Zelda Universe RPG

9-3-16: Key to the Catacombs - Printable Version

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9-3-16: Key to the Catacombs - WindStrike - 08-12-2016

In roughly two weeks, for once in my life, I'm comin' back and DMing a relatively mini-quest, it should only last 3 sessions tops (pretty much, 2 exploration/battle sessions, and a boss session). It'll be centered around good ol' Strife, still senile as usual, as you try to help him find the keys to his locker down in Old Hyrule Town. While this quest will have an abnormally high number of Artifact-level Rewards, it's also intended for players that already have a good number of Artifacts and are thus strong enough to take on this Final Fantasy Themed Quest. I'm enabling up to three players, especially since Strife will be relatively useless until he gets his full gear back.


Players:
  • Hal
  • Sephiroth
  • Darte
  • Fireblast


So, who wants in on the last slot? FYI, whoever takes that last slot will also have the chance to join in on the follow-up quest, which will be the last quest for the character Sephiroth, and it will be rather difficult and intended for all the high-end characters only. Hal is confirmed to join the follow-up as well, along with Mr. Strife NPC Man.


EDIT 1: Darte took the last slot.
EDIT 2: Due to a certain enemies with very high damage in here, I'm turning off Perma-death for NPCs this quest, so if there's a game over, Strife will come back to life. It's not a serious quest by any means, so if an NPC were to die here, it would have little impact on things.
EDIT 3: Fireblast took the hidden lastest last slot.

Logs



RE: 8-??-16: Key to the Catacombs - WindStrike - 09-03-2016

Here's the initial dose of enemies that can show up this quest.

Black Goblin
  • Power: 20 (+0)
  • Courage: 20 (+0)
  • Wisdom: 8 (+0)
  • Hearts: 18/18 (+0)
  • Magic: 0/0 (+0)
  • Initiative: $init 1d10
  • Attack Dice: 3
  • Defense Dice: 0
  • Armor: 1
 
Affinities: None
Description
Origin: Final Fantasy I

A particularly defensive type of Goblin that carries a wicked, Magic-eating sword and a black shield that absorbs Magic as well. It’s a nasty little creature that bares its fangs and rabid eyes towards anything smelling of “adventurer’s filth”. Apparently, after thousands of its kind has succumbed to the nightmares of “adventurers” and “heroes”, its kind has evolved from “weak imps” into powerful warriors, designed specifically to hunt these types of characters down.
  • Attack Dice: +5 against anyone with more than 3 Magic
  • Defense Dice: +6 against Magic-based attacks
  • If Black Goblin hits a target, and the target has 3 Magic or less afterwards, the target instantly dies.
  • Single Retaliate
If Black Goblin dies, it has a team drop of 70 Rupees and a Splash Red Potion, which can be found here.
Skills
Magic Hunters
  • RESTRICTIONS: This is an Innate Skill. Only Black Goblins can learn and use this skill.
  • DESCRIPTION: If it weren’t for the widespread threat of Adventurers, the Black Goblins would surely devour their own allies. Although they do not directly use Magic, they feed off of it to empower themselves.
    • Attack Dice: +5 against anyone with more than 3 Magic
    • EFFECT: If Black Goblin hits a target, and the target has 3 Magic or less afterwards, the target instantly dies.
(4) Single Retaliate
  • Stat Point Cost: 4
  • RESTRICTION 1: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
  • RESTRICTION 2: This can only be activated once per battle.
  • DESCRIPTION: After being attacked, you are capable of projecting a mirror image of yourself behind the target.
    • CONDITION: After someone attacks you with an attack (regardless if it was successful or not), you can Counterattack by using any non-charge attack.
Skull Bash
  • 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.
Steal
  • REQUIREMENTS: A free hand
  • DESCRIPTION: Select a target to steal from. Hopefully it's not considered illegal. You roll it three times, the defender only rolls once.
    • Roll your Courage dice vs. targets' Wisdom dice
      • Damage: None
    • Roll your Power dice vs. targets' Wisdom dice
      • Damage: None
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: If at least two of the three attacks are successful, steal an item that's equipped by the target.
        • Then, either store it in your inventory or, if you meet the REQUIREMENTS, you can immediately equip it.
Cover
  • 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.
Hide
  • 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.
Basic Counter
  • 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.
Two Hands for One
  • 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.
Punch
  • REQUIREMENTS: A free hand
  • DESCRIPTION: Swords not good enough? Punch a target with your fist!
    • Roll your Power +5 dice vs. targets' Power dice
      • Damage: Halved
Bash
  • 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
      • Damage: -2
Throw
  • 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
Kick
  • 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
      • Damage: Halved
Escape
  • 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.
Sneak-Up
  • 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).
Taunt
  • 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.
Stealth Strike
  • 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).
Items
Soul Blade
  • DESCRIPTION: A blade shining with shadows that strikes those who would cast spells. Can Slash or Stab or a target.
    • Slash:
      • Roll your Courage dice vs. targets' Wisdom dice
        • Damage: +0
        • EFFECT: If it hits, target loses 3 Magic.
    • Stab:
      • Roll your Courage -4 dice vs. targets' Wisdom dice
        • Damage: +0
        • EFFECT: If it hits, target loses 5 Magic.
        • IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Obsidian Shield
  • DESCRIPTION: An eerie, pitch-black shield that absorbs elemental power from attacks that touch it, giving you a huge defense bonus against them. However, it’s useless against all other attacks.
    • Defense Dice: +6 against Magic-based attacks
Combat Armor
  • DESCRIPTION: A lightweight armor that enhances the offense of its wearer, though the protection it provides is subpar.
    • Armor: +1
    • Attack Dice: +3
Bomb
  • Power: 8 (+0)
  • Courage: 18 (+0)
  • Wisdom: 25 (+0)
  • Hearts: 12/12 (+0)
  • Magic: 9/9 (+0)
  • Initiative: $init 1d10
  • Attack Dice: 0
  • Defense Dice: 0
  • Armor: 0
 
Affinities: Fire
Description
Origin: Final Fantasy

These giant, hot, fiery blobs of raging doom bring forth a slew of Fire spells, biting, and when it comes to it, self-destructing.
  • Attack Dice: +1 for each point of Magic it’s missing
  • Defense Dice: +1 for every Heart it’s missing
    • This defense bonus only works once per round.
  • If it Self-Destructs, it will negate its Item Drop.
If Bomb dies, it has a team drop of 70 Rupees and 2 Ember Seeds, which can be found here.
Skills
Exhausting Fumes
  • RESTRICTIONS: This is an Innate Skill. Only Bombs can learn and use this skill.
  • DESCRIPTION: As the Bomb becomes more depleted, its flames grow hotter and its maneuverability increases.
    • Attack Dice: +1 for each point of Magic it’s missing
    • Defense Dice: +1 for every Heart it’s missing
      • This defense bonus only works once per round.
(4) Hanging On
  • Stat Point Cost: 4
  • RESTRICTIONS: You can only activate Hanging On once per battle.
  • DESCRIPTION: You are capable of surviving a powerful attack that would normally kill you.
    • EFFECT: If you have at least 6 Hearts before damage is calculated, you can activate this skill.
      • Your Hearts are reduced to 1 instead.
Burning Bite
  • REQUIREMENTS: Fire
  • DESCRIPTION: I'm gonna bite your head off! Just you wait! Bomb spins around and 'round and flies quickly at a target, biting them on the way.
    • Roll your Courage +10 dice vs. targets' Courage dice
      • Damage: Halved
      • EFFECT: If it hits, target gets Bleeding x5.
Self-Destruct
  • DESCRIPTION: So if it uses Self-Destruct, does that mean it's actually a Pokemon? Bomb’s flames rage brightly for a moment, then it spontaneously explodes, hitting everyone else.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: +0
      • EFFECT: Afterwards, it will be dead, and it will not have an Item Drop.
Cover
  • 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.
Hide
  • 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.
Basic Counter
  • 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.
Two Hands for One
  • 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.
Punch
  • REQUIREMENTS: A free hand
  • DESCRIPTION: Swords not good enough? Punch a target with your fist!
    • Roll your Power +5 dice vs. targets' Power dice
      • Damage: Halved
Bash
  • 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
      • Damage: -2
Throw
  • 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
Kick
  • 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
      • Damage: Halved
Escape
  • 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.
Sneak-Up
  • 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).
Taunt
  • 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.
Stealth Strike
  • 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).
Spells
Blast
  • REQUIREMENTS: Fire
  • COSTS: 4 Magic
  • DESCRIPTION: A high-powered explosion of Fire that blasts a chunk of the target off.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: +0
      • EFFECT: If it hits, target loses 5 Hearts (stat).
Incinerate
  • 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.
Flare Up
  • REQUIREMENTS: Fire
  • COSTS: 3 Magic
  • DESCRIPTION: Infuse an ally with high intensity flames, empowering their next attack.
    • EFFECT: Target’s next attack gains 8 Dice.
Disintegration Field
  • 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.
Ice Elemental
  • Power: 7 (+0)
  • Courage: 7 (+0)
  • Wisdom: 28 (+0)
  • Hearts: 20/20 (+0)
  • Magic: 10/10 (+0)
  • Initiative: $init 1d10
  • Attack Dice: 0
  • Defense Dice: 0
  • Armor: 0
 
Affinities: Water
Description
Origin: Final Fantasy XII

Is that floating blob of shattered ice? Ice Elementals may not look threatening, but after witnessing their abilities once, it's enough to make anyone turn their tail and run.
  • Regen: x3
  • Magic Costs: -2
  • You recover Magic equal to half the damage you deal.
  • All damage taken halved unless Protect and/or Shell is being used on allies
If Ice Elemental dies, it has a team drop of 70 Rupees and a Splash Green Potion, which can be found here.
Skills
Protect
  • RESTRICTIONS: This is an Innate Skill. Only Ice Elemental can learn and use this skill.
  • DESCRIPTION: Multiple layers of crystals surround Ice Elemental, severely reducing the damage of physical attacks. It can even temporarily shift those crystals to an ally.
    • EFFECT 1: Non-Magic-based damage you take is halved
    • EFFECT 2: You can temporarily make an ally take half damage from Non-Magic-based attacks in exchange for you taking full damage.
      • DURATION: Until the start of your next turn
Shell
  • RESTRICTIONS: This is an Innate Skill. Only Ice Elemental can learn and use this skill.
  • DESCRIPTION: A magical, icy barrier surrounds Ice Elemental, severely reducing the damage of magical attacks. It can even temporarily shift the barrier to an ally.
    • EFFECT 1: Magic-based damage you take is halved
    • EFFECT 2: You can temporarily make an ally take half damage from Magic-based attacks in exchange for you taking full damage.
      • DURATION: Until the start of your next turn
Icy Efficiency
  • RESTRICTIONS: This is an Innate Skill. Only Ice Elemental can learn and use this skill.
  • DESCRIPTION: Ice Elementals are incredibly efficient at casting their spells and even recover Magic back as they hit their enemies.
    • Magic Costs: -2
    • EFFECT: You recover Magic equal to half the damage you deal.
(4) Regeneration
  • Stat Point Cost: 4
  • DESCRIPTION: You naturally recover Hearts over time.
    • EFFECT: You gain Regen x3.
Energy Transfer
  • DESCRIPTION: Ice Elemental can transfer its excess Magic to help replenish its allies’ supplies.
    • EFFECT: Siphon any amount of Magic from you to another target.
Cover
  • 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.
Hide
  • 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.
Basic Counter
  • 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.
Two Hands for One
  • 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.
Punch
  • REQUIREMENTS: A free hand
  • DESCRIPTION: Swords not good enough? Punch a target with your fist!
    • Roll your Power +5 dice vs. targets' Power dice
      • Damage: Halved
Bash
  • 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
      • Damage: -2
Throw
  • 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
Kick
  • 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
      • Damage: Halved
Escape
  • 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.
Sneak-Up
  • 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).
Taunt
  • 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.
Stealth Strike
  • 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).
Spells
Frost
  • REQUIREMENTS: Water
  • COSTS: 2 Magic
  • DESCRIPTION: Send an icy wave of Water at a target, slowing them down.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: +0
      • EFFECT: If it hits, target loses 3 Attack Dice.
Ice Blast
  • REQUIREMENTS: Water
  • COSTS: 6 Magic
  • DESCRIPTION: Set off a large-scale blast of ice, chilling all enemies.
    • Roll your Wisdom +5 dice vs. targets' Wisdom dice
      • Damage: Halved
      • EFFECT: Target(s) hit lose 3 Attack Dice.
Nullify
  • 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.
Block
  • REQUIREMENTS: Water
  • COSTS: 4 Magic
  • DESCRIPTION: Set up a blockade of Water, suppressing a nasty power produced by an attack.
    • EFFECT: Target gains Effect Block:
      • Negate the next EFFECT to the target caused by a Combat Action, which then removes Effect Block.
Blizzard
  • REQUIREMENTS: Water
  • COSTS: 6 Magic
  • DESCRIPTION: Summon a mighty blizzard, slowing down anyone who tries to attack.
    • EFFECT: Summon the Frozen Field Field Effect:
      • Overwrite any current Field Effect in play.
      • After anyone attacks, they lose 2 Attack Dice.
Chimera
  • Power: 20 (+3)
  • Courage: 7 (+0)
  • Wisdom: 21 (+0)
  • Hearts: 20/18 (+2)
  • Magic: 12/12 (+0)
  • Initiative: $init 1d10
  • Attack Dice: 0
  • Defense Dice: 0
  • Armor: 3
 
Affinities: Water, Fire, Nature
Description
Origin: Final Fantasy
A conglomeration of various beasts, Chimeras are hooved monsters; bearing a bull’s head where it’s head would normally be and the heads of an eagle and a wolf on their shoulders and a snake for it’s tail.

When attacking using Thundara or Thundaga, Chimera’s snake head rears up and lashes at the air in the direction of it’s respective target(s).
  • After you attack using an Affinity, you gain one of the following Bonuses based on what Affinity you used to attack:
    • Water: You gain 2 Defense Dice
    • Fire: You gain 2 Attack Dice
    • Nature: You gain 2 Armor
  • Magic Regen x2
If Chimera dies, it has a team drop of 100 Rupees and an Augment Scroll, which can be found here.
Skills
Hybrid Monstrosity
  • RESTRICTIONS: This is an Innate Skill. Only Chimeras can learn and use this skill.
  • DESCRIPTION: Chimeras, as hybrid monster, gains a general boost to it’s bulk.
    • Power: +3
    • Hearts: +2/2
    • Armor: +3
Elemental Power
  • RESTRICTIONS: This is an Innate Skill. Only Chimeras can learn and use this skill.
  • DESCRIPTION: Chimeras get stronger when they draw into their elemental pools, each one boosting a specific stat.
    • Magic Regen: +2
    • EFFECT: After you attack using an Affinity, you gain one of the following Bonuses based on what Affinity you used to attack:
      • Water: You gain 2 Defense Dice
      • Fire: You gain 2 Attack Dice
      • Nature: You gain 2 Armor
Megiddo Flame
  • REQUIREMENTS: Fire
  • COSTS: 4 Magic
  • DESCRIPTION: Chimera’s wolf head glows red and produces a fireball and then the beast throws it at a target, dealing considerable damage and severely compromising their defense.
    • Roll your Wisdom +4 dice vs. targets' Wisdom dice
      • Damage: +2
      • EFFECT: If it hits, target loses 5 Armor.
Aqua Breath
  • REQUIREMENTS: Water
  • COSTS: 4 Magic
  • DESCRIPTION: Chimera’s eagle head glows blue and sprays a caustic breath of bubbles all over all enemies, compromising their speed.
    • Roll your Wisdom +8 dice vs. targets' Wisdom dice
      • Damage: Halved
      • EFFECT: Target(s) hit lose 3 Courage.
Ram
  • DESCRIPTION: Chimera rams into a target using it’s bull head, attempting to gore them.
    • Roll your Power dice vs. targets' Power dice
      • Damage: +5
      • EFFECT: If it hits, target gets Bleeding x5.
Absorb
  • REQUIREMENTS: Two free hands
  • DESCRIPTION: Grab a target and hug him, squeezing out some Magic from them in the process.
    • Roll your Power +6 dice vs. targets' Courage dice
      • Damage: Halved
      • EFFECT: Siphon Magic from the target equal to half the difference in successes.
Cover
  • 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.
Hide
  • 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.
Basic Counter
  • 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.
Two Hands for One
  • 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.
Punch
  • REQUIREMENTS: A free hand
  • DESCRIPTION: Swords not good enough? Punch a target with your fist!
    • Roll your Power +5 dice vs. targets' Power dice
      • Damage: Halved
Bash
  • 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
      • Damage: -2
Throw
  • 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
Kick
  • 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
      • Damage: Halved
Escape
  • 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.
Sneak-Up
  • 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).
Taunt
  • 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.
Stealth Strike
  • 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).
Spells
Thundara
  • REQUIREMENTS: Nature
  • COSTS: 4 Magic
  • DESCRIPTION: Send a large bolt of Lightning down on a target.
    • Roll your Wisdom +4 dice vs. targets' Wisdom dice
      • Damage: +4
      • EFFECT: If it hits, target loses 3 Defense Dice.
Thundaga
  • REQUIREMENTS: Nature
  • COSTS: 8 Magic
  • DESCRIPTION: Set off a large storm of Lightning, barraging the enemy party with many bolts of electricity. Hits all enemies.
    • Roll your Wisdom +8 dice vs. targets' Wisdom dice
      • Damage: Halved
      • EFFECT: Target(s) hit lose 5 Power.
Tonberry
  • Power: 10 (+0)
  • Courage: 10 (+0)
  • Wisdom: 10 (+0)
  • Hearts: 47/47 (+0)
  • Magic: 0/0 (+0)
  • Initiative: $init 1d2
  • Attack Dice: 100
  • Defense Dice: 3
  • Armor: 5
 
Affinities: None
Description
Origin: Final Fantasy

It sees you. It wants you. You will die... eventually.
  • None
If Tonberry dies, it drops a Fairy, which can be found here.
Skills
Slowpoke
  • RESTRICTIONS: This is an Innate Skill. Only Tonberries can learn and use this skill.
  • DESCRIPTION: Tonberry moves veeery slow and as a result, will likely start the battle last.
    • Initiative: -0d8
    • EFFECT: When Tonberry declares an Action, it will happen two rounds later due to taking that long to walk up to the target.
      • IT DOESN'T MATTER WHERE YOU RUN OR HIDE. HE WILL GET YOU.
      • It is entirely possible to bypass this if he is moved closer to his target by other means, ie Throw.
(3) Soulbound
  • Stat Point Cost: 3
  • DESCRIPTION: All of your items are bound to your soul.
    • EFFECT 1: Your items cannot be stolen.
    • EFFECT 2: If any of your items would drop to the ground, they end up back in your inventory, but they remain disabled for the rest of the battle.
    • EFFECT 3: When you die, your items go to Item Heaven, where they await your eventual revival before returning to you… unless you’re an enemy, in which case… goodbye items.
Cover
  • 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.
Hide
  • 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.
Basic Counter
  • 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.
Two Hands for One
  • 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.
Punch
  • REQUIREMENTS: A free hand
  • DESCRIPTION: Swords not good enough? Punch a target with your fist!
    • Roll your Power +5 dice vs. targets' Power dice
      • Damage: Halved
Bash
  • 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
      • Damage: -2
Throw
  • 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
Kick
  • 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
      • Damage: Halved
Escape
  • 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.
Sneak-Up
  • 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).
Taunt
  • 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.
Stealth Strike
  • 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).
Items
A Little Knife
  • DESCRIPTION: It's just a little knife. Why are you frightened, my friend? Scared, are you? Then come closer. Let me hug you. A little knife that deals a little damage. Hits one target.
    • Roll your Courage +2 dice vs. targets' Courage dice
      • Damage: +0
A Little Lantern
  • DESCRIPTION: Doom on you! Doom on you! Doom on you! A dimly-lit lantern carried by Tonberry. It leads the way to death.
    • Defense Dice: +3
    • Attack Dice: +100
A Little Cloak
  • DESCRIPTION: I find such comfort in a tattered cloak made from the victims of my little knife. A little cloak that provides surprisingly heavy protection for the fella.
    • Armor: +5
Cactuar
  • Power: 27 (+0)
  • Courage: 33 (+0)
  • Wisdom: 5 (+0)
  • Hearts: 10/10 (+0)
  • Magic: 5/5 (+0)
  • Initiative: $init 1d100
  • Attack Dice: 0
  • Defense Dice: 0
  • Armor: 0
 
Affinities: None
Description
Origin: Final Fantasy VI

Fast, small and annoying, Cactuars are rare blocky cactus monsters whose entire body; legs and all, are stiff and seem to run on a single plane. Despite being literally running cacti, they don’t seem to be spiky to the touch. They will try to run wherever possible but there is a chance that it may slip up and attack someone before it runs. Even so, don’t corner them or you will be in for a nasty surprise...
  • Whenever you are targeted by an attack that hits your Wisdom stat, you gain 20 Armor for that attack.
  • Sneak Up and Sneak Attack always fail when they are used against you.
If Cactuar dies, it has a team drop of 256 Rupees.
Skills
Cactuar Resistance
  • RESTRICTIONS: This is an Innate Skill. Only Cactuars can learn and use this skill.
  • DESCRIPTION: Despite being incredibly dim-witted, Cactuars have developed a massive resistance to whatever it’s speed and apparent Power can’t fight.
    • EFFECT: Whenever you are targeted by an attack that hits your Wisdom stat, you gain 20 Armor for that attack.
Initial Strike
  • RESTRICTIONS: This is an Innate Skill. Only Cactaurs can learn and use this skill.
  • DESCRIPTION: Cactuars are so fast, they almost always get to go first even when you sneak up on them.
    • Initiative: +0d90.
    • EFFECT: Sneak Up and Sneak Attack always fail when they are used against you.
1000 Needles
  • RESTRICTIONS: This is an Innate Skill. Only Cactuars can learn and use this skill. And btw, there is no copying or stealing this skill!
  • REQUIREMENTS: You being in a position where you have no chance of escape in.
  • COSTS: 5 Magic
  • DESCRIPTION: Despite looking like a total weakling, Cactuars have the hidden ability to execute a lethal barrage of needles at a single target that they only use as a last resort. Final warning: Don’t try to corner these guys and hope you can secure an easy picking!
    • Roll your Courage +1000 dice vs. targets' Power dice
      • Damage: +0
      • EFFECT: If it hits (why shouldn’t it?) and, for some reason, the target lives afterwards; they get [color]Delayed[/color]:
        • Target’s next attack is delayed by 2 Turns, which then removes Delayed.
Cover
  • 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.
Hide
  • 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.
Basic Counter
  • 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.
Two Hands for One
  • 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.
Punch
  • REQUIREMENTS: A free hand
  • DESCRIPTION: Swords not good enough? Punch a target with your fist!
    • Roll your Power +5 dice vs. targets' Power dice
      • Damage: Halved
Bash
  • 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
      • Damage: -2
Throw
  • 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
Kick
  • 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
      • Damage: Halved
Escape
  • 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.
Sneak-Up
  • 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).
Taunt
  • 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.
Stealth Strike
  • 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).



RE: 9-3-16: Key to the Catacombs - WindStrike - 09-17-2016

And here's the dose of bosses that show up:

Key Boss
  • Power: 15 (+0)
  • Courage: 15 (+0)
  • Wisdom: 20 (+0)
  • Hearts: 250/250 (+0)
  • Magic: 50/50 (+0)
  • Initiative: $init 2d9
  • Attack Dice: 0
  • Defense Dice: 0
  • Armor: 0
 
Affinities: Fire
Description
Origin: Why does this exist

Who do think you are? I AM! I am a flame forged from many keys, burning with the passion of thousands of burning flames unlocking themselves into eternal eternity! For I am the key to unlocking the secrets of the universe. I can unlock your heart. Your weaknesses. Everything that remains locked shall be no more against I, creator of unlocking secrets!

...

No seriously, who created this lame boss, and why does it exist?
  • Your Power, Courage, Wisdom, Attack Dice, Defense Dice, & Armor cannot be altered by anyone else in any way.
    • But only so many secrets can be locked away… Odd?
  • Status Protection
  • Counter Window
If Key Boss dies, well… it transforms into a key. Hope it’s useful for something.
Skills
Double Turn
  • 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
Locked Secrets
  • RESTRICTIONS: This is an Innate Skill. Only Key Boss can learn and use this skill.
  • DESCRIPTION: As much as Key Boss unlocks, it has just as many things it keeps locked away in itself. As thus, if its stats would be changed by an outside force, it can simply lock up the change.
    • EFFECT: Your Power, Courage, Wisdom, Attack Dice, Defense Dice, & Armor cannot be altered by anyone else in any way.
      • But only so many secrets can be locked away… Odd?
(8) Status Protection
  • Stat Point Cost: 8
  • DESCRIPTION: A cleansing bubble surrounds you, periodically protecting you from various effects.
    • EFFECT: Once per round, at any time, you can remove one Named Effect that you have that wasn’t caused by a Charge-Up ability.
(5) Counter Window
  • 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.
Unlocking the Secrets
  • DESCRIPTION: Because Key Boss is broken as all heck against a force that’s probably more OP, it can “unlock secrets” from enemies, gaining their ridiculousness. Hits one target.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: +0
      • EFFECT: If it hits, copy one of the target’s Bonuses, which can be any of Power, Courage, Wisdom, Attack Dice, Defense Dice, or Armor.
        • Once a Bonus has been copied, you can’t copy it again from that target.
Steal
  • REQUIREMENTS: A free hand
  • DESCRIPTION: Select a target to steal from. Hopefully it's not considered illegal. You roll it three times, the defender only rolls once.
    • Roll your Courage dice vs. targets' Wisdom dice
      • Damage: None
    • Roll your Power dice vs. targets' Wisdom dice
      • Damage: None
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: If at least two of the three attacks are successful, steal an item that's equipped by the target.
        • Then, either store it in your inventory or, if you meet the REQUIREMENTS, you can immediately equip it.
Cover
  • 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.
Hide
  • 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.
Basic Counter
  • 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.
Two Hands for One
  • 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.
Punch
  • REQUIREMENTS: A free hand
  • DESCRIPTION: Swords not good enough? Punch a target with your fist!
    • Roll your Power +5 dice vs. targets' Power dice
      • Damage: Halved
Bash
  • 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
      • Damage: -2
Throw
  • 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
Kick
  • 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
      • Damage: Halved
Escape
  • 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.
Sneak-Up
  • 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).
Taunt
  • 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.
Stealth Strike
  • 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).
Spells
Valoo's Rage
  • 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
Eternal Flames
  • REQUIREMENTS: Fire
  • COSTS: 6 Magic
  • DESCRIPTION: Engulf the target in flames that last for eternity, consuming them until nothing remains.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: +0
      • EFFECT: If it hits, target gets Bleeding x7.
Incinerate
  • 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.
Force of Alteration
  • COSTS: 4 Magic
  • DESCRIPTION: Through the power of Arcane Magic, you're able to transform a Wisdom-based attack into a different force.
    • EFFECT 1: The next Wisdom-based attack you use is altered into one of the following, though you lose its Dice Modifier in the process:
      • Roll your Courage dice vs. targets' Courage dice
      • Roll your Power dice vs. targets' Power dice
    • EFFECT 2: The attack's Damage Modifier and EFFECTS remain the same.
IT'S A TRAP!



RE: 9-3-16: Key to the Catacombs - WindStrike - 09-17-2016

Armor
Mystile
  • INFORMATION: This is a Mythical Artifact.
  • DESCRIPTION: An armor built out of powerfully enchanted magical mythril back in Gaia, the Mystile provides decent protection and heavily increases your fortitude and Magic capacity.
    • Armor: +5
    • Hearts: +8
    • Magic: +8
Add Mystile to your Armors
Weapons
Thunder Materia
  • INFORMATION: This is an Artifact.
  • DESCRIPTION: A powerful yellow stone, resonating with magical currents of electricity. Simply holding it grants you the power to use Thunder (Nature) abilities. Can be used to cast Thundara on a single target or Thundaga against all enemies.
    • EFFECT: While this is equipped, you gain Nature Affinity.
    • Thundara:
      • REQUIREMENTS: Nature
      • COSTS: 4 Magic
      • Roll your Wisdom +4 dice vs. targets' Wisdom dice
        • Damage: +4
        • EFFECT: If it hits, target loses 3 Defense Dice.
    • Thundaga:
      • REQUIREMENTS: Nature
      • COSTS: 8 Magic
      • Roll your Wisdom +8 dice vs. targets' Wisdom dice
        • Damage: Halved
        • EFFECT: Target(s) hit lose 5 Power.
Add Thunder Materia to your Weapons
Poison Materia
  • INFORMATION: This is an Artifact.
  • DESCRIPTION: A powerful purple stone, resonating with the magical poisons. Simply holding it grants you the power to use Poison (Shadow) abilities. Can be used to cast Bio on a single target or Bioaga on all enemies.
    • EFFECT: While this is equipped, you gain Shadow Affinity.
    • Bio:
      • REQUIREMENTS: Shadow
      • COSTS: 4 Magic
      • Roll your Wisdom +6 dice vs. targets' Wisdom dice
        • Damage: Halved
        • EFFECT: If it hits, target gets Bleeding x6.
    • Bioaga:
      • REQUIREMENTS: Shadow
      • COSTS: 8 Magic
      • Roll your Wisdom +12 dice vs. targets' Wisdom dice
        • Neutral Damage: 4
        • EFFECT 1: Target(s) hit lose 2 Power, Courage and Wisdom.
        • EFFECT 2: Target(s) hit also get Bleeding x2
Add Poison Materia to your Weapons
Tools
Restore Materia
  • INFORMATION: This is an Artifact.
  • DESCRIPTION: A powerful green stone, resonating with the magical essence of healing. Simply holding it grants you the power to use Healing (Nature) abilities. Can be used to cast Cura on a single target or Curaga on all allies.
    • EFFECT: While this is equipped, you gain Nature Affinity.
    • Cura:
      • REQUIREMENTS: Nature
      • COSTS: 4 Magic
        • EFFECT: Target recovers 12 Hearts.
    • Curaga:
      • REQUIREMENTS: Nature
      • COSTS: 8 Magic
        • EFFECT: You and all allies recover 8 Hearts.
Add Restore Materia to your Tools
Weapons
Brotherhood
  • INFORMATION: This is a Mythical Artifact.
  • REQUIREMENTS: Must have the Water affinity to use.
  • DESCRIPTION: Twice used in the crusades against evil and despair; the Brotherhood is a long sword terminating in a long hook, bearing a shimmering watery blade gleaming with countless magical bubbles foaming all over it. Can Slash or Stab one target or execute the epic Blitz Ace ability on one target.
    • EFFECT: All attacks made using this sword are considered to be Water-based.
    • Slash:
      • Roll your Courage +12 dice vs. targets' Courage dice
        • Damage: +0
        • EFFECT: If it hits, you identify the enemy’s movements; causing you and your allies to gain 3 Dice when attacking and defending against that target.
    • Stab:
      • Roll your Courage dice vs. targets' Courage dice
        • Damage: +12
        • EFFECT: If it hits, you identify the enemy’s movements; causing you and your allies to gain 5 Dice when attacking and defending against that target.
        • IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
    • Blitz Ace:
      • COSTS: 8 Magic
      • CHARGE: 5 Turns
        • Begin charging by focusing your determination into the sword. As it charges, it glows brightly in the memories of the sword’s previous owners and their determination in using the blade to defeat Sin and all other manner of other fiends and evil that roamed the world of Spira.
      • DESCRIPTION: Once fully charged, leap at a target and use the Slash attack on the target twice; you roll it two times, the defender only rolls once.
        • EFFECT: Then plant the sword into the ground and leap into the air using its hilt as leverage; firing a tightly-compressed ball of Water at the target:
          • Roll your Wisdom dice vs. targets' Courage dice
            • Damage: +15
            • EFFECT: If it hits, target loses 5 Attack Dice
Add Brotherhood to your Weapons
Buster Sword
  • INFORMATION: This is a Mythical Artifact.
  • REQUIREMENTS: Two-Handed and can only be used by Strife
  • DESCRIPTION: A grand, oversized sword that should be outright impossible to carry, yet for Strife, it’s oddly light. Nonetheless, he uses both his hands to wield it. It’s an old blade with thousands of scars from many battles and on the verge of cracking apart, but it should be able to live for another adventure or so. Can Power Slash or Cleave a target, or use the epic Omnislash ability.
    • Power Slash:
      • Roll your Power +3 dice vs. targets' Courage dice
        • Damage: +10
    • Cleave:
      • Roll your Power -5 dice vs. targets' Courage dice
        • Damage: +10
        • EFFECT: If the target dies, cleave through them and hit all remaining enemies at the same success rate, dealing half the damage.
    • Omnislash:
      • COSTS: 8 Magic
      • CHARGE: 8 Turns
        • Begin charging by focusing the memories of all battles past into the Buster Sword. As it charges, the memories begin to visually appear around you to others, culminating in an incredible glowing effect from the Buster Sword as it reaches its maximum potential.
      • DESCRIPTION: Once charged, use the Slice attack against a target 8 times. You roll all 8 times, and the target only rolls once to defend.
        • EFFECT: If all 8 attacks hit the target, strike one more time to automatically deal an additional 10 Neutral Damage.
Strife, add Buster Sword to your Weapons
Masamune
  • INFORMATION: This is a Legendary Artifact.
  • RESTRICTIONS: Masamune can only be used by Sephiroth.
  • DESCRIPTION: A long blade forged from destruction incarnate with a Black Materia imbedded in the hilt, causing an obsidian glow around the blade. It can Slash or Stab one target. Also grants access to the Death Leap, Heartless Angel, and Meteor active abilities.
    • EFFECT: Masamune cannot be countered at all.
    • Slash:
      • Roll your Courage +22 dice vs. targets' Courage dice
        • Damage: +0
    • Stab:
      • Roll your Courage dice vs. targets' Courage dice
        • Damage: +22
        • IF FAIL: Target can Counterattack you with a ranged attack, regardless of CONDITIONS.
    • Death Leap:
      • COSTS: 5 Magic
      • CHARGE: 3 Turns
        • Begin charging by focusing your Magic outwards from yourself. As you charge, the wind flow of the area increases and spirals around you, causing you to feel weightless and be silent.
        • Once charged, you can immediately fly into the air.
          • You are temporarily out-of-the-battle, meaning you cannot be hit by anything and are unaffected by everything except any Effects you already have.
      • DESCRIPTION: On your next turn, if you're in flight, descend on a target, stabbing them through with the Masamune.
        • Roll your Power +15 dice vs. targets' Power dice
          • Damage: +15
    • Heartless Angel: Who needs a blade when you have OBLIVION?!?!
      • COSTS: 10 Magic
      • CHARGE: 5 Turns
        • Begin channelling all of your power to the tip of Masamune. As it charges, the blade's reflection grows brighter and vibrates at insane speeds, up until the point where it naturally causes glass to break in the area.
      • DESCRIPTION: Once charged, you can extinguish the spirit of your sword. After a brief pause, all of your enemies go up in an explosive massacre brimming with destructive flames.
        • Roll your Wisdom +15 dice vs. targets' Wisdom dice
          • Damage: +0
          • EFFECT: Target(s) hit are trapped inside an Infernal Nightmare.
            • EFFECT 1: Anyone outside the barrier cannot hit anyone inside the barrier. Likewise, anyone inside cannot hit anyone outside.
            • EFFECT 2: Everyone inside the Infernal Nightmare cannot recover Hearts or Magic.
            • EFFECT 3: At the start of each round, all targets inside take 8 Neutral Damage and lose 8 Magic.
            • EFFECT 4: The barrier has Hearts and Magic equal to the Total Difference in successes from the initial attack.
            • EFFECT 5: The barrier's Defense Dice equals the highest difference in successes from the initial attack.
            • EFFECT 6: The barrier is considered a new target, and can be attacked by any means.
              • Non-Magic-based attacks to the barrier reduces its Hearts.
              • Magic-based attacks to the barrier reduces its Magic.
            • DURATION: Infernal Nightmare lasts until it's Hearts and Magic are reduced to 0.
    • Meteor: Shall I give you… despair?
      • RESTRICTIONS: You cannot call down another Meteor until the existing one has hit
      • COSTS: 15 Magic
      • DESCRIPTION: Summon a meteor from the heavens, threatening to annihilate the entire area. As it gets closer and closer, sound gets drowned out as the whole area shakes, trembling in fear of the impending doom. Two rounds after casting this, it will strike your target, decimating what remains while also dealing severe damage to everyone else with a fiery shockwave. Hits everyone except yourself.
        • EFFECT: Bypasses Cover
        • Roll the total of your Power, Courage, & Wisdom +30 dice vs. targets’ total of their Power, Courage, & Wisdom dice
          • Damage: +15
            • Everyone except the Target takes Half Damage instead of +15.
          • EFFECT: If the Target is killed, they cannot be revived for the remainder of the battle.
Sephiroth, update your Masamune with this
Tools
Aurora Armlet
  • INFORMATION: This is a Passive Artifact. Having it in your inventory is enough for it’s effects
  • REQUIREMENTS: Water
  • DESCRIPTION: A small armlet that sparkles with the effect of ice crusting off it. It protects you from Water-related abilities.
    • Defense Dice: +3
    • EFFECT 1: Once per round, at any time, you can remove a Water-based Named Effect from yourself.
    • EFFECT 2: Any negative Courage & Attack Dice Bonuses you get are halved.
Add Aurora Armlet to your Tools
Fire Armlet
  • INFORMATION: This is a Passive Artifact. Having it in your inventory is enough for it’s effects
  • REQUIREMENTS: Fire
  • DESCRIPTION: A small armlet that sparkles with the effect of fire blazing off it. It protects you from Fire-related abilities
    • Attack Dice: +3
    • EFFECT 1: Once per round, at any time, you can remove a Fire-based Named Effect from yourself.
    • EFFECT 2: Any negative Hearts & Defense Dice Bonuses you get are halved.
Add Fire Armlet to your Tools
Bolt Armlet
  • INFORMATION: This is a Passive Artifact. Having it in your inventory is enough for it’s effects
  • REQUIREMENTS: Nature
  • DESCRIPTION: A small armlet that sparkles with the effect of lightning jumping off. It protects you from Nature-related abilities
    • Armor: +3
    • EFFECT 1: Once per round, at any time, you can remove a Nature-based Named Effect from yourself.
    • EFFECT 2: Any negative Power & Defense Dice Bonuses you get are halved.
Add Bolt Armlet to your Tools



RE: 9-3-16: Key to the Catacombs - WindStrike - 09-24-2016

Gilgamesh