking with an attack, roll $1d3.
- If the result is a 3, multiply the attack’s damage by x1.5.
- DESCRIPTION: Baby Dodongo leaps at a target with the full force of its weight. They may be small, but they’re still heavy enough to hurt!
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: +0
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Fire
- COSTS: 2 Magic
- DESCRIPTION: An ultra hot beam that melts the target’s armor.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +3
- EFFECT: If it hits, target loses 2 Armor.
- Power: 19 (+0)
- Courage: 9 (+0)
- Wisdom: 19 (+0)
- Hearts: 14/14 (+3)
- Magic: 6/6 (+0)
- Initiative: $init 1d8
- Attack Dice: 0
- Defense Dice: 3
- Armor: 3
Affinities: Fire
Origin: The Legend of Zelda
With the head of a man and the body of a lion, these centaur-like creatures roam around mountains, hunting down unsuspecting prey. They carry spears and are able to blind their foes with blasts of Light. Considered to be the "breadwinners" of the herd, Blue Lynels are bulky and tough, refusing to fall without taking heavy punishment and tend to make the kills or cover their allies.
- When you drop to half your Hearts or less, you enter Fierce Combat Mode:
- Attack Dice & Defense Dice: +3
- Recovery: When successfully you hit a target, you recover 2 Hearts & 2 Magic.
- DURATION: This lasts for the remainder of the battle, even if you recover to more than half your Maximum Hearts.
When Blue Lynel dies, it has a team drop of 75 Rupees and drops a Brassy Trident, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Lynels can learn and use this skill.
- DESCRIPTION: Lynels hold their fearsome reputation for a reason, which become even more apparent when they are backed into a corner and somehow lucksack their rolls.
- EFFECT: When you drop to half your Hearts or less, you enter Fierce Combat Mode:
- Attack Dice & Defense Dice: +3
- Recovery: When successfully you hit a target, you recover 2 Hearts & 2 Magic.
- DURATION: This lasts for the remainder of the battle, even if you recover to more than half your Maximum Hearts.
- RESTRICTIONS: This is an Innate Skill.
- DESCRIPTION: Blue Lynels bear a thick, heavy hide that slows them down, but beefs up their tanking abilities.
- Initiative: -0d2
- Hearts: +3/3
- Armor: +3
- DESCRIPTION: Blue Lynels bear multiple razor-sharp fangs in their mouths which penetrate and damage Armor. Can hit one target.
- Roll your Power +3 dice vs. targets' Courage dice
- Damage: +3
- EFFECT: If it hits, target loses 2 Armor.
- IF FAIL: Target can Counterattack you regardless of CONDITIONS
- REQUIREMENTS: A melee attack
- CHARGE: 1 Action
- Begin charging by readying your attack, and preparing to leap at the target. As you charge, a burst of a energy flows into your legs.
DESCRIPTION: Once charged, you can leap and attack a target using the melee attack.
EFFECT: If it succeeds, multiply the difference in successes by x1.5.
- REQUIREMENTS: A melee weapon
- CHARGE: 1 Action
- Charge by pouring your energy into your weapon, which emits a blue glow.
- If you have two melee weapons equipped, you can bypass the Charge time entirely.
DESCRIPTION: Once charged, you can spin rapidly with the weapon, causing a wave of energy to hit all enemies.
This uses your weapon’s standard attack roll + 6 dice
Damage: Halved
- COSTS: 3 Hearts
- DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gains a boost.
- EFFECT: Your next attack gains 6 Dice.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Fire
- COSTS: 1 Magic
- DESCRIPTION: A basic Fire spell that causes a flurry of sparks to explode around the target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- Neutral Damage: 4
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Summon an endless amount of flames to surround and consume the target, until there is nothing left.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target gets Bleeding x4.
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
- EFFECT: Target gains 2 Attack Dice.
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Infuse an ally with high intensity flames, empowering their next attack.
- EFFECT: Target’s next attack gains 8 Dice.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A big formidable brass trident imbued with the blessing carried by the sun, often being carried by Blue Lynels and serves as their primary weapon for fighting. It has the ability to Cleave, Thrust or shoot a Sun Beam at a target.
- Defense Dice: +3
- Cleave:
- Roll your Power +3 dice vs. targets' Power dice
- Damage: +3
Thrust:
Roll your Power dice vs. targets' Power dice
Damage: +6
IF FAIL: Target can Counterattack you regardless of CONDITIONS.
Sun Beam:
COST: 2 Magic
DESCRIPTION: Fire a beam of sun energy at a target, causing them to shine in a light that heals attackers.
Roll your Wisdom +3 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: If it hits, you and your allies recover 3 Hearts.
- Power: 4 (+0)
- Courage: 27 (+0)
- Wisdom: 17 (+0)
- Hearts: 8/8 (+0)
- Magic: 8/8 (+0)
- Initiative: $init 1d18
- Attack Dice: 4
- Defense Dice: 4
- Armor: 0
Affinities: Fire
Origin: Ocarina of Time
At first glance, Fire Keese look like unfortunate Keese who have been caught in a flame. However, it doesn't harm it and it indeed has great control over it.
- Bonus turn is skipped
- Melee attackers takes 2 Neutral Damage.
- Immunity to effects that affect eyesight.
When Fire Keese dies, it has a team drop of 50 Rupees, and it drops an Ember 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 Fire Keese can learn and use this skill.
- DESCRIPTION: Fire Keese have Fire on their wings, which sets enemies who touch it on Fire.
- Defense Dice: +4
- EFFECT: Whenever you are targeted with a melee attack, the attacker takes 2 Neutral Damage.
- 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: Fire
- DESCRIPTION: Fire Keese flies past all of its enemies, singing them with the trail of fire that it produces.
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: Halved
- Neutral Damage: 2
- REQUIREMENTS: Fire
- DESCRIPTION: Fire Keese superheats itself, creating a massive fireball, and then proceeds to fly directly at the target to hopefully take them down with Fire Keese.
- EFFECT 1: This attack gains Dice equal to the amount of Hearts you have left.
- EFFECT 2: This attack gains Damage equal to the amount of Magic you have left.
- Roll your Courage dice vs. targets' Courage dice
- Damage: +0
- EFFECT: You die as the result of this attack
- You can not be revived for the rest of the battle
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: Bring down the rage of the great Fire dragon upon the target!
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- Neutral Damage: 8
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Infuse an ally with high intensity flames, empowering their next attack.
- EFFECT: Target’s next attack gains 8 Dice.
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: A blazing wave of heat covers the field, devouring anyone too weak to stand.
- EFFECT: Summon the Heatwave Field Effect.
- Overwrite any current Field Effect in play.
- Anyone that drops down to 2 Hearts or less instantly dies.
- Power: 0 (+0)
- Courage: 0 (+0)
- Wisdom: 33 (+0)
- Hearts: 30/30 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: Fire
Origin: ZURPG
A vengeful spirit, born from the flames of the Lava Lands that uses its intense hatred to burn its enemies into nothingness. It doesn’t care much for its own safety or even its allies, as long as it’s able to decimate its enemies.
As for what exactly the Fire Spirits hate, no one really knows...
- Anyone that enters melee combat with you automatically takes 2 Neutral Damage.
- Anyone killed by your attacks is turned to ashes, preventing them from being revived for the remainder of the battle.
- The first attack you receive that causes any amount of Damage is negated, causing the barrier to fall.
- Once the barrier falls, immediately use the Flamefall Skill without spending an Action.
$1d3 for Critical Strike
If Fire Spirit dies, it has a team drop of 50 Rupees, and it drops an Ember Seed, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Fire Spirits can learn and use this skill.
- DESCRIPTION: With your flames empowered by hatred, they reach incredibly hot temperatures, naturally scalding attackers and turning anything they touch into ashes.
- EFFECT 1: Anyone that enters melee combat with you automatically takes 2 Neutral Damage.
- EFFECT 2: Anyone killed by your attacks is turned to ashes, preventing them from being revived for the remainder of the battle.
- RESTRICTIONS: This is an Innate Skill. Only Fire Spirits can learn and use this skill.
- DESCRIPTION: A natural barrier of flames surrounds you, protecting you from an attack, and exploding once the barrier is gone.
- EFFECT: The first attack you receive that causes any amount of Damage is negated, causing the barrier to fall.
- Once the barrier falls, immediately use the Flamefall Skill without spending an Action.
- Stat Point Cost: 5
- DESCRIPTION: Do you have the skills to RNG your way to a victory? If so, then be random when you kill your foes.
- EFFECT: Once per turn, when you are successful in attacking with an attack, roll $1d3.
- If the result is a 3, multiply the attack’s damage by x1.5.
- REQUIREMENTS: Fire
- DESCRIPTION: LET THE FLAMES OF DEATH MOUNTAIN RAIN DOWN UPON THEM! Summon a storm of Fire that drops destructive flames on all enemies.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: Halved
- REQUIREMENTS: Fire
- DESCRIPTION: Burn a target with such intense flames that their whole body is scalded.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +2
- EFFECT: If it hits, target gets Bleeding x2.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- Power: 8 (+0)
- Courage: 17 (+0)
- Wisdom: 20 (+0)
- Hearts: 12/12 (+0)
- Magic: 6/6 (+0)
- Initiative: $init 1d10
- Attack Dice: 4
- Defense Dice: 3
- Armor: 0
Affinities: Fire
Origin: A Link to the Past
Staying afloat with a large pair of wings, Zirro (also known as Bombers) are large sentient fungi-like creatures, consisting of a huge mushroom with wings and with small beady eyes below the cap, which fly around fields and water; looking for nutrients to draw into them. While looking fragile at first glance, they are surprisingly sturdy and become faster as their condition deteriorates.
Green Zirros primarily inhabit grassy areas like Hyrule Field, often where there is a lot of long grass. They normally lurk in said grass to feed off the nutrients in them until enemies come close. Once they take flight, attackers are often bombarded by fiery bombs they drop from their mouths; which set grass on Fire. While they often do not survive past the first stages of the battle, they will have normally sparked the countdown to the demise of their attackers by the time they die.
- Can survive any attack from 6 Hearts or higher.
- Gain Defense Dice equal to half the difference between your Current & Maximum Hearts
- Whenever you are hit by attacks, you take 1 Neutral Damage and the attacker gets Bleeding x2
If Green Zirro dies, it has a team drop of 50 Rupees and an Ember 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 Green Zirros can learn and use this skill.
- DESCRIPTION: Green Zirros are packed with incandescent spores which release when hit; burning itself a little to set any attackers on Fire in process.
- Attack Dice: +4
- EFFECT: Whenever you are hit by an attack, you take 1 Neutral Damage and the attacker gets Bleeding x2.
- Stat Point Cost: 4
- RESTRICTIONS: You can only activate Hanging On once per battle.
- DESCRIPTION: You are capable of surviving a powerful attack that would normally kill you.
- EFFECT: If you have at least 6 Hearts before damage is calculated, you can activate this skill.
- Your Hearts are reduced to 1 instead.
- DESCRIPTION: 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: Fire
- COSTS: 2 Magic
- DESCRIPTION: Green Zirro gathers momentum to flap its large wings to start up a large gale of hot wind and firery spores, burning whoever fails to ward off the fires. Hits all enemies.
- Roll your Courage +4 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target(s) hit get Bleeding x2.
- REQUIREMENT: Fire
- COSTS: 3 Magic
- DESCRIPTION: Bombardment! Green Zirro drops a ball of Fire amongst the enemy party, scorching all of them regardless of wherever they dodge the main blast or not.
- Roll your Wisdom +5 dice vs. targets' Power dice
- Neutral Damage: 4
- IF FAIL: Any enemy not hit takes 2 Damage instead.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Summon an endless amount of flames to surround and consume the target, until there is nothing left.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target gets Bleeding x4.
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Infuse an ally with high intensity flames, empowering their next attack.
- EFFECT: Target’s next attack gains 8 Dice.
- Power: 15 (+0)
- Courage: 26 (+0)
- Wisdom: 0 (+0)
- Hearts: 18/18 (+0)
- Magic: 8/8 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 5
- Armor: 0
Affinities: Fire
Origin: Zelda I & II
A floating skull engulfed in red flames, wobbling about aimlessly with flaring blue eyes. Unless controlled by someone else, it will not actively attack anyone unless someone hits it first. However, it is an extremely durable creature that's capable of reviving even with just a little bit of Magic. It doesn't hurt much, but it can prevent someone from attacking. Who knows, perhaps you could take control of it yourself?
- Armor: +10 against Magic-based attacks
The first time Red Bubble dies, it has a team drop of 50 Rupees, and it drops an Ember Seed, which can be found here.
- DESCRIPTION: Bubbles can only survive in dungeon-like environments, lit by torches and other light sources. Sunlight, however, will kill it.
- EFFECT: If Bubble comes in contact with natural sunlight, it will die instantly, granting no Rupees or drops.
- The actual Bubble itself disintegrates and cannot be revived with Infusion.
- Artificial sunlight has no effect on Bubbles.
- DESCRIPTION: Red Bubbles are nearly impervious to magical attacks.
- Defense Dice: +5
- Armor: +10 against Magic-based attacks
- EFFECT: If Red Bubble runs out of Magic, it will automatically die and fall to the ground as a lifeless skull... which can be revived with Infusion.
- REQUIREMENTS: Bubble is dead
- DESCRIPTION: If Bubble is dead, it can be revived with an infusion of Magic. It does not automatically give control to the reviver though. That requires more specialized means.
- EFFECT: By transferring Magic to Bubble and restoring it to its Maximum Magic, it will revive back to Maximum Hearts.
- This can be done in battle with a Support Action. All you have to do is touch it, and it will naturally sap the Magic from you.
- DESCRIPTION: Red Bubble suddenly flies at a target at high velocities, powered by its red flames.
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target loses 3 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: Fire
- COSTS: 3 Magic
- DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
- EFFECT: Target gains 2 Attack Dice.
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: A mild but purifying flame graces 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 +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, revert the most recent Hearts Recovery the target received.
- The target cannot drop below 1 Heart as a result of this.
Support:
EFFECT 1: Remove one Nature Named Effect from the target.
EFFECT 2: Additionally, remove any Negative Defense Dice Bonuses from the target.
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: A blazing wave of heat covers the field, devouring anyone too weak to stand.
- EFFECT: Summon the Heatwave Field Effect.
- Overwrite any current Field Effect in play.
- Anyone that drops down to 2 Hearts or less instantly dies.
[spoiler=Baby Dodongo]
[estats name=Baby Dodongo power=18 (+0) courage=26 (+0) wisdom=15 (+0) hearts=5/5 (+0) magic=2/2 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=6][Fire][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Ocarina of Time
Baby Dodongos are nowhere near as massive when young, though they still maintain their explosively vicious behavior.
[/tab]
[tab=Other Bonuses][list]
[*]$1d3 chance to crit.
[*]Immune to [color=yellow][b]Disruption[/b][/color] effects.
[*]Explode on death.
[/list]
[/tab]
[tab=Item Drop]
If [b]Baby Dodongo[/b] dies, it has a team drop of [Rupees]70[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Hard Skin][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Dodongos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: Whether they’re babies or fully grown, [b]Dodongos[/b] have incredibly tough skin, easily deflecting anything but a lethal strike. They also can’t be held down.[list]
[*][b][Armor][/b]: +6
[*][b]EFFECT[/b]: You are immune to [color=yellow][b]Disruption[/b][/color] effects.
[/list][/list][/box]
[box=Explosive Death][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Baby Dodongos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: When [b]Baby Dodongos[/b] die, they let out a scream so shrill, that it causes itself to explode violently, hitting everyone else.[list]
[*][dice type-a=Power amount-a=+6 type-b=Power][list]
[*][b]Damage[/b]: 8
[/list][/list][/list][/box]
[/tab]
[tab=Passives]
[box=(5) Critical Strike][list]
[*][b][Stat Point] Cost[/b]: 5
[*][b]DESCRIPTION[/b]: Do you have the skills to RNG your way to a victory? If so, then be random when you kill your foes.[list]
[*][b]EFFECT[/b]: Once per turn, when you are successful in attacking with an attack, roll $1d3.[list]
[*]If the result is a 3, multiply the attack’s damage by x1.5.
[/list][/list][/list][/box]
[/tab]
[tab=Actives]
[box=Leap][list]
[*][b]DESCRIPTION[/b]: [b]Baby Dodongo[/b] leaps at a target with the full force of its weight. They may be small, but they’re still heavy enough to hurt![list]
[*][dice type-a=Courage amount-a=+6 type-b=Courage][list]
[*][b]Damage[/b]: +0
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[box=Melt][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: An ultra hot beam that melts the target’s armor.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +3
[*][b]EFFECT[/b]: If it hits, target loses [b]2 [Armor][/b].
[/list][/list][/list][/box]
[/eSpells]
[/spoiler]
[spoiler=Blue Lynel]
[estats name=Blue Lynel power=19 (+0) courage=9 (+0) wisdom=19 (+0) hearts=14/14 (+3) magic=6/6 (+0) initiative=1d8 attack-dice=0 defense-dice=3 armor=3][Fire][/estats]
[eDescription]
[tabs][tab=Physical Description]
[u]Origin:[/u] The Legend of Zelda
With the head of a man and the body of a lion, these centaur-like creatures roam around mountains, hunting down unsuspecting prey. They carry spears and are able to blind their foes with blasts of [Light]. Considered to be the "breadwinners" of the herd, [b]Blue Lynels[/b] are bulky and tough, refusing to fall without taking heavy punishment and tend to make the kills or cover their allies.
[/tab]
[tab=Other Bonuses][list]
[*]When you drop to half your [Hearts] or less, you enter [b]Fierce Combat Mode[/b]:[list]
[*][b][Attack Dice] & [Defense Dice][/b]: +3
[*][b]Recovery[/b]: When successfully you hit a target, you recover [b][Hearts]2[/Hearts] & [Magic]2[/Magic][/b].
[*][b]DURATION[/b]: This lasts for the remainder of the battle, even if you recover to more than half your [b]Maximum [Hearts][/b].
[/list][/list][/tab]
[tab=Item Drop]
When [b]Blue Lynel[/b] dies, it has a team drop of [Rupees]75[/Rupees] and drops a [b]Brassy Trident[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab][/tabs]
[/eDescription]
[eSkills]
[tabs][tab=Innate]
[box=Fierce Combat][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Lynels[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Lynels[/b] hold their fearsome reputation for a reason, which become even more apparent when they are backed into a corner [s]and somehow lucksack their rolls[/s].[list]
[*][b]EFFECT[/b]: When you drop to half your [Hearts] or less, you enter [b]Fierce Combat Mode[/b]:[list]
[*][b][Attack Dice] & [Defense Dice][/b]: +3
[*][b]Recovery[/b]: When successfully you hit a target, you recover [b][Hearts]2[/Hearts] & [Magic]2[/Magic][/b].
[*][b]DURATION[/b]: This lasts for the remainder of the battle, even if you recover to more than half your [b]Maximum [Hearts][/b].
[/list][/list][/list][/box]
[box=Heavy Hide][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b].
[*][b]DESCRIPTION[/b]: [b]Blue Lynels[/b] bear a thick, heavy hide that slows them down, but beefs up their tanking abilities.[list]
[*][b][Initiative][/b]: -0d2
[*][b][Hearts][/b]: +3/3
[*][b][Armor][/b]: +3
[/list][/list][/box][/tab]
[tab=Active]
[box=Razor Fang][list]
[*][b]DESCRIPTION[/b]: [b]Blue Lynels[/b] bear multiple razor-sharp fangs in their mouths which penetrate and damage [Armor]. Can hit one target.[list]
[*][dice type-a=Power amount-a=+3 type-b=Courage][list]
[*][b]Damage[/b]: +3
[*][b]EFFECT[/b]: If it hits, target loses [b]2 [Armor][/b].
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you regardless of [b]CONDITIONS[/b]
[/list][/list][/list][/box]
[box=Leap Attack][list]
[*][b]REQUIREMENTS[/b]: A melee attack
[*][b]CHARGE[/b]: 1 Action[list]
[*]Begin charging by readying your attack, and preparing to leap at the target. As you charge, a burst of a energy flows into your legs.
[/list]
[*][b]DESCRIPTION[/b]: Once charged, you can leap and attack a target using the melee attack.[list]
[*][b]EFFECT[/b]: If it succeeds, multiply the difference in successes by x1.5.
[/list][/list][/box]
[box=Spin Attack][list]
[*][b]SELL VALUE[/b]: [Rupees]100[/Rupees]
[*][b]REQUIREMENTS[/b]: A melee weapon
[*][b]CHARGE[/b]: 1 Action[list]
[*]Charge by pouring your energy into your weapon, which emits a blue glow.
[*]If you have two melee weapons equipped, you can bypass the [b]Charge[/b] time entirely.
[/list]
[*][b]DESCRIPTION[/b]: Once charged, you can spin rapidly with the weapon, causing a wave of energy to hit all enemies.[list]
[*]This uses your weapon’s standard attack roll + 6 dice[list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/box]
[box=Enrage][list]
[*][b]COSTS[/b]: [Hearts]3[/Hearts]
[*][b]DESCRIPTION[/b]: With a series of grizzly adrenaline rushes, your next attack gains a boost.[list]
[*][b]EFFECT[/b]: Your next attack gains [b]6 Dice[/b].
[/list][/list][/box]
[/tab]
[tab=Basic][Expanded Basic Skills][/tab][/tabs]
[/eSkills]
[eSpells]
[tabs][tab=Offensive]
[box=PSI Flare][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A basic [Fire] spell that causes a flurry of sparks to explode around the target.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]Neutral Damage[/b]: 4
[/list][/list][/list][/box]
[box=Endless Flames][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Summon an endless amount of flames to surround and consume the target, until there is nothing left.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target gets [b]Bleeding x4[/b].
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Burning Blade][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A blade of [Fire] floats around a target, amplifying all their attacks.[list]
[*][b]EFFECT[/b]: Target gains [b]2 [Attack Dice][/b].
[/list][/list][/box]
[box=Flare Up][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Infuse an ally with high intensity flames, empowering their next attack.[list]
[*][b]EFFECT[/b]: Target’s next attack gains [b]8 Dice[/b].
[/list][/list][/box]
[/tab][/tabs]
[/eSpells]
[eItems]
[box=Brassy Trident][list]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A big formidable brass trident imbued with the blessing carried by the sun, often being carried by [b]Blue Lynels[/b] and serves as their primary weapon for fighting. It has the ability to [b]Cleave[/b], [b]Thrust[/b] or shoot a [b]Sun Beam[/b] at a target.[list]
[*][b][Defense Dice][/b]: +3
[*][b]Cleave[/b]:[list]
[*][dice type-a=Power amount-a=+3 type-b=Power][list]
[*][b]Damage[/b]: +3
[/list][/list]
[*][b]Thrust[/b]:[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +6
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you regardless of [b]CONDITIONS[/b].
[/list][/list]
[*][b]Sun Beam[/b]:[list]
[*][b]COST[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: Fire a beam of sun energy at a target, causing them to shine in a light that heals attackers.
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, you and your allies recover [Hearts]3[/Hearts].
[/list][/list][/list][/list][/box]
[/eItems][/spoiler]
[spoiler=Fire Keese]
[estats name=Fire Keese power=4 (+0) courage=27 (+0) wisdom=17 (+0) hearts=8/8 (+0) magic=8/8 (+0) initiative=1d18 attack-dice=4 defense-dice=4 armor=0][Fire][/estats]
[eDescription]
[tabs]
[tab=Physical Description][u]Origin[/u]: Ocarina of Time
At first glance, [b]Fire Keese[/b] look like unfortunate [b]Keese[/b] who have been caught in a flame. However, it doesn't harm it and it indeed has great control over it.
[/tab]
[tab=Other Bonuses][list]
[*]Bonus turn is skipped
[*]Melee attackers takes [b]2 Neutral Damage[/b].
[*]Immunity to effects that affect eyesight.
[/list][/tab]
[tab=Item Drop]
When [b]Fire Keese[/b] dies, it has a team drop of [Rupees]50[/Rupees], and it drops an [b]Ember 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=Burning Flight][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Fire Keese[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Fire Keese[/b] have [Fire] on their wings, which sets enemies who touch it on [Fire].[list]
[*][b][Defense Dice][/b]: +4
[*][b]EFFECT[/b]: Whenever you are targeted with a melee attack, the attacker takes [b]2 Neutral Damage[/b].
[/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=Fire Sweep][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]DESCRIPTION[/b]: [b]Fire Keese[/b] flies past all of its enemies, singing them with the trail of fire that it produces.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]Neutral Damage[/b]: 2[/list][/list][/list][/box]
[box=Suicide Run!][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]DESCRIPTION[/b]: [b]Fire Keese[/b] superheats itself, creating a massive fireball, and then proceeds to fly directly at the target to hopefully take them down with [b]Fire Keese[/b].[list]
[*][b]EFFECT 1[/b]: This attack gains [b]Dice[/b] equal to the amount of [Hearts] you have left.
[*][b]EFFECT 2[/b]: This attack gains [b]Damage[/b] equal to the amount of [Magic] you have left.
[*]Roll your [Courage] dice vs. targets' [Courage] dice[list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: You die as the result of this attack[list]
[*]You can not be revived for the rest of the battle[/list][/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Valoo's Rage][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Bring down the rage of the great [Fire] dragon upon the target![list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]Neutral Damage[/b]: 8
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Flare Up][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Infuse an ally with high intensity flames, empowering their next attack.[list]
[*][b]EFFECT[/b]: Target’s next attack gains [b]8 Dice[/b].
[/list][/list][/box]
[box=Disintegration Field][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: A blazing wave of heat covers the field, devouring anyone too weak to stand.[list]
[*][b]EFFECT[/b]: Summon the [color=yellow][b]Heatwave[/b][/color] [i]Field Effect[/i].[list]
[*]Overwrite any current [i]Field Effect[/i] in play.
[*]Anyone that drops down to [Hearts]2[/Hearts] or less instantly dies.
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells][/spoiler]
[spoiler=Fire Spirit]
[estats name=Fire Spirit power=0 (+0) courage=0 (+0) wisdom=33 (+0) hearts=30/30 (+0) magic=0/0 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=0][Fire][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: ZURPG
A vengeful spirit, born from the flames of the [b]Lava Lands[/b] that uses its intense hatred to burn its enemies into nothingness. It doesn’t care much for its own safety or even its allies, as long as it’s able to decimate its enemies.
As for what exactly the [b]Fire Spirits[/b] hate, no one really knows...
[/tab]
[tab=Other Bonuses][list]
[*]Anyone that enters melee combat with you automatically takes [b]2 Neutral Damage[/b].
[*]Anyone killed by your attacks is turned to ashes, preventing them from being revived for the remainder of the battle.
[*]The first attack you receive that causes any amount of [b]Damage[/b] is negated, causing the barrier to fall.[list]
[*]Once the barrier falls, immediately use the [b]Flamefall Skill[/b] without spending an [b]Action[/b].
[/list]
[*]$1d3 for [b]Critical Strike[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b][Fire] Spirit[/b] dies, it has a team drop of [Rupees]50[/Rupees], and it drops an [b]Ember Seed[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Turn To Ashes][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b][Fire] Spirits[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: With your flames empowered by hatred, they reach incredibly hot temperatures, naturally scalding attackers and turning anything they touch into ashes.[list]
[*][b]EFFECT 1[/b]: Anyone that enters melee combat with you automatically takes [b]2 Neutral Damage[/b].
[*][b]EFFECT 2[/b]: Anyone killed by your attacks is turned to ashes, preventing them from being revived for the remainder of the battle.
[/list][/list][/box]
[box=Flame Barrier][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b][Fire] Spirits[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: A natural barrier of flames surrounds you, protecting you from an attack, and exploding once the barrier is gone.[list]
[*][b]EFFECT[/b]: The first attack you receive that causes any amount of [b]Damage[/b] is negated, causing the barrier to fall.[list]
[*]Once the barrier falls, immediately use the [b]Flamefall Skill[/b] without spending an [b]Action[/b].
[/list][/list][/list][/box]
[/tab]
[tab=Passives]
[box=(5) Critical Strike][list]
[*][b][Stat Point] Cost[/b]: 5
[*][b]DESCRIPTION[/b]: Do you have the skills to RNG your way to a victory? If so, then be random when you kill your foes.[list]
[*][b]EFFECT[/b]: Once per turn, when you are successful in attacking with an attack, roll $1d3.[list]
[*]If the result is a 3, multiply the attack’s damage by x1.5.
[/list][/list][/list][/box]
[/tab]
[tab=Actives]
[box=Flamefall][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]DESCRIPTION[/b]: LET THE FLAMES OF [b]DEATH MOUNTAIN[/b] RAIN DOWN UPON THEM! Summon a storm of [Fire] that drops destructive flames on all enemies.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/box]
[box=Overscald][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]DESCRIPTION[/b]: Burn a target with such intense flames that their whole body is scalded.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +2
[*][b]EFFECT[/b]: If it hits, target gets [b]Bleeding x2[/b].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[/spoiler]
[spoiler=Green Zirro]
[estats name=Green Zirro power=8 (+0) courage=17 (+0) wisdom=20 (+0) hearts=12/12 (+0) magic=6/6 (+0) initiative=1d10 attack-dice=4 defense-dice=3 armor=0][Fire][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: A Link to the Past
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]Green Zirros[/b] primarily inhabit grassy areas like [b]Hyrule Field[/b], often where there is a lot of long grass. They normally lurk in said grass to feed off the nutrients in them until enemies come close. Once they take flight, attackers are often bombarded by fiery bombs they drop from their mouths; which set grass on [Fire]. While they often do not survive past the first stages of the battle, they will have normally sparked the countdown to the demise of their attackers by the time they die.
[/tab]
[tab=Other Bonuses][list]
[*]Can survive any attack from [hearts]6[/hearts] or higher.
[*]Gain [Defense Dice] equal to half the difference between your [b]Current & Maximum [Hearts][/b]
[*]Whenever you are hit by attacks, you take [b]1 Neutral Damage[/b] and the attacker gets [b]Bleeding x2[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Green Zirro[/b] dies, it has a team drop of [Rupees]50[/Rupees] and an [b]Ember 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=Incandescent Spores][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Green Zirros[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Green Zirros[/b] are packed with incandescent spores which release when hit; burning itself a little to set any attackers on [Fire] in process.[list]
[*][b][Attack Dice][/b]: +4
[*][b]EFFECT[/b]: Whenever you are hit by an attack, you take [b]1 Neutral Damage[/b] and the attacker gets [b]Bleeding x2[/b].
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Hanging On][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]RESTRICTIONS[/b]: You can only activate [b]Hanging On[/b] once per battle.
[*][b]DESCRIPTION[/b]: You are capable of surviving a powerful attack that would normally kill you.[list]
[*][b]EFFECT[/b]: If you have at least [Hearts]6[/Hearts] before damage is calculated, you can activate this skill.[list]
[*]Your [Hearts] are reduced to 1 instead.
[/list][/list][/list][/box]
[/tab]
[tab=Actives]
[box=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=Kindle Gale][list]
[*][b]REQUIREMENT[/b]: [Fire]
[*][b]COSTS[/b]: [magic]2[/magic]
[*][b]DESCRIPTION[/b]: [b]Green Zirro[/b] gathers momentum to flap its large wings to start up a large gale of hot wind and firery spores, burning whoever fails to ward off the fires. Hits all enemies.[list]
[*][dice type-a=Courage amount-a=+4 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Target(s) hit get [b]Bleeding x2[/b].
[/list][/list][/list][/box]
[box=Bombardment][list]
[*][b]REQUIREMENT[/b]: [Fire]
[*][b]COSTS[/b]: [magic]3[/magic]
[*][b]DESCRIPTION[/b]: [s]Bombardment![/s] [b]Green Zirro[/b] drops a ball of [Fire] amongst the enemy party, scorching all of them regardless of wherever they dodge the main blast or not.[list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Power][list]
[*][b]Neutral Damage[/b]: 4
[*][b]IF FAIL[/b]: Any enemy [u]not[/u] hit takes [b]2 Damage[/b] instead.
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Endless Flames][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Summon an endless amount of flames to surround and consume the target, until there is nothing left.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target gets [b]Bleeding x4[/b].
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Flare Up][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Infuse an ally with high intensity flames, empowering their next attack.[list]
[*][b]EFFECT[/b]: Target’s next attack gains [b]8 Dice[/b].
[/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
[spoiler=Red Bubble]
[estats name=Red Bubble power=15 (+0) courage=26 (+0) wisdom=0 (+0) hearts=18/18 (+0) magic=8/8 (+0) initiative=1d10 attack-dice=0 defense-dice=5 armor=0][Fire][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Zelda I & II
A floating skull engulfed in red flames, wobbling about aimlessly with flaring blue eyes. Unless controlled by someone else, it will not actively attack anyone unless someone hits it first. However, it is an extremely durable creature that's capable of reviving even with just a little bit of [Magic]. It doesn't hurt much, but it can prevent someone from attacking. Who knows, perhaps you could take control of it yourself?
[/tab]
[tab=Other Bonuses][list]
[*][b][Armor][/b]: +10 against [Magic]-based attacks
[/list][/tab]
[tab=Item Drop]
The first time [b]Red Bubble[/b] dies, it has a team drop of [Rupees]50[/Rupees], and it drops an [b]Ember Seed[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Death by Sunlight][list]
[*][b]DESCRIPTION[/b]: [b]Bubbles[/b] can only survive in dungeon-like environments, lit by torches and other light sources. Sunlight, however, will kill it.[list]
[*][b]EFFECT[/b]: If [b]Bubble[/b] comes in contact with [u]natural[/u] sunlight, it will die instantly, granting no [Rupees] or drops.[list]
[*]The actual [b]Bubble[/b] itself disintegrates and cannot be revived with [b]Infusion[/b].
[*]Artificial sunlight has no effect on [b]Bubbles[/b].
[/list][/list][/list][/box]
[box=Red Armor][list]
[*][b]DESCRIPTION[/b]: [b]Red Bubbles[/b] are nearly impervious to magical attacks.[list]
[*][b][Defense Dice][/b]: +5
[*][b][Armor][/b]: +10 against [Magic]-based attacks
[*][b]EFFECT[/b]: If [b]Red Bubble[/b] runs out of [Magic], it will automatically die and fall to the ground as a lifeless skull... which can be revived with [b]Infusion[/b].
[/list][/list][/box]
[box=Infusion][list]
[*][b]REQUIREMENTS[/b]: [b]Bubble[/b] is dead
[*][b]DESCRIPTION[/b]: If [b]Bubble[/b] is dead, it can be revived with an infusion of [Magic]. It does not automatically give control to the reviver though. That requires more specialized means.[list]
[*][b]EFFECT[/b]: By transferring [Magic] to [b]Bubble[/b] and restoring it to its Maximum [Magic], it will revive back to Maximum [Hearts].[list]
[*]This can be done in battle with a [b]Support Action[/b]. All you have to do is touch it, and it will naturally sap the [Magic] from you.
[/list][/list][/list][/box]
[/tab]
[tab=Actives]
[box=Red Disable][list]
[*][b]DESCRIPTION[/b]: [b]Red Bubble[/b] suddenly flies at a target at high velocities, powered by its red flames.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target loses [b]3 [Attack Dice][/b].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Expanded Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[box=Burning Blade][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A blade of [Fire] floats around a target, amplifying all their attacks.[list]
[*][b]EFFECT[/b]: Target gains [b]2 [Attack Dice][/b].
[/list][/list][/box]
[box=Cleansing Flames][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: A mild but purifying flame graces 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=+6 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, revert the most recent [b][Hearts] Recovery[/b] the target received.[list]
[*]The target cannot drop below [Heart]1[/Heart] as a result of this.
[/list][/list][/list]
[*][b]Support[/b]:[list]
[*][b]EFFECT 1[/b]: Remove one [b][Nature] [color=yellow]Named Effect[/color][/b] from the target.
[*][b]EFFECT 2[/b]: Additionally, remove any [b]Negative [Defense Dice] Bonuses[/b] from the target.
[/list][/list][/list][/box]
[box=Disintegration Field][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: A blazing wave of heat covers the field, devouring anyone too weak to stand.[list]
[*][b]EFFECT[/b]: Summon the [color=yellow][b]Heatwave[/b][/color] [i]Field Effect[/i].[list]
[*]Overwrite any current [i]Field Effect[/i] in play.
[*]Anyone that drops down to [Hearts]2[/Hearts] or less instantly dies.
[/list][/list][/list][/box]
[/eSpells]
[/spoiler]
RE: [Enemies] 3 - Fire - WindStrike - 04-29-2016
- Power: 19 (+0)
- Courage: 7 (+0)
- Wisdom: 26 (+0)
- Hearts: 20/20 (+0)
- Magic: 5/5 (+5)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 1
- Armor: 0
Affinities: Fire
Origin: Zelda 1
An orange-robed Wizzrobe that's partially out of phase with reality. Its robes are literally on Fire, yet they don’t burn themselves out, nor do they affect the Firerobe. While they’re not as invulnerable as Earthrobes, they’re rather difficult to take down, as they dish back endless streams of Fire spells.
They also carry a magical hammer and regenerate both their Hearts & Magic over time.
- Regen x2
- Magic Regen x4
- Attack Dice: +1 after each time you cast a Fire spell
- Non-Magic-based Damage is halved, except from Light attacks
- Melee attackers automatically take 1 Neutral Damage
- Any attack automatically takes 2 Neutral Damage instead w/ Augmented
If Firerobe dies, it has a team drop of 70 Rupees, and it drops an Orange Robe, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Wizzrobes can learn and use this skill.
- DESCRIPTION: Wizzrobes are partially out-of-sync with the physical realm and thus take considerably less damage.
- Magic: +5/5
- EFFECT: Non-Magic-based Damage taken is halved
- If the attack already does Half Damage, it doesn’t get halved a second time.
- RESTRICTIONS: This is an Innate Skill. Only Firerobes can learn and use this skill.
- DESCRIPTION: As Firerobe sets more and more things on Fire, its offense increases, allowing it to eventually engulf existence with Fire.
- Magic Regen: x4
- EFFECT: After each time you cast a Fire spell, you gain 1 Attack 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: Fire
- COSTS: 1 Magic
- DESCRIPTION: A basic Fire spell that causes a flurry of sparks to explode around the target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- Neutral Damage: 4
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: Bring down the rage of the great Fire dragon upon the target!
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- Neutral Damage: 8
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Shoot ball of flames that explodes over an enemy team, causing sparks to rain down on all your enemies.
- EFFECT: Bypasses Cover.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: A mild but purifying flame graces 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 +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, revert the most recent Hearts Recovery the target received.
- The target cannot drop below 1 Heart as a result of this.
Support:
EFFECT 1: Remove one Nature Named Effect from the target.
EFFECT 2: Additionally, remove any Negative Defense Dice Bonuses from the target.
- REQUIREMENTS: Fire
- COSTS: 7 Magic
- DESCRIPTION: Cause the ground itself to erupt in a violent burst of flames, hitting all enemies.
- EFFECT: Bypasses Cover.
- Roll your Wisdom +15 dice vs. targets' Wisdom dice
- Damage: Halved
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
- EFFECT: Target gains 2 Attack Dice.
- DESCRIPTION: A rubber hammer that’s both small and lightweight, yet due to its magical enchantment, it can break even the toughest of defenses. Can Whack or Cripple a target.
- Whack!:
- Roll your Power +10 dice vs. targets' Power dice
- Damage: Halved
Cripple:
Roll your Power +2 dice vs. targets' Power dice
Damage: Halved
EFFECT: If it hits, target loses 2 Defense Dice.
- DESCRIPTION: A kite shield that provides minor defense, but causes you to recover over time.
- Defense Dice: +1
- Regen: +2
- DESCRIPTION: An orange-colored robe that has a permanent blaze of flames. With some Magic, they gain extra flare, hurting melee attackers. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Fire Bonus: Anyone that attacks you in melee combat automatically takes 1 Neutral Damage.
Augmented Mode:
COSTS: 4 Magic at the start of each round
Fire Bonus: Anyone that attacks you automatically takes 2 Neutral Damage.
- Power: 10 (+0)
- Courage: 22 (+0)
- Wisdom: 22 (+0)
- Hearts: 11/11 (+0)
- Magic: 6/6 (+0)
- Initiative: $init 1d10
- Attack Dice: 3
- Defense Dice: 0
- Armor: 3
Affinities: Fire
Origin: A Link to the Past
Bearing a large bouncy shell-like bell that makes up the bulk of its body on top, this octopus-like creature slides around on the ground using a mass of slimy tentacles; creeping around its environment until it finds prey or one of its allies needs something to cover it...
Red Hardhat Beetles bear a very bouncy shell, though it they are not as bouncy as as what their blue cousins are. On the flip side, they are actually capable of attacking with Fire while defending their allies.
- Regen x3
- Attacks that would hit you with a success difference of less than 6 Successes and deal 3 or less Damage (after Armor is factored in) are completely negated.
- Whenever you are hit by a melee attack, the attacker loses 5 Dice on their next attack or defense.
- Whenever you are hit by an attack, you gain 2 Attack Dice
If Red Hardhat Beetle dies, it has a team drop of 100 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Hardhat Beetles can learn and use this skill.
- DESCRIPTION: Hardhat Beetles have extremely bouncy bells, bouncing attacks off with ease.
- Armor: +3
- EFFECT 1: If you are hit by an attack with a difference of less than 6 Successes and if the attack would do 3 or less Damage (after Armor is factored in), that attack is negated completely
- EFFECT 2: If you are hit by a melee attack, the attacker gets bounced back; causing them to lose 5 Dice on their next attack or defense.
- RESTRICTIONS: This is an Innate Skill. Only Red Hardhat Beetles can learn and use this skill.
- DESCRIPTION: Red Hardhat Beetles are capable of using the shock generated from attacks striking it to bolster its offensive.
- Attack Dice: +3
- EFFECT: Whenever you are hit by an attack, you gain 2 Attack Dice.
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Hearts over time.
- EFFECT: You gain Regen x3.
- DESCRIPTION: Hardhat Beetles are capable of planting themselves onto the ground, bolstering its armor at the cost of evasion and amping up the bounciness of its bell.
- EFFECT: Enter Bounce Stance:
- Defense Dice: -5
- Armor: +5
- The Dice penalty induced by Bouncy Shell on melee attackers is increased 3.
- DURATION: Until you are hit by an attack or you choose to end it for no action cost.
- DESCRIPTION: Red Hardhat Beetles can shoot their fiery beak into their enemies, which converts the targets’ defense into their attack. Hits one target.
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target loses 2 Defense Dice and you gain 2 Attack Dice
- DESCRIPTION: Red Hardhat Beetles can swipe their fiery tentacles at enemies, burning all their enemies in the process.
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: Afterwards, all enemies automatically take 1 Neutral 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: Fire
- COSTS: 2 Magic
- DESCRIPTION: Summon a small explosion of Fire, which fires embers in a direction, hitting one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target gets Burned:
- Every time the target attacks or defends, they take 1 Neutral Damage.
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Summon an endless amount of flames to surround and consume the target, until there is nothing left.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target gets Bleeding x4.
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
- EFFECT: Target gains 2 Attack Dice.
[spoiler=Firerobe]
[estats name=Firerobe power=19 (+0) courage=7 (+0) wisdom=26 (+0) hearts=20/20 (+0) magic=5/5 (+5) initiative=1d10 attack-dice=0 defense-dice=1 armor=0][Fire][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: [b]Zelda 1[/b]
An orange-robed [b]Wizzrobe[/b] that's partially out of phase with reality. Its robes are literally on [Fire], yet they don’t burn themselves out, nor do they affect the [b]Firerobe[/b]. While they’re not as invulnerable as [b]Earthrobes[/b], they’re rather difficult to take down, as they dish back endless streams of [Fire] spells.
They also carry a magical hammer and regenerate both their [b][Hearts] & [Magic][/b] over time.
[/tab]
[tab=Total Bonuses][list]
[*][b]Regen x2[/b]
[*][b][Magic] Regen x4[/b]
[*][b][Attack Dice][/b]: +1 after each time you cast a [Fire] spell
[*][b]Non-[Magic]-based Damage[/b] is halved, except from [Light] attacks
[*]Melee attackers automatically take [b]1 Neutral Damage[/b][list]
[*]Any attack automatically takes [b]2 Neutral Damage[/b] instead w/ [b]Augmented[/b]
[/list][/list][/tab]
[tab=Item Drop]
If [b]Firerobe[/b] dies, it has a team drop of [Rupees]70[/Rupees], and it drops an [b]Orange Robe[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Phasing][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Wizzrobes[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Wizzrobes[/b] are partially out-of-sync with the physical realm and thus take considerably less damage.[list]
[*][b][Magic][/b]: +5/5
[*][b]EFFECT[/b]: [b]Non-[Magic]-based Damage[/b] taken is halved[list]
[*]If the attack already does [b]Half Damage[/b], it doesn’t get halved a second time.
[/list][/list][/list][/box]
[box=Burnination][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Firerobes[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: As [b]Firerobe[/b] sets more and more things on [Fire], its offense increases, allowing it to eventually engulf existence with [Fire].[list]
[*][b][Magic] Regen[/b]: x4
[*][b]EFFECT[/b]: After each time you cast a [Fire] spell, you gain [b]1 [Attack 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=PSI Flare][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A basic [Fire] spell that causes a flurry of sparks to explode around the target.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]Neutral Damage[/b]: 4
[/list][/list][/list][/box]
[box=Valoo's Rage][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Bring down the rage of the great [Fire] dragon upon the target![list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]Neutral Damage[/b]: 8
[/list][/list][/list][/box]
[box=Fireball][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Shoot ball of flames that explodes over an enemy team, causing sparks to rain down on all your enemies.[list]
[*][b]EFFECT[/b]: Bypasses [b]Cover[/b].
[*][dice type-a=Wisdom amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/box]
[box=Eruption][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]7[/Magic]
[*][b]DESCRIPTION[/b]: Cause the ground itself to erupt in a violent burst of flames, hitting all enemies.[list]
[*][b]EFFECT[/b]: Bypasses [b]Cover[/b].
[*][dice type-a=Wisdom amount-a=+15 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Burning Blade][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A blade of [Fire] floats around a target, amplifying all their attacks.[list]
[*][b]EFFECT[/b]: Target gains [b]2 [Attack Dice][/b].
[/list][/list][/box]
[box=Cleansing Flames][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: A mild but purifying flame graces yourself or an ally.[list]
[*][b]EFFECT[/b]: Remove one [color=yellow][b]Disruption[/b][/color] effect from the target.
[/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[eItems]
[tabs]
[tab=Weapon]
[box=Magic Hammer][list]
[*][b]DESCRIPTION[/b]: A rubber hammer that’s both small and lightweight, yet due to its magical enchantment, it can break even the toughest of defenses. Can [b]Whack[/b] or [b]Cripple[/b] a target.[list]
[*][b]Whack![/b]:[list]
[*][dice type-a=Power amount-a=+10 type-b=Power][list]
[*][b]Damage[/b]: Halved
[/list][/list]
[*][b]Cripple[/b]:[list]
[*][dice type-a=Power amount-a=+2 type-b=Power][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target loses [b]2 [Defense Dice][/b].
[/list][/list][/list][/list][/box]
[/tab]
[tab=Shield]
[box=Regeneration Shield][list]
[*][b]DESCRIPTION[/b]: A kite shield that provides minor defense, but causes you to recover over time.[list]
[*][b][Defense Dice][/b]: +1
[*][b]Regen[/b]: +2
[/list][/list][/box]
[/tab]
[tab=Robe]
[box=Orange Robe][list]
[*][b]DESCRIPTION[/b]: An orange-colored robe that has a permanent blaze of flames. With some [Magic], they gain extra flare, hurting melee attackers. [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][Fire] Bonus[/b]: Anyone that attacks you in melee combat automatically takes [b]1 Neutral Damage[/b].
[/list]
[*][b]Augmented Mode[/b]:[list]
[*][b]COSTS[/b]: [Magic]4[/Magic] at the start of each round
[*][b][Fire] Bonus[/b]: Anyone that attacks you automatically takes [b]2 Neutral Damage[/b].
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
[spoiler=Red Hardhat Beetle]
[estats name=Red Hardhat Beetle power=10 (+0) courage=22 (+0) wisdom=22 (+0) hearts=11/11 (+0) magic=6/6 (+0) initiative=1d10 attack-dice=3 defense-dice=0 armor=3][Fire][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: A Link to the Past
Bearing a large bouncy shell-like bell that makes up the bulk of its body on top, this octopus-like creature slides around on the ground using a mass of slimy tentacles; creeping around its environment until it finds prey or one of its allies needs something to cover it...
[b]Red Hardhat Beetles[/b] bear a very bouncy shell, though it they are not as bouncy as as what their blue cousins are. On the flip side, they are actually capable of attacking with [Fire] while defending their allies.
[/tab]
[tab=Other Bonuses][list]
[*][b]Regen x3[/b]
[*]Attacks that would hit you with a success difference of less than [b]6 Successes[/b] and deal 3 or less [b]Damage[/b] (after [Armor] is factored in) are completely negated.
[*]Whenever you are hit by a melee attack, the attacker loses [b]5 Dice[/b] on their next attack or defense.
[*]Whenever you are hit by an attack, you gain [b]2 [Attack Dice][/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Red Hardhat Beetle[/b] dies, it has a team drop of [Rupees]100[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Bouncy Shell][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Hardhat Beetles[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Hardhat Beetles[/b] have extremely bouncy bells, bouncing attacks off with ease.[list]
[*][b][Armor][/b]: +3
[*][b]EFFECT 1[/b]: If you are hit by an attack with a difference of less than [b]6 Successes[/b] and if the attack would do 3 or less [b]Damage[/b] (after [Armor] is factored in), that attack is negated completely
[*][b]EFFECT 2[/b]: If you are hit by a melee attack, the attacker gets bounced back; causing them to lose [b]5 Dice[/b] on their next attack or defense.[/list]
[/list][/box]
[box=Charge Shock][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Red Hardhat Beetles[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Red Hardhat Beetles[/b] are capable of using the shock generated from attacks striking it to bolster its offensive.[list]
[*][b][Attack Dice][/b]: +3
[*][b]EFFECT[/b]: Whenever you are hit by an attack, you gain [b]2 [Attack Dice][/b].
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Regeneration][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: You naturally recover [Hearts] over time.[list]
[*][b]EFFECT[/b]: You gain [b]Regen x3[/b].
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Bounce Stance][list]
[*][b]DESCRIPTION[/b]: [b]Hardhat Beetles[/b] are capable of planting themselves onto the ground, bolstering its armor at the cost of evasion and amping up the bounciness of its bell.[list]
[*][b]EFFECT[/b]: Enter [b]Bounce Stance[/b]:[list]
[*][b][Defense Dice][/b]: -5
[*][b][Armor][/b]: +5
[*]The [b]Dice[/b] penalty induced by [b]Bouncy Shell[/b] on melee attackers is increased 3.
[*][b]DURATION[/b]: Until you are hit by an attack or you choose to end it for no action cost.
[/list][/list][/list][/box]
[box=Flame Beak][list]
[*][b]DESCRIPTION[/b]: [b]Red Hardhat Beetles[/b] can shoot their fiery beak into their enemies, which converts the targets’ defense into their attack. Hits one target.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target loses [b]2 [Defense Dice][/b] and you gain [b]2 [Attack Dice][/b]
[/list][/list][/list][/box]
[box=Ember Tentacle][list]
[*][b]DESCRIPTION[/b]: [b]Red Hardhat Beetles[/b] can swipe their fiery tentacles at enemies, burning all their enemies in the process.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: Afterwards, all enemies automatically take [b]1 Neutral Damage[/b]
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Ember][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: Summon a small explosion of [Fire], which fires embers in a direction, hitting one target.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Burned[/b][/color]:[list]
[*]Every time the target attacks or defends, they take [b]1 Neutral Damage[/b].
[/list][/list][/list][/list][/box]
[box=Endless Flames][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Summon an endless amount of flames to surround and consume the target, until there is nothing left.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target gets [b]Bleeding x4[/b].
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Burning Blade][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A blade of [Fire] floats around a target, amplifying all their attacks.[list]
[*][b]EFFECT[/b]: Target gains [b]2 [Attack Dice][/b].
[/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
RE: [Enemies] 3 - Fire - WindStrike - 04-29-2016
- Power: 20 (+0)
- Courage: 16 (+0)
- Wisdom: 6 (+0)
- Hearts: 37/37 (+8)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 5
- Defense Dice: 0
- Armor: 6
Affinities: Fire
Origin: Zelda 1
The most common of the Hyrule's dragons is the Aquamentus, a large, green dragon with a horn on its head. It generally towers over its foes and is a hassle to take down as it stomps and burns its enemies for dinner. The horn attracts spells to it while its natural dragon skin resists swords and hammers. When it's down to its last breath, it makes a loud roar, empowering itself and its allies for one last stand.
- Regen x3
- Calm
- Any Bleeding you receive is halved.
- Redirect Offensive Spells to you
- Dragon’s Roar when you drop to 12 Hearts or less
If Aquamentus dies, it has a team drop of 150 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Aquamentus can learn and use this skill.
- DESCRIPTION: A dragon's scales are naturally resistant to all attacks and bleeding.
- Hearts: +8
- Armor: +6
- EFFECT: Any Bleeding you receive is halved.
- RESTRICTIONS: This is an Innate Skill. Only Aquamentus can learn and use this skill.
- DESCRIPTION: A large horn that sticks out of the head of an Aquamentus. It usually doesn't use the horn for attacking. Instead, it draws part of its lifeforce to the horn, attracting enemy spells towards it.
- EFFECT 1: When an enemy single-target Offensive Spell is fired, it automatically redirects towards the Horn, making Aquamentus defend against it.
- EFFECT 2: After three redirects, the Horn will automatically break, causing Aquamentus to take 8 Neutral Damage.
- RESTRICTIONS: This is an Innate Skill. Only Aquamentus can learn and use this skill.
- DESCRIPTION: When the Aquamentus becomes severely threatened, it uses a powerful roar to empower itself and its allies for as long at lives.
- Attack Dice: +5
- EFFECT: When you drop down to 12 Hearts or less, you and your allies gain 5 Attack Dice.
- DURATION: This lasts until you die.
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Hearts over time.
- EFFECT: You gain Regen x3.
- Stat Point Cost: 4
- DESCRIPTION: Your mental state remains calm, helping prevent changes to your stats.
- EFFECT: Any effects that would lower your Power, Courage, Wisdom, Hearts, and/or Magic stats are halved (rounded down).
- To clarify the rounding, if your Power would be reduced by 5, it’s instead only reduced by 2.
- DESCRIPTION: Aquamentus raises its foot and slams it down on a target.
- Roll your Power +5 dice vs. targets' Power dice
- Damage: +0
- EFFECT: If it hits, target loses 3 Defense Dice.
- REQUIREMENTS: Fire
- DESCRIPTION: The dragon reels its head back before unleashing a volley of fireballs at all of its enemies.
- Roll your Courage +12 dice vs. targets' Wisdom dice
- Damage: Halved
- REQUIREMENTS: Fire
- DESCRIPTION: Aquamentus breathes a light Fire across the field, healing those attuned to the flames.
- EFFECT: Everyone with Fire Affinity recovers 5 Hearts.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- Power: 16 (+0)
- Courage: 8 (+0)
- Wisdom: 22 (+5)
- Hearts: 27/21 (+6)
- Magic: 18/12 (+6)
- Initiative: $init 1d10
- Attack Dice: 3
- Defense Dice: 0
- Armor: 0
Affinities: Fire
Origin: Adventure of Link
Standing guard over an area, Fokkeru are large hawk-like creatures with feathers perpetually burning with Fire and are closely related to the Fokka. They can’t hold equipment, but their feathers burning with Fire impart strong magical abilities. They shell powerful blasts of Fire at any enemy who enters its area of patrol; which can devastate anyone but the well protected.
Despite being bird-like creatures, the Fokkeru are not related to the Rito and have little association with them.
- Anyone who enters melee combat with you takes 3 Neutral Damage.
- Sneak Up and Stealth Strike automatically results in IF FAIL when against you.
- Start with Magic Regen x2
- Immunity to being Delayed.
- Once per turn, when you are successful in attacking with an attack, roll $1d3.
- If the result is a 3, multiply the attack’s damage by x1.5.
You can spend 2 Magic to gain 3 Defense Dice per defense.
If Fokkeru dies, it has a team drop of 200 Rupees and two Ember Seeds, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Enemy Race can learn and use this skill.
- DESCRIPTION: The Fokkeru’s hide of burning feathers give it a slew of natural defenses, deterring attackers.
- Hearts: +6/6
- EFFECT: Anyone who enters melee combat with you takes 3 Neutral Damage.
- RESTRICTIONS: This is an Innate Skill. Only Fokkeru can learn and use this skill.
- DESCRIPTION: The Fokkeru guard, overseeing its area of patrol in order to fire long-ranging blasts of Fire. They are never caught off guard
- Wisdom: +5
- Attack Dice: +3
- EFFECT: Sneak Up and Stealth Strike automatically results in IF FAIL when against you.
- RESTRICTIONS: This is an Innate Skill. Only Fokkeru can learn and use this skill.
- DESCRIPTION: The Fokkeru bear a spirit of Fire. While they grant it a very limited ability to fly, they also grant a powerful deterrent to attack.
- Magic: +6/6
- Magic Regen: +2
- EFFECT: You are immune to being Delayed.
- Stat Point Cost: 5
- DESCRIPTION: Do you have the skills to RNG your way to a victory? If so, then be random when you kill your foes.
- EFFECT: Once per turn, when you are successful in attacking with an attack, roll $1d3.
- If the result is a 3, multiply the attack’s damage by x1.5.
- REQUIREMENTS: A wing
- DESCRIPTION: Smack someone with your wing in a generic attack.
- Roll your Power +6 dice vs. targets' Power dice
- Damage: +0
- REQUIREMENTS: Fire
- DESCRIPTION: Fling a dancing flame at the target, attempting to singe them. You only roll once, but the target rolls the following rolls
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Roll your Wisdom +4 dice vs. targets' Courage dice
- Damage: Halved, per hit.
- EFFECT: If you hit the target on both rolls, target gets Burned:
- Every time the target attacks or defends, they take 1 Neutral Damage.
- REQUIREMENTS: A PSI Spell
- DESCRIPTION: Amp up the power of your PSI Spell at the cost of accuracy.
- ATTACK: Choose any PSI Spell you have and fire it at a target like normal
- The attack loses 5 Dice, but gains 4 Damage.
- 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: Two free hands
- DESCRIPTION: Grab a target and hug him, squeezing out some Magic from them in the process.
- Roll your Power +6 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: Siphon Magic from the target equal to half the difference in successes.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Fire
- COSTS: 1 Magic
- DESCRIPTION: A basic Fire spell that causes a flurry of sparks to explode around the target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- Neutral Damage: 4
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Shoot ball of flames that explodes over an enemy team, causing sparks to rain down on all your enemies.
- EFFECT: Bypasses Cover.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- REQUIREMENTS: Fire
- COSTS: 7 Magic
- DESCRIPTION: Cause the ground itself to erupt in a violent burst of flames, hitting all enemies.
- EFFECT: Bypasses Cover.
- Roll your Wisdom +15 dice vs. targets' Wisdom dice
- Damage: Halved
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: A mild but purifying flame graces 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 +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, revert the most recent Hearts Recovery the target received.
- The target cannot drop below 1 Heart as a result of this.
Support:
EFFECT 1: Remove one Nature Named Effect from the target.
EFFECT 2: Additionally, remove any Negative Defense Dice Bonuses from the target.
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: A green flame that ignites the target’s Magic pool.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target becomes Cursed:
- Anytime the target spends Magic, they take Neutral Damage equal to the amount spent.
- COSTS: 3 Magic
- DESCRIPTION: Through the power of Arcane Magic, you're able to transform a Wisdom-based attack into a different force.
- EFFECT 1: The next Wisdom-based attack you use is altered into one of the following, though you lose its Dice Modifier in the process:
- Roll your Courage dice vs. targets' Courage dice
- Roll your Power dice vs. targets' Power dice
EFFECT 2: The attack's Damage Modifier and EFFECTS remain the same.
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
- EFFECT: Target gains 2 Attack Dice.
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: Ignite a spark inside the target, causing their attacks to literally spark.
- EFFECT: Target gets Sparking:
- All of targets’ single-target Attacks deal an automatic 1 Neutral Damage to their target.
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: A blazing wave of heat covers the field, devouring anyone too weak to stand.
- EFFECT: Summon the Heatwave Field Effect.
- Overwrite any current Field Effect in play.
- Anyone that drops down to 2 Hearts or less instantly dies.
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
- COSTS: 2 Magic per jump
- DESCRIPTION: If I add Magic to a feather, does that suddenly make it useful? A blue, magical feather that lets you use Magic to jump higher than before.
- EFFECT: When you pay the Magic Cost, gain the following effects:
- Defense Dice: +3
- Your Jump Distance is doubled, meaning for every Success you get when jumping, you cover 2 Feet of distance.
- Any fall damage you would take from any source is halved.
- DURATION: Until the end of the turn.
[spoiler=Aquamentus]
[estats name=Aquamentus power=20 (+0) courage=16 (+0) wisdom=6 (+0) hearts=37/37 (+8) magic=0/0 (+0) initiative=1d10 attack-dice=5 defense-dice=0 armor=6][Fire][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Zelda 1
The most common of the [b]Hyrule's[/b] dragons is the [b]Aquamentus[/b], a large, green dragon with a horn on its head. It generally towers over its foes and is a hassle to take down as it stomps and burns its enemies for dinner. The horn attracts spells to it while its natural dragon skin resists swords and hammers. When it's down to its last breath, it makes a loud roar, empowering itself and its allies for one last stand.
[/tab]
[tab=Other Bonuses][list]
[*][b]Regen x3[/b]
[*][b]Calm[/b]
[*]Any [b]Bleeding[/b] you receive is halved.
[*]Redirect [b]Offensive Spells[/b] to you
[*][b]Dragon’s Roar[/b] when you drop to [Hearts]12[/Hearts] or less
[/list]
[/tab]
[tab=Item Drop]
If [b]Aquamentus[/b] dies, it has a team drop of [Rupees]150[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Dragon Scales][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Aquamentus[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: A dragon's scales are naturally resistant to all attacks and bleeding.[list]
[*][b][Hearts][/b]: +8
[*][b][Armor][/b]: +6
[*][b]EFFECT[/b]: Any [b]Bleeding[/b] you receive is halved.
[/list][/list][/box]
[box=Dragon Horn][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Aquamentus[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: A large horn that sticks out of the head of an [b]Aquamentus[/b]. It usually doesn't use the horn for attacking. Instead, it draws part of its lifeforce to the horn, attracting enemy spells towards it.[list]
[*][b]EFFECT 1[/b]: When an enemy single-target [b]Offensive Spell[/b] is fired, it automatically redirects towards the [b]Horn[/b], making [b]Aquamentus[/b] defend against it.
[*][b]EFFECT 2[/b]: After three redirects, the [b]Horn[/b] will automatically break, causing [b]Aquamentus[/b] to take [b]8 Neutral Damage[/b].
[/list][/list][/box]
[box=Dragon's Roar][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Aquamentus[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: When the [b]Aquamentus[/b] becomes severely threatened, it uses a powerful roar to empower itself and its allies for as long at lives.[list]
[*][b][Attack Dice][/b]: +5
[*][b]EFFECT[/b]: When you drop down to [Hearts]12[/Hearts] or less, you and your allies gain [b]5 [Attack Dice][/b].[list]
[*][b]DURATION[/b]: This lasts until you die.
[/list][/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Regeneration][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: You naturally recover [Hearts] over time.[list]
[*][b]EFFECT[/b]: You gain [b]Regen x3[/b].
[/list][/list][/box]
[box=(4) Calm][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: Your mental state remains calm, helping prevent changes to your stats.[list]
[*][b]EFFECT[/b]: Any effects that would lower your [b][Power], [Courage], [Wisdom], [Hearts], and/or [Magic][/b] stats are halved (rounded down).[list]
[*]To clarify the rounding, if your [Power] would be reduced by 5, it’s instead only reduced by 2.
[/list][/list][/list][/box]
[/tab]
[tab=Actives]
[box=Stomp][list]
[*][b]DESCRIPTION[/b]: [b]Aquamentus[/b] raises its foot and slams it down on a target.[list]
[*][dice type-a=Power amount-a=+5 type-b=Power][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target loses [b]3 [Defense Dice][/b].
[/list][/list][/list][/box]
[box=Fire Bolts][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]DESCRIPTION[/b]: The dragon reels its head back before unleashing a volley of fireballs at all of its enemies.[list]
[*][dice type-a=Courage amount-a=+12 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/box]
[box=Healing Flames][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]DESCRIPTION[/b]: [b]Aquamentus[/b] breathes a light [Fire] across the field, healing those attuned to the flames.[list]
[*][b]EFFECT[/b]: Everyone with [b][Fire] Affinity[/b] recovers [Hearts]5[/Hearts].
[/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[/spoiler]
[spoiler=Fokkeru]
[estats name=Fokkeru power=16 (+0) courage=8 (+0) wisdom=22 (+5) hearts=27/21 (+6) magic=18/12 (+6) initiative=1d10 attack-dice=3 defense-dice=0 armor=0][Fire][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Adventure of Link
Standing guard over an area, [b]Fokkeru[/b] are large hawk-like creatures with feathers perpetually burning with [Fire] and are closely related to the [b]Fokka[/b]. They can’t hold equipment, but their feathers burning with [Fire] impart strong magical abilities. They shell powerful blasts of [Fire] at any enemy who enters its area of patrol; which can devastate anyone but the well protected.
Despite being bird-like creatures, the [b]Fokkeru[/b] are not related to the [b]Rito[/b] and have little association with them.
[/tab]
[tab=Other Bonuses][list]
[*]Anyone who enters melee combat with you takes [b]3 Neutral Damage[/b].
[*][b]Sneak Up[/b] and [b]Stealth Strike[/b] automatically results in [b]IF FAIL[/b] when against you.
[*]Start with [b][Magic] Regen[/b] x2
[*]Immunity to being [b][color=Yellow]Delayed[/color][/b].
[*]Once per turn, when you are successful in attacking with an attack, roll $1d3.[list]
[*]If the result is a 3, multiply the attack’s damage by x1.5.
[/list]
[*]You can spend [magic]2[/magic] to gain 3 [Defense Dice] per defense.
[/list]
[/tab]
[tab=Item Drop]
If [b]Fokkeru[/b] dies, it has a team drop of [Rupees]200[/Rupees] and two [b]Ember Seeds[/b], which can be found [url=http://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Flaming Feathers][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Enemy Race[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: The [b]Fokkeru’s[/b] hide of burning feathers give it a slew of natural defenses, deterring attackers.[list]
[*][b][Hearts][/b]: +6/6
[*][b]EFFECT[/b]: Anyone who enters melee combat with you takes [b]3 Neutral Damage[/b].
[/list]
[/list][/box]
[box=Grand Observer][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Fokkeru[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: The [b]Fokkeru[/b] guard, overseeing its area of patrol in order to fire long-ranging blasts of [Fire]. They are never caught off guard[list]
[*][b][Wisdom][/b]: +5
[*][b][Attack Dice][/b]: +3
[*][b]EFFECT[/b]: [b]Sneak Up[/b] and [b]Stealth Strike[/b] automatically results in [b]IF FAIL[/b] when against you.
[/list]
[/list][/box]
[box=Fire Spirit][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Fokkeru[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: The [b]Fokkeru[/b] bear a spirit of [Fire]. While they grant it a very limited ability to fly, they also grant a powerful deterrent to attack.[list]
[*][b][Magic][/b]: +6/6
[*][b][Magic] Regen[/b]: +2
[*][b]EFFECT[/b]: You are immune to being [b][color=Yellow]Delayed[/color][/b].
[/list]
[/list][/box]
[/tab]
[tab=Passives]
[box=(5) Critical Strike][list]
[*][b][Stat Point] Cost[/b]: 5
[*][b]DESCRIPTION[/b]: Do you have the skills to RNG your way to a victory? If so, then be random when you kill your foes.[list]
[*][b]EFFECT[/b]: Once per turn, when you are successful in attacking with an attack, roll $1d3.[list]
[*]If the result is a 3, multiply the attack’s damage by x1.5.
[/list][/list][/list][/box]
[/tab]
[tab=Actives]
[box=Wing Club][list]
[*][b]REQUIREMENTS[/b]: A wing
[*][b]DESCRIPTION[/b]: Smack someone with your wing in a generic attack.[list]
[*][dice type-a=Power amount-a=+6 type-b=Power][list]
[*][b]Damage[/b]: +0
[/list][/list][/list][/box]
[box=Dancing Burn][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]DESCRIPTION[/b]: Fling a dancing flame at the target, attempting to singe them. You only roll once, but the target rolls the following rolls[list]
[*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom]
[*][dice type-a=Wisdom amount-a=+4 type-b=Courage][list]
[*][b]Damage[/b]: Halved, per hit.
[*][b]EFFECT[/b]: If you hit the target on both rolls, target gets [color=Yellow][b]Burned[/b][/color]:[list]
[*]Every time the target attacks or defends, they take [b]1 Neutral Damage[/b].
[/list]
[/list][/list][/list][/box]
[box=PSI Concentrate][list]
[*][b]REQUIREMENTS[/b]: A [b]PSI Spell[/b]
[*][b]DESCRIPTION[/b]: Amp up the power of your [b]PSI Spell[/b] at the cost of accuracy.[list]
[*][b]ATTACK[/b]: Choose any [b]PSI Spell[/b] you have and fire it at a target like normal[list]
[*]The attack loses [b]5 Dice[/b], but gains [b]4 Damage[/b].
[/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]
[box=Absorb][list]
[*][b]REQUIREMENTS[/b]: Two free hands
[*][b]DESCRIPTION[/b]: Grab a target and hug him, squeezing out some [Magic] from them in the process.[list]
[*][dice type-a=Power amount-a=+6 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: Siphon [Magic] from the target equal to half the difference in successes.
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=PSI Flare][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A basic [Fire] spell that causes a flurry of sparks to explode around the target.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]Neutral Damage[/b]: 4
[/list][/list][/list][/box]
[box=Fireball][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Shoot ball of flames that explodes over an enemy team, causing sparks to rain down on all your enemies.[list]
[*][b]EFFECT[/b]: Bypasses [b]Cover[/b].
[*][dice type-a=Wisdom amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/box]
[box=Eruption][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]7[/Magic]
[*][b]DESCRIPTION[/b]: Cause the ground itself to erupt in a violent burst of flames, hitting all enemies.[list]
[*][b]EFFECT[/b]: Bypasses [b]Cover[/b].
[*][dice type-a=Wisdom amount-a=+15 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/box]
[box=Cleansing Flames][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: A mild but purifying flame graces 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=+6 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, revert the most recent [b][Hearts] Recovery[/b] the target received.[list]
[*]The target cannot drop below [Heart]1[/Heart] as a result of this.
[/list][/list][/list]
[*][b]Support[/b]:[list]
[*][b]EFFECT 1[/b]: Remove one [b][Nature] [color=yellow]Named Effect[/color][/b] from the target.
[*][b]EFFECT 2[/b]: Additionally, remove any [b]Negative [Defense Dice] Bonuses[/b] from the target.
[/list][/list][/list][/box]
[box=Hellfire][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: A green flame that ignites the target’s [Magic] pool.[list]
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target becomes [color=yellow][b]Cursed[/b][/color]:[list]
[*]Anytime the target spends [Magic], they take [b]Neutral Damage[/b] equal to the amount spent.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Force of Alteration][list]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Through the power of [Arcane] [Magic], you're able to transform a [Wisdom]-based attack into a different force.[list]
[*][b]EFFECT 1[/b]: The next [Wisdom]-based attack you use is altered into one of the following, though you lose its [b]Dice Modifier[/b] in the process:[list]
[*][dice type-a=Courage type-b=Courage]
[*][dice type-a=Power type-b=Power]
[/list]
[*][b]EFFECT 2[/b]: The attack's [b]Damage Modifier[/b] and [b]EFFECTS[/b] remain the same.
[/list][/list][/box]
[box=Burning Blade][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A blade of [Fire] floats around a target, amplifying all their attacks.[list]
[*][b]EFFECT[/b]: Target gains [b]2 [Attack Dice][/b].
[/list][/list][/box]
[box=Kindle][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Ignite a spark inside the target, causing their attacks to literally spark.[list]
[*][b]EFFECT[/b]: Target gets [color=yellow][b]Sparking[/b][/color]:[list]
[*]All of targets’ single-target [b]Attacks[/b] deal an automatic [b]1 Neutral Damage[/b] to their target.
[/list]
[/list][/list][/box]
[box=Disintegration Field][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: A blazing wave of heat covers the field, devouring anyone too weak to stand.[list]
[*][b]EFFECT[/b]: Summon the [color=yellow][b]Heatwave[/b][/color] [i]Field Effect[/i].[list]
[*]Overwrite any current [i]Field Effect[/i] in play.
[*]Anyone that drops down to [Hearts]2[/Hearts] or less instantly dies.
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[eitems]
[box=Magic Feather][list]
[*][b]INFORMATION[/b]: [color=red][i]This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.[/i][/color]
[*][b]COSTS[/b]: [Magic]2[/Magic] per jump
[*][b]DESCRIPTION[/b]: [i]If I add [Magic] to a feather, does that suddenly make it useful?[/i] A blue, magical feather that lets you use [Magic] to jump higher than before.[list]
[*][b]EFFECT[/b]: When you pay the [b][Magic] Cost[/b], gain the following effects:[list]
[*][b][Defense Dice][/b]: +3
[*]Your [b]Jump Distance[/b] is doubled, meaning for every [b]Success[/b] you get when jumping, you cover [b]2 Feet[/b] of distance.
[*]Any fall damage you would take from any source is halved.
[*][b]DURATION[/b]: Until the end of the turn.
[/list][/list][/list][/box]
[/eitems]
[/spoiler]
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