4 - Nature - WindStrike - 04-28-2016
- Power: 15 (+0)
- Courage: 18 (+0)
- Wisdom: 5 (+0)
- Hearts: 17/12 (+5)
- Magic: 8/8 (+0)
- Initiative: $init 1d10
- Attack Dice: 3
- Defense Dice: 3
- Armor: 0
Affinities: Nature
Origin: Ocarina of Time
These khaki-green plants with large distinctive purple-blue heads are the source of Deku Sticks, Deku Nuts, and the high prices of both. Its carnivorous nature and ground-level height often makes it difficult to notice - until it tries to take a bite out of your leg and continues attempting to do so from a range thanks to its long stalk.
- You start off with Regenx6
- You can not Escape
- Your stalk can be targeted instead of you via single-target attacks:
- The stalk’s defending roll is overridden by your Courage.
- The stalk has 8 Hearts and you die if it reaches 0 Hearts.
All allies gain half of the positive Bonuses you get.
You can counterattack any attack that misses you with a difference of between 1 and 5 Successes.
If Deku Baba dies, it has a team drop of 75 Rupees and a Deku Stick, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Deku Babas can learn and use this skill.
- DESCRIPTION: Deku Babas grow on long, woody stalks; granting them general boosts but opens up a number of weaknesses that work against it.
- Attack Dice: +3
- Defense Dice: +3
- EFFECT 1: You start off with Regenx3
- EFFECT 2: You can not use any form of Escape.
- EFFECT 3: When targeting Deku Baba for a single-target attack, you can opt to attack it’s stalk instead:
- The stalk’s defending roll is overridden by your Courage.
- The stalk has 8 Hearts and you die if it reaches 0 Hearts.
- RESTRICTIONS: This is an Innate Skill. Only Deku Baba can learn and use this skill.
- DESCRIPTION: Deku Babas continue to grow throughout the battle, influencing the growths of their allies.
- Hearts: +5
- EFFECT: Whenever you receive a Bonus to one of your stats in battle, all of your allies gain half of the bonus you got.
- This does not proc itself.
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Hearts over time.
- EFFECT: You gain Regen x3.
- Stat Point Cost: 5
- RESTRICTIONS: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Allows you counter attacks that you defend against, with a certain threshold.
- CONDITION: When you successfully defend an attack, if the difference in successes is between 1 and 5 (inclusive), you can Counterattack by using any non-charge attack.
- DESCRIPTION: Deku Baba gleefully chomps on a target, leaving a nasty wound in the process.
- Roll your Courage dice vs. targets' Courage dice
- Damage: +4
- DESCRIPTION: Deku Baba hurls a cracked Deku Nut at an enemy, blinding them.
- Roll your Courage +3 dice vs. targets' Power dice
- Damage: None
- EFFECT: If it hits, target gets Blinded:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
- DESCRIPTION: Deku Baba spews toxic sap all over the enemy party, eroding away at their defenses.
- Roll your Power dice vs. targets' Wisdom dice
- Neutral Damage: 2
- EFFECT: Any target(s) hit lose 3 Defense Dice
- DESCRIPTION: Grab a target and leech off them, stealing some Magic from them in the process.
- Roll your Power dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: Siphon Magic from the target equal to half the difference in successes.
- COSTS: 3 Magic
- DESCRIPTION: Shh! I'm being sneaky. Go away! Magically camouflage in with your surroundings to go sneaky.
- You cannot be targeted by anything Single-Target.
- If you take any damage or do anything other than moving around, Camouflage ends.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A plethora of roots grow from the ground, grabbing a target from below.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target becomes Immobilized.
- Target cannot move or use any melee attacks.
- DURATION: One round.
- COSTS: 3 Magic
- DESCRIPTION: You become blessed by an Arcane light, allowing you to bestow a minor Bonus to yourself or an ally.
- EFFECT: Select either the target's Power, Courage, or Wisdom stat, and increase it by 2.
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: With a blessing from the Great Fairy, the target’s wounds are whisked away.
- EFFECT: Target recovers 10 Hearts.
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A mold of earth covers a target in a protective shell.
- EFFECT: Target gains 2 Armor.
- Power: 5 (+0)
- Courage: 16 (+0)
- Wisdom: 23 (+0)
- Hearts: 12/12 (+0)
- Magic: 8/8 (+0)
- Initiative: $init 1d10
- Attack Dice: 3
- Defense Dice: 3
- Armor: 0
Affinities: Nature
Origin: Zelda I & II
A floating skull engulfed with green lightning. Unlike the Red Bubble, the Green Bubble cannot be controlled by others and has a tendency to camp in dungeons, surprising its prey while they're already in battle with others. It thrives on sapping Magic from its target, as its rather squishy. Reviving a Green Bubble with Infusion can get you its favor, so while you can't directly control it, you can certainly make quite a handy ally.
- Magic Regen x2
- Magic Costs: -1 (down to a minimum of 1 Magic)
The first time Green Bubble dies, it has a team drop of 50 Rupees, and it drops a Magic Jar, 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: Green Bubbles move at lightning speeds, bouncing around so fast, they’re practically a blur.
- Attack Dice & Defense Dice: +3
- Magic Costs: -1 (down to a minimum of 1 Magic)
- EFFECT: If Green 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.
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Magic over time.
- EFFECT: You gain Magic Regen x2.
- DESCRIPTION: Green Bubble suddenly flies at a target at lightning velocities.
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target loses 5 Magic.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A bolt of Lightning strikes a target from the sky almost instantaneously.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +14 dice vs. targets' Wisdom dice
- Damage: Halved
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: A tame jolt of lightning zaps a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to yourself or an ally.
- Offensive Spell:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT 1: If it hits, remove one Water Named Effect from the target.
- EFFECT 2: Additionally, remove up to 3 Regen from the target.
Support Spell:
EFFECT 1: Remove one Water Named Effect from the target.
EFFECT 2: Additionally, remove any Negative Attack Dice Bonuses the target has.
- REQUIREMENTS: Nature
- COSTS: 1 Magic
- DESCRIPTION: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.
- EFFECT: Target recovers 4 Hearts.
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Create a magical fairy with a fleeting life, capable of restoring life to a dead target.
- EFFECT: Target is revived to 3 Hearts.
- Power: 15 (+0)
- Courage: 15 (+0)
- Wisdom: 15 (+0)
- Hearts: 13/13 (+0)
- Magic: 10/7 (+3)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 5
- Armor: 0
Affinities: Nature
Origin: Majora’s Mask
A green blob of blobbiness, complete with a set of googly eyes and one heck of a creepy smile, as it slobbers its way around, leaving an icky green goo behind.
- Magic Regen x3
- Counterattacks when hit with Bounce Back
- Auto-cover an ally at the start of each round
- Multi-Cover
- Defense Dice: +1 every time you successfully defend while covering
If it dies, it has a team drop of 50 Rupees, and it drops a Magic Jar, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only ChuChus can learn and use this skill.
- DESCRIPTION: ChuChus are like Wobbuffet have a tendency to bounce back after they’ve been hit.
- Defense Dice: +5
- EFFECT: After ChuChu is hit by an attack, it Counterattacks the attacker by slamming its head into them!
- Roll your Power +10 dice vs. targets' Power dice
- Damage: Halved
- RESTRICTIONS: This is an Innate Skill. Only ChuChus can learn and use this skill.
- DESCRIPTION: ChuChus like getting in the way of their enemies, as they naturally shift towards their allies.
- EFFECT 1: At the start of each round, use Cover on an ally for free, if you have one.
- EFFECT 2: Every time you successfully defend while using Cover, you gain 1 Defense Dice.
- RESTRICTIONS: This is an Innate Skill. Only Green ChuChus can learn and use this skill.
- DESCRIPTION: GreenChuChu naturally generates its own Magic.
- Magic: +3
- Magic Regen: x3
- Stat Point Cost: 3
- DESCRIPTION: Why protect only one when you can protect your whole team?
- EFFECT: You can have Cover active on multiple targets at a time.
- DESCRIPTION: Green ChuChu launches a disgusting, acidic blob of itself at a target.
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, siphon Magic from the target to you equal to 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: Nature
- COSTS: 1 Magic
- DESCRIPTION: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.
- EFFECT: Target recovers 4 Hearts.
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: With a blessing from the Great Fairy, the target’s wounds are whisked away.
- EFFECT: Target recovers 10 Hearts.
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: A line of thorns protects an ally, reflecting the next attack they take.
- EFFECT: Target gains Thorns.
- The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Create a magical fairy with a fleeting life, capable of restoring life to a dead target.
- EFFECT: Target is revived to 3 Hearts.
- Power: 16 (+0)
- Courage: 20 (+0)
- Wisdom: 4 (+0)
- Hearts: 20/20 (+0)
- Magic: 4/4 (+0)
- Initiative: $init 1d10
- Attack Dice: 2
- Defense Dice: 2
- Armor: 4
Affinities: Nature
Origin: Zelda 1
Moblins are thuggish, unintelligent, porcine creatures that nonetheless can hold their own in a fight. However, they will submit to a higher command if they are ordered as such. These particular Moblins are very bulky and hard to kill. They also know some basic Magic to heal and protect their allies.
- Allies also gain 2 Attack Dice & Defense Dice
- Super Cover
If Moblin dies, it has a team drop of 50 Rupees and a Bait, which can be found here.
- RESTRICTION 1: This is an Innate Skill. Only Moblins can learn and use this skill.
- RESTRICTION 2: Only one Mob Mentality among Moblins can be active at a time.
- DESCRIPTION: Moblins have a powerful command-oriented mentality, and they share its energy passively with their allies.
- EFFECT: You and your allies gain 2 Attack Dice & Defense Dice.
- Stat Point Cost: 4
- DESCRIPTION: You become more sturdy, granting you the ability to stand guard through all but heavy attack
- EFFECT: Cover does not end for you until you are hit by an attack that would deal 6 or more Damage to you (after Armor is factored in) or switch targets (unless you have Multi-Cover).
- CHARGE: 1 Action
- Start charging by bracing yourself into the ground and spending a Support Action. Once charged, you gain a defensive bonus.
- Defense Dice: +2
- Armor: +2
- These bonuses persist until you attack.
DESCRIPTION: You use this charge to select a target and charge them at full speed.
Roll your Power +6 dice vs. targets' Power dice
Damage: +0
EFFECT: Knock away one of the target’s equipped Handheld Items.
The item lays on the ground. Anyone can then spend a Support Action to pick it up and stash it in their inventory.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Nature
- COSTS: 1 Magic
- DESCRIPTION: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.
- EFFECT: Target recovers 4 Hearts.
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A mold of earth covers a target in a protective shell.
- EFFECT: Target gains 2 Armor.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A long spear with a steel tip, capable of warding off small attacks and piercing through Cover. You can swing at two enemies at once with a Slash, or you can Stab one target.
- Slash:
- EFFECT: Can target two targets.
- Roll your Courage +2 dice vs. targets' Courage dice
- Damage: +0
Stab:
Roll your Courage dice vs. targets' Power dice
Damage: +4
EFFECT: If it hits, this attack also targets anyone who is being Covered by the initial target at Half Damage.
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +4
- Power: 26 (+0)
- Courage: 13 (+0)
- Wisdom: 10 (+0)
- Hearts: 13/13 (+0)
- Magic: 6/6 (+0)
- Initiative: $init 1d13
- Attack Dice: 0
- Defense Dice: 4
- Armor: 8
Affinities: Nature
Origin: Zelda 1
Crafty and subterranean, the carnivorous Red Leever flora remain burrowed in the sand, springing up to catch their unwary prey. Even if the adventurer manages to escape the initial snap, the massive plant will often give chase, sweeping across the ground rapidly.
- Gets screwed over by moves that “Bypass Cover” or when getting Counterattacked
- +10 Dice when using Escape
If Red Leever dies, it has a team drop of 70 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Leevers can learn and use this skill.
- DESCRIPTION: By moving around underground, Leevers generally get the first move, and they’re able to escape battles easily.
- Initiative: +0d3
- EFFECT: You gain 10 Dice when using Escape.
- RESTRICTIONS: This is an Innate Skill. Only Red Leevers can learn and use this skill.
- DESCRIPTION: Red Leevers remain underground at all times, making them rather difficult to kill.
- Defense Dice: +4
- Armor: +8
- EFFECT: The above bonuses are disabled while being hit by an attack that “Bypasses Cover” OR while you’re being Counterattacked.
- DESCRIPTION: Red Leever flings one of its spiky tentacles through the ground, hitting someone with a surprise attack.
- EFFECT: This bypasses Cover.
- Roll your Power +3 dice vs. targets' Wisdom dice
- Damage: +3
- IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A mold of earth covers a target in a protective shell.
- EFFECT: Target gains 2 Armor.
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: A line of thorns protects an ally, reflecting the next attack they take.
- EFFECT: Target gains Thorns.
- The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
- Power: 5 (+0)
- Courage: 25 (+0)
- Wisdom: 20 (+0)
- Hearts: 9/9 (+0)
- Magic: 6/6 (+0)
- Initiative: $init 1d18
- Attack Dice: 4
- Defense Dice: 4
- Armor: 0
Affinities: Nature
Origin: ZURPG
The most common form of Keese, these Keese roam just about anywhere over the world at night away from towns and cities and will adapt to various conditions. They have the ability to generate powerful gusts of wind where applicable.
- Bonus turn is skipped
- Up to twice per round, you can reroll any of your rolls.
- Immunity to effects that affect eyesight.
When Wind Keese dies, it has a team drop of 50 Rupees, and it drops a Gale 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 Wind Keese can learn and use this skill.
- DESCRIPTION: Wind Keese has the innate ability to fly swiftly using their sharp, airy wings to adeptly evade attack.
- Defense Dice: +4
- EFFECT: Up to twice per round, you can reroll any of your rolls.
- 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: Nature
- DESCRIPTION: Wind Keese calls the wind to its control briefly and charges a target, slashing them with the wind.
- Roll your Courage +2 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you gain 1 Attack Dice & Defense Dice.
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: Blast a torrent of powerful winds at a target.
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, the target is thrown off balance and gets Delayed.
- Target’s next attack is delayed by 2 Turns, which then removes Delayed.
- REQUIREMENTS: Nature
- COSTS: 1 Magic
- DESCRIPTION: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.
- EFFECT: Target recovers 4 Hearts.
[spoiler=Deku Baba]
[estats name=Deku Baba power=15 (+0) courage=18 (+0) wisdom=5 (+0) hearts=17/12 (+5) magic=8/8 (+0) initiative=1d10 attack-dice=3 defense-dice=3 armor=0][Nature][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Ocarina of Time
These khaki-green plants with large distinctive purple-blue heads are the source of Deku Sticks, Deku Nuts, and the high prices of both. Its carnivorous nature and ground-level height often makes it difficult to notice - until it tries to take a bite out of your leg and continues attempting to do so from a range thanks to its long stalk.
[/tab]
[tab=Other Bonuses][list]
[*]You start off with [b]Regenx6[/b]
[*]You can not [b]Escape[/b]
[*]Your stalk can be targeted instead of you via single-target attacks:[list]
[*]The stalk’s defending roll is overridden by your [Courage].
[*]The stalk has [hearts]8[/hearts] and you die if it reaches 0 [Hearts].[/list]
[*]All allies gain half of the positive [b]Bonuses[/b] you get.
[*]You can counterattack any attack that misses you with a difference of between 1 and 5 [b]Successes[/b].
[/list]
[/tab]
[tab=Item Drop]
If [b]Deku Baba[/b] dies, it has a team drop of [Rupees]75[/Rupees] and a [b]Deku Stick[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-949.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Baba Stalk][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Deku Babas[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Deku Babas[/b] grow on long, woody stalks; granting them general boosts but opens up a number of weaknesses that work against it.[list]
[*][b][Attack Dice][/b]: +3
[*][b][Defense Dice][/b]: +3
[*][b]EFFECT 1[/b]: You start off with [b]Regenx3[/b]
[*][b]EFFECT 2[/b]: You can not use any form of [b]Escape[/b].
[*][b]EFFECT 3[/b]: When targeting [b]Deku Baba[/b] for a single-target attack, you can opt to attack it’s stalk instead:[list]
[*]The stalk’s defending roll is overridden by your [Courage].
[*]The stalk has [hearts]8[/hearts] and you die if it reaches 0 [Hearts].[/list][/list]
[/list][/box]
[box=Growth][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Deku Baba[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Deku Babas[/b] continue to grow throughout the battle, influencing the growths of their allies.[list]
[*][b][Hearts][/b]: +5
[*][b]EFFECT[/b]: Whenever you receive a [b]Bonus[/b] to one of your stats in battle, all of your allies gain half of the bonus you got.[list]
[*]This does not proc itself.[/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=(5) Counter Window][list]
[*][b][Stat Point] Cost[/b]: 5
[*][b]RESTRICTIONS[/b]: This is a [b]Counterattack Skill[/b]. You may only have one [b]Counterattack Skill[/b] enabled at a time. All others must be set to (Disabled).
[*][b]DESCRIPTION[/b]: Allows you counter attacks that you defend against, with a certain threshold.[list]
[*][b]CONDITION[/b]: When you successfully defend an attack, if the difference in successes is between 1 and 5 (inclusive), you can [b]Counterattack[/b] by using any non-charge attack.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Chomp][list]
[*][b]DESCRIPTION[/b]: [b]Deku Baba[/b] gleefully chomps on a target, leaving a nasty wound in the process.[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +4[/list][/list][/list][/box]
[box=Nutcracker][list]
[*][b]DESCRIPTION[/b]: [b]Deku Baba[/b] hurls a cracked [b]Deku Nut[/b] at an enemy, blinding them.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Power][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Blinded[/b][/color]:[list]
[*]When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
[/list][/list][/list][/list][/box]
[box=Toxic Sap][list]
[*][b]DESCRIPTION[/b]: [b]Deku Baba[/b] spews toxic sap all over the enemy party, eroding away at their defenses.[list]
[*][dice type-a=Power type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 2
[*][b]EFFECT[/b]: Any target(s) hit lose 3 [Defense Dice][/list][/list][/list][/box]
[box=Leech][list]
[*][b]DESCRIPTION[/b]: Grab a target and leech off them, stealing some [Magic] from them in the process.[list]
[*][dice type-a=Power 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]
[box=Camouflage][list]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: [i]Shh! I'm being sneaky. Go away![/i] Magically camouflage in with your surroundings to go sneaky.[list]
[*]You cannot be targeted by anything [b]Single-Target[/b].
[*]If you take any damage or do anything other than moving around, [b]Camouflage[/b] ends.
[/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Roots][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A plethora of roots grow from the ground, grabbing a target from below.[list]
[*][b]EFFECT[/b]: This bypasses [b]Cover[/b].
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, target becomes [color=yellow][b]Immobilized[/b][/color].[list]
[*]Target cannot move or use any melee attacks.
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Blessing][list]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: You become blessed by an [Arcane] light, allowing you to bestow a minor [b]Bonus[/b] to yourself or an ally.[list]
[*][b]EFFECT[/b]: Select either the target's [Power], [Courage], or [Wisdom] stat, and increase it by 2.
[/list][/list][/box]
[box=Great Rejuvenation][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: With a blessing from the [b]Great Fairy[/b], the target’s wounds are whisked away.[list]
[*][b]EFFECT[/b]: Target recovers [Hearts]10[/Hearts].
[/list][/list][/box]
[box=Earth Shield][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A mold of earth covers a target in a protective shell.[list]
[*][b]EFFECT[/b]: Target gains [b]2 [Armor][/b].
[/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
[spoiler=Green Bubble]
[estats name=Green Bubble power=5 (+0) courage=16 (+0) wisdom=23 (+0) hearts=12/12 (+0) magic=8/8 (+0) initiative=1d10 attack-dice=3 defense-dice=3 armor=0][Nature][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Zelda I & II
A floating skull engulfed with green lightning. Unlike the [b]Red Bubble[/b], the [b]Green Bubble[/b] cannot be controlled by others and has a tendency to camp in dungeons, surprising its prey while they're already in battle with others. It thrives on sapping [Magic] from its target, as its rather squishy. Reviving a [b]Green Bubble[/b] with [b]Infusion[/b] can get you its favor, so while you can't directly control it, you can certainly make quite a handy ally.
[/tab]
[tab=Other Bonuses][list]
[*][b][Magic] Regen x2[/b]
[*][b][Magic] Costs[/b]: -1 (down to a minimum of [Magic]1[/Magic])
[/list][/tab]
[tab=Item Drop]
The first time [b]Green Bubble[/b] dies, it has a team drop of [Rupees]50[/Rupees], and it drops a [b][Magic] Jar[/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=Green Blur][list]
[*][b]DESCRIPTION[/b]: [b]Green Bubbles[/b] move at lightning speeds, bouncing around so fast, they’re practically a blur.[list]
[*][b][Attack Dice] & [Defense Dice][/b]: +3
[*][b][Magic] Costs[/b]: -1 (down to a minimum of [Magic]1[/Magic])
[*][b]EFFECT[/b]: If [b]Green 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=Passives]
[box=(4) Magic Regeneration][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: You naturally recover [Magic] over time.[list]
[*][b]EFFECT[/b]: You gain [b][Magic] Regen x2[/b].
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Green Disable][list]
[*][b]DESCRIPTION[/b]: [b]Green Bubble[/b] suddenly flies at a target at lightning velocities.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target loses [Magic]5[/Magic].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Expanded Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Lightning Bolt][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A bolt of [b]Lightning[/b] strikes a target from the sky almost instantaneously.[list]
[*][b]EFFECT[/b]: This bypasses [b]Cover[/b].
[*][dice type-a=Wisdom amount-a=+14 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/box]
[box=Neutralize][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: A tame jolt of lightning zaps 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 Spell[/b]:[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT 1[/b]: If it hits, remove one [b][Water] [color=yellow]Named Effect[/color][/b] from the target.
[*][b]EFFECT 2[/b]: Additionally, remove up to [b]3 Regen[/b] from the target.
[/list][/list]
[*][b]Support Spell[/b]:[list]
[*][b]EFFECT 1[/b]: Remove one [b][Water] [color=yellow]Named Effect[/color][/b] from the target.
[*][b]EFFECT 2[/b]: Additionally, remove any [b]Negative [Attack Dice] Bonuses[/b] the target has.
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Heal Beam][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.[list]
[*][b]EFFECT[/b]: Target recovers [Hearts]4[/Hearts].
[/list][/list][/box]
[box=Fairy Beam][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Create a magical fairy with a fleeting life, capable of restoring life to a dead target.[list]
[*][b]EFFECT[/b]: Target is revived to [Hearts]3[/Hearts].
[/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
[spoiler=Green ChuChu]
[estats name=Green ChuChu power=15 (+0) courage=15 (+0) wisdom=15 (+0) hearts=13/13 (+0) magic=10/7 (+3) initiative=1d10 attack-dice=0 defense-dice=5 armor=0][Nature][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Majora’s Mask
A green blob of blobbiness, complete with a set of googly eyes and one heck of a creepy smile, as it slobbers its way around, leaving an icky green goo behind.
[/tab]
[tab=Other Bonuses][list]
[*][b][Magic] Regen x3[/b]
[*]Counterattacks when hit with [b]Bounce Back[/b]
[*]Auto-cover an ally at the start of each round
[*][b]Multi-Cover[/b]
[*][b][Defense Dice][/b]: +1 every time you successfully defend while covering
[/list]
[/tab]
[tab=Item Drop]
If it dies, it has a team drop of [Rupees]50[/Rupees], and it drops a [b][Magic] Jar[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Bounce Back][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]ChuChus[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]ChuChus[/b] [s]are like [b]Wobbuffet[/b][/s] have a tendency to bounce back after they’ve been hit.[list]
[*][b][Defense Dice][/b]: +5
[*][b]EFFECT[/b]: After [b]ChuChu[/b] is hit by an attack, it [b]Counterattacks[/b] the attacker by slamming its head into them![list]
[*][dice type-a=Power amount-a=+10 type-b=Power][list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/list][/box]
[box=In the Way][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]ChuChus[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]ChuChus[/b] like getting in the way of their enemies, as they naturally shift towards their allies.[list]
[*][b]EFFECT 1[/b]: At the start of each round, use [b]Cover[/b] on an ally for free, if you have one.
[*][b]EFFECT 2[/b]: Every time you successfully defend while using [b]Cover[/b], you gain [b]1 [Defense Dice][/b].
[/list][/list][/box]
[box=Green Recovery][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Green ChuChus[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]GreenChuChu[/b] naturally generates its own [Magic].[list]
[*][b][Magic][/b]: +3
[*][b][Magic] Regen[/b]: x3
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(3) Multi-Cover][list]
[*][b][Stat Point] Cost[/b]: 3
[*][b]DESCRIPTION[/b]: Why protect only one when you can protect your whole team?[list]
[*][b]EFFECT[/b]: You can have [b]Cover[/b] active on multiple targets at a time.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Green Siphoning Strike][list]
[*][b]DESCRIPTION[/b]: [b]Green ChuChu[/b] launches a disgusting, acidic blob of itself at a target.[list]
[*][dice type-a=Courage amount-a=+6 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, siphon [Magic] from the target to you equal to the difference in successes.
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[box=Heal Beam][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.[list]
[*][b]EFFECT[/b]: Target recovers [Hearts]4[/Hearts].
[/list][/list][/box]
[box=Great Rejuvenation][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: With a blessing from the [b]Great Fairy[/b], the target’s wounds are whisked away.[list]
[*][b]EFFECT[/b]: Target recovers [Hearts]10[/Hearts].
[/list][/list][/box]
[box=Thorns][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: A line of thorns protects an ally, reflecting the next attack they take.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Thorns[/b][/color].[list]
[*]The next time the target is hit by a [b]Combat Action[/b], the attacker takes [b]Damage[/b] equal to the attack’s [b]Damage[/b] (before [Armor] is factored in), which then removes [color=yellow][b]Thorns[/b][/color].
[/list][/list][/list][/box]
[box=Fairy Beam][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Create a magical fairy with a fleeting life, capable of restoring life to a dead target.[list]
[*][b]EFFECT[/b]: Target is revived to [Hearts]3[/Hearts].
[/list][/list][/box]
[/eSpells]
[/spoiler]
[spoiler=Moblin]
[estats name=Moblin power=16 (+0) courage=20 (+0) wisdom=4 (+0) hearts=20/20 (+0) magic=4/4 (+0) initiative=1d10 attack-dice=2 defense-dice=2 armor=4][Nature][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Zelda 1
[b]Moblins[/b] are thuggish, unintelligent, porcine creatures that nonetheless can hold their own in a fight. However, they will submit to a higher command if they are ordered as such. These particular [b]Moblins[/b] are very bulky and hard to kill. They also know some basic [Magic] to heal and protect their allies.
[/tab]
[tab=Other Bonuses][list]
[*]Allies also gain [b]2 [Attack Dice] & [Defense Dice][/b]
[*][b]Super Cover[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Moblin[/b] dies, it has a team drop of [Rupees]50[/Rupees] and a [b]Bait[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Mob Mentality][list]
[*][b]RESTRICTION 1[/b]: This is an [b]Innate Skill[/b]. Only [b]Moblins[/b] can learn and use this skill.
[*][b]RESTRICTION 2[/b]: Only one [b]Mob Mentality[/b] among [b]Moblins[/b] can be active at a time.
[*][b]DESCRIPTION[/b]: [b]Moblins[/b] have a powerful command-oriented mentality, and they share its energy passively with their allies.[list]
[*][b]EFFECT[/b]: You and your allies gain [b]2 [Attack Dice] & [Defense Dice][/b].
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Super Cover][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: You become more sturdy, granting you the ability to stand guard through all but heavy attack[list]
[*][b]EFFECT[/b]: [b]Cover[/b] does not end for you until you are hit by an attack that would deal 6 or more [b]Damage[/b] to you (after [Armor] is factored in) or switch targets (unless you have [b]Multi-Cover[/b]).
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Ram][list]
[*][b]CHARGE[/b]: 1 Action[list]
[*]Start charging by bracing yourself into the ground and spending a [b]Support Action[/b]. Once charged, you gain a defensive bonus.[list]
[*][b][Defense Dice][/b]: +2
[*][b][Armor][/b]: +2
[*]These bonuses persist until you attack.
[/list][/list]
[*][b]DESCRIPTION[/b]: You use this charge to select a target and charge them at full speed.[list]
[*][dice type-a=Power amount-a=+6 type-b=Power][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: Knock away one of the target’s equipped [b]Handheld Items[/b].[list]
[*]The item lays on the ground. Anyone can then spend a [b]Support Action[/b] to pick it up and stash it in their inventory.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[box=Heal Beam][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.[list]
[*][b]EFFECT[/b]: Target recovers [Hearts]4[/Hearts].
[/list][/list][/box]
[box=Earth Shield][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A mold of earth covers a target in a protective shell.[list]
[*][b]EFFECT[/b]: Target gains [b]2 [Armor][/b].
[/list][/list][/box]
[/eSpells]
[eItems]
[tabs]
[tab=Weapons]
[box=Spear][list]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A long spear with a steel tip, capable of warding off small attacks and piercing through [b]Cover[/b]. You can swing at two enemies at once with a [b]Slash[/b], or you can [b]Stab[/b] one target.[list]
[*][b]Slash[/b]:[list]
[*][b]EFFECT[/b]: Can target two targets.
[*][dice type-a=Courage amount-a=+2 type-b=Courage][list]
[*][b]Damage[/b]: +0
[/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage type-b=Power][list]
[*][b]Damage[/b]: +4
[*][b]EFFECT[/b]: If it hits, this attack also targets anyone who is being [b]Covered[/b] by the initial target at [b]Half Damage[/b].
[/list][/list][/list][/list][/box]
[/tab]
[tab=Armors]
[box=Soldier Platemail][list]
[*][b]DESCRIPTION[/b]: A steadfast, durable plate of armor that protects you well against attacks.[list]
[*][b][Armor][/b]: +4
[/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
[spoiler=Red Leever]
[estats name=Red Leever power=26 (+0) courage=13 (+0) wisdom=10 (+0) hearts=13/13 (+0) magic=6/6 (+0) initiative=1d13 attack-dice=0 defense-dice=4 armor=8][Nature][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Zelda 1
Crafty and subterranean, the carnivorous [b]Red Leever[/b] flora remain burrowed in the sand, springing up to catch their unwary prey. Even if the adventurer manages to escape the initial snap, the massive plant will often give chase, sweeping across the ground rapidly.
[/tab]
[tab=Other Bonuses][list]
[*]Gets screwed over by moves that “Bypass [b]Cover[/b]” or when getting [b]Counterattacked[/b]
[*][b]+10 Dice[/b] when using [b]Escape[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Red Leever[/b] dies, it has a team drop of [Rupees]70[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Tunneling][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Leevers[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: By moving around underground, [b]Leevers[/b] generally get the first move, and they’re able to escape battles easily.[list]
[*][b][Initiative][/b]: +0d3
[*][b]EFFECT[/b]: You gain [b]10 Dice[/b] when using [b]Escape[/b].
[/list][/list][/box]
[box=Underground][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Red Leevers[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Red Leevers[/b] remain underground at all times, making them rather difficult to kill.[list]
[*][b][Defense Dice][/b]: +4
[*][b][Armor][/b]: +8
[*][b]EFFECT[/b]: The above bonuses are disabled while being hit by an attack that “Bypasses [b]Cover[/b]” OR while you’re being [b]Counterattacked[/b].
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=SPIKE][list]
[*][b]DESCRIPTION[/b]: [b]Red Leever[/b] flings one of its spiky tentacles through the ground, hitting someone with a surprise attack.[list]
[*][b]EFFECT[/b]: This bypasses [b]Cover[/b].
[*][dice type-a=Power amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: +3
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you, regardless of [b]CONDITIONS[/b].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[box=Earth Shield][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A mold of earth covers a target in a protective shell.[list]
[*][b]EFFECT[/b]: Target gains [b]2 [Armor][/b].
[/list][/list][/box]
[box=Thorns][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: A line of thorns protects an ally, reflecting the next attack they take.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Thorns[/b][/color].[list]
[*]The next time the target is hit by a [b]Combat Action[/b], the attacker takes [b]Damage[/b] equal to the attack’s [b]Damage[/b] (before [Armor] is factored in), which then removes [color=yellow][b]Thorns[/b][/color].
[/list][/list][/list][/box]
[/eSpells]
[/spoiler]
[spoiler=Wind Keese]
[estats name=Wind Keese power=5 (+0) courage=25 (+0) wisdom=20 (+0) hearts=9/9 (+0) magic=6/6 (+0) initiative=1d18 attack-dice=4 defense-dice=4 armor=0][Nature][/estats]
[eDescription]
[tabs]
[tab=Physical Description][u]Origin[/u]: ZURPG
The most common form of [b]Keese[/b], these [b]Keese[/b] roam just about anywhere over the world at night away from towns and cities and will adapt to various conditions. They have the ability to generate powerful gusts of wind where applicable.
[/tab]
[tab=Other Bonuses][list]
[*]Bonus turn is skipped
[*]Up to twice per round, you can reroll any of your rolls.
[*]Immunity to effects that affect eyesight.
[/list][/tab]
[tab=Item Drop]
When [b]Wind Keese[/b] dies, it has a team drop of [Rupees]50[/Rupees], and it drops a [b]Gale 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=Swift Flight][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Wind Keese[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Wind Keese[/b] has the innate ability to fly swiftly using their sharp, airy wings to adeptly evade attack.[list]
[*][b][Defense Dice][/b]: +4
[*][b]EFFECT[/b]: Up to twice per round, you can reroll any of your rolls.
[/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=Wind Slash][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]DESCRIPTION[/b]: [b]Wind Keese[/b] calls the wind to its control briefly and charges a target, slashing them with the wind.[list]
[*][dice type-a=Courage amount-a=+2 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, you gain [b]1 [Attack Dice] & [Defense Dice][/b].
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Wind Torrent][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Blast a torrent of powerful winds at a target.[list]
[*][dice type-a=Wisdom amount-a=+10 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, the target is thrown off balance and gets [color=yellow][b]Delayed[/b][/color].[list]
[*]Target’s next attack is delayed by [b]2 Turns[/b], which then removes [color=yellow][b]Delayed[/b][/color].
[/list][/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Heal Beam][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.[list]
[*][b]EFFECT[/b]: Target recovers [Hearts]4[/Hearts].
[/list][/list][/box]
[/tab]
[/tabs]
[/eSpells][/spoiler]
RE: [Enemies] 4 - Nature - WindStrike - 04-29-2016
- Power: 12 (+0)
- Courage: 15 (+0)
- Wisdom: 20 (+0)
- Hearts: 20/20 (+0)
- Magic: 8/8 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 3
Affinities: Nature
Origin: A Link to the Past
Bearing a large bouncy shell-like bell that makes up the bulk of its body on top, this octopus-like creature slides around on the ground using a mass of slimy tentacles; creeping around its environment until it finds prey or one of its allies needs something to cover it...
Blue Hardhat Beetles are the central member of the Hardhat Beetle family, being nearly impossible to kill unless you wear it down over time. On the flip side, they can’t do squat for attacking and thus normally spend their lives covering allies. Oddly enough, they do not have a lot of Defense Dice or Armor to support their tankiness.
- Can Cover multiple targets
- Attacks that would hit you with a success difference of less than 6 Successes and deal 3 or less Damage (after Armor is factored in) are completely negated.
- Whenever you are hit by a melee attack, the attacker loses 5 Dice on their next attack or defense.
- At the end of each round, recover Hearts & Magic equal to the number of times you are hit by attacks.
If Blue 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 Blue Hardhat Beetles can learn and use this skill.
- DESCRIPTION: Blue Hardhat Beetles are capable of using the shock generated from attacks striking it to heal.
- At the start of each round, you recover Hearts & Magic equal the number of times you were hit by attacks on the previous round.
- Stat Point Cost: 3
- DESCRIPTION: Why protect only one when you can protect your whole team?
- EFFECT: You can have Cover active on multiple targets at a time.
- 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: Blue Hardhat Beetles can blow a bubble which steals Hearts and Magic from a target.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Siphon 4 Hearts and 4 Magic from the target to you, ignoring Armor.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A plethora of roots grow from the ground, grabbing a target from below.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target becomes Immobilized.
- Target cannot move or use any melee attacks.
- DURATION: One round.
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Let loose a powerful boom of thunder, striking all enemies with the powerful sound!
- EFFECT: This bypasses Cover.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target(s) hit are Taunted.
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- REQUIREMENTS: Nature
- COSTS: 1 Magic
- DESCRIPTION: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.
- EFFECT: Target recovers 4 Hearts.
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: With a blessing from the Great Fairy, the target’s wounds are whisked away.
- EFFECT: Target recovers 10 Hearts.
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A mold of earth covers a target in a protective shell.
- EFFECT: Target gains 2 Armor.
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: A line of thorns protects an ally, reflecting the next attack they take.
- EFFECT: Target gains Thorns.
- The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
- Power: 25 (+0)
- Courage: 5 (+0)
- Wisdom: 12 (+0)
- Hearts: 24/24 (+0)
- Magic: 7/7 (+5)
- Initiative: $init 1d2
- Attack Dice: 0
- Defense Dice: 0
- Armor: 8
Affinities: Nature
Origin: ZURPG
A giant humanoid stone golem constructed of random rocks and stones measuring around 10 feet in height? What sort of wizardy is this? It's difficult to kill, but it's slow and takes an extra turn to use most of its attacks; all of which are powerful.
- You start off with Magic Regen x2
- Once per turn, whenever someone hits you with a non-Magic attack, they take Damage equal to your Armor
If Rock Golem dies, it has a team drop of 175 Rupees and a Lime Potion, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Golems can learn and use this skill.
- DESCRIPTION: All Golems are powered by internal arcane Magic, lending to innate Magic powers. While it powers them, it is not very efficient at doing so.
- Magic: +5/5
- Initiative: -$0d4
- EFFECT: You start off with Magic Regen x2
- RESTRICTIONS: This is an Innate Skill. Only Rock Golems can learn and use this skill.
- DESCRIPTION: Rock Golems are protected by a layer of incredibly dense stone, protecting them against all forms of attack. This however makes them so slow that they move last.
- Initiative: -$0d4
- Armor: +8
- Stat Point Cost: 5
- DESCRIPTION: Your armor becomes a weapon, using the force it takes and sending it back to the attacker.
- EFFECT: Once per turn, when someone successfully hits you with a non-Magic-based attack, they take Damage equal to your Armor.
- CHARGE: 2 Actions
- Rock Golem begins charging by raising its foot up in the air.
- As you are charging, the air around you begins to shake a little.
DESCRIPTION: Once charged; slam your foot onto the ground, causing a massive shockwave that throws everyone who were hit around. Hits all enemies.
EFFECT: Ignores Cover
Roll your Power dice vs. targets' Power dice
Damage: +0
- CHARGE: 2 Actions
- Rock Golem begins charging by spreading its palms apart.
- As you are charging, the air around your hands begins to shake a little.
DESCRIPTION: Once charged, slam your palms together to produce a shockwave of pure sound that causes even the air to rumble; hitting all enemies:
EFFECT: Ignores Cover
Roll your Power +7 dice vs. targets' Wisdom dice
Neutral Damage: 5
EFFECT: Target(s) hit get thrown off balance and get Delayed.
Target’s next attack is delayed by 2 Turns, which then removes Delayed.
- SELL VALUE: 75 Rupees
- 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: Nature
- COSTS: 5 Magic
- DESCRIPTION: Powerful vines appear and bind a target, removing the target of their strength.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target loses 6 Power.
- COSTS: 6 Magic
- DESCRIPTION: With Nayru's Blessing, use your Arcane energies to create a thin, blue, crystal shield around a target.
- EFFECT: The next EFFECT to affect the target is negated.
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A mold of earth covers a target in a protective shell.
- EFFECT: Target gains 2 Armor.
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: A line of thorns protects an ally, reflecting the next attack they take.
- EFFECT: Target gains Thorns.
- The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
- Power: 16 (+0)
- Courage: 18 (+0)
- Wisdom: 10 (+0)
- Hearts: 16/16 (+0)
- Magic: 10/10 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 6
Affinities: Nature
Origin: Ocarina of Time
Generally hanging around in areas overgrown with nature like the Lost Woods, these spiders with hard skull-like backs called Skulltulas are defensive juggernauts; taking hits like a boss and hitting right back while the spider puts itself in the way of enemy attack.
Giant Skulltulas are like other Skulltulas, but they are massive, purple beasts considerably larger than a Hylian. Instead of just clinging onto surfaces like their cousins, they hang on remarkably sturdy strings of silk that are tough to break. Applying brute force is a bad idea against Skulltulas, as they quickly disable it.
- Any EFFECTs that affect your stats are halved, rounded down.
- You start off with Regenx3
- Has a string that can be attacked.
- Rolls your Courage +15 to defend.
- Can be broken if it is hit by an attack that deals damage to it
- String getting broken results in you falling to the ground.
-2 Attack Dice
+5 Defense Dice
Automatic Counterattack against any attack aimed at it or its string.
- +5 Attack Dice
- -2 Defense Dice
If Skulltula dies, it has a team drop of 125 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Skulltulas can learn and use this skill.
- REQUIREMENTS: Must be on a string or wall
- DESCRIPTION: Skulltula's backside is covered in a hard, durable shield that protects it from damage as well as giving it it’s famous counterattack ability.
- Armor: +6
- EFFECT: Whenever you or your string are attacked while you are on string or wall, you get an automatic counterattack; regardless of Conditions.
- RESTRICTIONS: This is an Innate Skill. Only Giant Skulltulas can learn and use this skill.
- DESCIPTION: Giant Skulltulas are supported by a string woven from the ceiling or whatever high object is above it, keeping it hanging above the ground and giving it extra abilities. Should it break; it becomes more aggressive until it can latch onto a high object again.
- Defense Dice: +5 while on string, -2 while on ground.
- Attack Dice: -2 while on string, +5 while on ground
- EFFECT: Your string or rope can be targeted instead of you.
- The string rolls your Courage + 15 to defend, not receiving any additional bonuses.
- If the string is hit with an attack that deals damage, you drop to the ground.
- You can break your string manually, harmlessly dropping to the ground for no action cost.
- Stat Point Cost: 4
- DESCRIPTION: Your mental state remains calm, helping prevent changes to your stats.
- EFFECT: Any effects that would lower your Power, Courage, Wisdom, Hearts, and/or Magic stats are halved (rounded down).
- To clarify the rounding, if your Power would be reduced by 5, it’s instead only reduced by 2.
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Hearts over time.
- EFFECT: You gain Regen x3.
- RESTRICTIONS: Can only be used while grounded.
- DESCRIPTION: Skulltula shoots a string of web up to a high surface, to hang on a string again.
- EFFECT: Return to hanging on a string again.
- DESCRIPTION: Giant Skulltula spins around to attack an a target
- Roll your Courage +9 dice vs. targets' Courage dice
- Damage: -3
- RESTRICTIONS: Can only be used while grounded.
- REQUIREMENTS: Nature
- DESCRIPTION: Skulltula shoots out a wave of sticky web at a target, inhibiting their movement.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target loses 5 Attack Dice
- RESTRICTIONS: Can only be used while grounded.
- DESCRIPTION: Skulltula, instead of returning to string, leaps at a target to consume them. Yummy.
- Roll your Courage +3 dice vs. targets' Power dice
- Damage: None
- EFFECT: Siphon 5 Hearts from the target.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- SELL VALUE: 200 Rupees
- COSTS: Any amount of Magic
- DESCRIPTION: With Farore's Blessing, use your Arcane energies to rid your allies of their impurities!
- EFFECT: For every 1 Magic you spent casting this spell, remove 1 point of a specified Negative Bonus from yourself or an ally.
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: With a blessing from the Great Fairy, the target’s wounds are whisked away.
- EFFECT: Target recovers 10 Hearts.
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: A line of thorns protects an ally, reflecting the next attack they take.
- EFFECT: Target gains Thorns.
- The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
[spoiler=Blue Hardhat Beetle]
[estats name=Blue Hardhat Beetle power=12 (+0) courage=15 (+0) wisdom=20 (+0) hearts=20/20 (+0) magic=8/8 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=3][Nature][/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]Blue Hardhat Beetles[/b] are the central member of the [b]Hardhat Beetle[/b] family, being nearly impossible to kill unless you wear it down over time. On the flip side, they can’t do squat for attacking and thus normally spend their lives covering allies. Oddly enough, they do not have a lot of [Defense Dice] or [Armor] to support their tankiness.
[/tab]
[tab=Other Bonuses][list]
[*]Can [b]Cover[/b] multiple targets
[*]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.
[*]At the end of each round, recover [b][Hearts] & [Magic][/b] equal to the number of times you are hit by attacks.
[/list]
[/tab]
[tab=Item Drop]
If [b]Blue 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=Recovery Shock][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Blue Hardhat Beetles[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Blue Hardhat Beetles[/b] are capable of using the shock generated from attacks striking it to heal.[list]
[*]At the start of each round, you recover [b][Hearts] & [Magic][/b] equal the number of times you were hit by attacks on the previous round.
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(3) Multi-Cover][list]
[*][b][Stat Point] Cost[/b]: 3
[*][b]DESCRIPTION[/b]: Why protect only one when you can protect your whole team?[list]
[*][b]EFFECT[/b]: You can have [b]Cover[/b] active on multiple targets at a time.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=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=Siphon Bubble][list]
[*][b]DESCRIPTION[/b]: [b]Blue Hardhat Beetles[/b] can blow a bubble which steals [Hearts] and [Magic] from a target.[list]
[*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Siphon [Hearts]4[/Hearts] and [Magic]4[/Magic] from the target to you, ignoring [Armor].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Roots][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A plethora of roots grow from the ground, grabbing a target from below.[list]
[*][b]EFFECT[/b]: This bypasses [b]Cover[/b].
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, target becomes [color=yellow][b]Immobilized[/b][/color].[list]
[*]Target cannot move or use any melee attacks.
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/list][/box]
[box=Thunder Roar][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Let loose a powerful boom of thunder, striking all enemies with the powerful sound![list]
[*][b]EFFECT[/b]: This bypasses [b]Cover[/b].
[*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Target(s) hit are [color=yellow][b]Taunted[/b][/color].[list]
[*]Target’s single-target [b]Combat Actions[/b] can only target you.
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Heal Beam][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.[list]
[*][b]EFFECT[/b]: Target recovers [Hearts]4[/Hearts].
[/list][/list][/box]
[box=Great Rejuvenation][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: With a blessing from the [b]Great Fairy[/b], the target’s wounds are whisked away.[list]
[*][b]EFFECT[/b]: Target recovers [Hearts]10[/Hearts].
[/list][/list][/box]
[box=Earth Shield][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A mold of earth covers a target in a protective shell.[list]
[*][b]EFFECT[/b]: Target gains [b]2 [Armor][/b].
[/list][/list][/box]
[box=Thorns][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: A line of thorns protects an ally, reflecting the next attack they take.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Thorns[/b][/color].[list]
[*]The next time the target is hit by a [b]Combat Action[/b], the attacker takes [b]Damage[/b] equal to the attack’s [b]Damage[/b] (before [Armor] is factored in), which then removes [color=yellow][b]Thorns[/b][/color].
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
[spoiler=Rock Golem]
[estats name=Rock Golem power=25 (+0) courage=5 (+0) wisdom=12 (+0) hearts=24/24 (+0) magic=7/7 (+5) initiative=1d2 attack-dice=0 defense-dice=0 armor=8][Nature][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: ZURPG
A giant humanoid stone golem constructed of random rocks and stones measuring around 10 feet in height? What sort of wizardy is this? It's difficult to kill, but it's slow and takes an extra turn to use most of its attacks; all of which are powerful.
[/tab]
[tab=Other Bonuses][list]
[*]You start off with [b][Magic] Regen x2[/b]
[*]Once per turn, whenever someone hits you with a non-[Magic] attack, they take [b]Damage[/b] equal to your [b]Armor[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Rock Golem[/b] dies, it has a team drop of [Rupees]175[/Rupees] and a [b]Lime Potion[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Arcane Animation][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Golems[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: All [b]Golems[/b] are powered by internal arcane [Magic], lending to innate [Magic] powers. While it powers them, it is not very efficient at doing so.[list]
[*][b][Magic][/b]: +5/5
[*][b][Initiative][/b]: -$0d4
[*][b]EFFECT[/b]: You start off with [b][Magic] Regen x2[/b][/list]
[/list][/box]
[box=Steel Stone][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Rock Golems[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Rock Golems[/b] are protected by a layer of incredibly dense stone, protecting them against all forms of attack. This however makes them so slow that they move last.[list]
[*][b][Initiative][/b]: -$0d4
[*][b][Armor][/b]: +8[/list]
[/list][/box]
[/tab]
[tab=Passives]
[box=(5) Armor Feedback][list]
[*][b][Stat Point] Cost[/b]: 5
[*][b]DESCRIPTION[/b]: Your armor becomes a weapon, using the force it takes and sending it back to the attacker.[list]
[*][b]EFFECT[/b]: Once per turn, when someone successfully hits you with a non-[Magic]-based attack, they take [b]Damage[/b] equal to your [Armor].
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Shockwave][list]
[*][b]CHARGE[/b]: [b]2 Actions[/b][list]
[*][b]Rock Golem[/b] begins charging by raising its foot up in the air.
[*]As you are charging, the air around you begins to shake a little.
[*]Once charged, your foot remains up the air but you are freely able to defend against attacks[/list]
[*][b]DESCRIPTION[/b]: Once charged; slam your foot onto the ground, causing a massive shockwave that throws everyone who were hit around. Hits all enemies.[list]
[*][b]EFFECT[/b]: Ignores [b]Cover[/b]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +0[/list][/list][/list][/box]
[box=Rumble][list]
[*][b]CHARGE[/b]: [b]2 Actions[/b][list]
[*][b]Rock Golem[/b] begins charging by spreading its palms apart.
[*]As you are charging, the air around your hands begins to shake a little.
[*]Once charged, your palms remain apart in the air but you are freely able to defend against attacks.[/list]
[*][b]DESCRIPTION[/b]: Once charged, slam your palms together to produce a shockwave of pure sound that causes even the air to rumble; hitting all enemies:[list]
[*][b]EFFECT[/b]: Ignores [b]Cover[/b]
[*][dice type-a=Power amount-a=+7 type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 5
[*][b]EFFECT[/b]: Target(s) hit get thrown off balance and get [color=yellow][b]Delayed[/b][/color].[list]
[*]Target’s next attack is delayed by [b]2 Turns[/b], which then removes [color=yellow][b]Delayed[/b][/color].
[/list][/list][/list][/box]
[box=Absorb][list]
[*][b]SELL VALUE[/b]: [Rupees]75[/Rupees]
[*][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=Bind][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Powerful vines appear and bind a target, removing the target of their strength.[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target loses [b]6 [Power][/b].
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Nayru's Protection][list]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: With [b]Nayru's Blessing[/b], use your [Arcane] energies to create a thin, blue, crystal shield around a target.[list]
[*][b]EFFECT[/b]: The next [b]EFFECT[/b] to affect the target is negated.
[/list][/list][/box]
[box=Earth Shield][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A mold of earth covers a target in a protective shell.[list]
[*][b]EFFECT[/b]: Target gains [b]2 [Armor][/b].
[/list][/list][/box]
[box=Thorns][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: A line of thorns protects an ally, reflecting the next attack they take.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Thorns[/b][/color].[list]
[*]The next time the target is hit by a [b]Combat Action[/b], the attacker takes [b]Damage[/b] equal to the attack’s [b]Damage[/b] (before [Armor] is factored in), which then removes [color=yellow][b]Thorns[/b][/color].
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells][/spoiler]
[spoiler=Giant Skulltula]
[estats name=Giant Skulltlua power=16 (+0) courage=18 (+0) wisdom=10 (+0) hearts=16/16 (+0) magic=10/10 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=0][Nature][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Ocarina of Time
Generally hanging around in areas overgrown with nature like the [b]Lost Woods[/b], these spiders with hard skull-like backs called [b]Skulltulas[/b] are defensive juggernauts; taking hits like a boss and hitting right back while the spider puts itself in the way of enemy attack.
[b]Giant Skulltulas[/b] are like other [b]Skulltulas[/b], but they are massive, purple beasts considerably larger than a [b]Hylian[/b]. Instead of just clinging onto surfaces like their cousins, they hang on remarkably sturdy strings of silk that are tough to break. Applying brute force is a bad idea against [b]Skulltulas[/b], as they quickly disable it.
[/tab]
[tab=Other bonuses]
[tabs][tab=General][list]
[*]Any [b]EFFECTs[/b] that affect your stats are halved, rounded down.
[*]You start off with [b]Regenx3[/b][/list]
[/tab]
[tab=Stringed-specific][list]
[*]Has a string that can be attacked.[list]
[*]Rolls your [Courage] +15 to defend.
[*]Can be broken if it is hit by an attack that deals damage to it
[*]String getting broken results in you falling to the ground.[/list]
[*]-2 [Attack Dice]
[*]+5 [Defense Dice]
[*]Automatic Counterattack against any attack aimed at it or its string.[/list]
[/tab]
[tab=Ground-specific][list]
[*]+5 [Attack Dice]
[*]-2 [Defense Dice][/list]
[/tab][/tabs]
[/tab]
[tab=Item Drop]
If [b]Skulltula[/b] dies, it has a team drop of [Rupees]125[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Skull Armor][list][*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Skulltulas[/b] can learn and use this skill.
[*][b]REQUIREMENTS[/b]: Must be on a string or wall
[*][b]DESCRIPTION[/b]: [b]Skulltula's[/b] backside is covered in a hard, durable shield that protects it from damage as well as giving it it’s famous counterattack ability.[list]
[*][b][Armor][/b]: +6
[*][b]EFFECT[/b]: Whenever you or your string are attacked while you are on string or wall, you get an automatic counterattack; regardless of [b]Conditions[/b].[/list][/list][/box]
[box=Sturdy String][list][*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Giant Skulltulas[/b] can learn and use this skill.
[*][b]DESCIPTION[/b]: [b]Giant Skulltulas[/b] are supported by a string woven from the ceiling or whatever high object is above it, keeping it hanging above the ground and giving it extra abilities. Should it break; it becomes more aggressive until it can latch onto a high object again.[list]
[*][b][Defense Dice][/b]: +5 while on string, -2 while on ground.
[*][b][Attack Dice][/b]: -2 while on string, +5 while on ground
[*][b]EFFECT[/b]: Your string or rope can be targeted instead of you.[list]
[*]The string rolls your [Courage] + 15 to defend, not receiving any additional bonuses.
[*]If the string is hit with an attack that deals damage, you drop to the ground.
[*]You can break your string manually, harmlessly dropping to the ground for no action cost.[/list][/list][/list][/box]
[/tab]
[tab=Passives]
[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]
[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=Relatch][list][*][b]RESTRICTIONS[/b]: Can only be used while grounded.
[*][b]DESCRIPTION[/b]: [b]Skulltula[/b] shoots a string of web up to a high surface, to hang on a string again.[list]
[*][b]EFFECT[/b]: Return to hanging on a string again.[/list][/list][/box]
[box=Whirling Spin][list]
[*][b]DESCRIPTION[/b]: [b]Giant Skulltula[/b] spins around to attack an a target[list]
[*][dice type-a=Courage amount-a=+9 type-b=Courage][list]
[*][b]Damage[/b]: -3[/list][/list][/list][/box]
[box=Gummify][list][*][b]RESTRICTIONS[/b]: Can only be used while grounded.
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]DESCRIPTION[/b]: [b]Skulltula[/b] shoots out a wave of sticky web at a target, inhibiting their movement.[list]
[*][dice type-a=Wisdom amount-a=+7 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Target loses 5 [Attack Dice][/list][/list][/list][/box]
[box=Grapple][list][*][b]RESTRICTIONS[/b]: Can only be used while grounded.
[*][b]DESCRIPTION[/b]: [b]Skulltula[/b], instead of returning to string, leaps at a target to consume them. Yummy.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Power][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Siphon 5 [Hearts] from the target.[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs][tab=Support]
[box=Farore's Cleansing][list]
[*][b]SELL VALUE[/b]: [Rupees]200[/Rupees]
[*][b]COSTS[/b]: Any amount of [Magic]
[*][b]DESCRIPTION[/b]: With [b]Farore's Blessing[/b], use your [Arcane] energies to rid your allies of their impurities![list]
[*][b]EFFECT[/b]: For every [Magic]1[/Magic] you spent casting this spell, remove 1 point of a specified [b]Negative Bonus[/b] from yourself or an ally.
[/list][/list][/box]
[box=Great Rejuvenation][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: With a blessing from the [b]Great Fairy[/b], the target’s wounds are whisked away.[list]
[*][b]EFFECT[/b]: Target recovers [Hearts]10[/Hearts].
[/list][/list][/box]
[box=Thorns][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: A line of thorns protects an ally, reflecting the next attack they take.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Thorns[/b][/color].[list]
[*]The next time the target is hit by a [b]Combat Action[/b], the attacker takes [b]Damage[/b] equal to the attack’s [b]Damage[/b] (before [Armor] is factored in), which then removes [color=yellow][b]Thorns[/b][/color].
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
RE: 4 - Nature - Orithan - 10-26-2016
- Power: 20 (+6)
- Courage: 17 (+0)
- Wisdom: 8 (+0)
- Hearts: 35/35 (+0)
- Magic: 8/8 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 5
- Armor: 6
Affinities: Nature
Origin: Adventure of Link
Serving as guardians for whatever they are protecting, Fokka are large hawk-like knights bearing shield and sword. Despite their heavy armor, they are capable of short bouts of flight at surprising speeds. Fokka are overly zealous and are willing to attack anyone who doesn’t believe in their master. It is rumoured that you can get Fokka to join your cause, but they will fight to the death regardless of their situation.
This is the Blue Fokka. They are beefy, heavy and sturdy knights; strong enough to hold their own against most attacks. They are capable of brief bursts of speed, but what is more dangerous is their affinity to lightning and wind; which can decimate their foes.
Despite being bird-like creatures, the Fokka are not related to the Rito and have little association with them.
- Once per round, you get to reroll any of your defensive rolls for free.
- Whenever you use any attack on a target who is Covering someone, they automatically take 2 Neutral Damage from the impact of the attack; regardless of wherever you actually hit or not.
- +4 Armor against Magic attacks.
- Magic COSTS: -1 (Spells Only)
- The Dice & Damage Modifiers of your attacks can not be reduced in any way.
- Whenever you make direct contact with anyone else, they lose 1 Attack Dice
- +5 Power when robe’s Augmented Protection is paid for
- +3 Defense Dice if you pay 2 Magic during a defense.
If Blue Fokka dies, it has a team drop of 200 Rupees and a Feather Shield, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Fokkas can learn and use this skill.
- DESCRIPTION: All Fokkas have the ability to fly for brief periods of time when they jump, giving them a general defensive boost.
- Defense Dice: +3
- EFFECT: Once per round, you get to reroll any of your defensive rolls for free.
- RESTRICTIONS: This is an Innate Skill. Only Blue Fokkas can learn and use this skill.
- DESCRIPTION: Blue Fokkas are very strong, causing their attacks to impact their enemies even through protection.
- Power: +4
- Armor: +2
- EFFECT: Whenever you use any attack on a target who is Covering someone, they automatically take 2 Neutral Damage from the impact of the attack; regardless of wherever you actually hit or not.
- RESTRICTIONS: This is an Innate Skill. Only Blue Fokkas can learn and use this skill.
- REQUIREMENTS: Nature
- DESCRIPTION: Blue Fokkas bear talons which carry the Power of wind and lightning; protecting them from Magic and abilities that freeze their offenses.
- Armor: +4 against Magic attacks.
- Magic COSTS: -1 (Spells Only)
- EFFECT: The Dice & Damage Modifiers of your attacks can not be reduced in any way.
- 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: A melee weapon
- COSTS: 3 Magic
- DESCRIPTION: Swing your weapon in the direction of a target, firing a magical Swordbeam variant of a selected attack as a ranged attack.
- EFFECT: The attack also gains 3 Dice.
- REQUIREMENTS: A melee attack
- CHARGE: 1 Action
- Begin charging by readying your attack, and preparing to leap at the target. As you charge, a burst of a energy flows into your legs.
DESCRIPTION: Once charged, you can leap and attack a target using the melee attack.
EFFECT: If it succeeds, multiply the difference in successes by x1.5.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A bolt of Lightning strikes a target from the sky almost instantaneously.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +14 dice vs. targets' Wisdom dice
- Damage: Halved
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: A tame jolt of lightning zaps a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to yourself or an ally.
- Offensive Spell:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT 1: If it hits, remove one Water Named Effect from the target.
- EFFECT 2: Additionally, remove up to 3 Regen from the target.
Support Spell:
EFFECT 1: Remove one Water Named Effect from the target.
EFFECT 2: Additionally, remove any Negative Attack Dice Bonuses the target has.
- 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: Nature
- COSTS: 4 Magic
- DESCRIPTION: With a blessing from the Great Fairy, the target’s wounds are whisked away.
- EFFECT: Target recovers 10 Hearts.
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Summon a large whirlwind that encompasses the field, disrupting anyone too weak to face it.
- EFFECT: Summon the Whirlwind Field Effect:
- Overwrite any current Field Effect in play.
- Anyone with less than 15 Power loses 2 Defense Dice.
- DESCRIPTION: A steel hammer that packs extra punch, this hammer can cripple defenses and disable targets. Can Whack or Cripple a target.
- Whack!:
- Roll your Power dice vs. targets' Power dice
- Damage: +4
Cripple:
Roll your Power -3 dice vs. targets' Power dice
Damage: +0
EFFECT: If it hits, the target gets Immobilized:
Target cannot move or use any melee attacks.
DURATION: One round.
- DESCRIPTION: A blade shining with shadows that strikes those who would cast spells. Can Slash or Stab or a target.
- Slash:
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 3 Magic.
Stab:
Roll your Courage -4 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: If it hits, target loses 5 Magic.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- SELL VALUE: 125 Rupees
- DESCRIPTION: A shield covered by the magical down and guard feathers of the Fokka, the Feather Shield’s down covers those who make contact with the shield or it’s wielder.
- Defense Dice: +2
- EFFECT: Whenever you defend or use a melee attack (successful or not on either), they lose 1 Attack Dice.
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +4
- SELL VALUE: 100 Rupees
- DESCRIPTION: Woah, what a heavy robe. This heavy robe, made out of thick heavy woven material, somehow amplifies your Power. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Power: +2
Augmented Mode:
COSTS: 4 Magic at the start of each round to maintain
Power: +7
- 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=Fokka, Blue]
[estats name=Blue Fokka power=20 (+6) courage=17 (+0) wisdom=8 (+0) hearts=35/35 (+0) magic=8/8 (+0) initiative=1d10 attack-dice=0 defense-dice=5 armor=6][Nature][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Adventure of Link
Serving as guardians for whatever they are protecting, [b]Fokka[/b] are large hawk-like knights bearing shield and sword. Despite their heavy armor, they are capable of short bouts of flight at surprising speeds. [b]Fokka[/b] are overly zealous and are willing to attack anyone who doesn’t believe in their master. It is rumoured that you can get [b]Fokka[/b] to join your cause, but they will fight to the death regardless of their situation.
This is the [b]Blue Fokka[/b]. They are beefy, heavy and sturdy knights; strong enough to hold their own against most attacks. They are capable of brief bursts of speed, but what is more dangerous is their affinity to lightning and wind; which can decimate their foes.
Despite being bird-like creatures, the [b]Fokka[/b] are not related to the [b]Rito[/b] and have little association with them.
[/tab]
[tab=Other Bonuses][list]
[*]Once per round, you get to reroll any of your defensive rolls for free.
[*]Whenever you use any [b]attack[/b] on a target who is [b]Covering[/b] someone, they automatically take [b]2 Neutral Damage[/b] from the impact of the attack; regardless of wherever you actually hit or not.
[*]+4 [Armor] against [Magic] attacks.
[*][b][Magic] COSTS[/b]: -1 ([b]Spells[/b] Only)
[*]The [b]Dice & Damage Modifiers[/b] of your attacks can not be reduced in any way.
[*]Whenever you make direct contact with anyone else, they lose 1 [Attack Dice]
[*]+5 [Power] when robe’s [b]Augmented Protection[/b] is paid for
[*]+3 [Defense Dice] if you pay [magic]2[/magic] during a defense.
[/list]
[/tab]
[tab=Item Drop]
If [b]Blue Fokka[/b] dies, it has a team drop of [Rupees]200[/Rupees] and a [b]Feather Shield[/b], which can be found [url=http://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Flightly Jumps][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Fokkas[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: All [b]Fokkas[/b] have the ability to fly for brief periods of time when they jump, giving them a general defensive boost.[list]
[*][b][Defense Dice][/b]: +3
[*][b]EFFECT[/b]: Once per round, you get to reroll any of your defensive rolls for free.[/list]
[/list][/box]
[box=Sheer Brawn][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Blue Fokkas[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Blue Fokkas[/b] are very strong, causing their attacks to impact their enemies even through protection.[list]
[*][b][Power][/b]: +4
[*][b][Armor][/b]: +2
[*][b]EFFECT[/b]: Whenever you use any [b]attack[/b] on a target who is [b]Covering[/b] someone, they automatically take [b]2 Neutral Damage[/b] from the impact of the attack; regardless of wherever you actually hit or not.[/list]
[/list][/box]
[box=Talons of Power][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Blue Fokkas[/b] can learn and use this skill.
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]DESCRIPTION[/b]: [b]Blue Fokkas[/b] bear talons which carry the [Power] of wind and lightning; protecting them from [Magic] and abilities that freeze their offenses.[list]
[*][b][Armor][/b]: +4 against [Magic] attacks.
[*][b][Magic] COSTS[/b]: -1 ([b]Spells[/b] Only)
[*][b]EFFECT[/b]: The [b]Dice & Damage Modifiers[/b] of your attacks can not be reduced in any way.
[/list]
[/list][/box]
[/tab]
[tab=Actives]
[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]
[box=Swordbeam][list]
[*][b]REQUIREMENTS[/b]: A melee weapon
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Swing your weapon in the direction of a target, firing a magical [b]Swordbeam[/b] variant of a selected attack as a ranged attack.[list]
[*][b]EFFECT[/b]: The attack also gains [b]3 Dice[/b].
[/list][/list][/box]
[box=Leap Attack][list]
[*][b]REQUIREMENTS[/b]: A melee attack
[*][b]CHARGE[/b]: 1 Action[list]
[*]Begin charging by readying your attack, and preparing to leap at the target. As you charge, a burst of a energy flows into your legs.
[/list]
[*][b]DESCRIPTION[/b]: Once charged, you can leap and attack a target using the melee attack.[list]
[*][b]EFFECT[/b]: If it succeeds, multiply the difference in successes by x1.5.
[/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Lightning Bolt][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A bolt of [b]Lightning[/b] strikes a target from the sky almost instantaneously.[list]
[*][b]EFFECT[/b]: This bypasses [b]Cover[/b].
[*][dice type-a=Wisdom amount-a=+14 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/box]
[box=Neutralize][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: A tame jolt of lightning zaps 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 Spell[/b]:[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT 1[/b]: If it hits, remove one [b][Water] [color=yellow]Named Effect[/color][/b] from the target.
[*][b]EFFECT 2[/b]: Additionally, remove up to [b]3 Regen[/b] from the target.
[/list][/list]
[*][b]Support Spell[/b]:[list]
[*][b]EFFECT 1[/b]: Remove one [b][Water] [color=yellow]Named Effect[/color][/b] from the target.
[*][b]EFFECT 2[/b]: Additionally, remove any [b]Negative [Attack Dice] Bonuses[/b] the target has.
[/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=Great Rejuvenation][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: With a blessing from the [b]Great Fairy[/b], the target’s wounds are whisked away.[list]
[*][b]EFFECT[/b]: Target recovers [Hearts]10[/Hearts].
[/list][/list][/box]
[box=Whirlwind][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Summon a large whirlwind that encompasses the field, disrupting anyone too weak to face it.[list]
[*][b]EFFECT[/b]: Summon the [color=yellow][b]Whirlwind[/b][/color] [i]Field Effect[/i]:[list]
[*]Overwrite any current [i]Field Effect[/i] in play.
[*]Anyone with less than [b]15 [Power][/b] loses [b]2 [Defense Dice][/b].
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[eItems]
[tabs]
[tab=Weapons]
[box=Smash Hammer][list]
[*][b]DESCRIPTION[/b]: A steel hammer that packs extra punch, this hammer can cripple defenses and disable targets. Can [b]Whack[/b] or [b]Cripple[/b] a target.[list]
[*][b]Whack![/b]:[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +4
[/list][/list]
[*][b]Cripple[/b]:[list]
[*][dice type-a=Power amount-a=-3 type-b=Power][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, the target gets [color=yellow][b]Immobilized[/b][/color]:[list]
[*]Target cannot move or use any melee attacks.
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/list][/list][/box]
[box=Soul Blade][list]
[*][b]DESCRIPTION[/b]: A blade shining with shadows that strikes those who would cast spells. Can [b]Slash[/b] or [b]Stab[/b] or a target.[list]
[*][b]Slash[/b]:[list]
[*][dice type-a=Courage type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target loses [Magic]3[/Magic].
[/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage amount-a=-4 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target loses [Magic]5[/Magic].
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you, regardless of [b]CONDITIONS[/b].
[/list][/list][/list][/list][/box]
[/tab]
[tab=Shields]
[box=Feather Shield][list]
[*][b]SELL VALUE[/b]: [Rupees]125[/Rupees]
[*][b]DESCRIPTION[/b]: A shield covered by the magical down and guard feathers of the [b]Fokka[/b], the [b]Feather Shield’s[/b] down covers those who make contact with the shield or it’s wielder.[list]
[*][b][Defense Dice][/b]: +2
[*][b]EFFECT[/b]: Whenever you defend or use a melee attack (successful or not on either), they lose [b]1 [Attack Dice][/b].[/list][/list][/box]
[/tab]
[tab=Armors]
[box=Soldier Platemail][list]
[*][b]DESCRIPTION[/b]: A steadfast, durable plate of armor that protects you well against attacks.[list]
[*][b][Armor][/b]: +4
[/list][/list][/box]
[/tab]
[tab=Robes]
[box=Heavy Robe][list]
[*][b]SELL VALUE[/b]: [Rupees]100[/Rupees]
[*][b]DESCRIPTION[/b]: Woah, what a heavy robe. This heavy robe, made out of thick heavy woven material, somehow amplifies your [Power]. [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][Power][/b]: +2
[/list]
[*][b]Augmented Mode[/b]:[list]
[*][b]COSTS[/b]: [Magic]4[/Magic] at the start of each round to maintain
[*][b][Power][/b]: +7
[/list][/list][/list][/box]
[/tab]
[tab=Tools]
[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]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
RE: 4 - Nature - Orithan - 02-10-2017
- Power: 27 (+0)
- Courage: 8 (+0)
- Wisdom: 18 (+0)
- Hearts: 25/25 (+0)
- Magic: 19/19 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 10
Affinities: Nature
Origin: The Legend of Zelda
Initially disguised as a dark-wooded tree bearing many flowers along its branches; Manhandla is a colossal plant bearing several spiked branches which each end in a gigantic hard-shelled head. It slowly creeps about using it’s network of roots as a series of legs by day and night. While one can run from it, it will ever so slowly track them down unless their prey has fled it’s home
- Four Heads:
- Each head has 15 Hearts, 2 Armor and automatically Cover you from attack at the start of each round
- They all count as separate targets, but they do not receive any EFFECTS from attack.
- For every head that you are missing, you gain 3 Attack Dice & 3 Defense Dice
At the start of each round, you can automatically transfer any amount of Hearts from your four heads to your main body.
If all heads are dead, you lose 8 Armor
Whenever your body takes 10 or more Damage from a single attack or one of your heads are killed by an attack, the attacker gets Delayed
If this would proc more than once in a single attack, the attacker loses 3 Power for each additional time it would proc
If Manhandla dies, it has a team drop of 300 Rupees and an Armor Seed for each player, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Manhandla can learn and use this skill.
- DESCRIPTION: Manhandla bears four heads; each of which are equally as capable at snapping at enemies and protecting their body as each other. It also gets faster as each head goes down
- Each head has 15 Hearts, 2 Armor and automatically Cover you from attack at the start of each round.
- They all count as separate targets, but they do not receive any EFFECTS from attack.
- EFFECT: For every head that you are missing, you gain 3 Attack Dice & 3 Defense Dice
- RESTRICTIONS: This is an Innate Skill. Only Manhandla can learn and use this skill.
- DESCRIPTION: The main body of Manhandla itself consists of nearly impenetrable wood, making it almost impossible to harm directly.
- Armor: +10
- EFFECT 1: At the start of each round, you can automatically transfer any amount of Hearts from your four heads to your main body.
- EFFECT 2: If all of your heads are dead, you lose 8 Armor
- RESTRICTIONS: This is an Innate Skill. Only Manhandla can learn and use this skill.
- DESCRIPTION: The sap that flows within Manhandla is highly sticky and sprays out whenever significant damage is done to it, disrupting future attacks done to it.
- EFFECT: Whenever your body takes 10 or more Damage from a single attack or one of your heads are killed by an attack, the attacker gets Delayed:
- Attacker’s next attack is delayed by 2 Turns, which then removes Delayed
EFFECT 2: If said attack would proc EFFECT 1 more than once, they also lose 3 Power for each extra time it would proc.
- REQUIREMENTS: At least 1 Head remaining
- DESCRIPTION: Using it’s heads, Manhanda is capable of snapping at the enemy! Hits one target as many times as you have heads remaining; target only defends once.
- Roll your Power -5 dice vs. targets' Power dice
- Damage: +0
- REQUIREMENTS: At least 1 Head remaining
- DESCRIPTION: Manhanda hurls a barrage of seeds at all enemies from it’s heads, dealing a fixed amount of damage.
- Roll your Power -3 dice vs. targets' Power dice
- Damage: 10
- EFFECT: This attack’s Damage is reduced by 2 for each head you are missing
- DESCRIPTION: Grab a target and drain them of their life force like a Vampire... Wait, do those already exist?
- Roll your Power +6 dice vs. targets' Power dice
- Damage: None
- EFFECT: If it hits, siphon Hearts (Ignores Armor) equal to half the difference in successes from the target to you.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Nature
- COSTS: 1 Magic
- DESCRIPTION: A basic Nature spell that sends a rumble of Magic through the ground, hitting a target.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +2
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: Powerful vines appear and bind a target, removing the target of their strength.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target loses 6 Power.
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: With a blessing from the Great Fairy, the target’s wounds are whisked away.
- EFFECT: Target recovers 10 Hearts.
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: A line of thorns protects an ally, reflecting the next attack they take.
- EFFECT: Target gains Thorns.
- The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Create a magical fairy with a fleeting life, capable of restoring life to a dead target.
- EFFECT: Target is revived to 3 Hearts.
[spoiler=Manhandla]
[estats name=Manhandla power=27 (+0) courage=8 (+0) wisdom=18 (+0) hearts=25/25 (+0) magic=19/19 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=10][Nature][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: The Legend of Zelda
Initially disguised as a dark-wooded tree bearing many flowers along its branches; [b]Manhandla[/b] is a colossal plant bearing several spiked branches which each end in a gigantic hard-shelled head. It slowly creeps about using it’s network of roots as a series of legs by day and night. While one can run from it, it will ever so slowly track them down unless their prey has fled it’s home
[/tab]
[tab=Other Bonuses][list]
[*][b]Four Heads[/b]:[list]
[*]Each head has [hearts]15[/hearts], 2 [Armor] and automatically [b]Cover[/b] you from attack at the start of each round
[*]They all count as separate targets, but they do not receive any [b]EFFECTS[/b] from attack.
[*]For every head that you are missing, you gain [b]3 [Attack Dice] & 3 [Defense Dice][/b][/list]
[*]At the start of each round, you can automatically transfer any amount of [Hearts] from your four heads to your main body.
[*]If all heads are dead, you lose [b]8 [Armor][/b]
[*]Whenever your body takes 10 or more [b]Damage[/b] from a single attack or one of your heads are killed by an attack, the attacker gets [b][color=Yellow]Delayed[/color][/b][list]
[*]If this would proc more than once in a single attack, the attacker loses 3 [Power] for each additional time it would proc[/list]
[/list]
[/tab]
[tab=Item Drop]
If [b]Manhandla[/b] dies, it has a team drop of [Rupees]300[/Rupees] and an [b]Armor Seed[/b] for each player, which can be found [url=http://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Four Heads][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Manhandla[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Manhandla[/b] bears four heads; each of which are equally as capable at snapping at enemies and protecting their body as each other. It also gets faster as each head goes down[list]
[*]Each head has [hearts]15[/hearts], 2 [Armor] and automatically [b]Cover[/b] you from attack at the start of each round.
[*]They all count as separate targets, but they do not receive any [b]EFFECTS[/b] from attack.
[*][b]EFFECT[/b]: For every head that you are missing, you gain [b]3 [Attack Dice] & 3 [Defense Dice][/b]
[/list]
[/list][/box]
[box=Woody Core][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Manhandla[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: The main body of [b]Manhandla[/b] itself consists of nearly impenetrable wood, making it almost impossible to harm directly.[list]
[*][b][Armor][/b]: +10
[*][b]EFFECT 1[/b]: At the start of each round, you can automatically transfer any amount of [Hearts] from your four heads to your main body.
[*][b]EFFECT 2[/b]: If all of your heads are dead, you lose [b]8 [Armor][/b][/list]
[/list][/box]
[box=Sticky Sap][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Manhandla[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: The sap that flows within [b]Manhandla[/b] is highly sticky and sprays out whenever significant damage is done to it, disrupting future attacks done to it.[list]
[*][b]EFFECT[/b]: Whenever your body takes 10 or more [b]Damage[/b] from a single attack or one of your heads are killed by an attack, the attacker gets [b][color=Yellow]Delayed[/color][/b]:[list]
[*]Attacker’s next attack is delayed by [b]2 Turns[/b], which then removes [b][color=Yellow]Delayed[/color][/b][/list]
[*][b]EFFECT 2[/b]: If said attack would proc [b]EFFECT 1[/b] more than once, they also lose 3 [Power] for each extra time it would proc.
[/list]
[/list][/box]
[/tab]
[tab=Actives]
[box=Snap!][list]
[*][b]REQUIREMENTS[/b]: At least 1 Head remaining
[*][b]DESCRIPTION[/b]: Using it’s heads, [b]Manhanda[/b] is capable of snapping at the enemy! Hits one target as many times as you have heads remaining; target only defends once.[list]
[*][dice type-a=Power amount-a=-5 type-b=Power][list]
[*][b]Damage[/b]: +0[/list][/list]
[/list][/box]
[box=Seed Spray][list]
[*][b]REQUIREMENTS[/b]: At least 1 Head remaining
[*][b]DESCRIPTION[/b]: [b]Manhanda[/b] hurls a barrage of seeds at all enemies from it’s heads, dealing a fixed amount of damage.[list]
[*][dice type-a=Power amount-a=-3 type-b=Power][list]
[*][b]Damage[/b]: 10
[*][b]EFFECT[/b]: This attack’s [b]Damage[/b] is reduced by 2 for each head you are missing
[/list][/list]
[/list][/box]
[box=Leech][list]
[*][b]DESCRIPTION[/b]: Grab a target and drain them of their life force like a [b]Vampire[/b]... Wait, do those already exist?[list]
[*][dice type-a=Power amount-a=+6 type-b=Power][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, siphon [Hearts] (Ignores [Armor]) equal to half the difference in successes from the target to you.
[/list][/list]
[/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=PSI Quake][list]
[*][b]SELL VALUE[/b]: [Rupees]50[/Rupees]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A basic [Nature] spell that sends a rumble of [Magic] through the ground, hitting a target.[list]
[*][b]EFFECT[/b]: This bypasses [b]Cover[/b].
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: +2
[/list][/list][/list][/box]
[box=Bind][list]
[*][b]SELL VALUE[/b]: [Rupees]250[/Rupees]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Powerful vines appear and bind a target, removing the target of their strength.[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target loses [b]6 [Power][/b].
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Great Rejuvenation][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: With a blessing from the [b]Great Fairy[/b], the target’s wounds are whisked away.[list]
[*][b]EFFECT[/b]: Target recovers [Hearts]10[/Hearts].
[/list][/list][/box]
[box=Thorns][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: A line of thorns protects an ally, reflecting the next attack they take.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Thorns[/b][/color].[list]
[*]The next time the target is hit by a [b]Combat Action[/b], the attacker takes [b]Damage[/b] equal to the attack’s [b]Damage[/b] (before [Armor] is factored in), which then removes [color=yellow][b]Thorns[/b][/color].
[/list][/list][/list][/box]
[box=Fairy Beam][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Create a magical fairy with a fleeting life, capable of restoring life to a dead target.[list]
[*][b]EFFECT[/b]: Target is revived to [Hearts]3[/Hearts].
[/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
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