8 - Bosses - Orithan - 05-18-2016
- Power: 15 (+0)
- Courage: 19 (+0)
- Wisdom: 26 (+0)
- Hearts: 60/60 (+0)
- Magic: 40/40 (+0)
- Initiative: $init 2d9
- Attack Dice: 0
- Defense Dice: 5
- Armor: 4
Affinities: Nature, Light
Origin: A Link to the Past
Bearing a wingspan several times the size of a person and wings with psychedelic markings, Regal Mothula resembles a gargantuan moth, with a ton of psychic powers to manipulate and cause pain to its foes with. As the fight goes on, it gains more and more power and it regenerates its Magic power rapidly.
- Immunity to attacks that involve grappling, latching, etc.
- Once per round, can negate one EFFECT that would affect you
- You can store up to 3 EFFECTS from attacks that you get hit by.
- You gain Magic Regen x3 at the start of each round
- You gain 2 Attack Dice at the start of each round.
- You can counterattack any attack that you dodge with a difference of 1-5 Successes.
If Mothula dies, it has a team drop of 500 Rupees, 1 Stat Point, and [insert Artifact or rare item here].
- RESTRICTIONS: This is an Innate Skill. Only Bosses can learn and use this skill.
- DESCRIPTION: Against a party of 3 or more players, you’re given the power to move twice as fast… LIKE A BOSS!
- Initiative: $2d9
- RESTRICTIONS: This is an Innate Skill. Only Mothulas can learn and use this skill.
- DESCRIPTION: Mothula’s wings and even its body is covered in countless scales, which prevents anything from latching onto it and gives it resistance to nasty afflictions.
- Defense Dice: +5
- EFFECT 1: You are immune to all attacks that involve grabbing, grappling, latching, etc. onto you.
- EFFECT 2: Once per round, you can negate any EFFECT that an enemy attack would cause.
- RESTRICTIONS: This is an Innate Skill. Only Regal Mothula can learn and use this skill.
- DESCRIPTION: Regal Mothula possesses the ability to twist the effects of attacks around, granting it the ability to cause the EFFECTS of attacks that hit it to backfire later down the track.
- EFFECT: Whenever you are hit by an attack that causes EFFECTS, you can store them:
- The EFFECTS are stored in your memory, allowing you to identify how these EFFECTS are caused.
- Whenever you use a Combat Action, you can trance one EFFECT into the attack; causing said attack to cause that EFFECT in place of it’s own EFFECTS.
- If the attack hits multiple targets, any numerical values the EFFECT has are halved.
You can store up to 3 EFFECTS in this manner.
- RESTRICTIONS: This is an Innate Skill. Only Mothula can learn and use this skill.
- DESCRIPTION: Mothula’s presence trances the hollow shells of spent Spirit which builds up around the battle towards it, using what was spent to recover Magic and enhance power.
- EFFECT 1: At the start of each round, you get Magic Regen x3.
- EFFECT 2: At the start of each round, you gain 2 Attack Dice
- Stat Point Cost: 5
- RESTRICTIONS: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Allows you counter attacks that you defend against, with a certain threshold.
- CONDITION: When you successfully defend an attack, if the difference in successes is between 1 and 5 (inclusive), you can Counterattack by using any non-charge attack.
- DESCRIPTION: Fire a volley of lasers, which hit all enemies.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Neutral Damage: 4
- DESCRIPTION: Frickin’ lasers shoot from your frickin’ eyes like frickin’ lasers attached to a frigin’ shark’s head. Hits one target.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Neutral Damage: 6
- DESCRIPTION: Concentrate the force your mindpower onto someone and pick them up. First, pick up a target using ATTACK 1.
- ATTACK 1:
- Roll your Wisdom -3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Now, throw the target at another target using ATTACK 2
ATTACK 2:
Roll your Wisdom +3 dice vs. targets' Courage dice
Damage: +0
EFFECT: Both the projectile and the target take the damage
IF FAIL: The projectile takes damage equal to half the difference in successes.
- DESCRIPTION: Mimic a target's memory of their own abilities... what?
- Roll your Wisdom +10 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If it hits, temporarily gain one Active Skill or Spell that the target has, allowing you to use it regardless of Requirements.
- 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: 5 Magic
- DESCRIPTION: With Din's Blessing, convert your energies into an Arcane, purging flame, that hits one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +2
- EFFECT: If it hits, remove up to 4 points of a specified Bonus from the target.
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Powerful vines appear and bind a target, removing the target of their strength.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target loses 6 Power.
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A plethora of roots grow from the ground, grabbing a target from below.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target becomes Immobilized.
- Target cannot move or use any melee attacks.
- DURATION: One round.
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Summon a giant spike and pierce a target. YOURS IS THE SPIKE THAT WILL PIERCE THE HEAVENS!
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 4 Defense Dice.
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Call down the holy judgement of the mighty lion, subjecting the target to his wraith.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 4 Magic
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Briefly run a flash of light across the target’s eyes, briefly preventing them from focusing on distant objects.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Unfocused:
- Target cannot use ranged attacks.
- DURATION: One round.
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Drag the target into a realm of silence from the heavens, drowning them in silence.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Silenced:
- Target cannot cast Spells.
- DURATION: One round.
- COSTS: Any amount of Magic
- DESCRIPTION: With Farore's Blessing, use your Arcane energies to rid your allies of their impurities!
- EFFECT: For every 1 Magic you spent casting this spell, remove 1 point of a specified Negative Bonus from yourself or an ally.
- COSTS: 6 Magic
- DESCRIPTION: With Nayru's Blessing, use your Arcane energies to create a thin, blue, crystal shield around a target.
- EFFECT: The next EFFECT to affect the target is negated.
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: With a blessing from the Great Fairy, the target’s wounds are whisked away.
- EFFECT: Target recovers 10 Hearts.
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Summon a large whirlwind that encompasses the field, disrupting anyone too weak to face it.
- EFFECT: Summon the Whirlwind Field Effect:
- Overwrite any current Field Effect in play.
- Anyone with less than 15 Power loses 2 Defense Dice.
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Bathe someone in a shower of Wisdom, enlightening them.
- EFFECT: Target gains 5 Wisdom
[spoiler=Regal Mothula]
[estats name=Regal Mothula power=15 (+0) courage=19 (+0) wisdom=26 (+0) hearts=60/60 (+0) magic=40/40 (+0) initiative=2d9 attack-dice=0 defense-dice=5 armor=4][Nature], [Light][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: A Link to the Past
Bearing a wingspan several times the size of a person and wings with psychedelic markings, [b]Regal Mothula[/b] resembles a gargantuan moth, with a ton of psychic powers to manipulate and cause pain to its foes with. As the fight goes on, it gains more and more power and it regenerates its [Magic] power rapidly.
[/tab]
[tab=Other Bonuses][list]
[*]Immunity to attacks that involve grappling, latching, etc.
[*]Once per round, can negate one [b]EFFECT[/b] that would affect you
[*]You can store up to 3 [b]EFFECTS[/b] from attacks that you get hit by.
[*]You gain [b][Magic] Regen x3[/b] at the start of each round
[*]You gain [b]2 [Attack Dice][/b] at the start of each round.
[*]You can counterattack any attack that you dodge with a difference of 1-5 Successes.
[/list]
[/tab]
[tab=Item Drop]
If [b]Mothula[/b] dies, it has a team drop of [Rupees]500[/Rupees], [b]1 [Stat Point][/b], and [insert Artifact or rare item here].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Double Turn][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Bosses[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: Against a party of 3 or more players, you’re given the power to move twice as fast… LIKE A BOSS![list]
[*][b][Initiative][/b]: $2d9
[/list][/list][/box]
[box=Endless Scales][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Mothulas[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Mothula’s[/b] wings and even its body is covered in countless scales, which prevents anything from latching onto it and gives it resistance to nasty afflictions.[list]
[*][b][Defense Dice][/b]: +5
[*][b]EFFECT 1[/b]: You are immune to all attacks that involve grabbing, grappling, latching, etc. onto you.
[*][b]EFFECT 2[/b]: Once per round, you can negate any [b]EFFECT[/b] that an enemy attack would cause.[/list]
[/list][/box]
[box=Psychedelic Warp][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Regal Mothula[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Regal Mothula[/b] possesses the ability to twist the effects of attacks around, granting it the ability to cause the [b]EFFECTS[/b] of attacks that hit it to backfire later down the track.[list]
[*][b]EFFECT[/b]: Whenever you are hit by an attack that causes [b]EFFECTS[/b], you can store them:[list]
[*]The [b]EFFECTS[/b] are stored in your memory, allowing you to identify how these [b]EFFECTS[/b] are caused.
[*]Whenever you use a [b]Combat Action[/b], you can trance one [b]EFFECT[/b] into the attack; causing said attack to cause that [b]EFFECT[/b] in place of it’s own [b]EFFECTS[/b].[list]
[*]If the attack hits multiple targets, any numerical values the [b]EFFECT[/b] has are halved.[/list]
[*]You can store up to 3 [b]EFFECTS[/b] in this manner.[/list][/list]
[/list][/box]
[box=Mana Trance][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Mothula[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Mothula’s[/b] presence trances the hollow shells of spent [Spirit] which builds up around the battle towards it, using what was spent to recover [Magic] and enhance power.[list]
[*][b]EFFECT 1[/b]: At the start of each round, you get [b][Magic] Regen x3[/b].
[*][b]EFFECT 2[/b]: At the start of each round, you gain [b]2 [Attack Dice][/b]
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(5) Counter Window][list]
[*][b][Stat Point] Cost[/b]: 5
[*][b]RESTRICTIONS[/b]: This is a [b]Counterattack Skill[/b]. You may only have one [b]Counterattack Skill[/b] enabled at a time. All others must be set to (Disabled).
[*][b]DESCRIPTION[/b]: Allows you counter attacks that you defend against, with a certain threshold.[list]
[*][b]CONDITION[/b]: When you successfully defend an attack, if the difference in successes is between 1 and 5 (inclusive), you can [b]Counterattack[/b] by using any non-charge attack.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Ionizing Lasers][list]
[*][b]DESCRIPTION[/b]: Fire a volley of lasers, which hit all enemies.[list]
[*][dice type-a=Wisdom amount-a=+2 type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 4
[/list][/list][/list][/box]
[box=Laser Eyes][list]
[*][b]DESCRIPTION[/b]: Frickin’ lasers shoot from your frickin’ eyes like frickin’ lasers attached to a frigin’ shark’s head. Hits one target.[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 6
[/list][/list][/list][/box]
[box=Psychic][list]
[*][b]DESCRIPTION[/b]: Concentrate [s]the force[/s] your mindpower onto someone and pick them up. First, pick up a target using [b]ATTACK 1[/b].[list]
[*][b]ATTACK 1[/b]:[list]
[*][dice type-a=Wisdom amount-a=-3 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Now, throw the target at another target using [b]ATTACK 2[/b]
[/list][/list]
[*][b]ATTACK 2[/b]:[list]
[*][dice type-a=Wisdom amount-a=+3 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: Both the projectile and the target take the damage
[*][b]IF FAIL[/b]: The projectile takes damage equal to half the difference in successes.
[/list][/list][/list][/list][/box]
[box=Ability Clone][list]
[*][b]DESCRIPTION[/b]: Mimic a target's memory of their own abilities... what?[list]
[*][dice type-a=Wisdom amount-a=+10 type-b=Courage][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, temporarily gain one [b]Active Skill[/b] or [b]Spell[/b] that the target has, allowing you to use it regardless of [b]Requirements[/b].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Din's Purge][list]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: With [b]Din's Blessing[/b], convert your energies into an [Arcane], purging flame, that hits one target.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +2
[*][b]EFFECT[/b]: If it hits, remove up to 4 points of a specified [b]Bonus[/b] from the target.
[/list][/list][/list][/box]
[box=Bind][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Powerful vines appear and bind a target, removing the target of their strength.[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target loses [b]6 [Power][/b].
[/list][/list][/list][/box]
[box=Roots][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A plethora of roots grow from the ground, grabbing a target from below.[list]
[*][b]EFFECT[/b]: This bypasses [b]Cover[/b].
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, target becomes [color=yellow][b]Immobilized[/b][/color].[list]
[*]Target cannot move or use any melee attacks.
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/list][/box]
[box=Barrier Breaker][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Summon a giant spike and pierce a target. YOURS IS THE SPIKE THAT WILL PIERCE THE HEAVENS![list]
[*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target loses [b]4 [Defense Dice][/b].
[/list][/list][/list][/box]
[box=Luekke's Judgement][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Call down the holy judgement of the mighty lion, subjecting the target to his wraith.[list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target loses [Magic]4[/Magic]
[/list][/list][/list][/box]
[box=Cross Flash][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Briefly run a flash of light across the target’s eyes, briefly preventing them from focusing on distant objects.[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Unfocused[/b][/color]:[list]
[*]Target cannot use ranged attacks.
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/list][/box]
[box=Heaven's Silence][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Drag the target into a realm of silence from the heavens, drowning them in silence.[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Silenced[/b][/color]:[list]
[*]Target cannot cast [b]Spells[/b].
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Farore's Cleansing][list]
[*][b]COSTS[/b]: Any amount of [Magic]
[*][b]DESCRIPTION[/b]: With [b]Farore's Blessing[/b], use your [Arcane] energies to rid your allies of their impurities![list]
[*][b]EFFECT[/b]: For every [Magic]1[/Magic] you spent casting this spell, remove 1 point of a specified [b]Negative Bonus[/b] from yourself or an ally.
[/list][/list][/box]
[box=Nayru's Protection][list]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: With [b]Nayru's Blessing[/b], use your [Arcane] energies to create a thin, blue, crystal shield around a target.[list]
[*][b]EFFECT[/b]: The next [b]EFFECT[/b] to affect the target is negated.
[/list][/list][/box]
[box=Great Rejuvenation][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: With a blessing from the [b]Great Fairy[/b], the target’s wounds are whisked away.[list]
[*][b]EFFECT[/b]: Target recovers [Hearts]10[/Hearts].
[/list][/list][/box]
[box=Whirlwind][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Summon a large whirlwind that encompasses the field, disrupting anyone too weak to face it.[list]
[*][b]EFFECT[/b]: Summon the [color=yellow][b]Whirlwind[/b][/color] [i]Field Effect[/i]:[list]
[*]Overwrite any current [i]Field Effect[/i] in play.
[*]Anyone with less than [b]15 [Power][/b] loses [b]2 [Defense Dice][/b].
[/list][/list][/list][/box]
[box=Enlighten][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Bathe someone in a shower of [Wisdom], enlightening them.[list]
[*][b]EFFECT[/b]: Target gains [b]5 [Wisdom][/b]
[/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
RE: 8 - Bosses - WindStrike - 05-19-2016
- Power: 18 (+0)
- Courage: 24 (+0)
- Wisdom: 14 (+0)
- Hearts: 40/40 (+0)
- Magic: 20/20 (+0)
- Initiative: $init 2d9
- Attack Dice: 2
- Defense Dice: 5
- Armor: 5
Affinities: Shadow
Origin: Link’s Awakening
A big boss of the Stalfos, Stalfos Master is a large Stalfos; bearing armor highly decorated with skull, bone and other markings associated with skeleton business. It springs into action ahead of other Stalfos and strikes first before running behind the line and empowering its allies.
Unlike other Stalfos, Stalfos Master can revive itself nearly indefinitely unless its dead body is destroyed beforehand.
- Can’t die until its Bone Pile is at 0 Hearts and it is downed.
- Bone Pile starts off with 100 Hearts, can’t defend, can only be attacked while Stalfos Master is downed and takes half damage from all attacks.
- At the start of your next turn after you are downed, you can draw Hearts from your Bone Pile to revive yourself
Your equipped items can not be stolen or unequipped in any way until you are truly dead.
All Stalchildren, Stalfos Knights and Sword Stalfos gain 3 Attack Dice & Defense Dice while you are alive.
Once per battle you can gain 4 Dice on an attack or defense.
Every time you are hit, you gain 1 Armor
When Robe’s augmented cost is paid, you siphon 2 Attack Dice from the attacker whenever you defend against an attack
Can spend 2 Magic to gain 3 Defense Dice on each defense
Any EFFECTS that reduce your Power, Courage, Wisdom, Hearts & Magic stats are halved.
Once per round, at any time, you can remove one Water, Fire, Nature, Light, or Shadow Named EFFECT that you have.
If Stalfos Master is defeated, it has a team drop of 500 Rupees, 1 Stat Point and 1 Magical Bone Dust for all players.
- RESTRICTIONS: This is a Boss Skill. Only Bosses can learn and use this skill.
- DESCRIPTION: Bosses are granted the almighty power of having an extra turn, allowing them to stand up to larger parties easier.
- initiative: $2d9
- RESTRICTIONS: This is an Innate Skill. Only Stalfos Master can learn and use this skill.
- DESCRIPTION: The bones of Stalfos Master are very magical, giving it the ability to revive itself almost indefinitely unless the pile of bones are destroyed.
- EFFECT 1: If you fall to 0 Hearts or below, you crumble into a pile of bones instead of “dying”:
- The pile of bones has 100 Hearts and does not get refreshed each time Stalfos Master revives.
- Upon death, half the value of all of your numerical EFFECTS transfer to the bone pile, and then back to stafos master when it revives.
- The pile of bones can not defend against attacks, but any damage taken is halved.
- After 2 Turns, you rise back up; drawing up to 40 Hearts from the bone pile.
- If your bone pile reaches 0 Hearts while you are downed, you truly die.
EFFECT 2: You are immune to any EFFECTS that would instantly kill you or prevent revival.
- RESTRICTIONS: This is an Innate Skill. Only Stalfos Masters can learn and use this skill.
- DESCRIPTION: Stalfos Masters have merged their equipment with their skeletal structure, preventing the forced removal or theft of any equipped items until they die.
- Attack Dice, Defense Dice & Armor: +2
- EFFECT: You are immune to Steal or any EFFECTS that knock equipment out of your hands until you truly die.
- RESTRICTIONS: This is an Innate Skill. Only Stalfos Masters can learn and use this skill.
- DESCRIPTION: Stalfos Masters are Stalfos commanders, empowering all lower forms of Stalfos with a big morale boost.
- EFFECT: Any allied Stalchildren, Stalfos Knights and Sword Stalfos within your vicinity gain 3 Attack Dice and 3 Defense Dice while you are alive.
- This does not stack.
- Stat Point Cost: 4
- DESCRIPTION: Your mental state remains calm, helping prevent changes to your stats.
- EFFECT: Any effects that would lower your Power, Courage, Wisdom, Hearts, and/or Magic stats are halved (rounded down).
- To clarify the rounding, if your Power would be reduced by 5, it’s instead only reduced by 2.
- Stat Point Cost: 8
- DESCRIPTION: A cleansing bubble surrounds you, periodically protecting you from various effects.
- EFFECT: Once per round, at any time, you can remove one Water, Fire, Nature, Light, or Shadow Named EFFECT that you have.
- RESTRICTIONS: This is a Boss Skill. Only Bosses can learn and use this skill.
- DESCRIPTION: Summon a variant of Stalfos, which joins the fray.
- EFFECT: If you have less than two allies alive, either a Stalfos Knight; Stalchild or Sword Stalfos will join you in battle.
- This is determined through a $1d3 roll. A result of 1 summons Stalfos Knight, a result of 2 summons a Stalchild and a result of 3 will summon a Sword Stalfos.
- REQUIREMENTS: A melee attack
- CHARGE: 3 Turns
- Begin charging by readying your attack, and preparing to leap at the target. As you charge, a burst of a energy flows into your legs.
DESCRIPTION: Once charged, you can leap and attack a target using the melee attack.
Attack Dice: +5 for this attack only
EFFECT: If it succeeds, multiply the difference in successes by x1.5.
- REQUIREMENTS: A melee weapon
- CHARGE: 3 Turns
- Begin charging by preparing to jump. As you charge, the ground beneath your legs rumbles.
DESCRIPTION: Once charged, you can leap over the target and stab their head along the way. Why? Because that's how things work.
Jump first by rolling your Courage stat. Add half of the result as Successes to your attack roll as you fall on your target from above, hitting them with a melee attack from your weapon.
- 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: Siphon Magic from the target equal to half the difference in successes.
- REQUIREMENTS: A shield
- DESCRIPTION: Rush towards a target, bashing their skull in with your shield.
- Roll your Power -2 dice vs. targets' Power dice
- Damage: +2
- EFFECT: If it hits, target loses 2 Wisdom.
- 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: 6 Magic
- DESCRIPTION: With Nayru's Blessing, use your Arcane energies to create a thin, blue, crystal shield around a target.
- EFFECT: The next EFFECT to affect the target is negated.
- REQUIREMENTS: 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: Strengthen a target’s Shadow into steel, powering them up… somehow.
- EFFECT: Target gains 5 Power.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Target becomes more in sync with their own Shadow, gaining its speed.
- EFFECT: Target gains 5 Courage.
- DESCRIPTION: Every time this sword strikes, your offensive power increases. Can Slash or Stab a target.
- Slash:
- Roll your Courage dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you gain 2 Attack Dice.
Stab:
Roll your Courage -3 dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, you gain 3 Attack Dice.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- DESCRIPTION: A blade shining with shadows that strikes those who would cast spells. Can Slash or Stab or a target.
- Slash:
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 3 Magic.
Stab:
Roll your Courage -3 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: If it hits, target loses 6 Magic.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- DESCRIPTION: A shield made entirely of bone which taps into your own bone structure, allowing you to amplify your movements.
- Defense Dice: +2
- Rapid Dash:
- RESTRICTIONS: This can only be used once per battle
- EFFECT: When attacking or defending, you can get a one-time boost of 4 Dice.
- DESCRIPTION: A seemingly useless hunk of metal that looks like it was ripped off the side of Fran's house. Oh wait... it probably was. Oh well, it grows when you are hit.
- Armor: +2
- EFFECT: Every time you are hit, this armor gains 1 Armor.
- 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.
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
- COSTS: 2 Magic per jump
- DESCRIPTION: If I add Magic to a feather, does that suddenly make it useful? A blue, magical feather that lets you use Magic to jump higher than before.
- Defense Dice: +3
- Only if you pay the 2 Magic cost.
EFFECT 1: Your Jump Distance is doubled, meaning for every Success you get when jumping, you cover 2 Feet of distance.
EFFECT 2: Any fall damage you would take from any source is halved.
[spoiler=Stalfos Master]
[estats name=Stalfos Master power=18 (+0) courage=24 (+0) wisdom=14 (+0) hearts=40/40 (+0) magic=20/20 (+0) initiative=2d9 attack-dice=2 defense-dice=5 armor=5][Shadow][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Link’s Awakening
A big boss of the [b]Stalfos[/b], [b]Stalfos Master[/b] is a large [b]Stalfos[/b]; bearing armor highly decorated with skull, bone and other markings associated with skeleton business. It springs into action ahead of other [b]Stalfos[/b] and strikes first before running behind the line and empowering its allies.
Unlike other [b]Stalfos[/b], [b]Stalfos Master[/b] can revive itself nearly indefinitely unless its dead body is destroyed beforehand.
[/tab]
[tab=Other Bonuses][list]
[*]Can’t die until its [b]Bone Pile[/b] is at [Hearts]0[/Hearts] and it is downed.[list]
[*][b]Bone Pile[/b] starts off with [hearts]100[/hearts], can’t defend, can only be attacked while [b]Stalfos Master[/b] is downed and takes half damage from all attacks.
[*]At the start of your next turn after you are downed, you can draw [Hearts] from your [b]Bone Pile[/b] to revive yourself[/list]
[*]Your equipped items can not be stolen or unequipped in any way until you are truly dead.
[*]All [b]Stalchildren[/b], [b]Stalfos Knights[/b] and [b]Sword Stalfos[/b] gain [b]3 [Attack Dice] & [Defense Dice][/b] while you are alive.
[*]Once per battle you can gain [b]4 Dice[/b] on an attack or defense.
[*]Every time you are hit, you gain 1 [Armor]
[*]When Robe’s augmented cost is paid, you siphon 2 [Attack Dice] from the attacker whenever you defend against an attack
[*]Can spend [magic]2[/magic] to gain [b]3 [Defense Dice][/b] on each defense
[*]Any [b]EFFECTS[/b] that reduce your [b][Power], [Courage], [Wisdom], [Hearts] & [Magic] stats[/b] are halved.
[*]Once per round, at any time, you can remove one [b][Water], [Fire], [Nature], [Light], or [Shadow] [color=yellow]Named EFFECT[/color][/b] that you have.
[/list]
[/tab]
[tab=Item Drop]
If [b]Stalfos Master[/b] is defeated, it has a team drop of [Rupees]500[/Rupees], [b]1 [Stat Point][/b] and 1 [b]Magical Bone Dust[/b] for all players.
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Double Turn][list]
[*][b]RESTRICTIONS[/b]: This is a [b]Boss Skill[/b]. Only [b]Bosses[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Bosses[/b] are granted the almighty power of having an extra turn, allowing them to stand up to larger parties easier.[list]
[*][initiative]: $2d9[/list][/list][/box]
[box=Perpetual reanimation][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Stalfos Master[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: The bones of [b]Stalfos Master[/b] are very magical, giving it the ability to revive itself almost indefinitely unless the pile of bones are destroyed.[list]
[*][b]EFFECT 1[/b]: If you fall to [Hearts]0[/Hearts] or below, you crumble into a pile of bones instead of “dying”:[list]
[*]The pile of bones has [hearts]100[/hearts] and does not get refreshed each time [b]Stalfos Master[/b] revives.
[*]Upon death, half the value of all of your numerical [b]EFFECTS[/b] transfer to the bone pile, and then back to stafos master when it revives.
[*]The pile of bones can not defend against attacks, but any damage taken is halved.
[*]After 2 [b]Turns[/b], you rise back up; drawing up to [hearts]40[/hearts] from the bone pile.
[*]If your bone pile reaches [Hearts]0[/Hearts] while you are downed, you truly die.[/list]
[*][b]EFFECT 2[/b]: You are immune to any [b]EFFECTS[/b] that would instantly kill you or prevent revival.
[/list][/list][/box]
[box=Bone Fusion][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Stalfos Masters[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Stalfos Masters[/b] have merged their equipment with their skeletal structure, preventing the forced removal or theft of any equipped items until they die.[list]
[*][b][Attack Dice], [Defense Dice] & [Armor][/b]: +2
[*][b]EFFECT[/b]: You are immune to [b]Steal[/b] or any [b]EFFECTS[/b] that knock equipment out of your hands until you truly die.
[/list][/list][/box]
[box=Stalfos Leadership][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Stalfos Masters[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Stalfos Masters[/b] are [b]Stalfos[/b] commanders, empowering all lower forms of [b]Stalfos[/b] with a big morale boost.[list]
[*][b]EFFECT[/b]: Any allied [b]Stalchildren[/b], [b]Stalfos Knights[/b] and [b]Sword Stalfos[/b] within your vicinity gain 3 [Attack Dice] and 3 [Defense Dice] while you are alive.[list]
[*]This does not stack.[/list]
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Calm][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: Your mental state remains calm, helping prevent changes to your stats.[list]
[*][b]EFFECT[/b]: Any effects that would lower your [b][Power], [Courage], [Wisdom], [Hearts], and/or [Magic][/b] stats are halved (rounded down).[list]
[*]To clarify the rounding, if your [Power] would be reduced by 5, it’s instead only reduced by 2.
[/list][/list][/list][/box]
[box=(8) Status Protection][list]
[*][b][Stat Point] Cost[/b]: 8
[*][b]DESCRIPTION[/b]: A cleansing bubble surrounds you, periodically protecting you from various effects.[list]
[*][b]EFFECT[/b]: Once per round, at any time, you can remove one [b][Water], [Fire], [Nature], [Light], or [Shadow] [color=yellow]Named EFFECT[/color][/b] that you have.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Skeleton Followers][list]
[*][b]RESTRICTIONS[/b]: This is a [b]Boss Skill[/b]. Only [b]Bosses[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: Summon a variant of [b]Stalfos[/b], which joins the fray.[list]
[*][b]EFFECT[/b]: If you have less than two allies alive, either a [b]Stalfos Knight[/b]; [b]Stalchild[/b] or [b]Sword Stalfos[/b] will join you in battle.[list]
[*]This is determined through a $1d3 roll. A result of 1 summons [b]Stalfos Knight[/b], a result of 2 summons a [b]Stalchild[/b] and a result of 3 will summon a [b]Sword Stalfos[/b].[/list]
[/list][/list][/box]
[box=Leap Attack][list]
[*][b]REQUIREMENTS[/b]: A melee attack
[*][b]CHARGE[/b]: 3 Turns[list]
[*]Begin charging by readying your attack, and preparing to leap at the target. As you charge, a burst of a energy flows into your legs.
[/list]
[*][b]DESCRIPTION[/b]: Once charged, you can leap and attack a target using the melee attack.[list]
[*][b][Attack Dice][/b]: +5 for this attack only
[*][b]EFFECT[/b]: If it succeeds, multiply the difference in successes by x1.5.
[/list][/list][/box]
[box=Down Thrust][list]
[*][b]REQUIREMENTS[/b]: A melee weapon
[*][b]CHARGE[/b]: 3 Turns[list]
[*]Begin charging by preparing to jump. As you charge, the ground beneath your legs rumbles.
[/list]
[*][b]DESCRIPTION[/b]: Once charged, you can leap over the target and stab their head along the way. Why? Because that's how things work.[list]
[*]Jump first by rolling your [Courage] stat. Add half of the result as [b]Successes[/b] to your attack roll as you fall on your target from above, hitting them with a melee attack from your weapon.
[/list][/list][/box]
[box=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]: Siphon [Magic] from the target equal to half the difference in successes.
[/list][/list][/list][/box]
[box=Skull Bash][list]
[*][b]REQUIREMENTS[/b]: A shield
[*][b]DESCRIPTION[/b]: Rush towards a target, bashing their skull in with your shield.[list]
[*][dice type-a=Power amount-a=-2 type-b=Power][list]
[*][b]Damage[/b]: +2
[*][b]EFFECT[/b]: If it hits, target loses [b]2 [Wisdom][/b].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[espells][tabs][tab=Support]
[box=Nayru's Protection][list]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: With [b]Nayru's Blessing[/b], use your [Arcane] energies to create a thin, blue, crystal shield around a target.[list]
[*][b]EFFECT[/b]: The next [b]EFFECT[/b] to affect the target is negated.
[/list][/list][/box]
[box=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=Steel Shadows][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Strengthen a target’s [Shadow] into steel, powering them up… somehow.[list]
[*][b]EFFECT[/b]: Target gains [b]5 [Power][/b].
[/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]
[eItems]
[tabs]
[tab=Weapons]
[box=Potential Blade][list]
[*][b]DESCRIPTION[/b]: Every time this sword strikes, your offensive power increases. Can [b]Slash[/b] or [b]Stab[/b] a target.[list]
[*][b]Slash[/b]:[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, you gain [b]2 [Attack Dice][/b].
[/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage amount-a=-3 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, you gain [b]3 [Attack Dice][/b].
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you, regardless of [b]CONDITIONS[/b].
[/list][/list][/list][/list][/box]
[box=Soul Blade][list]
[*][b]DESCRIPTION[/b]: A blade shining with shadows that strikes those who would cast spells. Can [b]Slash[/b] or [b]Stab[/b] or a target.[list]
[*][b]Slash[/b]:[list]
[*][dice type-a=Courage type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target loses [Magic]3[/Magic].
[/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage amount-a=-3 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target loses [Magic]6[/Magic].
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you, regardless of [b]CONDITIONS[/b].
[/list][/list][/list][/list][/box]
[/tab]
[tab=Shields]
[box=Skeletal Shield][list]
[*][b]DESCRIPTION[/b]: A shield made entirely of bone which taps into your own bone structure, allowing you to amplify your movements.[list]
[*][b][Defense Dice][/b]: +2
[*][b]Rapid Dash[/b]:[list]
[*][b]RESTRICTIONS[/b]: This can only be used once per battle
[*][b]EFFECT[/b]: When attacking or defending, you can get a one-time boost of [b]4 Dice[/b].
[/list][/list][/list][/box]
[/tab]
[tab=Armors]
[box=Reactive Armor][list]
[*][b]DESCRIPTION[/b]: A seemingly useless hunk of metal that looks like it was ripped off the side of [b]Fran's[/b] house. Oh wait... it probably was. Oh well, it grows when you are hit.[list]
[*][b][Armor][/b]: +2
[*][b]EFFECT[/b]: Every time you are hit, this armor gains [b]1 [Armor][/b].
[/list][/list][/box][/tab]
[tab=Robes]
[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]
[tab=Tools]
[box=Magic Feather][list]
[*][b]INFORMATION[/b]: [color=red][i]This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.[/i][/color]
[*][b]COSTS[/b]: [Magic]2[/Magic] per jump
[*][b]DESCRIPTION[/b]: [i]If I add [Magic] to a feather, does that suddenly make it useful?[/i] A blue, magical feather that lets you use [Magic] to jump higher than before.[list]
[*][b][Defense Dice][/b]: +3[list]
[*]Only if you pay the [Magic]2[/Magic] cost.
[/list]
[*][b]EFFECT 1[/b]: Your [b]Jump Distance[/b] is doubled, meaning for every [b]Success[/b] you get when jumping, you cover [b]2 Feet[/b] of distance.
[*][b]EFFECT 2[/b]: Any fall damage you would take from any source is halved.
[/list][/list][/box]
[/tab][/tabs]
[/eItems]
[/spoiler]
RE: 8 - Bosses - WindStrike - 05-19-2016
- Power: 24 (+0)
- Courage: 12 (+0)
- Wisdom: 24 (+0)
- Hearts: 100/100 (+0)
- Magic: 100/100 (+0)
- Initiative: $init 2d99
- Attack Dice: 4
- Defense Dice: 0
- Armor: 6
Affinities: None
A rainbow-colored octorok that emits 24/7 strobe lights and slides around like it’s 1984. It is so high on crack, it knows perfect well what it is and ain’t doin’, and it ain’t doin’ enough crack, so once dem pesky player charactahs be outta da way yo, it’s goin’ right back to doin’ what it loves best.
- Cracktorok is immune to any attacks caused by an Affinity that it has.
- When it’s hit by an Affinity-based attack, Cracktorok shines some rainbows and gains that Affinity.
- If Cracktorok becomes gets at least 4 different Affinities, it goes full rainbow for a moment, and it loses all of its Affinities.
A regenerating 10 Hearts shield that blocks effects while it exists.
Calm
If Cracktorok dies, you get to smoke some crack! I’m kidding, it has a team drop of 500 Rupees, and everyone gets 1 Crack Potion, which can be found here, under Consumables → Other.
- RESTRICTIONS: This is a Boss Skill. Only Bosses can learn and use this skill.
- DESCRIPTION: Cracktorok always goes first. You can’t outrun the crack; the crack will always catch up to you.
- Attack Dice: +4
- Initiative: $2d99
- EFFECT: Cracktorok will spend any Bonus Turns it gets just dancin’ to the music. Aka, this.
- RESTRICTIONS: This is an Innate Skill. Only Cracktorok can learn and use this skill.
- DESCRIPTION: The skin of a Cractorok is so toxic and trippy, you could smoke it! … and probably die as a result. Assuming you get through its shield, here’s whatcha gotta deal with all up in dat crack, yo:
- Armor: +6
- EFFECT 1: Cracktorok is immune to any attacks caused by an Affinity that it has.
- EFFECT 2: When it’s hit by an Affinity-based attack, Cracktorok shines some rainbows and gains that Affinity.
- If Cracktorok becomes gets at least 4 different Affinities, it goes full rainbow for a moment, and it loses all of its Affinities.
- RESTRICTIONS: This is an Innate Skill. Only Cracktorok can learn and use this skill.
- DESCRIPTION: Before you can TASTE THE RAINBOW, you gotta deal with its shield. Cracktorok is protected by an ethereal shield dat protects it from effects, and it keeps coming back each round.
- EFFECT: A shield with 10 Hearts prevents Cracktorok from taking damage.
- At the start of each round, the shield restores back to 10 Hearts.
- While the shield is up, Cracktorok cannot receive effects caused by attacks. Existing ones are not removed, just temporarily disabled.
- Any overkill damage that kills the shield is carried over to Cracktorok.
- Stat Point Cost: 4
- DESCRIPTION: Your mental state remains calm, helping prevent changes to your stats.
- EFFECT: Any effects that would lower your Power, Courage, Wisdom, Hearts, and/or Magic stats are halved (rounded down).
- To clarify the rounding, if your Power would be reduced by 5, it’s instead only reduced by 2.
- DESCRIPTION: Shoot a powerful burst of PSI-chedelic energy a target, disorienting them.
- Roll your Power +4 dice vs. targets' Power dice
- Damage: +0
- EFFECT: If it hits, target gets Blinded:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
- COSTS: 3 Magic
- DESCRIPTION: Fire a blast of pure Magic at a target, which reacts to the target’s affinities.
- Roll your Wisdom +6 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, apply the following effects:
- If the target has Water Affinity, target loses 2 Defense Dice.
- If the target has Fire Affinity, target loses 3 Attack Dice.
- If the target has Nature Affinity, target loses 3 Armor.
- If the target has Light Affinity, target loses 3 Magic.
- If the target has Shadow Affinity, siphon 3 Hearts from the target to you, ignoring Armor.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Wrap the target in a frozen bubble, nullifying the bonuses their attacks gain.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target gets Numbed:
- Target’s Combat Actions have their Dice & Damage Modifiers removed.
- DURATION: Two rounds.
- REQUIREMENTS: Fire
- COSTS: 6 Magic
- DESCRIPTION: Completely decimate a target with intense heat, disintegrating whatever remains.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +7
- EFFECT: If the target dies, they are turned to nothingness and cannot be revived for the remainder of the battle.
- REQUIREMENTS: Nature
- COSTS: 7 Magic
- DESCRIPTION: Overrun a target with a whiplashing vines from every direction!
- Roll your Wisdom +15 dice vs. targets' Power dice
- Damage: +0
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Briefly run a flash of light across the target’s eyes, briefly preventing them from focusing on distant objects.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Unfocused:
- Target cannot use ranged attacks.
- DURATION: One round.
- REQUIREMENTS: 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: Water
- COSTS: 5 Magic
- DESCRIPTION: Protect someone with a sponge, softening the impact of the next attack that hits them.
- EFFECT: Target gains Shield:
- Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: A blazing wave of heat covers the field, devouring anyone too weak to stand.
- EFFECT: Summon the Heatwave Field Effect.
- Overwrite any current Field Effect in play.
- Anyone that drops down to 2 Hearts or less instantly dies.
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: With a blessing from the Great Fairy, the target’s wounds are whisked away.
- EFFECT: Target recovers 10 Hearts.
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Create a mirage of a target, giving them a chance to completely dodge attacks.
- EFFECT: Target gains Disillusion:
- Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, Disillusion is removed.
- REQUIREMENTS: 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=Cracktorok]
[estats name=Cracktorok power=24 (+0) courage=12 (+0) wisdom=24 (+0) hearts=100/100 (+0) magic=100/100 (+0) initiative=2d99 attack-dice=4 defense-dice=0 armor=6]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
A rainbow-colored octorok that emits 24/7 strobe lights and slides around like it’s 1984. It is so high on crack, it knows perfect well what it is and ain’t doin’, and it ain’t doin’ enough crack, so once dem pesky player charactahs be outta da way yo, it’s goin’ right back to doin’ what it loves best.
[/tab]
[tab=Other Bonuses][list]
[*][b]Cracktorok[/b] is immune to any attacks caused by an [b]Affinity[/b] that it has.
[*]When it’s hit by an [b]Affinity-based[/b] attack, [b]Cracktorok[/b] shines some rainbows and gains that [b]Affinity[/b].[list]
[*]If [b]Cracktorok[/b] becomes gets at least 4 different [b]Affinities[/b], it goes full rainbow for a moment, and it loses all of its [b]Affinities[/b].
[/list]
[*]A regenerating [Hearts]10[/Hearts] shield that blocks effects while it exists.
[*][b]Calm[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Cracktorok[/b] dies, you get to smoke some crack! I’m kidding, it has a team drop of [Rupees]500[/Rupees], and everyone gets [b]1 Crack Potion[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url], under [b]Consumables → Other[/b].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Double Crack Turn][list]
[*][b]RESTRICTIONS[/b]: This is a [b]Boss Skill[/b]. Only [b]Bosses[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Cracktorok[/b] always goes first. You can’t outrun the crack; the crack will always catch up to you.[list]
[*][b][Attack Dice][/b]: +4
[*][b][Initiative][/b]: $2d99
[*][b]EFFECT[/b]: [b]Cracktorok[/b] will spend any [b]Bonus Turns[/b] it gets just dancin’ to the music. Aka, [url=https://www.youtube.com/watch?v=3z2j6F8fZII]this[/url].
[/list][/list][/box]
[box=Bouncy Rainbow Skin][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Cracktorok[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: The skin of a [b]Cractorok[/b] is so toxic and trippy, you could smoke it! … and probably die as a result. Assuming you get through its shield, here’s whatcha gotta deal with all up in dat crack, yo:[list]
[*][b][Armor][/b]: +6
[*][b]EFFECT 1[/b]: [b]Cracktorok[/b] is immune to any attacks caused by an [b]Affinity[/b] that it has.
[*][b]EFFECT 2[/b]: When it’s hit by an [b]Affinity-based[/b] attack, [b]Cracktorok[/b] shines some rainbows and gains that [b]Affinity[/b].[list]
[*]If [b]Cracktorok[/b] becomes gets at least 4 different [b]Affinities[/b], it goes full rainbow for a moment, and it loses all of its [b]Affinities[/b].
[/list][/list][/box]
[box=Shielded Skin][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Cracktorok[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: Before you can [b]TASTE THE RAINBOW[/b], you gotta deal with its shield. [b]Cracktorok[/b] is protected by an ethereal shield dat protects it from effects, and it keeps coming back each round.[list]
[*][b]EFFECT[/b]: A shield with [Hearts]10[/Hearts] prevents [b]Cracktorok[/b] from taking damage.[list]
[*]At the start of each round, the shield restores back to [Hearts]10[/Hearts].
[*]While the shield is up, [b]Cracktorok[/b] cannot receive effects caused by attacks. Existing ones are not removed, just temporarily disabled.
[*]Any overkill damage that kills the shield is carried over to [b]Cracktorok[/b].
[/list][/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Calm][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: Your mental state remains calm, helping prevent changes to your stats.[list]
[*][b]EFFECT[/b]: Any effects that would lower your [b][Power], [Courage], [Wisdom], [Hearts], and/or [Magic][/b] stats are halved (rounded down).[list]
[*]To clarify the rounding, if your [Power] would be reduced by 5, it’s instead only reduced by 2.
[/list][/list][/list][/box]
[/tab]
[tab=Actives]
[box=PSI Cannon][list]
[*][b]DESCRIPTION[/b]: Shoot a powerful burst of PSI-chedelic energy a target, disorienting them.[list]
[*][dice type-a=Power amount-a=+4 type-b=Power][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Blinded[/b][/color]:[list]
[*]When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
[/list][/list][/list][/list][/box]
[box=Mystic Blast][list]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Fire a blast of pure [Magic] at a target, which reacts to the target’s affinities.[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, apply the following effects:[list]
[*]If the target has [b][Water] Affinity[/b], target loses [b]2 [Defense Dice][/b].
[*]If the target has [b][Fire] Affinity[/b], target loses [b]3 [Attack Dice][/b].
[*]If the target has [b][Nature] Affinity[/b], target loses [b]3 [Armor][/b].
[*]If the target has [b][Light] Affinity[/b], target loses [b][Magic]3[/Magic][/b].
[*]If the target has [b][Shadow] Affinity[/b], siphon [Hearts]3[/Hearts] from the target to you, ignoring [Armor].
[/list][/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Nullify][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Wrap the target in a frozen bubble, nullifying the bonuses their attacks gain.[list]
[*][dice type-a=Wisdom amount-a=+7 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Numbed[/b][/color]:[list]
[*]Target’s [b]Combat Actions[/b] have their [b]Dice & Damage Modifiers[/b] removed.
[*][b]DURATION[/b]: Two rounds.
[/list][/list][/list][/list][/box]
[box=Incinerate][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Completely decimate a target with intense heat, disintegrating whatever remains.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +7
[*][b]EFFECT[/b]: If the target dies, they are turned to nothingness and cannot be revived for the remainder of the battle.
[/list][/list][/list][/box]
[box=Overwhelm][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]7[/Magic]
[*][b]DESCRIPTION[/b]: Overrun a target with a whiplashing vines from every direction![list]
[*][dice type-a=Wisdom amount-a=+15 type-b=Power][list]
[*][b]Damage[/b]: +0
[/list][/list][/list][/box]
[box=Cross Flash][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Briefly run a flash of light across the target’s eyes, briefly preventing them from focusing on distant objects.[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Unfocused[/b][/color]:[list]
[*]Target cannot use ranged attacks.
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/list][/box]
[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=Sponge][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Protect someone with a sponge, softening the impact of the next attack that hits them.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Shield[/b][/color]:[list]
[*]Target takes half damage from the next [b]Combat Action[/b] they’re hit by, which then removes [color=yellow][b]Shield[/b][/color].
[/list][/list][/list][/box]
[box=Disintegration Field][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: A blazing wave of heat covers the field, devouring anyone too weak to stand.[list]
[*][b]EFFECT[/b]: Summon the [color=yellow][b]Heatwave[/b][/color] [i]Field Effect[/i].[list]
[*]Overwrite any current [i]Field Effect[/i] in play.
[*]Anyone that drops down to [Hearts]2[/Hearts] or less instantly dies.
[/list][/list][/list][/box]
[box=Great Rejuvenation][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: With a blessing from the [b]Great Fairy[/b], the target’s wounds are whisked away.[list]
[*][b]EFFECT[/b]: Target recovers [Hearts]10[/Hearts].
[/list][/list][/box]
[box=Mirage][list]
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Create a mirage of a target, giving them a chance to completely dodge attacks.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Disillusion[/b][/color]:[list]
[*]Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, [color=yellow][b]Disillusion[/b][/color] is removed.
[/list][/list][/list][/box]
[box=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]
[/spoiler]
RE: 8 - Bosses - WindStrike - 05-19-2016
- Power: 30 (+0)
- Courage: 8 (+0)
- Wisdom: 4 (+0)
- Hearts: 50/50 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 5
Affinities: None
A massive, walking… something, 20 feet tall, covered in layers and layers of Armor. It has so much Armor, it shakes the earth as it walks. Underneath its helmet, you can see two, yellow glowing eyes just barely peaking out. There also appears to be a faint gas fuming from the eyeholes, but it doesn’t appear to be doing anything yet.
- Innate:
- 5 Layers of Armor
- Each layer has 20 Hearts and 5 Armor. When one layer is broken off, the next layer becomes possible to hit. Additionally, EFFECTS on any layers do not transfer to the next layer or Super Armor itself.
- Once all 5 layers have been broken off, Super Armor’s identity will be revealed...
Passives:
Status Protection
Any effects that would lower your Power, Courage, Wisdom, Hearts, and/or Magic stats are halved (rounded down)
- RESTRICTIONS: This is an Innate Skill. Only Super Armor can learn and use this skill.
- DESCRIPTION: Super Armor has 5 Layers of Armor, each of which is independant from each other.
- EFFECT 1: Each layer has 20 Hearts and 5 Armor. When one layer is broken off, the next layer becomes possible to hit. Additionally, EFFECTS on any layers do not transfer to the next layer or Super Armor itself.
- EFFECT 2: Once all 5 layers have been broken off, Super Armor’s identity will be revealed...
- 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 Negation, Attrition, Disruption, Dispersion, or Contortion effect that you have.
- Stat Point Cost: 4
- DESCRIPTION: Your mental state remains calm, helping prevent changes to your stats.
- EFFECT: Any effects that would lower your Power, Courage, Wisdom, Hearts, and/or Magic stats are halved (rounded down).
- To clarify the rounding, if your Power would be reduced by 5, it’s instead only reduced by 2.
- DESCRIPTION: Super Armor stomps on the ground with all of its might, causing a rumble through the ground to hit everyone else.
- Roll your Power +3 dice vs. targets' Power dice
- Damage: Halved
- EFFECT: Target(s) hit lose 3 Attack Dice.
- REQUIREMENTS: At least one layer of Armor shed
- DESCRIPTION: Super Armor magnetizes all fallen layers of Armor to him, and then releases them at a number of targets up to the number of layers shed.
- Roll your Power dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If at least one of the layers hits, then a layer magnetizes back to Super Armor and reattaches, mending the current outermost layer back to full Hearts.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- Power: 24 (+0)
- Courage: 12 (+0)
- Wisdom: 6 (+0)
- Hearts: 50/50 (+0)
- Magic: 16/16 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 16
Affinities: Shadow
Beneath all the layers of armor was a large Gibdo, and that gas that was leaking out was its unholy stench, which is far more powerful than normal Gibdo’s. It’s no wonder the stench was locked inside that armor; it would’ve flooded the entire dungeon (and its millions of doors) by now. The foulness debilitates everyone else, reducing their ability to attack and causing a health drain over time.
- Innate:
- At the start of each round, everyone else takes 2 Neutral Damage.
- Everyone else loses 3 Attack Dice and all Magic Costs are increased by 2.
- Once per turn, if you are hit by a Combat Action, you lose 2 Armor.
- After anyone attacks Super Gibdo with a Ranged Attack, they receive a stack of the Forced Melee Affliction:
- Target’s next Combat Action is forced to be a Melee Attack. After the Melee Attack resolves, one stack of this Affliction is removed from the target.
Passives:
Status Protection
Any effects that would lower your Power, Courage, Wisdom, Hearts, and/or Magic stats are halved (rounded down)
- RESTRICTIONS: This is an Innate Skill. Only Super Gibdo can learn and use this skill.
- DESCRIPTION: With the Armor removed, the stench immediately floods the room, affecting everyone else in it.
- EFFECT 1: At the start of each round, everyone else takes 2 Neutral Damage.
- EFFECT 2: Additionally, the noxious gas decreases focus and mitigates Magic, causing everyone else to lose 3 Attack Dice and all Magic Costs to be increased by 2.
- RESTRICTIONS: This is an Innate Skill. Only Super Gibdo can learn and use this skill.
- DESCRIPTION: Unlike the normal cloth of a Gibdo, the Super Gibdo’s wrappings are far thicker and somehow magnetic.
- Armor: +16
- Once per turn, if you are hit by a Combat Action, you lose 2 Armor.
EFFECT 1: After anyone attacks Super Gibdo with a Ranged Attack, they get Unfocused:
Target cannot use ranged attacks.
DURATION: One round.
EFFECT 2: Once its Hearts reach 0, the Wrappings will fall off, revealing something possibly far worse.
- 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 Negation, Attrition, Disruption, Dispersion, or Contortion effect that you have.
- Stat Point Cost: 4
- DESCRIPTION: Your mental state remains calm, helping prevent changes to your stats.
- EFFECT: Any effects that would lower your Power, Courage, Wisdom, Hearts, and/or Magic stats are halved (rounded down).
- To clarify the rounding, if your Power would be reduced by 5, it’s instead only reduced by 2.
- DESCRIPTION: Super Gibdo unwraps a part of its cloth to reveal an incredibly disgusting hand, one covered in vile death and all kinds of skin cancer. It then lashes out at a target.
- Roll your Power dice vs. targets' Power dice
- Damage: +0
- EFFECT 1: If it hits, siphon 4 Hearts from the target to you, ignoring Armor.
- EFFECT 2: If it kills, then it also gain 4 Hearts (stat).
- REQUIREMENTS: Shadow
- DESCRIPTION: Super Gibdo concentrates a part of its stench inside its own mouth before releasing it in an overly toxic breath, hitting all enemies. Did I mention all the dead bugs released as well?
- Roll your Power +4 dice vs. targets' Wisdom dice
- Neutral Damage: 4
- EFFECT: Target(s) hit lose 2 Power, Courage, & Wisdom.
- 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: 8 (+0)
- Courage: 24 (+0)
- Wisdom: 16 (+0)
- Hearts: 25/25 (+0)
- Magic: 25/25 (+0)
- Initiative: $init 2d9
- Attack Dice: 8
- Defense Dice: 8
- Armor: 0
Affinities: Shadow
After finally being released from its prison of armors and wrappings, Hyper Redead emerges. Its actually about the same size as most people, but unlike a slow, normal Redead, this one moves swiftly about the battlefield, attacking with ease and taking only glancing blows. Initially, it’s nearly invulnerable, but as the energy from being released subsides, it moves slower and slower. However, its stench is also more poisonous in its current state.
- Innate:
- At the start of each round, Hyper Redead automatically siphons 3 Hearts from everyone else, ignoring Armor.
- At the end of each round, Hyper Redead loses 3 Power, Courage, & Wisdom.
Passives:
Status Protection
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 Hyper Redead dies, it has a team drop of 500 Rupees, a Spell Scroll, and 1 Stat Point. It also runs a random item drop of $5d3 for everyone. Drops can be acquired here.
- RESTRICTIONS: This is an Innate Skill. Only Hyper Redead can learn and use this skill.
- DESCRIPTION: Even with the wrappings gone and the beast being much smaller, the stench doesn’t kill focus, but it does accelerate the poison. Hyper Redead is also able to absorb the poison back, healing itself.
- EFFECT: At the start of each round, Hyper Redead automatically siphons 3 Hearts from everyone else, ignoring Armor.
- RESTRICTIONS: This is an Innate Skill. Only Hyper Redead can learn and use this skill.
- DESCRIPTION: Hyper Redead moves at incredible rates, but the energy bundled from being trapped inside those wrappings only lasts so long, decaying over time.
- Initiative: 2d9
- Attack Dice & Defense Dice: +8
- EFFECT: At the end of each round, Hyper Redead loses 3 Power, Courage, & Wisdom.
- 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 Negation, Attrition, Disruption, Dispersion, or Contortion effect that you have.
- 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: Hyper Redead lets out a painful and piercing shriek, hitting everyone else.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target(s) hit get Immobilized.
- Target cannot move or use any melee attacks.
- DURATION: One round.
- DESCRIPTION: Hyper Redead quickly appears before a target, swiping with its claws, which are wreathed in the souls of the dead themselves.
- Roll your Courage dice vs. targets' Courage dice
- Damage: +4
- EFFECT: If it hits, siphon 2 Courage from the target to you.
- DESCRIPTION: Hyper Redead takes its time to absorb some of the poison in, recovering a lot of its health, but losing some energy as well.
- EFFECT 1: You recover 12 Hearts.
- EFFECT 2: You also lose 2 Power, Courage, & Wisdom.
- 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.
- 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.
[spoiler=Super Gibdo]
[tabs]
[tab=Stage 1]
[estats name=Super Armor power=30 (+0) courage=8 (+0) wisdom=4 (+0) hearts=50/50 (+0) magic=0/0 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=5]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
A massive, walking… something, 20 feet tall, covered in layers and layers of [Armor]. It has so much [Armor], it shakes the earth as it walks. Underneath its helmet, you can see two, yellow glowing eyes just barely peaking out. There also appears to be a faint gas fuming from the eyeholes, but it doesn’t appear to be doing anything yet.
[/tab]
[tab=Other Bonuses][list]
[*][u]Innate[/u]:[list]
[*][b]5 Layers of Armor[/b][list]
[*]Each layer has [Hearts]20[/Hearts] and [b]5 [Armor][/b]. When one layer is broken off, the next layer becomes possible to hit. Additionally, [b]EFFECTS[/b] on any layers do not transfer to the next layer or [b]Super Armor[/b] itself.
[*]Once all 5 layers have been broken off, [b]Super Armor’s[/b] identity will be revealed...
[/list]
[*][u]Passives[/u]:[list]
[*][b]Status Protection[/b]
[*]Any effects that would lower your [b][Power], [Courage], [Wisdom], [Hearts], and/or [Magic][/b] stats are halved (rounded down)
[/list][/list]
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=5 Layers of Armor][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Super Armor[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Super Armor[/b] has [b]5 Layers of [Armor][/b], each of which is independant from each other.[list]
[*][b]EFFECT 1[/b]: Each layer has [Hearts]20[/Hearts] and [b]5 [Armor][/b]. When one layer is broken off, the next layer becomes possible to hit. Additionally, [b]EFFECTS[/b] on any layers do not transfer to the next layer or [b]Super Armor[/b] itself.
[*][b]EFFECT 2[/b]: Once all 5 layers have been broken off, [b]Super Armor’s[/b] identity will be revealed...
[/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]Negation, Attrition, Disruption, Dispersion, or Contortion[/b][/color] effect that you have.
[/list][/list][/box]
[box=(4) Calm][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: Your mental state remains calm, helping prevent changes to your stats.[list]
[*][b]EFFECT[/b]: Any effects that would lower your [b][Power], [Courage], [Wisdom], [Hearts], and/or [Magic][/b] stats are halved (rounded down).[list]
[*]To clarify the rounding, if your [Power] would be reduced by 5, it’s instead only reduced by 2.
[/list][/list][/list][/box]
[/tab]
[tab=Actives]
[box=Stomp][list]
[*][b]DESCRIPTION[/b]: [b]Super Armor[/b] stomps on the ground with all of its might, causing a rumble through the ground to hit everyone else.[list]
[*][dice type-a=Power amount-a=+3 type-b=Power][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: Target(s) hit lose [b]3 [Attack Dice][/b].
[/list][/list][/list][/box]
[box=Armor Toss][list]
[*][b]REQUIREMENTS[/b]: At least one layer of [b]Armor[/b] shed
[*][b]DESCRIPTION[/b]: [b]Super Armor[/b] magnetizes all fallen layers of [b]Armor[/b] to him, and then releases them at a number of targets up to the number of layers shed.[list]
[*][dice type-a=Power type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If at least one of the layers hits, then a layer magnetizes back to [b]Super Armor[/b] and reattaches, mending the current outermost layer back to full [Hearts].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[/tab]
[tab=Stage 2]
[estats name=Super Gibdo power=24 (+0) courage=12 (+0) wisdom=6 (+0) hearts=50/50 (+0) magic=16/16 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=16][Shadow][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
Beneath all the layers of armor was a large [b]Gibdo[/b], and that gas that was leaking out was its unholy stench, which is far more powerful than normal [b]Gibdo’s[/b]. It’s no wonder the stench was locked inside that armor; it would’ve flooded the entire dungeon (and its millions of doors) by now. The foulness debilitates everyone else, reducing their ability to attack and causing a health drain over time.
[/tab]
[tab=Other Bonuses][list]
[*][u]Innate[/u]:[list]
[*]At the start of each round, everyone else takes [b]2 Neutral Damage[/b].
[*]Everyone else loses [b]3 [Attack Dice][/b] and all [b][Magic] Costs[/b] are increased by 2.
[*]Once per turn, if you are hit by a [b]Combat Action[/b], you lose [b]2 [Armor][/b].
[*]After anyone attacks [b]Super Gibdo[/b] with a [b]Ranged Attack[/b], they receive a stack of the [b]Forced Melee[/b] [u]Affliction[/u]:[list]
[*]Target’s next [b]Combat Action[/b] is forced to be a [b]Melee Attack[/b]. After the [b]Melee Attack[/b] resolves, one stack of this [u]Affliction[/u] is removed from the target.
[/list][/list]
[*][u]Passives[/u]:[list]
[*][b]Status Protection[/b]
[*]Any effects that would lower your [b][Power], [Courage], [Wisdom], [Hearts], and/or [Magic][/b] stats are halved (rounded down)
[/list][/list]
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Unholy Mega Stench][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Super Gibdo[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: With the [b]Armor[/b] removed, the stench immediately floods the room, affecting everyone else in it.[list]
[*][b]EFFECT 1[/b]: At the start of each round, everyone else takes [b]2 Neutral Damage[/b].
[*][b]EFFECT 2[/b]: Additionally, the noxious gas decreases focus and mitigates [Magic], causing everyone else to lose [b]3 [Attack Dice][/b] and all [b][Magic] Costs[/b] to be increased by 2.
[/list][/list][/box]
[box=Magnetic Wrappings][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Super Gibdo[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: Unlike the normal cloth of a [b]Gibdo[/b], the [b]Super Gibdo’s[/b] wrappings are far thicker and somehow magnetic.[list]
[*][b][Armor][/b]: +16[list]
[*]Once per turn, if you are hit by a [b]Combat Action[/b], you lose [b]2 [Armor][/b].
[/list]
[*][b]EFFECT 1[/b]: After anyone attacks [b]Super Gibdo[/b] with a [b]Ranged Attack[/b], they get [color=yellow][b]Unfocused[/b][/color]:[list]
[*]Target cannot use ranged attacks.
[*][b]DURATION[/b]: One round.
[/list]
[*][b]EFFECT 2[/b]: Once its [Hearts] reach 0, the [b]Wrappings[/b] will fall off, revealing something possibly far worse.
[/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]Negation, Attrition, Disruption, Dispersion, or Contortion[/b][/color] effect that you have.
[/list][/list][/box]
[box=(4) Calm][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: Your mental state remains calm, helping prevent changes to your stats.[list]
[*][b]EFFECT[/b]: Any effects that would lower your [b][Power], [Courage], [Wisdom], [Hearts], and/or [Magic][/b] stats are halved (rounded down).[list]
[*]To clarify the rounding, if your [Power] would be reduced by 5, it’s instead only reduced by 2.
[/list][/list][/list][/box]
[/tab]
[tab=Actives]
[box=Petrid Swipe][list]
[*][b]DESCRIPTION[/b]: [b]Super Gibdo[/b] unwraps a part of its cloth to reveal an incredibly disgusting hand, one covered in vile death and all kinds of skin cancer. It then lashes out at a target.[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT 1[/b]: If it hits, siphon [Hearts]4[/Hearts] from the target to you, ignoring [Armor].
[*][b]EFFECT 2[/b]: If it kills, then it also gain [b]4 [Hearts] (stat)[/b].
[/list][/list][/list][/box]
[box=Foul Breath][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]DESCRIPTION[/b]: [b]Super Gibdo[/b] concentrates a part of its stench inside its own mouth before releasing it in an overly toxic breath, hitting all enemies. Did I mention all the dead bugs released as well?[list]
[*][dice type-a=Power amount-a=+4 type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 4
[*][b]EFFECT[/b]: Target(s) hit lose [b]2 [Power], [Courage], & [Wisdom][/b].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[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]
[/eSpells]
[/tab]
[tab=Stage 3]
[estats name=Hyper Redead power=8 (+0) courage=24 (+0) wisdom=16 (+0) hearts=25/25 (+0) magic=25/25 (+0) initiative=2d9 attack-dice=8 defense-dice=8 armor=0][Shadow][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
After finally being released from its prison of armors and wrappings, [b]Hyper Redead[/b] emerges. Its actually about the same size as most people, but unlike a slow, normal [b]Redead[/b], this one moves swiftly about the battlefield, attacking with ease and taking only glancing blows. Initially, it’s nearly invulnerable, but as the energy from being released subsides, it moves slower and slower. However, its stench is also more poisonous in its current state.
[/tab]
[tab=Other Bonuses][list]
[*][u]Innate[/u]:[list]
[*]At the start of each round, [b]Hyper Redead[/b] automatically siphons [Hearts]3[/Hearts] from everyone else, ignoring [Armor].
[*]At the end of each round, [b]Hyper Redead[/b] loses [b]3 [Power], [Courage], & [Wisdom][/b].
[/list]
[*][u]Passives[/u]:[list]
[*][b]Status Protection[/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]
[/tab]
[tab=Item Drop]
If [b]Hyper Redead[/b] dies, it has a team drop of [Rupees]500[/Rupees], a [b]Spell Scroll[/b], and [b]1 Stat Point[/b]. It also runs a random item drop of $5d3 for everyone. Drops can be acquired [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Unholy Hyper Stench][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Hyper Redead[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: Even with the wrappings gone and the beast being much smaller, the stench doesn’t kill focus, but it does accelerate the poison. [b]Hyper Redead[/b] is also able to absorb the poison back, healing itself.[list]
[*][b]EFFECT[/b]: At the start of each round, [b]Hyper Redead[/b] automatically siphons [Hearts]3[/Hearts] from everyone else, ignoring [Armor].
[/list][/list][/box]
[box=Hyper Mode][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Hyper Redead[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Hyper Redead[/b] moves at incredible rates, but the energy bundled from being trapped inside those wrappings only lasts so long, decaying over time.[list]
[*][b][Initiative][/b]: 2d9
[*][b][Attack Dice] & [Defense Dice][/b]: +8
[*][b]EFFECT[/b]: At the [u]end[/u] of each round, [b]Hyper Redead[/b] loses [b]3 [Power], [Courage], & [Wisdom][/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]Negation, Attrition, Disruption, Dispersion, or Contortion[/b][/color] effect that you have.
[/list][/list][/box]
[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=Piercing Shriek][list]
[*][b]DESCRIPTION[/b]: [b]Hyper Redead[/b] lets out a painful and piercing shriek, hitting everyone else.[list]
[*][b]EFFECT[/b]: This bypasses [b]Cover[/b].
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Target(s) hit get [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=Death Swipes][list]
[*][b]DESCRIPTION[/b]: [b]Hyper Redead[/b] quickly appears before a target, swiping with its claws, which are wreathed in the souls of the dead themselves.[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +4
[*][b]EFFECT[/b]: If it hits, siphon [b]2 [Courage][/b] from the target to you.
[/list][/list][/list][/box]
[box=Poisonous Recovery][list]
[*][b]DESCRIPTION[/b]: [b]Hyper Redead[/b] takes its time to absorb some of the poison in, recovering a lot of its health, but losing some energy as well.[list]
[*][b]EFFECT 1[/b]: You recover [Hearts]12[/Hearts].
[*][b]EFFECT 2[/b]: You also lose [b]2 [Power], [Courage], & [Wisdom][/b].
[/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]
[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]
[/eSpells]
[/tab]
[/tabs]
[/spoiler]
RE: 8 - Bosses - Orithan - 05-19-2016
- Power: 19 (+0)
- Courage: 22 (+0)
- Wisdom: 15 (+0)
- Hearts: 40/40 (+0)
- Magic: 35/35 (+0)
- Initiative: $init 2d9
- Attack Dice: 0
- Defense Dice: 0
- Armor: 5
Affinities: Fire and Shadow
Origin: Zelda 1
It’s not just a Patra. The central fly is on Fire and dropping goopy lava wherever it goes, and each of its smaller flies that circle it are constantly sparking fireworks everywhere. Its corruption powers also allow Moltra to constantly siphon stats. The longer the battle goes, even when the little flies are gone, the more powerful Moltra itself is.
- Attack Dice: +4 for each dead fly
- Constant Immolation
- Spell Resistance
- Status Protection
- Calm
If Moltra dies, it has a team drop of 500 Rupees, 1 Stat Point and a Moltra Jar; which can be found here
- RESTRICTIONS: This is an Innate Skill. Only Bosses can learn and use this skill.
- DESCRIPTION: Against a party of 3 or more players, you’re given the power to move twice as fast… LIKE A BOSS!
- Initiative: $2d9
- RESTRICTIONS: This is an Innate Skill. Only Moltra can learn and use this skill.
- DESCRIPTION: The main fly, although in flames, still has a blue coating beneath the flames that protects it from spells.
- 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 Moltra can learn and use this skill.
- DESCRIPTION: A circle of smaller, burning flies surrounds the main one. The less there are, the faster they spin, and the crazier the main one’s flames burn.
- Attack Dice: +4 for each dead fly
- EFFECT 1: There are 4 Flies. Each small fly has 20 Hearts and no Armor. They use the rest of your stats and bonuses though (unless otherwise noted. Eg. “main fly”).
- EFFECT 2: Until the smaller flies die, you (the main fly) cannot be affected by anything except your own effects.
- RESTRICTIONS: This is an Innate Skill. Only Moltra can learn and use this skill.
- DESCRIPTION: The flames around Moltra and its smaller flies continue to burst and spark. Throughout the battle, its pain increases, both to itself and its enemies.
- EFFECT: At the start of each round, you (the main fly) and all of your enemies automatically take Neutral Damage equal to the Current Round #.
- Stat Point Cost: 4
- DESCRIPTION: Your mental state remains calm, helping prevent changes to your stats.
- EFFECT: Any effects that would lower your Power, Courage, Wisdom, Hearts, and/or Magic stats are halved (rounded down).
- To clarify the rounding, if your Power would be reduced by 5, it’s instead only reduced by 2.
- Stat Point Cost: 8
- DESCRIPTION: A cleansing bubble surrounds you, periodically protecting you from various effects.
- EFFECT: Once per round, at any time, you can remove one Negation, Attrition, Disruption, Dispersion, or Contortion effect that you have.
- DESCRIPTION: The smaller flies expand in a large ring, hitting all enemies.
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +0
- DESCRIPTION: Cause one of the smaller flies to suicide run a target.
- Roll your Courage +8 dice vs. targets' Courage dice
- Damage: None
- EFFECT 1: If it hits, the target takes Damage equal to the difference between the fly’s Current & Maximum Hearts.
- EFFECT 2: Afterwards, the fly explodes and dies.
- CHARGE: 3 Turns
- Begin charging by focusing your flames on the corpses of the flies.
DESCRIPTION: Once charged, the flames infuse all the remaining flies with life.
EFFECT: All dead flies are revived to half of their Maximum Hearts.
- SELL VALUE: 25 Rupees
- REQUIREMENTS: A PSI Spell
- DESCRIPTION: Amp up the accuracy of your PSI Spell at the cost of power.
- ATTACK: Choose any PSI Spell you have and fire it at a target like normal
- The attack gains 5 Dice, but loses 4 Damage
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- 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: Fire
- COSTS: 5 Magic
- DESCRIPTION: Bring down the rage of the great Fire dragon upon the target!
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- Neutral Damage: 8
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: A green flame that ignites the target’s Magic pool.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target becomes Cursed:
- Anytime the target spends Magic, they take Neutral Damage equal to the amount spent.
- REQUIREMENTS: Fire
- COSTS: 6 Magic
- DESCRIPTION: Scorch a target with more burns than they can recover from.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: 7
- EFFECT: If it hits, target gets Cauterized:
- Target cannot recover or siphon Hearts or Magic in any way.
- DURATION: One round
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: A blazing wave of heat covers the field, devouring anyone too weak to stand.
- EFFECT: Summon the Heatwave Field Effect.
- Overwrite any current Field Effect in play.
- Anyone that drops down to 2 Hearts or less instantly dies.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Strengthen a target’s Shadow into steel, powering them up… somehow.
- EFFECT: Target gains 5 Power.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Target becomes more in sync with their own Shadow, gaining its speed.
- EFFECT: Target gains 5 Courage.
- 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.
[spoiler=Moltra (Boss)]
[estats name=Moltra power=19 (+0) courage=22 (+0) wisdom=15 (+0) hearts=40/40 (+0) magic=35/35 (+0) initiative=2d9 attack-dice=0 defense-dice=0 armor=5][Fire] and [Shadow][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Zelda 1
It’s not just a [b]Patra[/b]. The central fly is on [Fire] and dropping goopy lava wherever it goes, and each of its smaller flies that circle it are constantly sparking fireworks everywhere. Its corruption powers also allow [b]Moltra[/b] to constantly siphon stats. The longer the battle goes, even when the little flies are gone, the more powerful [b]Moltra[/b] itself is.
[/tab]
[tab=Other Bonuses][list]
[*][b][Attack Dice] & [Defense Dice][/b]: +4 for each dead fly
[*]Constant Immolation
[*]Spell Resistance
[*]Status Protection
[*]Calm
[/list]
[/tab]
[tab=Item Drop]
If [b]Moltra[/b] dies, it has a team drop of [Rupees]500[/Rupees], 1 [b]Stat Point[/b] and a [b]Moltra Jar[/b]; which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url]
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Double Turn][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Bosses[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: Against a party of 3 or more players, you’re given the power to move twice as fast… LIKE A BOSS![list]
[*][b][Initiative][/b]: $2d9
[/list][/list][/box]
[box=Spell Resistance][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Moltra[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: The main fly, although in flames, still has a blue coating beneath the flames that protects it from spells.[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]Moltra[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: A circle of smaller, burning flies surrounds the main one. The less there are, the faster they spin, and the crazier the main one’s flames burn.[list]
[*][b][Attack Dice][/b]: +4 for each dead fly
[*][b]EFFECT 1[/b]: There are [b]4 Flies[/b]. Each small fly has [Hearts]20[/Hearts] and no [Armor]. They use the rest of your stats and bonuses though (unless otherwise noted. Eg. “main fly”).
[*][b]EFFECT 2[/b]: Until the smaller flies die, you (the main fly) cannot be affected by anything except your own effects.
[/list][/list][/box]
[box=Constant Immolation][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Moltra[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: The flames around [b]Moltra[/b] and its smaller flies continue to burst and spark. Throughout the battle, its pain increases, both to itself and its enemies.[list]
[*][b]EFFECT[/b]: At the start of each round, you (the main fly) and all of your enemies automatically take [b]Neutral Damage[/b] equal to the [b]Current Round #[/b].
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Calm][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: Your mental state remains calm, helping prevent changes to your stats.[list]
[*][b]EFFECT[/b]: Any effects that would lower your [b][Power], [Courage], [Wisdom], [Hearts], and/or [Magic][/b] stats are halved (rounded down).[list]
[*]To clarify the rounding, if your [Power] would be reduced by 5, it’s instead only reduced by 2.
[/list][/list][/list][/box]
[box=(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]Negation, Attrition, Disruption, Dispersion, or Contortion[/b][/color] effect that you have.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Ring Expansion][list]
[*][b]DESCRIPTION[/b]: The smaller flies expand in a large ring, hitting all enemies.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage][list]
[*][b]Damage[/b]: +0
[/list][/list][/list][/box]
[box=Burst][list]
[*][b]DESCRIPTION[/b]: Cause one of the smaller flies to suicide run a target.[list]
[*][dice type-a=Courage amount-a=+8 type-b=Courage][list]
[*][b]Damage[/b]: None
[*][b]EFFECT 1[/b]: If it hits, the target takes [b]Damage[/b] equal to the difference between the fly’s [b]Current & Maximum [Hearts][/b].
[*][b]EFFECT 2[/b]: Afterwards, the fly explodes and dies.
[/list][/list][/list][/box]
[box=Revival][list]
[*][b]CHARGE[/b]: 3 Turns[list]
[*]Begin charging by focusing your flames on the corpses of the flies.
[/list]
[*][b]DESCRIPTION[/b]: Once charged, the flames infuse all the remaining flies with life.[list]
[*][b]EFFECT[/b]: All dead flies are revived to half of their [b]Maximum [Hearts][/b].
[/list][/list][/box]
[box=PSI Disperse][list]
[*][b]SELL VALUE[/b]: [Rupees]25[/Rupees]
[*][b]REQUIREMENTS[/b]: A [b]PSI Spell[/b]
[*][b]DESCRIPTION[/b]: Amp up the accuracy of your [b]PSI Spell[/b] at the cost of power.[list]
[*][b]ATTACK[/b]: Choose any [b]PSI Spell[/b] you have and fire it at a target like normal[list]
[*]The attack gains [b]5 Dice[/b], but loses [b]4 Damage[/b]
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=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=Valoo's Rage][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Bring down the rage of the great [Fire] dragon upon the target![list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]Neutral Damage[/b]: 8
[/list][/list][/list][/box]
[box=Hellfire][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: A green flame that ignites the target’s [Magic] pool.[list]
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target becomes [color=yellow][b]Cursed[/b][/color]:[list]
[*]Anytime the target spends [Magic], they take [b]Neutral Damage[/b] equal to the amount spent.
[/list][/list][/list][/list][/box]
[box=Scorch][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Scorch a target with more burns than they can recover from.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 7
[*][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][/list][/box]
[/tab]
[tab=Support]
[box=Disintegration Field][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: A blazing wave of heat covers the field, devouring anyone too weak to stand.[list]
[*][b]EFFECT[/b]: Summon the [color=yellow][b]Heatwave[/b][/color] [i]Field Effect[/i].[list]
[*]Overwrite any current [i]Field Effect[/i] in play.
[*]Anyone that drops down to [Hearts]2[/Hearts] or less instantly dies.
[/list][/list][/list][/box]
[box=Steel Shadows][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Strengthen a target’s [Shadow] into steel, powering them up… somehow.[list]
[*][b]EFFECT[/b]: Target gains [b]5 [Power][/b].
[/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]
[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]
[/spoiler]
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