6 - Shadow - WindStrike - 04-28-2016
- Power: 15 (+0)
- Courage: 15 (+0)
- Wisdom: 15 (+0)
- Hearts: 17/17 (+0)
- Magic: 5/5 (+4)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 4
Affinities: Shadow
Origin: Link’s Awakening DX
Camo Goblins are white blobs of goo which slide along the ground, looking for targets to seize and frighten by rising up with a scary face and grabbing them with their grubby, gooey hands. They change color to adapt to attacks that strike them, making them notoriously difficult to hammer down alone.
- Out of Combat: +5 Dice when defending against Spot Checks, can fit through almost any gap.
- Color Change
When Camo Goblin dies, it has a team drop of 50 Rupees and a Rainbow Potion, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Camo Goblin can learn and use this skill. There is no restriction on Passive Innate Skills.
- DESCRIPTION: Camo Goblins have a body made out of a strange gooey substance, upping its defensive capabilities some and enabling it to sneak around almost anywhere.
- Magic: +4/4
- Armor: +4
- Defense Dice: +5 (against Spot Checks only).
- EFFECT: You can fit into almost any gap.
- While sliding around in a gap too small for you to rise up and attack, you cannot attack.
- RESTRICTIONS: This is an Innate Skill. Only Camo Goblins can learn and use this skill.
- DESCRIPTION: Camo Goblins are capable of changing color to adapt to attacks that hit them.
- EFFECT: After you are targeted by an attack (successful or not), you change color depending on which stat you defended with:
- Defending with Power: You become Red, gaining 8 Power.
- Defending with Courage: You become Green, gaining 8 Courage.
- Defending with Wisdom: You become Blue, gaining 8 Wisdom.
- Only one of the above bonuses can be active at any given time, and they do not stack.
- DESCRIPTION: Move over to a target and frighten them.
- Roll your Power +5 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: This attack gains +5 Dice if used in a Sneak Attack
- EFFECT 2: If it hits, target loses 4 Attack Dice
- DESCRIPTION: Grab a target and hug him, squeezing out some Magic from them in the process.
- Roll your Power dice vs. targets' Courage dice
- Damage: None
- EFFECT: If it hits, siphon Magic from the target equal to half the difference in successes.
- DESCRIPTION: Camo Goblins are capable of slapping their target in goopy hands, reducing their targets’ ability to handle oncoming attacks.
- Roll your Courage dice vs. targets' Courage dice
- Damage: -2
- EFFECT: If it hits, target is covered in goop, causing them to lose 2 Power & Courage.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: Two free hands
- DESCRIPTION: Punch a target with a series of three light, rapid punches. The following roll is rolled three times, but the defender only rolls once.
- Roll your Courage +5 dice vs. targets' Courage dice * 3
- Damage: Halved
- EFFECT: If you hit the target with all three hits successfully, the third punch will do full damage.
- REQUIREMENTS: 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: Shadow
- COSTS: 1 Magic
- DESCRIPTION: A basic Shadow spell that quickly strikes a target with sapling shadows.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: This can be rerolled once for free.
- REQUIREMENTS: Shadow
- COSTS: 2 Magic
- DESCRIPTION: Focus your violent thoughts into a shadow blade, striking your target’s mind directly.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: 3
- EFFECT: If it hits, select one of the target’s stats (Power, Courage, Wisdom, Hearts, or Magic) and siphon 2 from it.
- REQUIREMENTS: Shadow
- COSTS: 6 Magic
- DESCRIPTION: Focus your violent thoughts into the depths of despair, striking your target’s mind directly.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: 5
- EFFECT: If it hits, select one of the target’s stats (Power, Courage, Wisdom, Hearts, or Magic) and siphon 4 from it.
- Power: 10 (+0)
- Courage: 28 (+0)
- Wisdom: 13 (+0)
- Hearts: 6/6 (+0)
- Magic: 5/5 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: Shadow
Origin: Twilight Princess
Ghoul Rats are a particularly nasty invisible breed of undead rat, one which frequents places reeking of death in every corner (eg. the Shadow Temple). While these rats do not bring much pain by themselves, they make life miserable for those who they hold onto. Because they are invisible, they are very difficult to find and get rid of; requiring means that inflict collateral damage like Bombs or specialized skills.
Because of how annoying (and even dangerous at times) they are to get rid of, it is highly recommended to include a Keaton, Knight of Light or someone else who can see spirits in your party and some Bombs when entering places filled with dead and rotting like the Shadow Temple
- For as long as you stay still, you can not be seen by anyone who can’t see spirits.
- Once per turn, if you would take damage, you can activate Damage Delay to delay all damage taken that turn until the end of your next turn.
- Once this is used, it cannot be reused until the delayed damage is taken.
If Ghoul Rat dies, it has a team drop of 30 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Ghoul Rats can learn and use this skill.
- DESCRIPTION: Ghoul Rats are invisible to the naked eye and therefore can not be seen without some aid.
- EFFECT: For as long as you stay still, you can not be seen by anyone.
- It does not hide the actions of your movement or any Actions you make. Generally, your movements leave some traces (eg. random puffs of dust on skeletons), which give away your position.
- However, your spirit is still visible to those who can see spirits.
- Stat Point Cost: 4
- DESCRIPTION: Time warps around you, delaying the damage you would take.
- EFFECT: Once per turn, if you would take damage, you can activate Damage Delay to delay all damage taken that turn until the end of your next turn.
- Once this is used, it cannot be reused until the delayed damage is taken.
- DESCRIPTION: Jump onto a target and latch on, hindering their movements.
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: None
- EFFECT: Latch onto the target, holding a tight grip on them and reducing their Attack Dice and Defense Dice by 3 while you are on them
- You can not do anything else while latched on, except to disengage the latch.
- This stacks for each Ghoul Rat latched onto the target.
- If the target has Hearts equal to or less than the number of Ghoul Rats latched onto a target, the target instantly dies and their body is consumed; preventing revival for the remainder of the battle and all the Ghoul Rats that were on recover to Maximum Hearts.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Shadow
- COSTS: 5 Magic
- DESCRIPTION: A deathly barrier surrounds an ally, preventing them from dying.
- EFFECT: Target becomes Undead:
- Target cannot die. However, if the target has 1 Heart left, any damage they would take instead drains their Magic.
- DURATION: One round.
- Power: 5 (+0)
- Courage: 14 (+0)
- Wisdom: 28 (+2)
- Hearts: 15/15 (+0)
- Magic: 5/5 (+3)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 5
- Armor: 0
Affinities: Shadow
Origin: The Ocarina of Time
These mysterious phantoms drift about Hyrule, hidden to the naked eye. More chilling than their wrappings and deep, glowing eyes are their lanterns, which glow with the seething light of their souls.
- Any damage you take and recovery you receive is delayed to the end of your next turn.
- Anyone that dies cannot be revived until there’s no Poes in the area.
- Every time someone dies, you recover 5 Hearts & 5 Magic.
If Poe dies, it has a team drop of 50 Rupees and a Splash Green Potion, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Poes can learn and use this skill.
- DESCRIPTION: Poes are partially phased out of the physical realm, allowing them to temporarily desync with it to delay damage they would take.
- Magic: +3
- Defense Dice: +3
- EFFECT: Any damage you take and recovery you receive is delayed to the end of your next turn.
- RESTRICTIONS: This is an Innate Skill. Only Poes can learn and use this skill.
- DESCRIPTION: Serving as the soul reapers of the world, Poes naturally consume anyone that dies, recovering a portion of their health and energy.
- EFFECT 1: Anyone that dies cannot be revived until there’s no Poes in the area.
- EFFECT 2: Every time someone dies, you recover 5 Hearts & 5 Magic.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Shadow
- COSTS: 1 Magic
- DESCRIPTION: A basic Shadow spell that quickly strikes a target with sapling shadows.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: This can be rerolled once for free.
- REQUIREMENTS: Shadow
- COSTS: 2 Magic
- DESCRIPTION: Focus your violent thoughts into a shadow blade, striking your target’s mind directly.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: 3
- EFFECT: If it hits, select one of the target’s stats (Power, Courage, Wisdom, Hearts, or Magic) and siphon 2 from it.
- REQUIREMENTS: Shadow
- COSTS: 5 Magic
- DESCRIPTION: Space itself alters around a target, giving them multiple chances to alter time to the will of chance.
- EFFECT: Target gains 3 Temporary Reroll Points.
- These automatically expire at the end of the battle, whether they’re used or not.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: A veil of soothing yet threatening shadows surrounds a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to an ally.
- Offensive Spell:
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, remove up to 5 of a selected Stat Bonus from the target.
Support Spell:
EFFECT 1: Remove one Light Named Effect from the target.
EFFECT 2: Additionally, remove one Negative Stat Bonus from the target.
- REQUIREMENTS: Shadow
- COSTS: 5 Magic
- DESCRIPTION: A deathly barrier surrounds an ally, preventing them from dying.
- EFFECT: Target becomes Undead:
- Target cannot die. However, if the target has 1 Heart left, any damage they would take instead drains their Magic.
- DURATION: One round.
- DESCRIPTION: Souls... give me your SOULS! While it doesn't have much power, it makes up for being able to siphon Magic from its targets. Can hit a target with Siphoning Strike.
- EFFECT: Once per round, at any time, you can transfer any amount of your Magic to any other target.
- Siphoning Strike:
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, siphon Magic from the target to anyone else, up to an amount equal to the damage dealt.
- DESCRIPTION: A lantern as a shield? Who does that? With this, you can sell part of your soul with Magic to block an attack with the Soul Defense ability.
- Defense Dice: +2
- Soul Defense:
- RESTRICTIONS: This can only be used once per battle
- COSTS: 2 Magic
- EFFECT: When defending, you can override your defending stat with Wisdom.
- DESCRIPTION: Enchanted by protectful spirits, this robe amplifies the power of the user’s mind. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Wisdom: +2
Augmented Mode:
COSTS: 4 Magic at the start of each round to maintain
Wisdom: +7
- Power: 4 (+0)
- Courage: 22 (+0)
- Wisdom: 22 (+0)
- Hearts: 8/8 (+0)
- Magic: 8/8 (+0)
- Initiative: $init 1d18
- Attack Dice: 4
- Defense Dice: 3
- Armor: 0
Affinities: Shadow
Origin: ZURPG
After living in the sewers of dungeons for so long, Sewer Keese reek of lethal of poisons and odors, infecting others just by being in the same room. Their wings bring a deathly poison that repeatedly weakens their enemies until they're nothing.
- Bonus turn is skipped
- At the start of each round, everyone except those with Shadow take 1 Neutral Damage.
- Immunity to effects that affect eyesight.
When Sewer Keese dies, it has a team drop of 50 Rupees, and it drops a Rotten Seed, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Keese can learn and use this skill.
- DESCRIPTION: Keese has the innate ability to locate enemies and prey even in complete darkness; making it impossible to hinder their attacks by preventing visibility.
- Attack Dice: +4
- EFFECT: You are unaffected by any effects that affect their eyes or their visibility.
- RESTRICTIONS: This is an Innate Skill. Only Sewer Keese can learn and use this skill.
- DESCRIPTION: Sewer Keese flutters swiftly, wafting a powerful toxin around that decays their enemies.
- Defense Dice: +3
- EFFECT: At the start of each round, everyone except those with Shadow take 1 Neutral Damage.
- Stat Point Cost: 3
- DESCRIPTION: You enter battles in a flash, though it's too fast for an extra move.
- Initiative: +0d8
- EFFECT: If you get a Bonus Turn, it's skipped.
- REQUIREMENTS: Shadow
- DESCRIPTION: Sewer Keese swipes a target using its poisonous wings, leaving them with a case of poisoning that eats away at them. Owwwww.
- Roll your Courage +3 dice vs. targets' Courage dice
- Physical Damage: Halved
- EFFECT: The target gets Bleeding x3.
- REQUIREMENTS: Shadow
- DESCRIPTION: Brush up against someone, corroding their equipment so it negates recovery.
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If it hits, target gets Cauterized:
- Target cannot recover or siphon Hearts or Magic in any way.
- DURATION: One round
- REQUIREMENTS: Shadow
- COSTS: 1 Magic
- DESCRIPTION: A basic Shadow spell that quickly strikes a target with sapling shadows.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: This can be rerolled once for free.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: A curse hovers in the shadow of the target’s shadow… wait what?
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Penumbra's Curse:
- Target rolls twice anytime they defend, and they’re forced to take the lower roll. Reroll Points will not affect the roll any further.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Surround someone with a Shadow, which grants them a chance to revoke an instance of time itself.
- EFFECT: Target gains 2 Temporary Reroll Points.
- These automatically expire at the end of the battle, whether they’re used or not.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Target becomes more in sync with their own Shadow, gaining its speed.
- EFFECT: Target gains 5 Courage.
- Power: 18 (+0)
- Courage: 16 (+5)
- Wisdom: 10 (+0)
- Hearts: 16/16 (+0)
- Magic: 4/4 (+0)
- Initiative: $init 1d12
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: Shadow
Origin: Ocarina of Time
Always lying in wait, stalking their prey, Wolfos themselves have become a part of the darkness. These feral wolves have yellow eyes that look like fireflies or fairies in the darkness, until you realize your face is getting mawed off.
- Attack Dice & Defense Dice: +1 for every living ally you have, excluding yourself
- -2 Courage & Attack Dice to all enemies without Shadow Affinity
- Re-Stealth
If Wolfos dies, it has a team drop of 50 Rupees and a Bait, which can be found here.
- DESCRIPTION: Wolfos move with increased speed and usually hunt during the night, allowing them see in the dark.
- Initiative: +0d2
- Courage: +5
- EFFECT: You can see perfectly fine in the dark, completely immune to its effects.
- RESTRICTIONS: This is an Innate Skill. Only Wolfos can learn and use this skill.
- DESCRIPTION: Wolfos are at their strongest when in a pack, growing in attack and defense based on the number of allies they have.
- Attack Dice & Defense Dice: +1 for every living ally you have, excluding yourself
- RESTRICTION 1: This is an Innate Skill. Only Wolfos can learn and use this skill.
- RESTRICTION 2: Only one Shadowosken can be active at a time.
- DESCRIPTION: A mass of shadows bathes the field, affecting all enemies without Shadow Affinity.
- Courage: -2
- Attack Dice: -2
- Stat Point Cost: 3
- REQUIREMENTS: Camouflage Active Skill
- DESCRIPTION: Continue to harass your enemies while invisible. Just don't forget that you exist!
- EFFECT 1: When you successfully hit someone while Camouflaged, you keep Camouflage instead of it wearing off.
- EFFECT 2: If you lose any amount of Hearts, Camouflage deactivates.
- DESCRIPTION: Leap at a target in a generic attack to deal damage.
- Roll your Power dice vs. targets' Power dice
- Damage: +4
- REQUIREMENTS: Shadow
- DESCRIPTION: Rush up to a target and slash them using your claws to decrease their defense.
- Roll your Courage +2 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, target loses 2 Defense Dice.
- RESTRICTIONS: This can only be used once per battle.
- DESCRIPTION: Howl loudly, empowering you and your allies.
- EFFECT: You and your allies gain 2 Attack Dice.
- DURATION: Howl lasts until the end of your turn two rounds later.
- SELL VALUE: 125 Rupees
- COSTS: 3 Magic
- DESCRIPTION: Shh! I'm being sneaky. Go away! Magically camouflage in with your surroundings to go sneaky.
- You cannot be targeted by anything Single-Target.
- If you take any damage or do anything other than moving around, Camouflage ends.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Surround someone with a Shadow, which grants them a chance to revoke an instance of time itself.
- EFFECT: Target gains 2 Temporary Reroll Points.
- These automatically expire at the end of the battle, whether they’re used or not.
[spoiler=Camo Goblin]
[estats name=Camo Goblin power=15 (+0) courage=15 (+0) wisdom=15 (+0) hearts=17/17 (+0) magic=5/5 (+4) initiative=1d10 attack-dice=0 defense-dice=0 armor=4][Shadow][/estats]
[eDescription]
[tabs][tab=Physical Description][u]Origin[/u]: Link’s Awakening DX
[b]Camo Goblins[/b] are white blobs of goo which slide along the ground, looking for targets to seize and frighten by rising up with a scary face and grabbing them with their grubby, gooey hands. They change color to adapt to attacks that strike them, making them notoriously difficult to hammer down alone.[/tab]
[tab=Other Bonuses][list]
[*][b]Out of Combat[/b]: +5 [b]Dice[/b] when defending against [b]Spot Checks[/b], can fit through almost any gap.
[*][b]Color Change[/b]
[/list]
[/tab]
[tab=Item Drop]
When [b]Camo Goblin[/b] dies, it has a team drop of [Rupees]50[/Rupees] and a [b]Rainbow Potion[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab][/tabs]
[/eDescription]
[eskills]
[tabs][tab=Innate]
[box=Liquid Goo][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Camo Goblin[/b] can learn and use this skill. There is no restriction on [b]Passive Innate Skills[/b].
[*][b]DESCRIPTION[/b]: [b]Camo Goblins[/b] have a body made out of a strange gooey substance, upping its defensive capabilities some and enabling it to sneak around almost anywhere.[list]
[*][b][Magic][/b]: +4/4
[*][b][Armor][/b]: +4
[*][b][Defense Dice][/b]: +5 (against [b]Spot Checks[/b] only).
[*][b]EFFECT[/b]: You can fit into almost any gap.[list]
[*]While sliding around in a gap too small for you to rise up and attack, you cannot attack.
[/list][/list][/list][/box]
[box=Color Change][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Camo Goblins[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Camo Goblins[/b] are capable of changing color to adapt to attacks that hit them.[list]
[*][b]EFFECT[/b]: After you are targeted by an attack (successful or not), you change color depending on which stat you defended with:[list]
[*]Defending with [Power]: You become [power-color]Red[/power-color], gaining [b]8 [Power][/b].
[*]Defending with [Courage]: You become [courage-color]Green[/courage-color], gaining [b]8 [Courage][/b].
[*]Defending with [Wisdom]: You become [wisdom-color]Blue[/wisdom-color], gaining [b]8 [Wisdom][/b].
[*]Only one of the above bonuses can be active at any given time, and they do not stack.
[/list][/list][/list][/box][/tab]
[tab=Active]
[box=Fright][list]
[*][b]DESCRIPTION[/b]: Move over to a target and frighten them.[list]
[*][dice type-a=Power amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT 1[/b]: This attack gains [b]+5 Dice[/b] if used in a [b]Sneak Attack[/b]
[*][b]EFFECT 2[/b]: If it hits, target loses [b]4 [Attack Dice][/b]
[/list][/list][/list][/box]
[box=Absorb][list]
[*][b]DESCRIPTION[/b]: Grab a target and hug him, squeezing out some [Magic] from them in the process.[list]
[*][dice type-a=Power type-b=Courage][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, siphon [Magic] from the target equal to half the difference in successes.
[/list][/list][/list][/box]
[box=Goopy Slap][list]
[*][b]DESCRIPTION[/b]: [b]Camo Goblins[/b] are capable of slapping their target in goopy hands, reducing their targets’ ability to handle oncoming attacks.[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: -2
[*][b]EFFECT[/b]: If it hits, target is covered in goop, causing them to lose [b]2 [Power] & [Courage][/b].
[/list][/list][/list][/box]
[box=Rapid Punches][list]
[*][b]SELL VALUE[/b]: [Rupees]75[/Rupees]
[*][b]REQUIREMENTS[/b]: Two free hands
[*][b]DESCRIPTION[/b]: Punch a target with a series of three light, rapid punches. The following roll is rolled three times, but the defender only rolls once.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage] * 3[list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If you hit the target with all three hits successfully, the third punch will do full damage.
[/list][/list][/list][/box]
[/tab]
[tab=Basic][expanded Basic Skills][/tab][/tabs]
[/eSkills]
[eSpells]
[box=PSI Strike][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A basic [Shadow] spell that quickly strikes a target with sapling shadows.[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: This can be rerolled once for free.
[/list][/list][/list][/box]
[box=Mind Strike][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: Focus your violent thoughts into a shadow blade, striking your target’s mind directly.[list]
[*][b]EFFECT[/b]: [b]Bonus [Attack Dice] & [Defense Dice][/b] are disabled for both the attacker and the defender in this attack.
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 3
[*][b]EFFECT[/b]: If it hits, select one of the target’s stats ([Power], [Courage], [Wisdom], [Hearts], or [Magic]) and siphon 2 from it.
[/list][/list][/list][/box]
[box=Depths of Despair][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Focus your violent thoughts into the depths of despair, striking your target’s mind directly.[list]
[*][b]EFFECT[/b]: [b]Bonus [Attack Dice] & [Defense Dice][/b] are disabled for both the attacker and the defender in this attack.
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 5
[*][b]EFFECT[/b]: If it hits, select one of the target’s stats ([Power], [Courage], [Wisdom], [Hearts], or [Magic]) and siphon 4 from it.
[/list][/list][/list][/box]
[/eSpells]
[/spoiler]
[spoiler=Ghoul Rat]
[estats name=Ghoul Rat power=10 (+0) courage=28 (+0) wisdom=13 (+0) hearts=6/6 (+0) magic=5/5 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=0][Shadow][/estats]
[tabs][tab=Description][eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Twilight Princess
[b]Ghoul Rats[/b] are a particularly nasty invisible breed of undead rat, one which frequents places reeking of death in every corner (eg. the [b]Shadow Temple[/b]). While these rats do not bring much pain by themselves, they make life miserable for those who they hold onto. Because they are invisible, they are very difficult to find and get rid of; requiring means that inflict collateral damage like [b]Bombs[/b] or specialized skills.
Because of how annoying (and even dangerous at times) they are to get rid of, it is highly recommended to include a [b]Keaton[/b], [b]Knight of Light[/b] or someone else who can see spirits in your party and some [b]Bombs[/b] when entering places filled with dead and rotting like the [b]Shadow Temple[/b]
[/tab]
[tab=Other Bonuses][list]
[*]For as long as you stay still, you can not be seen by anyone who can’t see spirits.
[*]Once per turn, if you would take damage, you can activate [b]Damage Delay[/b] to delay all damage taken that turn until the end of your next turn.[list]
[*]Once this is used, it cannot be reused until the delayed damage is taken.
[/list]
[/list]
[/tab]
[tab=Item Drop]
If [b]Ghoul Rat[/b] dies, it has a team drop of [Rupees]30[/Rupees].
[/tab]
[/tabs]
[/eDescription][/tab]
[tab=Skills][eSkills]
[tabs]
[tab=Innates]
[box=Ghost Invisibility][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Ghoul Rats[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Ghoul Rats[/b] are invisible to the naked eye and therefore can not be seen without some aid.[list]
[*][b]EFFECT[/b]: For as long as you stay still, you can not be seen by anyone.[list]
[*]It does not hide the actions of your movement or any [b]Actions[/b] you make. Generally, your movements leave some traces (eg. random puffs of dust on skeletons), which give away your position.
[*]However, your spirit is still visible to those who can see spirits.[/list][/list]
[/list][/box]
[/tab]
[tab=Passives]
[box=(4) Damage Delay][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: Time warps around you, delaying the damage you would take.[list]
[*][b]EFFECT[/b]: Once per turn, if you would take damage, you can activate [b]Damage Delay[/b] to delay all damage taken that turn until the end of your next turn.[list]
[*]Once this is used, it cannot be reused until the delayed damage is taken.
[/list][/list][/list][/box]
[/tab]
[tab=Actives]
[box=Latch On!][list]
[*][b]DESCRIPTION[/b]: Jump onto a target and latch on, hindering their movements.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Latch onto the target, holding a tight grip on them and reducing their [Attack Dice] and [Defense Dice] by 3 while you are on them[list]
[*]You can not do anything else while latched on, except to disengage the latch.
[*]This stacks for each [b]Ghoul Rat[/b] latched onto the target.
[*]If the target has [Hearts] equal to or less than the number of [b]Ghoul Rats[/b] latched onto a target, the target instantly dies and their body is consumed; preventing revival for the remainder of the battle and all the [b]Ghoul Rats[/b] that were on recover to [b]Maximum [Hearts][/b].
[/list][/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[/tab]
[tab=Spells][espells]
[spells expanded type=Support]
[box=Grave Life][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: A deathly barrier surrounds an ally, preventing them from dying.[list]
[*][b]EFFECT[/b]: Target becomes [color=yellow][b]Undead[/b][/color]:[list]
[*]Target cannot die. However, if the target has [Heart]1[/Heart] left, any damage they would take instead drains their [Magic].
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/box]
[/spells]
[/espells][/tab][/tabs]
[/spoiler]
[spoiler=Poe]
[estats name=Poe power=5 (+0) courage=14 (+0) wisdom=28 (+2) hearts=15/15 (+0) magic=5/5 (+3) initiative=1d10 attack-dice=0 defense-dice=5 armor=0][Shadow][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: The Ocarina of Time
These mysterious phantoms drift about [b]Hyrule[/b], hidden to the naked eye. More chilling than their wrappings and deep, glowing eyes are their lanterns, which glow with the seething light of their souls.
[/tab]
[tab=Other Bonuses][list]
[*]Any damage you take and recovery you receive is delayed to the end of your next turn.
[*]Anyone that dies cannot be revived until there’s no [b]Poes[/b] in the area.
[*]Every time someone dies, you recover [b][Hearts]5[/Hearts] & [Magic]5[/Magic][/b].
[/list]
[/tab]
[tab=Item Drop]
If [b]Poe[/b] dies, it has a team drop of [Rupees]50[/Rupees] and a [b]Splash Green Potion[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Desync][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Poes[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Poes[/b] are partially phased out of the physical realm, allowing them to temporarily desync with it to delay damage they would take.[list]
[*][b][Magic][/b]: +3
[*][b][Defense Dice][/b]: +3
[*][b]EFFECT[/b]: Any damage you take and recovery you receive is delayed to the end of your next turn.
[/list][/list][/box]
[box=Soul Consumption][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Poes[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: Serving as the soul reapers of the world, [b]Poes[/b] naturally consume anyone that dies, recovering a portion of their health and energy.[list]
[*][b]EFFECT 1[/b]: Anyone that dies cannot be revived until there’s no [b]Poes[/b] in the area.
[*][b]EFFECT 2[/b]: Every time someone dies, you recover [b][Hearts]5[/Hearts] & [Magic]5[/Magic][/b].
[/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=PSI Strike][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A basic [Shadow] spell that quickly strikes a target with sapling shadows.[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: This can be rerolled once for free.
[/list][/list][/list][/box]
[box=Mind Strike][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: Focus your violent thoughts into a shadow blade, striking your target’s mind directly.[list]
[*][b]EFFECT[/b]: [b]Bonus [Attack Dice] & [Defense Dice][/b] are disabled for both the attacker and the defender in this attack.
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 3
[*][b]EFFECT[/b]: If it hits, select one of the target’s stats ([Power], [Courage], [Wisdom], [Hearts], or [Magic]) and siphon 2 from it.
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Fortune's Chance][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Space itself alters around a target, giving them multiple chances to alter time to the will of chance.[list]
[*][b]EFFECT[/b]: Target gains [b]3 Temporary [Reroll Points][/b].[list]
[*]These automatically expire at the end of the battle, whether they’re used or not.
[/list][/list][/list][/box]
[box=Veil of Shadows][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: A veil of soothing yet threatening shadows surrounds a target. 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 Spell[/b]:[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, remove up to 5 of a selected [b]Stat Bonus[/b] from the target.
[/list][/list]
[*][b]Support Spell[/b]:[list]
[*][b]EFFECT 1[/b]: Remove one [b][Light] [color=yellow]Named Effect[/color][/b] from the target.
[*][b]EFFECT 2[/b]: Additionally, remove one [b]Negative Stat Bonus[/b] from the target.
[/list][/list][/list][/box]
[box=Grave Life][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: A deathly barrier surrounds an ally, preventing them from dying.[list]
[*][b]EFFECT[/b]: Target becomes [color=yellow][b]Undead[/b][/color]:[list]
[*]Target cannot die. However, if the target has [Heart]1[/Heart] left, any damage they would take instead drains their [Magic].
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[eItems]
[tabs]
[tab=Weapons]
[box=Siphoning Wand][list]
[*][b]DESCRIPTION[/b]: [i]Souls... give me your SOULS![/i] While it doesn't have much power, it makes up for being able to siphon [Magic] from its targets. Can hit a target with [b]Siphoning Strike[/b].[list]
[*][b]EFFECT[/b]: Once per round, at any time, you can transfer any amount of your [Magic] to any other target.
[*][b]Siphoning Strike[/b]:[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, siphon [Magic] from the target to anyone else, up to an amount equal to the damage dealt.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Shields]
[box=Soul Lantern][list]
[*][b]DESCRIPTION[/b]: A lantern as a shield? Who does that? With this, you can sell part of your soul with [Magic] to block an attack with the [b]Soul Defense[/b] ability.[list]
[*][b][Defense Dice][/b]: +2
[*][b]Soul Defense[/b]:[list]
[*][b]RESTRICTIONS[/b]: This can only be used once per battle
[*][b]COSTS[/b]: [Magic]2[/Magic]
[*][b]EFFECT[/b]: When defending, you can override your defending stat with [Wisdom].
[/list][/list][/list][/box]
[/tab]
[tab=Robes]
[box=Spirit Robe][list]
[*][b]DESCRIPTION[/b]: Enchanted by protectful spirits, this robe amplifies the power of the user’s mind. [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][Wisdom][/b]: +2
[/list]
[*][b]Augmented Mode[/b]:[list]
[*][b]COSTS[/b]: [Magic]4[/Magic] at the start of each round to maintain
[*][b][Wisdom][/b]: +7
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
[spoiler=Sewer Keese]
[estats name=Sewer Keese power=4 (+0) courage=22 (+0) wisdom=22 (+0) hearts=8/8 (+0) magic=8/8 (+0) initiative=1d18 attack-dice=4 defense-dice=3 armor=0][Shadow][/estats]
[eDescription]
[tabs]
[tab=Physical Description][u]Origin[/u]: ZURPG
After living in the sewers of dungeons for so long, [b]Sewer Keese[/b] reek of lethal of poisons and odors, infecting others just by being in the same room. Their wings bring a deathly poison that repeatedly weakens their enemies until they're nothing.
[/tab]
[tab=Other Bonuses][list]
[*]Bonus turn is skipped
[*]At the start of each round, everyone except those with [Shadow] take [b]1 Neutral Damage[/b].
[*]Immunity to effects that affect eyesight.
[/list][/tab]
[tab=Item Drop]
When [b]Sewer Keese[/b] dies, it has a team drop of [Rupees]50[/Rupees], and it drops a [b]Rotten Seed[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Sonar][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Keese[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Keese[/b] has the innate ability to locate enemies and prey even in complete darkness; making it impossible to hinder their attacks by preventing visibility.[list]
[*][b][Attack Dice][/b]: +4
[*][b]EFFECT[/b]: You are unaffected by any effects that affect their eyes or their visibility.
[/list][/list][/box]
[box=Swift Flight][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Sewer Keese[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Sewer Keese[/b] flutters swiftly, wafting a powerful toxin around that decays their enemies.[list]
[*][b][Defense Dice][/b]: +3
[*][b]EFFECT[/b]: At the start of each round, everyone except those with [Shadow] take [b]1 Neutral Damage[/b].
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(3) Flashstep][list]
[*][b][Stat Point] Cost[/b]: 3
[*][b]DESCRIPTION[/b]: You enter battles in a flash, though it's too fast for an extra move.[list]
[*][b][Initiative][/b]: +0d8
[*][b]EFFECT[/b]: If you get a [b]Bonus Turn[/b], it's skipped.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Festering Swipes]
[list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]DESCRIPTION[/b]: [b]Sewer Keese[/b] swipes a target using its poisonous wings, leaving them with a case of poisoning that eats away at them. Owwwww.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage][list]
[*][b]Physical Damage[/b]: Halved
[*][b]EFFECT[/b]: The target gets [b]Bleeding x3[/b].[/list][/list][/list][/box]
[box=Toxic Corrosion][list][*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]DESCRIPTION[/b]: Brush up against someone, corroding their equipment so it negates recovery.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Cauterized[/b][/color]:[list]
[*]Target cannot recover or siphon [Hearts] or [Magic] in any way.
[*][b]DURATION[/b]: One round
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=PSI Strike][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A basic [Shadow] spell that quickly strikes a target with sapling shadows.[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: This can be rerolled once for free.
[/list][/list][/list][/box]
[box=Penumbra's Curse][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: A curse hovers in the [shadow] of the target’s [shadow]… wait what?[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Penumbra's Curse[/b][/color]:[list]
[*]Target rolls twice anytime they defend, and they’re forced to take the lower roll. [Reroll Points] will not affect the roll any further.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Second Chance][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Surround someone with a [Shadow], which grants them a chance to revoke an instance of time itself.[list]
[*][b]EFFECT[/b]: Target gains [b]2 Temporary [Reroll Points][/b].[list]
[*]These automatically expire at the end of the battle, whether they’re used or not.
[/list][/list][/list][/box]
[box=Shadow Speed][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Target becomes more in sync with their own [Shadow], gaining its speed.[list]
[*][b]EFFECT[/b]: Target gains [b]5 [Courage][/b].
[/list][/list][/box]
[/tab]
[/tabs]
[/eSpells][/spoiler]
[spoiler=Wolfos]
[estats name=Wolfos power=18 (+0) courage=16 (+5) wisdom=10 (+0) hearts=16/16 (+0) magic=4/4 (+0) initiative=1d12 attack-dice=0 defense-dice=0 armor=0][Shadow][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Ocarina of Time
Always lying in wait, stalking their prey, [b]Wolfos[/b] themselves have become a part of the darkness. These feral wolves have yellow eyes that look like fireflies or fairies in the darkness, until you realize your face is getting mawed off.
[/tab]
[tab=Other Bonuses][list]
[*][b][Attack Dice] & [Defense Dice][/b]: +1 for every living ally you have, excluding yourself
[*][b]-2 [Courage] & [Attack Dice][/b] to all enemies without [b][Shadow] Affinity[/b]
[*][b]Re-Stealth[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Wolfos[/b] dies, it has a team drop of [Rupees]50[/Rupees] and a [b]Bait[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Night Hunter][list]
[*][b]DESCRIPTION[/b]: [b]Wolfos[/b] move with increased speed and usually hunt during the night, allowing them see in the dark.[list]
[*][b][Initiative][/b]: +0d2
[*][b][Courage][/b]: +5
[*][b]EFFECT[/b]: You can see perfectly fine in the dark, completely immune to its effects.
[/list][/list][/box]
[box=Night Pack][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Wolfos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Wolfos[/b] are at their strongest when in a pack, growing in attack and defense based on the number of allies they have.[list]
[*][b][Attack Dice] & [Defense Dice][/b]: +1 for every living ally you have, excluding yourself
[/list][/list][/box]
[box=Shadowosken][list]
[*][b]RESTRICTION 1[/b]: This is an [b]Innate Skill[/b]. Only [b]Wolfos[/b] can learn and use this skill.
[*][b]RESTRICTION 2[/b]: Only one [b]Shadowosken[/b] can be active at a time.
[*][b]DESCRIPTION[/b]: A mass of shadows bathes the field, affecting all enemies without [b][Shadow] Affinity[/b].[list]
[*][b][Courage][/b]: -2
[*][b][Attack Dice][/b]: -2
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(3) Re-Stealth][list]
[*][b][Stat Point] Cost[/b]: 3
[*][b]REQUIREMENTS[/b]: [b]Camouflage Active Skill[/b]
[*][b]DESCRIPTION[/b]: Continue to harass your enemies while invisible. Just don't forget that you exist![list]
[*][b]EFFECT 1[/b]: When you successfully hit someone while [b]Camouflaged[/b], you keep [b]Camouflage[/b] instead of it wearing off.
[*][b]EFFECT 2[/b]: If you lose any amount of [Hearts], [b]Camouflage[/b] deactivates.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Leap][list]
[*][b]DESCRIPTION[/b]: Leap at a target in a generic attack to deal damage.[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +4
[/list][/list][/list][/box]
[box=Shadow Claws][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]DESCRIPTION[/b]: Rush up to a target and slash them using your claws to decrease their defense.[list]
[*][dice type-a=Courage amount-a=+2 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target loses [b]2 [Defense Dice][/b].
[/list][/list][/list][/box]
[box=Howl][list]
[*][b]RESTRICTIONS[/b]: This can only be used once per battle.
[*][b]DESCRIPTION[/b]: Howl loudly, empowering you and your allies.[list]
[*][b]EFFECT[/b]: You and your allies gain [b]2 [Attack Dice][/b].
[*][b]DURATION[/b]: [b]Howl[/b] lasts until the end of your turn two rounds later.
[/list][/list][/box]
[box=Camouflage][list]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: [i]Shh! I'm being sneaky. Go away![/i] Magically camouflage in with your surroundings to go sneaky.[list]
[*]You cannot be targeted by anything [b]Single-Target[/b].
[*]If you take any damage or do anything other than moving around, [b]Camouflage[/b] ends.
[/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[box=Second Chance][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Surround someone with a [Shadow], which grants them a chance to revoke an instance of time itself.[list]
[*][b]EFFECT[/b]: Target gains [b]2 Temporary [Reroll Points][/b].[list]
[*]These automatically expire at the end of the battle, whether they’re used or not.
[/list][/list][/list][/box]
[/eSpells]
[/spoiler]
RE: [Enemies] 6 - Shadow - WindStrike - 04-29-2016
- Power: 10 (+0)
- Courage: 13 (+0)
- Wisdom: 31 (+0)
- Hearts: 16/16 (+0)
- Magic: 3/3 (+5)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 1
Affinities: Shadow
Origin: Zelda 1
A blue-robed mage that's partially out of phase with reality. It’s a very control-happy freak that has a tendency to study its enemies before it actually engages with them, using traps to figure out the weaknesses of its victims. Wherever there’s one Blue Wizzrobe, expect there to be a whole team of them, patrolling their territory by constantly phasing through walls.
- Magic Regen x2
- Once per turn, after an enemy attacks you, siphon 2 Attack Dice w/ Augmented.
- Non-Magic-based Damage is halved.
If Blue Wizzrobe dies, it has a team drop of 30 Rupees, and it drops a Rapidfire Wand and a Blue Robe, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Wizzrobes can learn and use this skill.
- DESCRIPTION: Wizzrobes are partially out-of-sync with the physical realm and thus take considerably less damage.
- Magic: +5/5
- EFFECT 1: Non-Magic-based Damage taken is halved
- If the attack already does Half Damage, it doesn’t get halved a second time.
- RESTRICTIONS: This is an Innate Skill. Only Blue Wizzrobes can learn and use this skill. There is no restriction on Innate Skills.
- COSTS: 3 Magic to phase into a wall
- DESCRIPTION: Blue Wizzrobes can phase in and out of walls, making them notoriously hard to hit while hiding.
- EFFECT: If you hit someone with an attack, you can immediately phase into a wall afterwards, greatly buffing your resistance:
- Defense Dice: +7
Phasing is disabled while inside a wall.
DURATION: Until you are hit by an attack or you exit manually during your turn.
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Magic over time.
- EFFECT: You gain Magic Regen x2.
- DESCRIPTION: No matter what kind of Wizzrobe it is, if their life is in too much danger, they can hide in an ally, possessing its body and amplifying its abilities.
- EFFECT: Select an allied target with lower Wisdom than your Wisdom, and hide inside said target.
- While you're hidden in the target, target gains Wisdom equal to half your Base Wisdom.
- You do not take any damage while hidden, but if the target dies while you're hidden inside him, you die as well.
- DURATION: You can remove yourself from the target with a Support Action, also removing the above effects.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Shadow
- COSTS: 1 Magic
- DESCRIPTION: A basic Shadow spell that quickly strikes a target with sapling shadows.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: This can be rerolled once for free.
- REQUIREMENTS: Shadow
- COSTS: 2 Magic
- DESCRIPTION: Focus your violent thoughts into a shadow blade, striking your target’s mind directly.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: 3
- EFFECT: If it hits, select one of the target’s stats (Power, Courage, Wisdom, Hearts, or Magic) and siphon 2 from it.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Surround someone with a Shadow, which grants them a chance to revoke an instance of time itself.
- EFFECT: Target gains 2 Temporary Reroll Points.
- These automatically expire at the end of the battle, whether they’re used or not.
- DESCRIPTION: A blue-tinted wand that allows you fire multiple blasts in succession. It is capable of firing successive blasts at a target.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: 6
- EFFECT: If it hits, fire the attack again at any target with -5 Dice.
- This this can continue for up to three attacks or until the attack misses.
- DESCRIPTION: An blue-colored robe that seems to withstand some considerable punishment. With some Magic, they emit an aura that siphons from enemies who attack you. 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: +1
EFFECT: Once per turn, after you defend an attack (successful or not), siphon 2 Attack Dice from the attacker.
- Power: 15 (+0)
- Courage: 6 (+0)
- Wisdom: 21 (+0)
- Hearts: 16/16 (+0)
- Magic: 16/11 (+5)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 3
- Armor: 0
Affinities: Shadow
Origin: The Legend of Zelda
The resident ghosts of East Hyrule, Ghinis are large vengeful spirits who rise from their graves to plunge their victims into living hell until they join them among the dead. They are masters at attrition, slowly wearing their victims down through siphoning until there are no traces of them left.
- The numerical values of any siphoning EFFECTS that you cause are increased by 1.
- You gain 6 Armor against any non-Magic attacks.
- You start with Regen x3
- You start with Magic Regen x2
If Ghini dies, it has a team drop of 80 Rupees and two Rotten Seeds, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Ghinis can learn and use this skill.
- DESCRIPTION: Ghinis, being masters of attrition, are more effective at siphoning than most other enemies.
- Defense Dice: +3
- EFFECT: The numerical values of any siphoning EFFECTS that you cause are increased by 1.
- RESTRICTIONS: This is an Innate Skill. Only Ghinis can learn and use this skill.
- DESCRIPTION: Ghinis are partially phased out from reality, granting them high Armor against attacks that don’t touch their spirit.
- Magic: +5
- EFFECT: You gain 6 Armor against any non-Magic attacks.
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Hearts over time.
- EFFECT: You gain Regen x3.
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Magic over time.
- EFFECT: You gain Magic Regen x2.
- REQUIREMENTS: Two free hands.
- DESCRIPTION: Grab a target and hug them, stealing their recovery.
- Roll your Power +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: Siphon Regen x3 from the target
- REQUIREMENTS: Shadow
- DESCRIPTION: Lash a target with a goopy tongue of Shadow, immobilizing them.
- Roll your Power dice vs. targets' Power dice
- Damage: Halved
- EFFECT: If it hits, target becomes Immobilized.
- Target cannot move or use any melee attacks.
- DURATION: One round.
- REQUIREMENTS: Two free hands
- DESCRIPTION: Grab a target and hug him, squeezing out some Magic from them in the process.
- Roll your Power +6 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: Siphon Magic from the target equal to half the difference in successes.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Shadow
- COSTS: 6 Magic
- DESCRIPTION: Focus your violent thoughts into the depths of despair, striking your target’s mind directly.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: 5
- EFFECT: If it hits, select one of the target’s stats (Power, Courage, Wisdom, Hearts, or Magic) and siphon 4 from it.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: A curse hovers in the shadow of the target’s shadow… wait what?
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Penumbra's Curse:
- Target rolls twice anytime they defend, and they’re forced to take the lower roll. Reroll Points will not affect the roll any further.
- REQUIREMENTS: Shadow
- COSTS: 6 Magic
- DESCRIPTION: Rip an enemy target out from the physical plane of existence.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +5
- EFFECT: If it hits, target gets Phased Out:
- If any of the target’s stats hits 0, except Magic, the target instantly dies.
- REQUIREMENTS: Shadow
- COSTS: 7 Magic
- DESCRIPTION: Intensify the darkness around a target, which grows stronger and stronger until the target suffocates and dies.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT 1: If it hits, target Bleeds x6.
- EFFECT 2: Additionally, target also gets Support Blocked:
- Negate the next EFFECT to the target caused by a Support Action, which then removes Support Blocked.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Target becomes more in sync with their own Shadow, gaining its speed.
- EFFECT: Target gains 5 Courage.
- RESTRICTIONS: This has no effect outside of battle.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Use the memories of the target’s wounds to recover their energy.
- EFFECT: Target recovers Magic equal to the most recent instance of damage they received, up to a maximum of 6 Magic.
- Power: 10 (+0)
- Courage: 24 (+0)
- Wisdom: 19 (+0)
- Hearts: 10/10 (+0)
- Magic: 10/10 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 2
Affinities: Shadow
Origin: Adventure of Link
Lying in wait, these lightly armored anthropomorphic wolves hide in corridors or other enclosed spaces for the perfect time to ambush whoever might come their way. Usually coming with backup, they serve to dismantle their enemy targets; leaving the rest up to their allies.
- If initiated battle through a Sneak Attack:
- Initiative: +$0d10
- +5 Attack Dice (Until the end of your first turn)
Once per turn, whenever you hit someone with a single-target melee attack, you can immediately follow up with Steal on the target.
If you are at 5 Hearts or lower, you gain 5 Defense Dice
Can survive any attack from 6 Hearts or higher.
If Tinsuit dies, it has a team drop of 100 Rupees and one Tin Armor, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Tinsuits can learn and use this skill.
- DESCRIPTION: Tinsuits have honed the art of catching their targets on surprise, gaining a big initiative and attack boost after sneaking up on someone
- EFFECT: You gain the following bonuses when you initiate a battle through a successful Sneak Attack:
- Initiative: +$0d10
- Attack Dice: +5
- The above two bonuses last until the end of your first turn (including any Bonus Turn)
- RESTRICTIONS: This is an Innate Skill. Only Tinsuits can learn and use this skill.
- DESCRIPTION: Tinsuits are very adept at stealing from enemies as they attack, enabling them to steal after attacking.
- EFFECT: Once per turn, whenever you hit someone with a single-target melee attack, you can immediately follow up with Steal on the target.
- Stat Point Cost: 4
- RESTRICTIONS: You can only activate Hanging On once per battle.
- DESCRIPTION: You are capable of surviving a powerful attack that would normally kill you.
- EFFECT: If you have at least 6 Hearts before damage is calculated, you can activate this skill.
- Your Hearts are reduced to 1 instead.
- REQUIREMENTS: A free hand
- DESCRIPTION: Select a target to steal from. Hopefully it's not considered illegal.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
Roll your Power dice vs. targets' Wisdom dice
Damage: None
Roll your Wisdom dice vs. targets' Wisdom dice
Damage: None
EFFECT: If at least two of the three attacks are successful, steal an item that's equipped by the target.
Then, either store it in your inventory or, if you meet the REQUIREMENTS, you can immediately equip it.
- REQUIREMENTS: Two free hands
- DESCRIPTION: Punch a target with a series of three light, rapid punches. The following roll is rolled three times, but the defender only rolls once.
- Roll your Courage +5 dice vs. targets' Courage dice * 3
- Damage: Halved
- EFFECT: If you hit the target with all three hits successfully, the third punch will do full damage.
- COSTS: 3 Magic
- DESCRIPTION: Shh! I'm being sneaky. Go away! Magically camouflage in with your surroundings to go sneaky.
- You cannot be targeted by anything Single-Target.
- If you take any damage or do anything other than moving around, Camouflage ends.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- COSTS: 1 Magic * the number of targets
- DESCRIPTION: A blast of Arcane Magic that can split into multiple attacks, hitting a number of targets equal to the Magic Cost.
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Damage: Halved
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Attack a target’s mind directly through telepathy, attempting to compromise it by extracting memories that the target tries to repress.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Neutral Damage: 4
- EFFECT: Temporary steal one Spell from the target to you.
- You can cast that Spell regardless of its RESTRICTIONS.
- DURATION: At the end of the battle, the Spell is returned to the target.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Surround someone with a Shadow, which grants them a chance to revoke an instance of time itself.
- EFFECT: Target gains 2 Temporary Reroll Points.
- These automatically expire at the end of the battle, whether they’re used or not.
- DESCRIPTION: A deadly blade with jagged edges that causes its victims to bleed to death. Can use Slash or Stab on a target.
- Slash:
- Roll your Courage +8 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target gets Bleeding x2.
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, target gets Bleeding x3.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- DESCRIPTION: A poisonous, skull-tipped dart, often used by Skull Kids. Fire it at a target to inhibit their movements, you sneaky devil.
- Roll your Courage +4 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target loses 4 Courage.
- DESCRIPTION: The namesake of the Tinsuit, this light armor provides limited protection from attacks; which actually helps to bring out its full power.
- Armor: +2
- EFFECT: If you are at 5 Hearts or below, you gain 5 Defense Dice.
- Power: 0 (+0)
- Courage: 0 (+0)
- Wisdom: 0 (+0)
- Hearts: 67/67 (+0)
- Magic: 5/5 (+8)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 8
Affinities: Shadow
Origin: ZURPG
A stationary totem that provides its allies with an extremely powerful aura, while it itself is rather durable. However, it passively pushes away anything near it over time, preventing anyone from actively protecting it.
- As long as you are alive, your allies cannot drop below 1 Heart no matter what.
- Once per turn, when someone successfully hits you with a non-Magic-based attack, they take Damage equal to your Armor.
- You immobile and cannot be Covered for.
When Undying Totem dies, it has a team drop of 100 Rupees.
- DESCRIPTION: Most of the totem's surface is covered in steel on top of its wooden interior, protecting itself from all but severe attacks.
- Armor: +8
- DESCRIPTION: The totem naturally pushes away anything that stays near it over time. It also provides a Magic boost.
- Magic: +8/8
- EFFECT: Undying Totem is immobile and cannot be Covered for.
- DESCRIPTION: A powerful enchantment prevents any of its allies from dying.
- EFFECT: As long as you are alive, your allies cannot drop below 1 Heart no matter what.
- Stat Point Cost: 5
- DESCRIPTION: Your armor becomes a weapon, using the force it takes and sending it back to the attacker.
- EFFECT: Once per turn, when someone successfully hits you with a non-Magic-based attack, they take Damage equal to your Armor.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Surround someone with a Shadow, which grants them a chance to revoke an instance of time itself.
- EFFECT: Target gains 2 Temporary Reroll Points.
- These automatically expire at the end of the battle, whether they’re used or not.
- RESTRICTIONS: This has no effect outside of battle.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Use the memories of the target’s wounds to recover their energy.
- EFFECT: Target recovers Magic equal to the most recent instance of damage they received, up to a maximum of 6 Magic.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: A veil of soothing yet threatening shadows surrounds a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to an ally.
- Offensive Spell:
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, remove up to 5 of a selected Stat Bonus from the target.
Support Spell:
EFFECT 1: Remove one Light Named Effect from the target.
EFFECT 2: Additionally, remove one Negative Stat Bonus from the target.
[spoiler=Blue Wizzrobe]
[estats name=Blue Wizzrobe power=10 (+0) courage=13 (+0) wisdom=31 (+0) hearts=16/16 (+0) magic=3/3 (+5) initiative=1d10 attack-dice=0 defense-dice=0 armor=1][Shadow][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: [b]Zelda 1[/b]
A blue-robed mage that's partially out of phase with reality. It’s a very control-happy freak that has a tendency to study its enemies before it actually engages with them, using traps to figure out the weaknesses of its victims. Wherever there’s one [b]Blue Wizzrobe[/b], expect there to be a whole team of them, patrolling their territory by constantly phasing through walls.
[/tab]
[tab=Other Bonuses][list]
[*][b][Magic] Regen x2[/b]
[*]Once per turn, after an enemy attacks you, siphon 2 [Attack Dice] w/ [b]Augmented[/b].
[*][b]Non-[Magic]-based Damage[/b] is halved.
[/list][/tab]
[tab=Item Drop]
If [b]Blue Wizzrobe[/b] dies, it has a team drop of [Rupees]30[/Rupees], and it drops a [b]Rapidfire Wand[/b] and a [b]Blue Robe[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Phasing][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Wizzrobes[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Wizzrobes[/b] are partially out-of-sync with the physical realm and thus take considerably less damage.[list]
[*][b][Magic][/b]: +5/5
[*][b]EFFECT 1[/b]: [b]Non-[Magic]-based Damage[/b] taken is halved[list]
[*]If the attack already does [b]Half Damage[/b], it doesn’t get halved a second time.
[/list]
[/list][/list][/box]
[box=Wall Phasing][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Blue Wizzrobes[/b] can learn and use this skill. There is no restriction on [b]Innate Skills[/b].
[*][b]COSTS[/b]: [Magic]3[/Magic] to phase into a wall
[*][b]DESCRIPTION[/b]: [b]Blue Wizzrobes[/b] can phase in and out of walls, making them notoriously hard to hit while hiding.[list]
[*][b]EFFECT[/b]: If you hit someone with an attack, you can immediately phase into a wall afterwards, greatly buffing your resistance:[list]
[*][b][Defense Dice][/b]: +7[/list]
[*][b]Phasing[/b] is disabled while inside a wall.
[*][b]DURATION[/b]: Until you are hit by an attack or you exit manually during your turn.
[/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=Possess][list]
[*][b]DESCRIPTION[/b]: No matter what kind of [b]Wizzrobe[/b] it is, if their life is in too much danger, they can hide in an ally, possessing its body and amplifying its abilities.[list]
[*][b]EFFECT[/b]: Select an allied target with lower [Wisdom] than your [Wisdom], and hide inside said target.[list]
[*]While you're hidden in the target, target gains [Wisdom] equal to half your Base [Wisdom].
[*]You do not take any damage while hidden, but if the target dies while you're hidden inside him, you die as well.
[*][b]DURATION[/b]: You can remove yourself from the target with a [b]Support Action[/b], also removing the above effects.
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=PSI Strike][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A basic [Shadow] spell that quickly strikes a target with sapling shadows.[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: This can be rerolled once for free.
[/list][/list][/list][/box]
[box=Mind Strike][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: Focus your violent thoughts into a shadow blade, striking your target’s mind directly.[list]
[*][b]EFFECT[/b]: [b]Bonus [Attack Dice] & [Defense Dice][/b] are disabled for both the attacker and the defender in this attack.
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 3
[*][b]EFFECT[/b]: If it hits, select one of the target’s stats ([Power], [Courage], [Wisdom], [Hearts], or [Magic]) and siphon 2 from it.
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Second Chance][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Surround someone with a [Shadow], which grants them a chance to revoke an instance of time itself.[list]
[*][b]EFFECT[/b]: Target gains [b]2 Temporary [Reroll Points][/b].[list]
[*]These automatically expire at the end of the battle, whether they’re used or not.
[/list][/list][/list][/box]
[/tab][/tabs]
[/eSpells]
[eItems]
[tabs]
[tab=Weapon]
[box=Rapidfire Wand][list]
[*][b]DESCRIPTION[/b]: A blue-tinted wand that allows you fire multiple blasts in succession. It is capable of firing successive blasts at a target.[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: 6
[*][b]EFFECT[/b]: If it hits, fire the attack again at any target with [b]-5 Dice[/b].[list]
[*]This this can continue for up to three attacks or until the attack misses.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Robe]
[box=Blue Robe][list]
[*][b]DESCRIPTION[/b]: An blue-colored robe that seems to withstand some considerable punishment. With some [Magic], they emit an aura that siphons from enemies who attack you. [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]: +1
[*][b]EFFECT[/b]: Once per turn, after you defend an attack (successful or not), siphon [b]2 [Attack Dice][/b] from the attacker.
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
[spoiler=Ghini]
[estats name=Ghini power=15 (+0) courage=6 (+0) wisdom=21 (+0) hearts=16/16 (+0) magic=16/11 (+5) initiative=1d10 attack-dice=0 defense-dice=3 armor=0][Shadow][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: The Legend of Zelda
The resident ghosts of [b]East Hyrule[/b], [b]Ghinis[/b] are large vengeful spirits who rise from their graves to plunge their victims into living hell until they join them among the dead. They are masters at attrition, slowly wearing their victims down through siphoning until there are no traces of them left.
[/tab]
[tab=Other Bonuses][list]
[*]The numerical values of any siphoning [b]EFFECTS[/b] that you cause are increased by 1.
[*]You gain 6 [Armor] against any non-[Magic] attacks.
[*]You start with [b]Regen x3[/b]
[*]You start with [b][Magic] Regen x2[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Ghini[/b] dies, it has a team drop of [Rupees]80[/Rupees] and two [b]Rotten Seeds[/b], which can be found [url=http://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Siphoning Efficency][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Ghinis[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Ghinis[/b], being masters of attrition, are more effective at siphoning than most other enemies.[list]
[*][b][Defense Dice][/b]: +3
[*][b]EFFECT[/b]: The numerical values of any siphoning [b]EFFECTS[/b] that you cause are increased by 1.[/list]
[/list][/box]
[box=Phased Touch][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Ghinis[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Ghinis[/b] are partially phased out from reality, granting them high [Armor] against attacks that don’t touch their spirit.[list]
[*][b][Magic][/b]: +5
[*][b]EFFECT[/b]: You gain 6 [Armor] against any non-[Magic] attacks.[/list]
[/list][/box]
[/tab]
[tab=Passives]
[box=(4) Regeneration][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: You naturally recover [Hearts] over time.[list]
[*][b]EFFECT[/b]: You gain [b]Regen x3[/b].
[/list][/list][/box]
[box=(4) 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=Recovery Siphon][list]
[*][b]REQUIREMENTS[/b]: Two free hands.
[*][b]DESCRIPTION[/b]: Grab a target and hug them, stealing their recovery.[list]
[*][dice type-a=Power amount-a=+3 type-b=Courage][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Siphon [b]Regen x3[/b] from the target.[/list]
[/list]
[/list][/box]
[box=Cursed Tongue][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]DESCRIPTION[/b]: Lash a target with a goopy tongue of [Shadow], immobilizing them.[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target becomes [color=yellow][b]Immobilized[/b][/color].[list]
[*]Target cannot move or use any melee attacks.
[*][b]DURATION[/b]: One round.
[/list][/list][/list]
[/list][/box]
[box=Absorb][list]
[*][b]REQUIREMENTS[/b]: Two free hands
[*][b]DESCRIPTION[/b]: Grab a target and hug him, squeezing out some [Magic] from them in the process.[list]
[*][dice type-a=Power amount-a=+6 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: Siphon [Magic] from the target equal to half the difference in successes.
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Depths of Despair][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Focus your violent thoughts into the depths of despair, striking your target’s mind directly.[list]
[*][b]EFFECT[/b]: [b]Bonus [Attack Dice] & [Defense Dice][/b] are disabled for both the attacker and the defender in this attack.
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 5
[*][b]EFFECT[/b]: If it hits, select one of the target’s stats ([Power], [Courage], [Wisdom], [Hearts], or [Magic]) and siphon 4 from it.
[/list][/list][/list][/box]
[box=Penumbra's Curse][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: A curse hovers in the [shadow] of the target’s [shadow]… wait what?[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Penumbra's Curse[/b][/color]:[list]
[*]Target rolls twice anytime they defend, and they’re forced to take the lower roll. [Reroll Points] will not affect the roll any further.
[/list][/list][/list][/list][/box]
[box=Phase Out][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Rip an enemy target out from the physical plane of existence.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +5
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Phased Out[/b][/color]:[list]
[*]If any of the target’s stats hits 0, except [Magic], the target instantly dies.
[/list][/list][/list][/list][/box]
[box=Suffocating Veil][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]7[/Magic]
[*][b]DESCRIPTION[/b]: Intensify the darkness around a target, which grows stronger and stronger until the target suffocates and dies.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT 1[/b]: If it hits, target [b]Bleeds x6[/b].
[*][b]EFFECT 2[/b]: Additionally, target also gets [color=yellow][b]Support Blocked[/b][/color]:[list]
[*]Negate the next [b]EFFECT[/b] to the target caused by a [b]Support Action[/b], which then removes [color=yellow][b]Support Blocked[/b][/color].
[/list][/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Shadow Speed][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Target becomes more in sync with their own [Shadow], gaining its speed.[list]
[*][b]EFFECT[/b]: Target gains [b]5 [Courage][/b].
[/list][/list][/box]
[box=Damage Recovery][list]
[*][b]RESTRICTIONS[/b]: This has no effect outside of battle.
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Use the memories of the target’s wounds to recover their energy.[list]
[*][b]EFFECT[/b]: Target recovers [Magic] equal to the most recent instance of damage they received, up to a maximum of [Magic]6[/Magic].
[/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
[spoiler=Tinsuit]
[estats name=Tinsuit power=10 (+0) courage=24 (+0) wisdom=19 (+0) hearts=10/10 (+0) magic=10/10 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=2][Shadow][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Adventure of Link
Lying in wait, these lightly armored anthropomorphic wolves hide in corridors or other enclosed spaces for the perfect time to ambush whoever might come their way. Usually coming with backup, they serve to dismantle their enemy targets; leaving the rest up to their allies.
[/tab]
[tab=Other Bonuses][list]
[*]If initiated battle through a [b]Sneak Attack[/b]:[list]
[*][Initiative]: +$0d10
[*]+5 [Attack Dice] (Until the end of your first turn)[/list]
[*]Once per turn, whenever you hit someone with a single-target melee attack, you can immediately follow up with [b]Steal[/b] on the target.
[*]If you are at [hearts]5[/hearts] or lower, you gain 5 [Defense Dice]
[*]Can survive any attack from [hearts]6[/hearts] or higher.
[/list]
[/tab]
[tab=Item Drop]
If [b]Tinsuit[/b] dies, it has a team drop of [Rupees]100[/Rupees] and one [b]Tin Armor[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Initiative Strike][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Tinsuits[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: Tinsuits have honed the art of catching their targets on surprise, gaining a big initiative and attack boost after sneaking up on someone[list]
[*][b]EFFECT[/b]: You gain the following bonuses when you initiate a battle through a successful [b]Sneak Attack[/b]:[list]
[*][b][Initiative][/b]: +$0d10
[*][b][Attack Dice][/b]: +5
[*]The above two bonuses last until the end of your first turn (including any [b]Bonus Turn[/b])[/list][/list]
[/list][/box]
[box=Snatcher][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Tinsuits[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Tinsuits[/b] are very adept at stealing from enemies as they attack, enabling them to steal after attacking.[list]
[*][b]EFFECT[/b]: Once per turn, whenever you hit someone with a single-target melee attack, you can immediately follow up with [b]Steal[/b] on the target.[/list]
[/list][/box]
[/tab]
[tab=Passives]
[box=(4) Hanging On][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]RESTRICTIONS[/b]: You can only activate [b]Hanging On[/b] once per battle.
[*][b]DESCRIPTION[/b]: You are capable of surviving a powerful attack that would normally kill you.[list]
[*][b]EFFECT[/b]: If you have at least [Hearts]6[/Hearts] before damage is calculated, you can activate this skill.[list]
[*]Your [Hearts] are reduced to 1 instead.
[/list][/list][/list][/box]
[/tab]
[tab=Actives]
[box=Steal][list]
[*][b]REQUIREMENTS[/b]: A free hand
[*][b]DESCRIPTION[/b]: Select a target to steal from. Hopefully it's not considered illegal.[list]
[*][dice type-a=Courage type-b=Wisdom][list]
[*][b]Damage[/b]: None[/list]
[*][dice type-a=Power type-b=Wisdom][list]
[*][b]Damage[/b]: None[/list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If at least two of the three attacks are successful, steal an item that's equipped by the target.[list]
[*]Then, either store it in your inventory or, if you meet the [b]REQUIREMENTS[/b], you can immediately equip it.
[/list][/list][/list][/list][/box]
[box=Rapid Punches][list]
[*][b]REQUIREMENTS[/b]: Two free hands
[*][b]DESCRIPTION[/b]: Punch a target with a series of three light, rapid punches. The following roll is rolled three times, but the defender only rolls once.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage] * 3[list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If you hit the target with all three hits successfully, the third punch will do full damage.
[/list][/list][/list][/box]
[box=Camouflage][list]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: [i]Shh! I'm being sneaky. Go away![/i] Magically camouflage in with your surroundings to go sneaky.[list]
[*]You cannot be targeted by anything [b]Single-Target[/b].
[*]If you take any damage or do anything other than moving around, [b]Camouflage[/b] ends.
[/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Split Shot][list]
[*][b]COSTS[/b]: [Magic]1[/Magic] * the number of targets
[*][b]DESCRIPTION[/b]: A blast of [Arcane] [Magic] that can split into multiple attacks, hitting a number of targets equal to the [b][Magic] Cost[/b].[list]
[*][dice type-a=Wisdom amount-a=+10 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/box]
[box=Repression][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Attack a target’s mind directly through telepathy, attempting to compromise it by extracting memories that the target tries to repress.[list]
[*][b]EFFECT[/b]: [b]Bonus [Attack Dice] & [Defense Dice][/b] are disabled for both the attacker and the defender in this attack.
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 4
[*][b]EFFECT[/b]: Temporary steal one [b]Spell[/b] from the target to you.[list]
[*]You can cast that [b]Spell[/b] regardless of its [b]RESTRICTIONS[/b].
[*][b]DURATION[/b]: At the end of the battle, the [b]Spell[/b] is returned to the target.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Second Chance][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Surround someone with a [Shadow], which grants them a chance to revoke an instance of time itself.[list]
[*][b]EFFECT[/b]: Target gains [b]2 Temporary [Reroll Points][/b].[list]
[*]These automatically expire at the end of the battle, whether they’re used or not.
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[eItems]
[tabs]
[tab=Weapons]
[box=Jagged Edged Sword][list]
[*][b]DESCRIPTION[/b]: A deadly blade with jagged edges that causes its victims to bleed to death. Can use [b]Slash[/b] or [b]Stab[/b] on a target.[list]
[*][b]Slash[/b]:[list]
[*][dice type-a=Courage amount-a=+8 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target gets [b]Bleeding x2[/b].
[/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target gets [b]Bleeding x3[/b].
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you, regardless of [b]CONDITIONS[/b].
[/list][/list][/list][/list][/box]
[box=Skull Darts][list]
[*][b]DESCRIPTION[/b]: A poisonous, skull-tipped dart, often used by [b]Skull Kids[/b]. Fire it at a target to inhibit their movements, you sneaky devil.[list]
[*][dice type-a=Courage amount-a=+4 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target loses [b]4 [Courage][/b].
[/list][/list][/list][/box]
[/tab]
[tab=Armors]
[box=Tin Armor][list]
[*][b]DESCRIPTION[/b]: The namesake of the [b]Tinsuit[/b], this light armor provides limited protection from attacks; which actually helps to bring out its full power.[list]
[*][b][Armor][/b]: +2
[*][b]EFFECT[/b]: If you are at [hearts]5[/hearts] or below, you gain 5 [Defense Dice].
[/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
[spoiler=Undying Totem]
[estats name=Undying Totem power=0 (+0) courage=0 (+0) wisdom=0 (+0) hearts=67/67 (+0) magic=5/5 (+8) initiative=1d10 attack-dice=0 defense-dice=0 armor=8][Shadow][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: ZURPG
A stationary totem that provides its allies with an extremely powerful aura, while it itself is rather durable. However, it passively pushes away anything near it over time, preventing anyone from actively protecting it.
[/tab]
[tab=Other Bonuses][list]
[*]As long as you are alive, your allies cannot drop below [Heart]1[/Heart] no matter what.
[*]Once per turn, when someone successfully hits you with a non-[Magic]-based attack, they take [b]Damage[/b] equal to your [Armor].
[*]You immobile and cannot be [b]Covered[/b] for.
[/list][/tab]
[tab=Item Drop]
When [b]Undying Totem[/b] dies, it has a team drop of [Rupees]100[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Steel Surface][list]
[*][b]DESCRIPTION[/b]: Most of the totem's surface is covered in steel on top of its wooden interior, protecting itself from all but severe attacks.[list]
[*][b][Armor][/b]: +8
[/list][/list][/box]
[box=Push Away][list]
[*][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]Undying Totem[/b] is immobile and cannot be [b]Covered[/b] for.
[/list][/list][/box]
[box=Undying][list]
[*][b]DESCRIPTION[/b]: A powerful enchantment prevents any of its allies from dying.[list]
[*][b]EFFECT[/b]: As long as you are alive, your allies cannot drop below [Heart]1[/Heart] no matter what.
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(5) Armor Feedback][list]
[*][b][Stat Point] Cost[/b]: 5
[*][b]DESCRIPTION[/b]: Your armor becomes a weapon, using the force it takes and sending it back to the attacker.[list]
[*][b]EFFECT[/b]: Once per turn, when someone successfully hits you with a non-[Magic]-based attack, they take [b]Damage[/b] equal to your [Armor].
[/list][/list][/box]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[box=Second Chance][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Surround someone with a [Shadow], which grants them a chance to revoke an instance of time itself.[list]
[*][b]EFFECT[/b]: Target gains [b]2 Temporary [Reroll Points][/b].[list]
[*]These automatically expire at the end of the battle, whether they’re used or not.
[/list][/list][/list][/box]
[box=Damage Recovery][list]
[*][b]RESTRICTIONS[/b]: This has no effect outside of battle.
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Use the memories of the target’s wounds to recover their energy.[list]
[*][b]EFFECT[/b]: Target recovers [Magic] equal to the most recent instance of damage they received, up to a maximum of [Magic]6[/Magic].
[/list][/list][/box]
[box=Veil of Shadows][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: A veil of soothing yet threatening shadows surrounds a target. 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 Spell[/b]:[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, remove up to 5 of a selected [b]Stat Bonus[/b] from the target.
[/list][/list]
[*][b]Support Spell[/b]:[list]
[*][b]EFFECT 1[/b]: Remove one [b][Light] [color=yellow]Named Effect[/color][/b] from the target.
[*][b]EFFECT 2[/b]: Additionally, remove one [b]Negative Stat Bonus[/b] from the target.
[/list][/list][/list][/box]
[/eSpells]
[/spoiler]
RE: 6 - Shadow - Orithan - 02-10-2017
RE: 6 - Shadow - Orithan - 02-10-2017
- Power: 12 (+0)
- Courage: 24 (+0)
- Wisdom: 20 (+0)
- Hearts: 20/20 (+0)
- Magic: 15/15 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 5
Affinities: Shadow
Origin: The Legend of Zelda
Always surrounded by a swarm of flies; the Patra fly is a large blue fly that hovers about in place; commanding it’s fly minions to attack as it pleases. The swarm protects it from attack, while it is a hassle to take down on it’s own. As the flies are taken down, new ones take their place
- Regen: 5
- Offensive Spells aimed at the main fly lose any positive Dice Modifiers and Damage Modifiers they have.
- Patra Ring:
- Has a max of 15 Hearts, no armor and uses the main fly’s stats to defend with.
- Takes half damage from single-target attacks
The main fly can not be affected by anything but it’s own effects unless the swarm is at 0 Hearts
After the main fly is attacked, it can spend 3 Magic to heal the swarm by 5 Hearts
Once per round, at any time, you can remove one Named Effect that you have that wasn’t caused by a Charge-Up ability.
If Patra dies, it has a team drop of 300 Rupees and a Rotten Seed for each player, which can be found here
- RESTRICTIONS: This is an Innate Skill. Only Patras can learn and use this skill.
- DESCRIPTION: The blue coating that gives the Patra a distinct blue colour is actually a film of spell-resistant Magic; boosting it’s defenses.
- Armor: +5
- EFFECT: Offensive Spells aimed at you, the main fly, lose any positive Dice Modifiers and Damage Modifiers they have.
- RESTRICTIONS: This is an Innate Skill. Only Patras can learn and use this skill.
- DESCRIPTION: A circle of smaller flies surround the main fly, which move to protect it from all attacks.
- EFFECT 1: The swarm has a maximum of 15 Hearts and no Armor. They use the rest of your stats and bonuses though (unless otherwise noted. Eg. “main fly”).
- It takes half damage from single-target attacks.
EFFECT 2: Until the swarm reaches 0 Hearts, you (the main fly) cannot be affected by anything except your own effects.
- RESTRICTIONS: This is an Innate Skill. Only Patras can learn and use this skill.
- DESCRIPTION: The sheer amount of flies swarming around the main Patra attracts more and more flies to it, replenishing it’s health and enabling it to call reinforcements in an emergency.
- Regen: +5
- EFFECT: After you, the main fly, are attacked, you can immediately cast Summon.
- Stat Point Cost: 8
- DESCRIPTION: A cleansing bubble surrounds you, periodically protecting you from various effects.
- EFFECT: Once per round, at any time, you can remove one Named Effect that you have that wasn’t caused by a Charge-Up ability.
- DESCRIPTION: The Patra commands all it’s flies to expand in a large ring, hitting all enemies.
- Roll your Courage +8 dice vs. targets' Courage dice
- Damage: Halved
- DESCRIPTION: Patra commands all of it’s smaller flies to swarm an enemy.
- Roll your Courage +8 dice vs. targets' Courage dice
- Damage: +0.
- EFFECT: This attack can be rerolled once for free.
- DESCRIPTION: With a charged swipe, extract energy from the area around the target, healing you a little bit.
- Roll your Courage dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If the target is living, recover 3 Hearts & 3 Magic.
- RESTRICTIONS: This is an Innate Skill. Only Patra can learn and use this skill.
- COST: 3 Magic
- DESCRIPTION: Patra summons a group of flies, replenishing its vitality.
- EFFECT: Heal the swarm by 5 Hearts
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- COSTS: 1 Magic * the number of targets
- DESCRIPTION: A blast of Arcane Magic that can split into multiple attacks, hitting a number of targets equal to the Magic Cost.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- REQUIREMENTS: Shadow
- COSTS: 6 Magic
- DESCRIPTION: Focus your violent thoughts into the depths of despair, striking your target’s mind directly.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: 5
- EFFECT: If it hits, select one of the target’s stats (Power, Courage, Wisdom, Hearts, or Magic) and siphon 4 from it.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Surround someone with a Shadow, which grants them a chance to revoke an instance of time itself.
- EFFECT: Target gains 2 Temporary Reroll Points.
- These automatically expire at the end of the battle, whether they’re used or not.
- RESTRICTIONS: This has no effect outside of battle.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Use the memories of the target’s wounds to recover their energy.
- EFFECT: Target recovers Magic equal to the most recent instance of damage they received, up to a maximum of 6 Magic.
[spoiler=Patra]
[estats name=Patra power=12 (+0) courage=24 (+0) wisdom=20 (+0) hearts=20/20 (+0) magic=15/15 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=5][Shadow][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: The Legend of Zelda
Always surrounded by a swarm of flies; the [b]Patra[/b] fly is a large blue fly that hovers about in place; commanding it’s fly minions to attack as it pleases. The swarm protects it from attack, while it is a hassle to take down on it’s own. As the flies are taken down, new ones take their place
[/tab]
[tab=Other Bonuses][list]
[*][b]Regen[/b]: 5
[*][b]Offensive Spells[/b] aimed at the main fly lose any positive [b]Dice Modifiers[/b] and [b]Damage Modifiers[/b] they have.
[*][b]Patra Ring[/b]:[list]
[*]Has a max of [hearts]15[/hearts], no armor and uses the main fly’s stats to defend with.
[*]Takes half damage from single-target attacks[/list]
[*]The main fly can not be affected by anything but it’s own effects unless the swarm is at [hearts]0[/hearts]
[*]After the main fly is attacked, it can spend [magic]3[/magic] to heal the swarm by [hearts]5[/hearts]
[*]Once per round, at any time, you can remove one [color=yellow][b]Named Effect[/b][/color] that you have that wasn’t caused by a [b]Charge-Up[/b] ability.
[/list]
[/tab]
[tab=Item Drop]
If [b]Patra[/b] dies, it has a team drop of [Rupees]300[/Rupees] and a [b]Rotten Seed[/b] for each player, which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url]
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Spell Resistance][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Patras[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: The blue coating that gives the [b]Patra[/b] a distinct blue colour is actually a film of spell-resistant [Magic]; boosting it’s defenses.[list]
[*][b][Armor][/b]: +5
[*][b]EFFECT[/b]: [b]Offensive Spells[/b] aimed at you, the main fly, lose any positive [b]Dice Modifiers[/b] and [b]Damage Modifiers[/b] they have.
[/list][/list][/box]
[box=Patra Ring][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Patras[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: A circle of smaller flies surround the main fly, which move to protect it from all attacks.[list]
[*][b]EFFECT 1[/b]: The swarm has a maximum of [Hearts]15[/Hearts] and no [Armor]. They use the rest of your stats and bonuses though (unless otherwise noted. Eg. “main fly”).[list]
[*]It takes half damage from single-target attacks.[/list]
[*][b]EFFECT 2[/b]: Until the swarm reaches [hearts]0[/hearts], you (the main fly) cannot be affected by anything except your own effects.
[/list][/list][/box]
[box=Swarming Flies][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Patras[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: The sheer amount of flies swarming around the main [b]Patra[/b] attracts more and more flies to it, replenishing it’s health and enabling it to call reinforcements in an emergency.[list]
[*][b]Regen[/b]: +5
[*][b]EFFECT[/b]: After you, the main fly, are attacked, you can immediately cast [b]Summon[/b].
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(8) Status Protection][list]
[*][b][Stat Point] Cost[/b]: 8
[*][b]DESCRIPTION[/b]: A cleansing bubble surrounds you, periodically protecting you from various effects.[list]
[*][b]EFFECT[/b]: Once per round, at any time, you can remove one [color=yellow][b]Named Effect[/b][/color] that you have that wasn’t caused by a [b]Charge-Up[/b] ability.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Ring Expansion][list]
[*][b]DESCRIPTION[/b]: The [b]Patra[/b] commands all it’s flies to expand in a large ring, hitting all enemies.[list]
[*][dice type-a=Courage amount-a=+8 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/box]
[box=Swarm][list]
[*][b]DESCRIPTION[/b]: [b]Patra[/b] commands all of it’s smaller flies to swarm an enemy.[list]
[*][dice type-a=Courage amount-a=+8 type-b=Courage][list]
[*][b]Damage[/b]: +0.
[*][b]EFFECT[/b]: This attack can be rerolled once for free.
[/list][/list][/list][/box]
[box=Extract][list]
[*][b]DESCRIPTION[/b]: With a charged swipe, extract energy from the area around the target, healing you a little bit.[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If the target is living, recover [hearts]3[/hearts] & [magic]3[/magic].
[/list][/list][/list][/box]
[box=Summon][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Patra[/b] can learn and use this skill.
[*][b]COST[/b]: [magic]3[/magic]
[*][b]DESCRIPTION[/b]: [b]Patra[/b] summons a group of flies, replenishing its vitality.[list]
[*][b]EFFECT[/b]: Heal the swarm by [hearts]5[/hearts]
[/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Split Shot][list]
[*][b]COSTS[/b]: [Magic]1[/Magic] * the number of targets
[*][b]DESCRIPTION[/b]: A blast of [Arcane] [Magic] that can split into multiple attacks, hitting a number of targets equal to the [b][Magic] Cost[/b].[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/box]
[box=Depths of Despair][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Focus your violent thoughts into the depths of despair, striking your target’s mind directly.[list]
[*][b]EFFECT[/b]: [b]Bonus [Attack Dice] & [Defense Dice][/b] are disabled for both the attacker and the defender in this attack.
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 5
[*][b]EFFECT[/b]: If it hits, select one of the target’s stats ([Power], [Courage], [Wisdom], [Hearts], or [Magic]) and siphon 4 from it.
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Second Chance][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Surround someone with a [Shadow], which grants them a chance to revoke an instance of time itself.[list]
[*][b]EFFECT[/b]: Target gains [b]2 Temporary [Reroll Points][/b].[list]
[*]These automatically expire at the end of the battle, whether they’re used or not.
[/list][/list][/list][/box]
[box=Damage Recovery][list]
[*][b]RESTRICTIONS[/b]: This has no effect outside of battle.
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Use the memories of the target’s wounds to recover their energy.[list]
[*][b]EFFECT[/b]: Target recovers [Magic] equal to the most recent instance of damage they received, up to a maximum of [Magic]6[/Magic].
[/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
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