6-23-2017: Shadow of the Darkness - WindStrike - 01-17-2017
This next weekend, I'll be starting up Shadow of the Darkness, a quest for Kirran, Darte, & Hal as they try to get the aid of the Sheikah to help fight against the evil of the land.
Expected length of 3-4 sessions, very story heavy, along with some long overdue rewards.
RE: 6-23-2017: Shadow of the Darkness - WindStrike - 07-07-2017
Profiles for Dark Mass and Death Poes
- Power: 6 (+0)
- Courage: 36 (+0)
- Wisdom: 27 (+0)
- Hearts: 30/30 (+0)
- Magic: 15/15 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 5
- Armor: 12
Affinities: Fire, Water, Shadow, Light
Origin: Dan Kaze
“Oh come on, you know who I am, don’t think we need to spell this one out now, do we?”
Everything Impa knows about Bloodwind is listed. Everything else is listed as ‘???’.
Interloper Abilities, aka ???
- RESTRICTION 1: This is an Innate Skill. Only Hylians can learn and use this skill.
- RESTRICTION 2: A target hit by Telepathic Mindstrike cannot be hit by it again in the same day.
- DESCRIPTION: Turn your telepathy into a weapon, as you strike a target’s mind with it!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: Halved
- Neutral Damage: 2
- EFFECT: If it hits, read the thought the target is currently thinking about.
- RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: Hylians have a better sense of hearing than others, allowing them to hear something from far off that would normally be inaudible.
- EFFECT: Additionally, you can selectively hear what you want to in a crowd of noises.
- RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: You can send telepathic messages to someone else.
- You can initiate two-way communication with that person, even if he’s not capable of telepathy.
- These telepathic messages can only be sent to one person at a time.
- 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.
- COSTS: 3 Magic
- DESCRIPTION: Shh! I'm being sneaky. Go away! Magically camouflage in with your surroundings to go sneaky.
- You cannot be targeted by anything Single-Target.
- If you take any damage or do anything other than moving around, Camouflage ends.
- REQUIREMENTS: A melee attack
- CHARGE: 1 Action
- Charge by readying your attack, and preparing to leap at the target.
DESCRIPTION: Once charged, you can leap and attack a target using the melee attack.
EFFECT: If it succeeds, multiply the difference in successes by x1.5.
- REQUIREMENTS: A melee weapon
- CHARGE: 1 Action
- Charge by preparing yourself for a large leap.
DESCRIPTION: Once charged, you can leap over the target and stab their head along the way. Why? Because that's how things work.
Jump first by rolling your Courage stat. Add half of the result as Dice to your attack roll as you fall on your target from above, hitting them with a melee attack from your weapon.
- DESCRIPTION: As far as anyone knows, it turns the whole area pitch black. The first time it was used, it resulted in a bloodbath, but it’s still not clear what this ability does other than creating a great veil of darkness that not even Light can pierce through.
Bloodwind has another Signature Move?
- 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).
Has access to all Fire, Water & Shadow Spells found in this part of the compendium, including Illusion Magic.
- REQUIREMENTS: Light and Shadow
- COSTS: 6 Magic
- DESCRIPTION: Create an invisible clone of yourself that initially does nothing.
- EFFECT A: When defending, you can switch places with the clone, causing the clone to die while you remain untouched.
- EFFECT B: If you already have a clone, then casting Displace again allows you to instantly attack someone from behind, bypassing Cover and gaining 5 Dice. If the attack succeeds, you gain another Displacement Clone.
- INFORMATION 1: This is a Legendary Artifact.
- INFORMATION 2: This item is afflicted with Fierce Deity’s Influence. The longer you have it, the more influence it holds over you.
- INFORMATION 3: If you die and are not shortly revived afterwards, regardless of whether you have Soulbound or not, this item will drop, allowing anyone to pick it up.
- DESCRIPTION: A large teal-colored blade composed of a twin helix pattern. As it moves, a weird vorpal effect surrounds it, distorting the air around it. When it charges up, it makes a piercingly high-pitched sound that naturally shatters glass. The size of the blade makes it seem like a Two-Handed weapon, yet Bloodwind is wielding it with just one hand. Further information is unknown.
- ???
- DESCRIPTION: Around his Bloodwind’s left arm appears be a set of rotating rings. They’re barely visible when they’re passive. When they activate, they either glow a bright teal or red. Asides from increasing his defense, no one’s ever figured out what this is or what it does.
- Defense Dice: +5
- ???
- INFORMATION 1: This is a Legendary Artifact.
- INFORMATION 2: This item is afflicted with Majora’s Madness. For most people, simply touching it will invoke madness to the target, sending them into disarray.
- INFORMATION 3: If you die and are not shortly revived afterwards, regardless of whether you have Soulbound or not, this item will drop, allowing anyone to pick it up.
- DESCRIPTION: A thick armor covered in a mix of red and blue patterns and lined with thorns, capable of both blocking heavy damage and reflecting it back at any attacker. Supposedly it grants its wielder a pair of powerful whips, though it would appear those rumors are false. Most of the armor is visually concealed by Bloodwind’s Cloak.
- Armor: +10
- EFFECT: Gives a permanent Thorns effect, reflecting any damage you take back at the attacker (before Armor is calculated).
- INFORMATION: This is a Mythical Artifact.
- DESCRIPTION: A dark, full body cloak with a deep red color, and it even smells of blood. Beneath the hood is a bleak darkness that stares back at your soul, making you feel a hollow pit in the core of existence. Occasionally it’ll flash a pair of red eyes and a sinister smile. The cloak itself is capable of absorbing effects for Bloodwind to use in his own attacks.
- Armor: +2
- Red Cloak:
- EFFECT: When you’re hit by an attack, you can negate the effect entirely. This changes the cloak from red to dark gray.
Gray Cloak:
EFFECT: Whatever effect you have absorbed can be added to an attack. This changes the cloak from dark gray to red.
- INFORMATION 1: This is a Legendary Artifact.
- INFORMATION 2: This item is afflicted with Majora’s Madness. For most people, simply touching it will invoke madness to the target, sending them into disarray.
- INFORMATION 3: If you die and are not shortly revived afterwards, regardless of whether you have Soulbound or not, this item will drop, allowing anyone to pick it up.
- DESCRIPTION: Two maddening multi-colored eyes surrounded by an elaborate red-and-purple design and an array of spikes on the side, Majora’s Mask truly is the face of madness. When attached to a mere Skull Kid, it nearly brought ruin to the realm of Termina. It holds great transformative powers, turning whoever is wearing it into the incarnation of chaos itself.
- INFORMATION 1: This is a Legendary Artifact.
- INFORMATION 2: This item is afflicted with Majora’s Madness. For most people, simply touching it will invoke madness to the target, sending them into disarray.
- INFORMATION 3: If you die and are not shortly revived afterwards, regardless of whether you have Soulbound or not, this item will drop, allowing anyone to pick it up.
- DESCRIPTION: A small orb that’s capable of altering Bloodwind into someone else. It’s not just his appearance, but his entire profile will look like someone else’s. It’s unknown whether it’s capable of other effects or not.
- Amount: 10
- DESCRIPTION: A golden coin that can be flicked at any roll to rewind time for a moment and force a redo.
- EFFECT: Once per turn, immediately after someone rolls for something, you can flick a Reroll Point at the target to force them to reroll it.
- Amount: 1
- DESCRIPTION: A black fairy with a teal glow surrounding it. The one time that Bloodwind was supposedly killed, this fairy appeared, and his body and the fairy disappeared. He reappeared in Hyrule shortly afterwards.
|