5 - Light - WindStrike - 04-28-2016
- Power: 0 (+0)
- Courage: 0 (+0)
- Wisdom: 0 (+0)
- Hearts: 67/67 (+0)
- Magic: 0/0 (+8)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 5
Affinities: Light
Origin: ZURPG
A stationary totem, carved out of odd and unusually magical stone found in places that are rich in Magic, standing between the physical and spiritual realms. It provides a powerful aura that draws missing Magic from its enemies to it. However, it passively pushes away anything near it over time, preventing anyone from actively protecting it.
- Armor: +5 against Non-Magic-based Attacks
- Anytime an enemy takes Damage, siphon up to 2 Magic from the target to you.
- Immobile and cannot be Covered for.
When Ethereal Totem dies, it has a team drop of 70 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Ethereal Totems can learn and use this skill.
- DESCRIPTION: Most of the totem's surface is covered in steel on top of its stony interior, all of which happens to out of sync with the physical realm, protecting itself from attacks and especially so against non-Magic attacks.
- Armor: +5
- Gain an additional +5 against Non-Magic-based Attacks
- RESTRICTIONS: This is an Innate Skill. Only Ethereal Totems can learn and use this skill.
- DESCRIPTION: Ethereal Totem emits a powerful enchantment that naturally saps Magic away from enemies as they’re attacked.
- EFFECT: Anytime an enemy takes Damage, siphon up to 2 Magic from the target to you.
- RESTRICTIONS: This is an Innate Skill. Only Totems can learn and use this skill.
- DESCRIPTION: The totem naturally pushes away anything that stays near it over time. It also provides a Magic boost.
- Magic: +8/8
- EFFECT: Etheral Totem is immobile and cannot be Covered for.
- 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: Light
- COSTS: 4 Magic
- DESCRIPTION: Feed some lifeforce into a target, increasing their health.
- EFFECT: Target gains 5/5 Hearts (Stat).
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Create a mirage of a target, giving them a chance to completely dodge attacks.
- EFFECT: Target gains Disillusion:
- Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, Disillusion is removed.
- REQUIREMENTS: Light
- COSTS: 7 Magic
- DESCRIPTION: Create a distortion that causes the field to ripple and react violently to Magic.
- EFFECT: Summon the Feedback Field Field Effect:
- Overwrite any existing Field Effect in play.
- Anyone that spends Magic takes Neutral Damage equal to half the respective Magic Cost.
- Power: 19 (+0)
- Courage: 6 (+0)
- Wisdom: 16 (+0)
- Hearts: 12/12 (+0)
- Magic: 10/10 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 8
Affinities: Light
Origin: Oracle of Ages
Made up of nigh-impenetrable wax and bearing a large face etched into the wax, Kandokyans are large candle-like monsters with a wick on top. They sit there, standing in the way of enemy attack, until they either break down or get set alight… which then they become bombs!
- Armor: -1 per hit
- Once per round, you negate one EFFECT that you would receive from an enemy.
- If you are hit by any Fire-based attack, your wick is set on fire; turning you into a bomb:
- You gain Attack Dice equal to your current Armor
- At the start of your next turn, you charge into someone and blow up using Explode.
If Kandokyan dies, it has a team drop of 75 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Kandokyan can learn and use this skill.
- DESCRIPTION: Kandokyan’s body is made out of wax, giving it a huge Armor boost and resistance to EFFECTS.
- Armor: +8
- This is reduced by 1 each time you are hit by an attack, down to a minimum of 0 Armor.
EFFECT: Once per round, you negate one EFFECT that you would receive from an enemy.
- RESTRICTIONS: This is an Innate Skill. Only Kandokyan can learn and use this skill.
- DESCRIPTION: Kandokyan has a large, flammable wick protruding from the top of its head; serving as bait for Fire.
- EFFECT: If you are hit by any Fire-based attack, your wick is set on fire; turning you into a bomb:
- You gain Attack Dice equal to your current Armor * 2
- At the start of your next turn, you charge into someone and blow up using Explode.
- 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).
- DESCRIPTION: Blow yourself up at a target, killing yourself and dealing heavy damage to the target.
- Roll your Power +3 dice vs. targets' Power dice
- Damage: 8
- EFFECT 1: This attack’s Damage is increased by your Current Hearts.
- EFFECT 2: You die as a result.
- DESCRIPTION: Spit a sticky globule of wax at a target, cutting their mobility down to size.
- Roll your Power +3 dice vs. targets' Courage dice
- Damage: Halved.
- EFFECT: If it hits, the target loses 2 Attack Dice and 2 Defense Dice.
- COSTS: 2 Armor
- DESCRIPTION: Use part of your waxy armor to impart a protective coat of wax on an ally, granting them a couple of EFFECTS.
- EFFECT 1: Ally gains 1 Armor
- EFFECT 2: Ally gains Effect Block:
- Negate the next EFFECT to the target caused by a Combat Action, which then removes Effect Block.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- COSTS: 1 Magic
- DESCRIPTION: A generic, Arcane blast attack that hits with striking accuracy.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: +0
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Briefly run a flash of light across the target’s eyes, briefly preventing them from focusing on distant objects.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Unfocused:
- Target cannot use ranged attacks.
- DURATION: One round.
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Feed some lifeforce into a target, increasing their health.
- EFFECT: Target gains 5/5 Hearts (Stat).
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Bathe someone in a shower of Wisdom, enlightening them.
- EFFECT: Target gains 5 Wisdom
- Power: 10 (+0)
- Courage: 20 (+0)
- Wisdom: 16 (+0)
- Hearts: 10/10 (+0)
- Magic: 8/8 (+0)
- Initiative: $init 1d20
- Attack Dice: 0
- Defense Dice: 5
- Armor: 0
Affinities: Light
Origin: The Legend of Zelda
With the head of a man and the body of a lion, these centaur-like creatures roam around mountains, hunting down unsuspecting prey. They carry spears and are able to blind their foes with blasts of Light. Rather than packing brawn, Red Lynels employ intelligence to aid the bulkier, tougher Blue Lynels in fighting.
- Does not get Bonus Turns.
- When you drop to half your Hearts or less, you enter Fierce Combat Mode:
- Attack Dice & Defense Dice: +3
- Recovery: When successfully you hit a target, you recover 2 Hearts & 2 Magic.
- DURATION: This lasts for the remainder of the battle, even if you recover to more than half your Maximum Hearts.
When Red Lynel dies, it has a team drop of 50 Rupees and it drops a Shiny Spear, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Lynels can learn and use this skill.
- DESCRIPTION: Lynels hold their fearsome reputation for a reason, which become even more apparent when they are backed into a corner and somehow lucksack their rolls.
- EFFECT: When you drop to half your Hearts or less, you enter Fierce Combat Mode:
- Attack Dice & Defense Dice: +3
- Recovery: When successfully you hit a target, you recover 2 Hearts & 2 Magic.
- DURATION: This lasts for the remainder of the battle, even if you recover to more than half your Maximum Hearts.
- RESTRICTIONS: This is an Innate Skill. Only Monsters can learn and use this skill.
- DESCRIPTION: Red Lynels are fast and agile, making it easier to evade attacks and granting a boost to their initiative roll.
- Initiative: +0d2
- Defense Dice: +2
- Stat Point Cost: 3
- DESCRIPTION: You enter battles in a flash, though it's too fast for an extra move.
- Initiative: +0d8
- EFFECT: If you get a Bonus Turn, it's skipped.
- DESCRIPTION: Red Lynels bear multiple sets of razor-sharp claws on its paws which tear down the strengths of their targets. Can hit one target.
- Roll your Courage +2 dice vs. targets' Courage dice
- Damage: +2
- EFFECT: If it hits, target’s highest stat is decreased by 3.
- IF FAIL: Target can Counterattack you regardless of CONDITIONS
- REQUIREMENTS: A melee attack
- CHARGE: 1 Action
- Begin charging by readying your attack, and preparing to leap at the target. As you charge, a burst of a energy flows into your legs.
DESCRIPTION: Once charged, you can leap and attack a target using the melee attack.
EFFECT: If it succeeds, multiply the difference in successes by x1.5.
- SELL VALUE: 100 Rupees
- REQUIREMENTS: A melee weapon
- CHARGE: 1 Action
- Charge by pouring your energy into your weapon, which emits a blue glow.
- If you have two melee weapons equipped, you can bypass the Charge time entirely.
DESCRIPTION: Once charged, you can spin rapidly with the weapon, causing a wave of energy to hit all enemies.
This uses your weapon’s standard attack roll + 6 dice
Damage: Halved
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Light
- COSTS: 1 Magic
- DESCRIPTION: Send a high-energy pulse of Light at a target, cutting their Magic.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 2 Magic
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Purify a target, ridding them of their tricks. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to an ally.
- Offensive:
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, remove one Shadow Named Effect from the target as well as any Temporary Reroll Points.
Support:
EFFECT 1: Remove one Shadow Named Effect from the target.
EFFECT 2: Additionally, target recovers 6 Hearts.
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Feed some lifeforce into a target, increasing their health.
- EFFECT: Target gains 5/5 Hearts (Stat).
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Bathe someone in a shower of Wisdom, enlightening them.
- EFFECT: Target gains 5 Wisdom
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A formidable, gleaming polished spear imbued that is often carried by Red Lynels which serves as their primary weapon for fighting. It has the ability to Slash, Thrust or fire a Light Beam at a target.
- Defense Dice: +3
- Slash:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +3
Thrust:
Roll your Courage dice vs. targets' Courage dice
Damage: +6
IF FAIL: Target can Counterattack you regardless of CONDITIONS
Light Beam:
COST: 2 Magic
DESCRIPTION: Fire a beam of silvery Light at a target, blinding them with SCIENCE Magic.
Roll your Wisdom +3 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: If it hits, you and your allies recover 2 Magic.
[spoiler=Ethereal Totem]
[estats name=Ethereal Totem power=0 (+0) courage=0 (+0) wisdom=0 (+0) hearts=67/67 (+0) magic=0/0 (+8) initiative=1d10 attack-dice=0 defense-dice=0 armor=5][Light][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: ZURPG
A stationary totem, carved out of odd and unusually magical stone found in places that are rich in [Magic], standing between the physical and spiritual realms. It provides a powerful aura that draws missing [Magic] from its enemies to it. However, it passively pushes away anything near it over time, preventing anyone from actively protecting it.
[/tab]
[tab=Other Bonuses][list]
[*][b][Armor][/b]: +5 against [b]Non-[Magic]-based Attacks[/b]
[*]Anytime an enemy takes [b]Damage[/b], siphon up to [Magic]2[/Magic] from the target to you.
[*]Immobile and cannot be [b]Covered[/b] for.
[/list][/tab]
[tab=Item Drop]
When [b]Ethereal Totem[/b] dies, it has a team drop of [Rupees]70[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Phased Steel Surface][list]
[*][b]RESTRICTIONS[/b]: This is an [i]Innate Skill[/i]. Only [b]Ethereal Totems[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: Most of the totem's surface is covered in steel on top of its stony interior, all of which happens to out of sync with the physical realm, protecting itself from attacks and especially so against non-[Magic] attacks.[list]
[*][b][Armor][/b]: +5[list]
[*]Gain an additional +5 against [b]Non-[Magic]-based Attacks[/b]
[/list][/list][/list][/box]
[box=Magic Magnet][list]
[*][b]RESTRICTIONS[/b]: This is an [i]Innate Skill[/i]. Only [b]Ethereal Totems[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Ethereal Totem[/b] emits a powerful enchantment that naturally saps [Magic] away from enemies as they’re attacked.[list]
[*][b]EFFECT[/b]: Anytime an enemy takes [b]Damage[/b], siphon up to [Magic]2[/Magic] from the target to you.
[/list][/list][/box]
[box=Push Away][list]
[*][b]RESTRICTIONS[/b]: This is an [i]Innate Skill[/i]. Only [b]Totems[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: The totem naturally pushes away anything that stays near it over time. It also provides a [Magic] boost.[list]
[*][b][Magic][/b]: +8/8
[*][b]EFFECT[/b]: [b]Etheral Totem[/b] is immobile and cannot be [b]Covered[/b] for.
[/list][/list][/box]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Arcane]
[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]
[/tab]
[tab=Light]
[box=Extend][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Feed some lifeforce into a target, increasing their health.[list]
[*][b]EFFECT[/b]: Target gains [b]5/5 [Hearts] (Stat)[/b].
[/list][/list][/box]
[box=Mirage][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Create a mirage of a target, giving them a chance to completely dodge attacks.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Disillusion[/b][/color]:[list]
[*]Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, [color=yellow][b]Disillusion[/b][/color] is removed.
[/list][/list][/list][/box]
[box=Magic Distortion][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]7[/Magic]
[*][b]DESCRIPTION[/b]: Create a distortion that causes the field to ripple and react violently to [Magic].[list]
[*][b]EFFECT[/b]: Summon the [color=yellow][b]Feedback Field[/b][/color] [i]Field Effect[/i]:[list]
[*]Overwrite any existing [i]Field Effect[/i] in play.
[*]Anyone that spends [Magic] takes [b]Neutral Damage[/b] equal to half the respective [b][Magic] Cost[/b].
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
[spoiler=Kandokyan]
[estats name=Kandokyan power=19 (+0) courage=6 (+0) wisdom=16 (+0) hearts=12/12 (+0) magic=10/10 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=8][Light][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Oracle of Ages
Made up of nigh-impenetrable wax and bearing a large face etched into the wax, [b]Kandokyans[/b] are large candle-like monsters with a wick on top. They sit there, standing in the way of enemy attack, until they either break down or get set alight… which then they become bombs!
[/tab]
[tab=Other Bonuses][list]
[*][b][Armor][/b]: -1 per hit
[*]Once per round, you negate one [b]EFFECT[/b] that you would receive from an enemy.
[*]If you are hit by any [Fire]-based attack, your wick is set on fire; turning you into a bomb:[list]
[*]You gain [Attack Dice] equal to your current [Armor]
[*]At the start of your next turn, you charge into someone and blow up using [b]Explode[/b].
[/list]
[/list]
[/tab]
[tab=Item Drop]
If [b]Kandokyan[/b] dies, it has a team drop of [Rupees]75[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Candle Wax][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Kandokyan[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Kandokyan[/b]’s body is made out of wax, giving it a huge [Armor] boost and resistance to [b]EFFECTS[/b].[list]
[*][b][Armor][/b]: +8[list]
[*]This is reduced by 1 each time you are hit by an attack, down to a minimum of 0 [Armor].[/list]
[*][b]EFFECT[/b]: Once per round, you negate one [b]EFFECT[/b] that you would receive from an enemy.
[/list][/list][/box]
[box=Flammable Wick][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Kandokyan[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Kandokyan[/b] has a large, flammable wick protruding from the top of its head; serving as bait for [Fire].[list]
[*][b]EFFECT[/b]: If you are hit by any [Fire]-based attack, your wick is set on fire; turning you into a bomb:[list]
[*]You gain [Attack Dice] equal to your current [Armor] * 2
[*]At the start of your next turn, you charge into someone and blow up using [b]Explode[/b].
[/list][/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=Explode][list]
[*][b]DESCRIPTION[/b]: Blow yourself up at a target, killing yourself and dealing heavy damage to the target.[list]
[*][dice type-a=Power amount-a=+3 type-b=Power][list]
[*][b]Damage[/b]: 8
[*][b]EFFECT 1[/b]: This attack’s [b]Damage[/b] is increased by your [b]Current [Hearts][/b].
[*][b]EFFECT 2[/b]: You die as a result.
[/list][/list][/list][/box]
[box=Sticky Wax]
[list]
[*][b]DESCRIPTION[/b]: Spit a sticky globule of wax at a target, cutting their mobility down to size.[list]
[*][dice type-a=Power amount-a=+3 type-b=Courage][list]
[*][b]Damage[/b]: Halved.
[*][b]EFFECT[/b]: If it hits, the target loses 2 [Attack Dice] and 2 [Defense Dice].
[/list][/list][/list]
[/box]
[box=Wax Meld]
[list]
[*][b]COSTS[/b]: 2 [Armor]
[*][b]DESCRIPTION[/b]: Use part of your waxy armor to impart a protective coat of wax on an ally, granting them a couple of [b]EFFECTS[/b].[list]
[*][b]EFFECT 1[/b]: Ally gains 1 [Armor]
[*][b]EFFECT 2[/b]: Ally gains [color=yellow][b]Effect Block[/b][/color]:[list]
[*]Negate the next [b]EFFECT[/b] to the target caused by a [b]Combat Action[/b], which then removes [color=yellow][b]Effect Block[/b][/color].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Magic Blast][list]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A generic, [Arcane] blast attack that hits with striking accuracy.[list]
[*][dice type-a=Wisdom amount-a=+7 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[/list][/list][/list][/box]
[box=Cross Flash][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Briefly run a flash of light across the target’s eyes, briefly preventing them from focusing on distant objects.[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Unfocused[/b][/color]:[list]
[*]Target cannot use ranged attacks.
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Extend][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Feed some lifeforce into a target, increasing their health.[list]
[*][b]EFFECT[/b]: Target gains [b]5/5 [Hearts] (Stat)[/b].
[/list][/list][/box]
[box=Enlighten][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Bathe someone in a shower of [Wisdom], enlightening them.[list]
[*][b]EFFECT[/b]: Target gains [b]5 [Wisdom][/b]
[/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
[spoiler=Red Lynel]
[estats name=Red Lynel power=10 (+0) courage=20 (+0) wisdom=16 (+0) hearts=10/10 (+0) magic=8/8 (+0) initiative=1d20 attack-dice=0 defense-dice=5 armor=0][Light][/estats]
[eDescription]
[tabs][tab=Physical Description][u]Origin:[/u] The Legend of Zelda
With the head of a man and the body of a lion, these centaur-like creatures roam around mountains, hunting down unsuspecting prey. They carry spears and are able to blind their foes with blasts of [Light]. Rather than packing brawn, [b]Red Lynels[/b] employ intelligence to aid the bulkier, tougher [b]Blue Lynels[/b] in fighting.[/tab]
[tab=Other Bonuses][list]
[*]Does not get [b]Bonus Turns[/b].
[*]When you drop to half your [Hearts] or less, you enter [b]Fierce Combat Mode[/b]:[list]
[*][b][Attack Dice] & [Defense Dice][/b]: +3
[*][b]Recovery[/b]: When successfully you hit a target, you recover [b][Hearts]2[/Hearts] & [Magic]2[/Magic][/b].
[*][b]DURATION[/b]: This lasts for the remainder of the battle, even if you recover to more than half your [b]Maximum [Hearts][/b].
[/list][/list][/tab]
[tab=Item Drop]
When [b]Red Lynel[/b] dies, it has a team drop of [Rupees]50[/Rupees] and it drops a [b]Shiny Spear[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab][/tabs]
[/eDescription]
[eSkills]
[tabs][tab=Innate]
[box=Fierce Combat][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Lynels[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Lynels[/b] hold their fearsome reputation for a reason, which become even more apparent when they are backed into a corner [s]and somehow lucksack their rolls[/s].[list]
[*][b]EFFECT[/b]: When you drop to half your [Hearts] or less, you enter [b]Fierce Combat Mode[/b]:[list]
[*][b][Attack Dice] & [Defense Dice][/b]: +3
[*][b]Recovery[/b]: When successfully you hit a target, you recover [b][Hearts]2[/Hearts] & [Magic]2[/Magic][/b].
[*][b]DURATION[/b]: This lasts for the remainder of the battle, even if you recover to more than half your [b]Maximum [Hearts][/b].
[/list][/list][/list][/box]
[box=Speedster][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Monsters[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Red Lynels[/b] are fast and agile, making it easier to evade attacks and granting a boost to their initiative roll.[list]
[*][b][Initiative][/b]: +0d2
[*][b][Defense Dice][/b]: +2
[/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=Active]
[box=Razor Claw][list]
[*][b]DESCRIPTION[/b]: [b]Red Lynels[/b] bear multiple sets of razor-sharp claws on its paws which tear down the strengths of their targets. Can hit one target.[list]
[*][dice type-a=Courage amount-a=+2 type-b=Courage][list]
[*][b]Damage[/b]: +2
[*][b]EFFECT[/b]: If it hits, target’s highest stat is decreased by 3.
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you regardless of [b]CONDITIONS[/b]
[/list][/list][/list][/box]
[box=Leap Attack][list]
[*][b]REQUIREMENTS[/b]: A melee attack
[*][b]CHARGE[/b]: 1 Action[list]
[*]Begin charging by readying your attack, and preparing to leap at the target. As you charge, a burst of a energy flows into your legs.
[/list]
[*][b]DESCRIPTION[/b]: Once charged, you can leap and attack a target using the melee attack.[list]
[*][b]EFFECT[/b]: If it succeeds, multiply the difference in successes by x1.5.
[/list][/list][/box]
[box=Spin Attack][list]
[*][b]SELL VALUE[/b]: [Rupees]100[/Rupees]
[*][b]REQUIREMENTS[/b]: A melee weapon
[*][b]CHARGE[/b]: 1 Action[list]
[*]Charge by pouring your energy into your weapon, which emits a blue glow.
[*]If you have two melee weapons equipped, you can bypass the [b]Charge[/b] time entirely.
[/list]
[*][b]DESCRIPTION[/b]: Once charged, you can spin rapidly with the weapon, causing a wave of energy to hit all enemies.[list]
[*]This uses your weapon’s standard attack roll + 6 dice[list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/box]
[/tab]
[tab=Basic][Expanded Basic Skills][/tab][/tabs]
[/eSkills]
[eSpells]
[tabs][tab=Offensive]
[box=PSI Flash][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: Send a high-energy pulse of [Light] at a target, cutting their [Magic].[list]
[*][dice type-a=Wisdom amount-a=+2 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target loses [Magic]2[/Magic]
[/list][/list][/list][/box]
[box=Purify][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Purify a target, ridding them of their tricks. Can be cast as an [b]Offensive Spell[/b] to an enemy, or as a [b]Support Spell[/b] to an ally.[list]
[*][b]Offensive[/b]:[list]
[*][dice type-a=Wisdom amount-a=+7 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, remove one [b][Shadow] [color=yellow]Named Effect[/color][/b] from the target as well as any [b]Temporary [Reroll Points][/b].
[/list][/list]
[*][b]Support[/b]:[list]
[*][b]EFFECT 1[/b]: Remove one [b][Shadow] [color=yellow]Named Effect[/color][/b] from the target.
[*][b]EFFECT 2[/b]: Additionally, target recovers [Hearts]6[/Hearts].
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Extend][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Feed some lifeforce into a target, increasing their health.[list]
[*][b]EFFECT[/b]: Target gains [b]5/5 [Hearts] (Stat)[/b].
[/list][/list][/box]
[box=Enlighten][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Bathe someone in a shower of [Wisdom], enlightening them.[list]
[*][b]EFFECT[/b]: Target gains [b]5 [Wisdom][/b]
[/list][/list][/box]
[/tab][/tabs]
[/eSpells]
[eItems]
[box=Shiny Spear][list]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A formidable, gleaming polished spear imbued that is often carried by [b]Red Lynels[/b] which serves as their primary weapon for fighting. It has the ability to [b]Slash[/b], [b]Thrust[/b] or fire a [b]Light Beam[/b] at a target.[list]
[*][b][Defense Dice][/b]: +3
[*][b]Slash[/b]:[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage][list]
[*][b]Damage[/b]: +3
[/list][/list]
[*][b]Thrust[/b]:[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +6
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you regardless of [b]CONDITIONS[/b]
[/list][/list]
[*][b]Light Beam[/b]:[list]
[*][b]COST[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: Fire a beam of silvery [Light] at a target, blinding them with [s]SCIENCE[/s] [Magic].
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, you and your allies recover [Magic]2[/Magic].
[/list][/list][/list][/list][/box]
[/eItems][/spoiler]
RE: [Enemies] 5 - Light - WindStrike - 04-29-2016
- Power: 10 (+0)
- Courage: 6 (+0)
- Wisdom: 25 (+0)
- Hearts: 27/27 (+0)
- Magic: 5/5 (+5)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 1
- Armor: 6
Affinities: Light
Origin: ZURPG
A grey-robed mage that's partially out of phase with reality. Unlike the majority of Wizzrobes, Greyrobes are quite sturdy and can take quite a beating before they go down. These Wizzrobes are usually the ones to be taking hits.
- Regen x5
- Armor: +4 w/ Augmented
- Non-Magic-based Damage taken is halved
- Whenever you siphon Hearts or Magic from an enemy, your next defense gains Dice equal to the amount siphoned.
If Grey Wizzrobe dies, it has a team drop of 100 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Wizzrobes can learn and use this skill.
- DESCRIPTION: Wizzrobes are partially out-of-sync with the physical realm and thus take considerably less damage.
- Magic: +5/5
- EFFECT: Non-Magic-based Damage taken is halved
- If the attack already does Half Damage, it doesn’t get halved a second time.
- RESTRICTIONS: This is an Innate Skill. Only Grey Wizzrobes can learn and use this skill.
- DESCRIPTION: Grey Wizzrobes reinforce themselves and their allies whenever they siphon, leading to a defense that is difficult to break.
- Armor: +5
- EFFECT: Whenever you siphon Hearts or Magic from an enemy, your next defense gains Dice equal to the amount siphoned.
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Hearts over time.
- EFFECT: You gain Regen x3.
- DESCRIPTION: No matter what kind of Wizzrobe it is, if their life is in too much danger, they can hide in an ally, possessing its body and amplifying its abilities.
- EFFECT: Select an allied target with lower Wisdom than your Wisdom, and hide inside said target.
- While you're hidden in the target, target gains Wisdom equal to half your Base Wisdom.
- You do not take any damage while hidden, but if the target dies while you're hidden inside him, you die as well.
- DURATION: You can remove yourself from the target with a Support Action, also removing the above effects.
- DESCRIPTION: Grey Wizzrobe drain’s a target energy, making their soul as empty as possible.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, siphon Hearts & Magic from the target to you equal to half the difference in successes (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: Light
- COSTS: 5 Magic
- DESCRIPTION: Briefly run a flash of light across the target’s eyes, briefly preventing them from focusing on distant objects.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Unfocused:
- Target cannot use ranged attacks.
- DURATION: One round.
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Drag the target into a realm of silence from the heavens, drowning them in silence.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Silenced:
- Target cannot cast Spells.
- DURATION: One round.
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Create a mirage of a target, giving them a chance to completely dodge attacks.
- EFFECT: Target gains Disillusion:
- Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, Disillusion is removed.
- DESCRIPTION: A basic wand commonly used by Wizzrobes, which has a rotatable base, allowing you to switch between two different attack modes. You can fire a Focused shot that hits one target, or a Dispersed blast that hits all enemies.
- Focused:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
Dispersed:
Roll your Wisdom +5 dice vs. targets' Wisdom dice
Damage: Halved
- DESCRIPTION: A kite shield that provides minor defense, but causes you to recover over time.
- Defense Dice: +1
- Regen: +2
- DESCRIPTION: A thin sliver of metal coats this robe, protecting you from attacks. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Armor: +1
Augmented Mode:
COSTS: 4 Magic at the start of each round
Armor: +5
- Power: 6 (+0)
- Courage: 20 (+0)
- Wisdom: 28 (+0)
- Hearts: 13/13 (+0)
- Magic: 10/10 (+0)
- Initiative: $init 1d10
- Attack Dice: 4
- Defense Dice: 4
- Armor: 3
Affinities: Light
Origin: Zelda Classic
The canon fodder in the world of Hyrule, Octoroks are amphibious octopus-like creatures, bearing a large cannon-like mouth which they use to fire objects at high speed from.
Constantly skittering about like a lunatic and firing high powered blasts of Magic instead of rocks from its snout and a comically-looking hammered expression on its face, it is no wonder why this peculiar species of Octorok is often nicknamed "Cracktorock". Regardless of its laughable appearance and habits, this Octorok has a fearsome reputation for being the strongest species of Octorok known.
- Magic Regen x2
- 2 Magic maintenance cost on Fuel for Power
- If you successfully defend against an attack, the attack rebounds to someone else with -3 Successes
- Whenever you successfully defend against attacks, you can automatically Counterattack the attacker with Magic-Mouth.
If Magic Octorok dies, it has a team drop of 70 Rupees and a Lime Potion, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Octoroks can learn and use this skill.
- DESCRIPTION: Octoroks have a very bouncy, rubbery skin, which bounces failed attacks off.
- Armor: +3
- EFFECT: If you successfully defend against an attack, the attacker's attack bounces off and rolls $1d#, where # = the number of targets in battle, except for the attacker and you.
- The attacker's attack then redirects to that target with the same success rate -3.
- RESTRICTIONS: This is an Innate Skill. Only Magic Octoroks can learn and use this skill.
- COSTS: 2 Magic to maintain at the start of each round.
- DESCRIPTION: Magic Octorok consumes it's own Magic as fuel to power itself up, providing numerous bonuses from the Magic consumption.
- Attack Dice & Defense Dice: +4
- EFFECT: Whenever you successfully defend against attacks, you can automatically Counterattack the attacker with Magic-Mouth.
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Magic over time.
- EFFECT: You gain Magic Regen x2.
- DESCRIPTION: Magic Octorok spews a laser of pure Magic at a target, burning their Magic a little.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 3 Magic.
- DESCRIPTION: No fear, Magic Octorok is here to save the day murder you all with its super fast running. Hits one target initially.
- Roll your Courage +9 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT 1: If it hits, you get to rebound and hit another target with the same success rate -3.
- This continues until all enemies are hit once or you miss.
EFFECT 2: Additionally, siphon 1 Magic from each target hit.
IF FAIL: You slam into a wall, taking Neutral Damage 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: Light
- COSTS: 3 Magic
- DESCRIPTION: A blade of Light itself strikes at a target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +3
- EFFECT: If it hits, target loses 3 Wisdom.
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: Poke a hole in the target’s Magic pool, causing Magic to leak out.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target gets Magic Bleeding x3.
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Bathe someone in a shower of Wisdom, enlightening them.
- EFFECT: Target gains 5 Wisdom
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Create a mirage of a target, giving them a chance to completely dodge attacks.
- EFFECT: Target gains Disillusion:
- Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, Disillusion is removed.
- Power: 5 (+0)
- Courage: 5 (+0)
- Wisdom: 28 (+0)
- Hearts: 6/6 (+0)
- Magic: 29/29 (+6)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: Light
Origin: ZURPG
The flame-wreathed skulls known as Wisps may appear frightening, but in reality, they are quite fragile. However, should they survive a battle long enough, their regenerative abilities will remove their fragility and boost their allies infinitely.
- Warp Shield
- Magic Regen x2
- At the start of each round, you gain Magic Regen x2
You may do an additional Support Action on your turn for no Action Cost.
If Wisp dies, it has a team drop of 100 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Wisps can learn and use this skill.
- DESCRIPTION: A shield that seems to have warped dimensions slightly is surrounding you. Wonder what that means?
- Magic: +6/6
- EFFECT: When you take damage, instead of losing Hearts, you can choose to lose Magic equal to the damage taken instead.
- If you choose to lose any amount of Magic, your Armor is not factored in until Warp Shield is deactivated.
- If you run out of Magic, Warp Shield deactivates for the remainder of the battle.
- RESTRICTIONS: This is an Innate Skill. Only Wisps can learn and use this skill.
- DESCRIPTION: Wisps may look scary, but they have a limited ability to actually fight. Instead, they stay back and support their allies.
- EFFECT 1: At the start of each round, you gain Magic Regen x2.
- EFFECT 2: You may do an additional Support Action on your turn for no Action Cost.
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Magic over time.
- EFFECT: You gain Magic Regen x2.
- REQUIREMENTS: Light
- DESCRIPTION: Fire an orb of Light, which disperses into a bunch of Light bullets that strike all enemies.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: For each target hit, you recover 1 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: Light
- COSTS: 1 Magic
- DESCRIPTION: Send a high-energy pulse of Light at a target, cutting their Magic.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 2 Magic
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Briefly run a flash of light across the target’s eyes, briefly preventing them from focusing on distant objects.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Unfocused:
- Target cannot use ranged attacks.
- DURATION: One round.
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Drag the target into a realm of silence from the heavens, drowning them in silence.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Silenced:
- Target cannot cast Spells.
- DURATION: One round.
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Feed some lifeforce into a target, increasing their health.
- EFFECT: Target gains 5/5 Hearts (Stat).
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Bathe someone in a shower of Wisdom, enlightening them.
- EFFECT: Target gains 5 Wisdom
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Create a mirage of a target, giving them a chance to completely dodge attacks.
- EFFECT: Target gains Disillusion:
- Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, Disillusion is removed.
[spoiler=Grey Wizzrobe]
[estats name=Grey Wizzrobe power=10 (+0) courage=6 (+0) wisdom=25 (+0) hearts=27/27 (+0) magic=5/5 (+5) initiative=1d10 attack-dice=0 defense-dice=1 armor=6][Light][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: ZURPG
A grey-robed mage that's partially out of phase with reality. Unlike the majority of [b]Wizzrobes[/b], [b]Greyrobes[/b] are quite sturdy and can take quite a beating before they go down. These [b]Wizzrobes[/b] are usually the ones to be taking hits.
[/tab]
[tab=Other Bonuses][list]
[*][b]Regen x5[/b]
[*][b][Armor][/b]: +4 w/ [b]Augmented[/b]
[*][b]Non-[Magic]-based Damage[/b] taken is halved
[*]Whenever you siphon [Hearts] or [Magic] from an enemy, your next defense gains [b]Dice[/b] equal to the amount siphoned.
[/list]
[/tab]
[tab=Item Drop]
If [b]Grey Wizzrobe[/b] dies, it has a team drop of [Rupees]100[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Phasing][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Wizzrobes[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Wizzrobes[/b] are partially out-of-sync with the physical realm and thus take considerably less damage.[list]
[*][b][Magic][/b]: +5/5
[*][b]EFFECT[/b]: [b]Non-[Magic]-based Damage[/b] taken is halved[list]
[*]If the attack already does [b]Half Damage[/b], it doesn’t get halved a second time.
[/list][/list][/list][/box]
[box=Arcane Reinforcement][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Grey Wizzrobes[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Grey Wizzrobes[/b] reinforce themselves and their allies whenever they siphon, leading to a defense that is difficult to break.[list]
[*][b][Armor][/b]: +5
[*][b]EFFECT[/b]: Whenever you siphon [Hearts] or [Magic] from an enemy, your next defense gains [b]Dice[/b] equal to the amount siphoned.
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Regeneration][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: You naturally recover [Hearts] over time.[list]
[*][b]EFFECT[/b]: You gain [b]Regen x3[/b].
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Possess][list]
[*][b]DESCRIPTION[/b]: No matter what kind of [b]Wizzrobe[/b] it is, if their life is in too much danger, they can hide in an ally, possessing its body and amplifying its abilities.[list]
[*][b]EFFECT[/b]: Select an allied target with lower [Wisdom] than your [Wisdom], and hide inside said target.[list]
[*]While you're hidden in the target, target gains [Wisdom] equal to half your Base [Wisdom].
[*]You do not take any damage while hidden, but if the target dies while you're hidden inside him, you die as well.
[*][b]DURATION[/b]: You can remove yourself from the target with a [b]Support Action[/b], also removing the above effects.
[/list][/list][/list][/box]
[box=Soul Ghost][list]
[*][b]DESCRIPTION[/b]: [b]Grey Wizzrobe[/b] drain’s a target energy, making their soul as empty as possible.[list]
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, siphon [b][Hearts] & [Magic][/b] from the target to you equal to half the difference in successes (ignoring [Armor]).
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Cross Flash][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Briefly run a flash of light across the target’s eyes, briefly preventing them from focusing on distant objects.[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Unfocused[/b][/color]:[list]
[*]Target cannot use ranged attacks.
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/list][/box]
[box=Heaven's Silence][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Drag the target into a realm of silence from the heavens, drowning them in silence.[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Silenced[/b][/color]:[list]
[*]Target cannot cast [b]Spells[/b].
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Mirage][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Create a mirage of a target, giving them a chance to completely dodge attacks.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Disillusion[/b][/color]:[list]
[*]Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, [color=yellow][b]Disillusion[/b][/color] is removed.
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[eItems]
[tabs]
[tab=Weapons]
[box=Wizzrobe Wand][list]
[*][b]DESCRIPTION[/b]: A basic wand commonly used by [b]Wizzrobes[/b], which has a rotatable base, allowing you to switch between two different attack modes. You can fire a [b]Focused[/b] shot that hits one target, or a [b]Dispersed[/b] blast that hits all enemies.[list]
[*][b]Focused:[/b][list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[/list][/list]
[*][b]Dispersed:[/b][list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/list][/box]
[/tab]
[tab=Shields]
[box=Regeneration Shield][list]
[*][b]DESCRIPTION[/b]: A kite shield that provides minor defense, but causes you to recover over time.[list]
[*][b][Defense Dice][/b]: +1
[*][b]Regen[/b]: +2
[/list][/list][/box]
[/tab]
[tab=Robes]
[box=Protective Robes][list]
[*][b]DESCRIPTION[/b]: A thin sliver of metal coats this robe, protecting you from attacks. [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][Armor][/b]: +1
[/list]
[*][b]Augmented Mode[/b]:[list]
[*][b]COSTS[/b]: [Magic]4[/Magic] at the start of each round
[*][b][Armor][/b]: +5
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
[spoiler=Magic Octorok]
[estats name=Magic Octorok power=6 (+0) courage=20 (+0) wisdom=28 (+0) hearts=13/13 (+0) magic=10/10 (+0) initiative=1d10 attack-dice=4 defense-dice=4 armor=3][Light][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Zelda Classic
The canon fodder in the world of [b]Hyrule[/b], [b]Octoroks[/b] are amphibious octopus-like creatures, bearing a large cannon-like mouth which they use to fire objects at high speed from.
Constantly skittering about like a lunatic and firing high powered blasts of [Magic] instead of rocks from its snout and a comically-looking hammered expression on its face, it is no wonder why this peculiar species of [b]Octorok[/b] is often nicknamed "Cracktorock". Regardless of its laughable appearance and habits, this [b]Octorok[/b] has a fearsome reputation for being the strongest species of [b]Octorok[/b] known.
[/tab]
[tab=Other Bonuses][list]
[*][b][Magic] Regen x2[/b]
[*][Magic]2[/Magic] maintenance cost on [b]Fuel for Power[/b]
[*]If you successfully defend against an attack, the attack rebounds to someone else with [b]-3 Successes[/b]
[*]Whenever you successfully defend against attacks, you can automatically [b]Counterattack[/b] the attacker with [b]Magic-Mouth[/b].
[/list]
[/tab]
[tab=Item Drop]
If [b]Magic Octorok[/b] dies, it has a team drop of [Rupees]70[/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=Bouncy Skin][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Octoroks[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Octoroks[/b] have a very bouncy, rubbery skin, which bounces failed attacks off.[list]
[*][b][Armor][/b]: +3
[*][b]EFFECT[/b]: If you successfully defend against an attack, the attacker's attack bounces off and rolls $1d#, where # = the number of targets in battle, except for the attacker and you.[list]
[*]The attacker's attack then redirects to that target with the same success rate -3.
[/list][/list][/list][/box]
[box=Fuel for Power][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Magic Octoroks[/b] can learn and use this skill.
[*][b]COSTS[/b]: [Magic]2[/Magic] to maintain at the start of each round.
[*][b]DESCRIPTION[/b]: [b]Magic Octorok[/b] consumes it's own [Magic] as fuel to power itself up, providing numerous bonuses from the [Magic] consumption.[list]
[*][b][Attack Dice] & [Defense Dice][/b]: +4
[*][b]EFFECT[/b]: Whenever you successfully defend against attacks, you can automatically [b]Counterattack[/b] the attacker with [b]Magic-Mouth[/b].
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Magic Regeneration][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: You naturally recover [Magic] over time.[list]
[*][b]EFFECT[/b]: You gain [b][Magic] Regen x2[/b].
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Magic-Mouth][list]
[*][b]DESCRIPTION[/b]: [b]Magic Octorok[/b] spews a laser of pure [Magic] at a target, burning their [Magic] a little.[list]
[*][dice type-a=Wisdom amount-a=+2 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target loses [magic]3[/magic].
[/list][/list][/list][/box]
[box=Superspeed Ram][list]
[*][b]DESCRIPTION[/b]: No fear, [b]Magic Octorok[/b] is here to [s]save the day[/s] murder you all with its super fast running. Hits one target initially.[list]
[*][dice type-a=Courage amount-a=+9 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT 1[/b]: If it hits, you get to rebound and hit another target with the same success rate -3.[list]
[*]This continues until all enemies are hit once or you miss.
[/list]
[*][b]EFFECT 2[/b]: Additionally, siphon [magic]1[/magic] from each target hit.
[*][b]IF FAIL[/b]: You slam into a wall, taking [b]Neutral Damage[/b] equal to the difference in successes.
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Blade of Light][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A blade of [Light] itself strikes at a target.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +3
[*][b]EFFECT[/b]: If it hits, target loses [b]3 [Wisdom][/b].
[/list][/list][/list][/box]
[box=Magic Needle][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Poke a hole in the target’s [Magic] pool, causing [Magic] to leak out.[list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target gets [b][Magic] Bleeding x3[/b].
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Enlighten][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Bathe someone in a shower of [Wisdom], enlightening them.[list]
[*][b]EFFECT[/b]: Target gains [b]5 [Wisdom][/b]
[/list][/list][/box]
[box=Mirage][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Create a mirage of a target, giving them a chance to completely dodge attacks.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Disillusion[/b][/color]:[list]
[*]Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, [color=yellow][b]Disillusion[/b][/color] is removed.
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
[spoiler=Wisp]
[estats name=Wisp power=5 (+0) courage=5 (+0) wisdom=28 (+0) hearts=6/6 (+0) magic=29/29 (+6) initiative=1d10 attack-dice=0 defense-dice=0 armor=0][Light][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: ZURPG
The flame-wreathed skulls known as Wisps may appear frightening, but in reality, they are quite fragile. However, should they survive a battle long enough, their regenerative abilities will remove their fragility and boost their allies infinitely.
[/tab]
[tab=Other Bonuses][list]
[*][b]Warp Shield[/b]
[*][b][Magic] Regen x2[/b][list]
[*]At the start of each round, you gain [b][Magic] Regen x2[/b]
[/list]
[*]You may do an additional [b]Support Action[/b] on your turn for no [b]Action Cost[/b].
[/list]
[/tab]
[tab=Item Drop]
If [b]Wisp[/b] dies, it has a team drop of [Rupees]100[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Warp Shield][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Wisps[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: A shield that seems to have warped dimensions slightly is surrounding you. Wonder what that means?[list]
[*][b][Magic][/b]: +6/6
[*][b]EFFECT[/b]: When you take damage, instead of losing [Hearts], you can choose to lose [Magic] equal to the damage taken instead.[list]
[*]If you choose to lose any amount of [Magic], your [Armor] is not factored in until [b]Warp Shield[/b] is deactivated.
[*]If you run out of [Magic], [b]Warp Shield[/b] deactivates for the remainder of the battle.
[/list][/list][/list][/box]
[box=Infinite Support][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Wisps[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Wisps[/b] may look scary, but they have a limited ability to actually fight. Instead, they stay back and support their allies.[list]
[*][b]EFFECT 1[/b]: At the start of each round, you gain [b][Magic] Regen x2[/b].
[*][b]EFFECT 2[/b]: You may do an additional [b]Support Action[/b] on your turn for no [b]Action Cost[/b].
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Magic Regeneration][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: You naturally recover [Magic] over time.[list]
[*][b]EFFECT[/b]: You gain [b][Magic] Regen x2[/b].
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Light Orb][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]DESCRIPTION[/b]: Fire an orb of [Light], which disperses into a bunch of [Light] bullets that strike all enemies.[list]
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: For each target hit, you recover [Magic]1[/Magic].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=PSI Flash][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: Send a high-energy pulse of [Light] at a target, cutting their [Magic].[list]
[*][dice type-a=Wisdom amount-a=+2 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target loses [Magic]2[/Magic]
[/list][/list][/list][/box]
[box=Cross Flash][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Briefly run a flash of light across the target’s eyes, briefly preventing them from focusing on distant objects.[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Unfocused[/b][/color]:[list]
[*]Target cannot use ranged attacks.
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/list][/box]
[box=Heaven's Silence][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Drag the target into a realm of silence from the heavens, drowning them in silence.[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Silenced[/b][/color]:[list]
[*]Target cannot cast [b]Spells[/b].
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Extend][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Feed some lifeforce into a target, increasing their health.[list]
[*][b]EFFECT[/b]: Target gains [b]5/5 [Hearts] (Stat)[/b].
[/list][/list][/box]
[box=Enlighten][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Bathe someone in a shower of [Wisdom], enlightening them.[list]
[*][b]EFFECT[/b]: Target gains [b]5 [Wisdom][/b]
[/list][/list][/box]
[box=Mirage][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Create a mirage of a target, giving them a chance to completely dodge attacks.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Disillusion[/b][/color]:[list]
[*]Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, [color=yellow][b]Disillusion[/b][/color] is removed.
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
RE: 5 - Light - Orithan - 10-26-2016
- Power: 20 (+0)
- Courage: 20 (+7)
- Wisdom: 9 (+3)
- Hearts: 28/28 (+0)
- Magic: 10/10 (+0)
- Initiative: $init 1d13
- Attack Dice: 0
- Defense Dice: 5
- Armor: 4
Affinities: Light
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 rumored that you can get Fokka to join your cause, but they will fight to the death regardless of their situation.
This is the Red Fokka. They are overall less bulky and strong than their blue counterparts, but they are much faster and can maintain flight for longer and will play a war of attrition to slowly hack away at their enemies before their allies arrive. They are equally as bird-brained as their blue counterparts though.
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 enemies use Escape by Outrunning; your team can use your Courage instead of the team’s average Courage stat to defend.
- Magic COSTS: -1 (Spells Only)
- Any Negative Bonuses you get are reduced by 1.
- Whenever you make direct contact with anyone else, they lose 1 Attack Dice
- +5 Courage when robe’s Augmented Protection is paid for
- +3 Defense Dice if you pay 2 Magic during a defense.
If Red 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 Red Fokkas can learn and use this skill.
- DESCRIPTION: Red Fokkas are exceptionally fast, giving them big speed bonuses and letting them outrun would-be escapees.
- Courage: +5
- Initiative: +$0d3
- EFFECT: Whenever enemies use Escape by Outrunning; your team can use your Courage instead of the team’s average Courage stat to defend.
- RESTRICTIONS: This is an Innate Skill. Only Red Fokkas can learn and use this skill.
- REQUIREMENTS: Light
- DESCRIPTION: Bearing wings blessed with Light, Fokkas are protected by it’s power and makes their own Magic more efficient.
- Wisdom: +3
- Magic COSTS: -1 (Spells Only)
- EFFECT: Any Negative Bonuses you get are reduced by 1.
- 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 weapon
- CHARGE: 1 Action
- Charge by preparing yourself for a large leap.
DESCRIPTION: Once charged, you can leap over the target and stab their head along the way. Why? Because that's how things work.
Jump first by rolling your Courage stat. Add half of the result as Dice to your attack roll as you fall on your target from above, hitting them with a melee attack from your weapon.
- DESCRIPTION: Prepare yourself to retaliate against an oncoming attack by placing yourself into a Counter Stance.
- EFFECT: If you successfully defend the next attack that hits you, you can Counterattack the attacker by rolling behind them:
- Roll your Courage +5 dice vs. targets' Courage dice
- EFFECT: If it succeeds, follow-up with an attack from an equipped weapon, gaining Dice 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: Light
- COSTS: 2 Magic
- DESCRIPTION: A blade of Light itself strikes at a target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +3
- EFFECT: If it hits, target loses 3 Wisdom.
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Purify a target, ridding them of their tricks. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to an ally.
- Offensive:
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, remove one Shadow Named Effect from the target as well as any Temporary Reroll Points.
Support:
EFFECT 1: Remove one Shadow Named Effect from the target.
EFFECT 2: Additionally, target recovers 6 Hearts.
- 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: Light
- COSTS: 4 Magic
- DESCRIPTION: Bathe someone in a shower of Wisdom, enlightening them.
- EFFECT: Target gains 5 Wisdom
- REQUIREMENTS: Light
- COSTS: 7 Magic
- DESCRIPTION: Create a distortion that causes the field to ripple and react violently to Magic.
- EFFECT: Summon the Feedback Field Field Effect:
- Overwrite any existing Field Effect in play.
- Anyone that spends Magic takes Neutral Damage equal to half the respective Magic Cost.
- DESCRIPTION: A white blade enchanted with the power of wind. Can Slash, Stab, or Air Blade one target.
- Slash:
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: +0
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +6
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Magical Blade:
REQUIREMENTS: You being at Maximum Hearts
DESCRIPTION: Fire a magical blade of air, powered by your Hearts, at a target.
Roll your Courage +9 dice vs. targets' Courage dice
Damage: +0
- DESCRIPTION: A standard shield used by many of the Hylian Guards. It defends well against most attacks.
- Defense Dice: +3
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +4
- DESCRIPTION: A green robe that seems to flicker while you move, making your position unclear to enemies. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Courage: +2
Augmented Mode:
COSTS: 4 Magic at the start of each round
Courage: +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, Red]
[estats name=Red Fokka power=20 (+0) courage=20 (+7) wisdom=9 (+3) hearts=28/28 (+0) magic=10/10 (+0) initiative=1d13 attack-dice=0 defense-dice=5 armor=4][Light][/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]Red Fokka[/b]. They are overall less bulky and strong than their blue counterparts, but they are much faster and can maintain flight for longer and will play a war of attrition to slowly hack away at their enemies before their allies arrive. They are equally as bird-brained as their blue counterparts though.
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 enemies use [b]Escape[/b] by [b]Outrunning[/b]; your team can use your [b]Courage[/b] stat instead of the team’s average [b]Courage[/b] stat to defend.
[*][b][Magic] COSTS[/b]: -1 ([b]Spells[/b] Only)
[*]Any [b]Negative Bonuses[/b] you get are reduced by 1.
[*]Whenever you make direct contact with anyone else, they lose 1 [Attack Dice]
[*]+5 [Courage] 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]Red 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 Speed][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Red Fokkas[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Red Fokkas[/b] are exceptionally fast, giving them big speed bonuses and letting them outrun would-be escapees.[list]
[*][b][Courage][/b]: +5
[*][b][Initiative][/b]: +$0d3
[*][b]EFFECT[/b]: Whenever enemies use [b]Escape[/b] by [b]Outrunning[/b]; your team can use your [b][Courage][/b] instead of the team’s average [b][Courage][/b] stat to defend.[/list]
[/list][/box]
[box=Wings of Light][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Red Fokkas[/b] can learn and use this skill.
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]DESCRIPTION[/b]: Bearing wings blessed with [Light], [b]Fokkas[/b] are protected by it’s power and makes their own [Magic] more efficient.[list]
[*][b][Wisdom][/b]: +3
[*][b][Magic] COSTS[/b]: -1 ([b]Spells[/b] Only)
[*][b]EFFECT[/b]: Any [b]Negative Bonuses[/b] you get are reduced by 1.
[/list]
[/list][/box]
[/tab]
[tab=Actives]
[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=Down Thrust][list]
[*][b]SELL VALUE[/b]: [Rupees]100[/Rupees]
[*][b]REQUIREMENTS[/b]: A melee weapon
[*][b]CHARGE[/b]: 1 Action[list]
[*]Charge by preparing yourself for a large leap.
[/list]
[*][b]DESCRIPTION[/b]: Once charged, you can leap over the target and stab their head along the way. Why? Because that's how things work.[list]
[*]Jump first by rolling your [Courage] stat. Add half of the result as [b]Dice[/b] to your attack roll as you fall on your target from above, hitting them with a melee attack from your weapon.
[/list][/list][/box]
[box=Back Strike][list]
[*][b]DESCRIPTION[/b]: Prepare yourself to retaliate against an oncoming attack by placing yourself into a [b]Counter Stance[/b].[list]
[*][b]EFFECT[/b]: If you successfully defend the next attack that hits you, you can [b]Counterattack[/b] the attacker by rolling behind them:[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage][list]
[*][b]EFFECT[/b]: If it succeeds, follow-up with an attack from an equipped weapon, gaining [b]Dice[/b] equal to the difference in successes.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Blade of Light][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: A blade of [Light] itself strikes at a target.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +3
[*][b]EFFECT[/b]: If it hits, target loses [b]3 [Wisdom][/b].
[/list][/list][/list][/box]
[box=Purify][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Purify a target, ridding them of their tricks. Can be cast as an [b]Offensive Spell[/b] to an enemy, or as a [b]Support Spell[/b] to an ally.[list]
[*][b]Offensive[/b]:[list]
[*][dice type-a=Wisdom amount-a=+7 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, remove one [b][Shadow] [color=yellow]Named Effect[/color][/b] from the target as well as any [b]Temporary [Reroll Points][/b].
[/list][/list]
[*][b]Support[/b]:[list]
[*][b]EFFECT 1[/b]: Remove one [b][Shadow] [color=yellow]Named Effect[/color][/b] from the target.
[*][b]EFFECT 2[/b]: Additionally, target recovers [Hearts]6[/Hearts].
[/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=Enlighten][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Bathe someone in a shower of [Wisdom], enlightening them.[list]
[*][b]EFFECT[/b]: Target gains [b]5 [Wisdom][/b]
[/list][/list][/box]
[box=Magic Distortion][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]7[/Magic]
[*][b]DESCRIPTION[/b]: Create a distortion that causes the field to ripple and react violently to [Magic].[list]
[*][b]EFFECT[/b]: Summon the [color=yellow][b]Feedback Field[/b][/color] [i]Field Effect[/i]:[list]
[*]Overwrite any existing [i]Field Effect[/i] in play.
[*]Anyone that spends [Magic] takes [b]Neutral Damage[/b] equal to half the respective [b][Magic] Cost[/b].
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[eItems]
[tabs]
[tab=Weapons]
[box=White Sword][list]
[*][b]DESCRIPTION[/b]: A white blade enchanted with the power of wind. Can [b]Slash[/b], [b]Stab[/b], or [b]Air Blade[/b] one target.[list]
[*][b]Slash[/b]:[list]
[*][dice type-a=Courage amount-a=+6 type-b=Courage][list]
[*][b]Damage[/b]: +0
[/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +6
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you, regardless of [b]CONDITIONS[/b].
[/list][/list]
[*][b]Magical Blade[/b]:[list]
[*][b]REQUIREMENTS[/b]: You being at [b]Maximum [Hearts][/b]
[*][b]DESCRIPTION[/b]: Fire a magical blade of air, powered by your [Hearts], at a target.
[*][dice type-a=Courage amount-a=+9 type-b=Courage][list]
[*][b]Damage[/b]: +0
[/list][/list][/list][/list][/box]
[/tab]
[tab=Shields]
[box=Hylian Shield][list]
[*][b]DESCRIPTION[/b]: A standard shield used by many of the [b]Hylian Guards[/b]. It defends well against most attacks.[list]
[*][b][Defense Dice][/b]: +3
[/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=Speed Robes][list]
[*][b]DESCRIPTION[/b]: A green robe that seems to flicker while you move, making your position unclear to enemies. [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][Courage][/b]: +2
[/list]
[*][b]Augmented Mode[/b]:[list]
[*][b]COSTS[/b]: [Magic]4[/Magic] at the start of each round
[*][b][Courage][/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]
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