4-1-17: Guardian of Light - WindStrike - 03-27-2017
Despite the date of the quest, it's not intended as an April Fools quest. It's intended to wrap up an overdue story arc that started with Gurloz, on his quest to find the spirit of Luekke, Guardian of Light. Nimono & Lumin will be joining him. Anywho, here's the exposition:
The forces protecting Hyrule City have been crippled. The Hylian Guard were able to take a major victory in defeating the Followers of Wisdom, but the toll of the battle was great and severely weakened the guard, more than halving their force. Shortly afterwards, there was a sudden attack from the Gerudo, and although the attack was brief, it completely crippled the Hylian Guard. Princess Zelda has exhausted her energy on helping to rebuild and create a barrier for the city, Monroe and Shady have been helping the citizens to defend themselves, and the other powerhouse of the city, Lord Gustaf, is starting to grow weak from age and countless battles. Knowing that another major attack on the city would surely fell it, Lord Gustaf reaches out to Gurloz, one of the only remaining members of the Knights of Light.
[Lord Gustaf]: "All this time, you've been wandering the land, searching for the Sunlight Dungeon. However, I'm here to tell you... I know where it is. I've always known, you just weren't quite ready to handle it. I've never been able to attempt it myself due to all the evils I've been protecting the city from. The location... is the Temple of Time, but in a different realm. Rauru will help you access it. Please, go to the dungeon, and bring back the spirit of Luekke, Guardian of Light. We need a greater power to help protect the city and give our people hope. I've found some adventurers that are willing to help you out. I'm also giving you my lance, though in your possession, its true powers will likely be dormant until you learn how to use it. Best of luck to you all."
Gustaf's Golden Lance is going to Lumin for now, at least until Gurloz figures out how to unlock its true power.
First session will be on Saturday, April 1st @ 7:00pm CST. Expect the quest to last for 3 sessions; that said, each session will probably go all the way to 3 hours.
RE: 4-1-17: Guardian of Light - WindStrike - 04-01-2017
Enemies!
- Power: 4 (+0)
- Courage: 15 (+0)
- Wisdom: 34 (+0)
- Hearts: 15/15 (+0)
- Magic: 5/5 (+5)
- Initiative: $init 1d20
- Attack Dice: 1
- Defense Dice: 0
- Armor: 0
Affinities: None
Origin: Zelda 1
A red-robed mage that's partially out of phase with reality. It teleports around its enemies randomly, reappearing only to blast them into oblivion. It's a fragile creature, but between teleportation and dimensional hijinks, it generally gets at least one hit in before it goes down, and that hit has a tendency to kill or cripple someone; even mages, in one shot.
Red Wizzrobes are the least control-happy of its species. Rather than be manipulative, it uses its sheer power and chaotic nature to destroy its prey, so that it can feast on their souls later. They often do sneak up on their enemies though...
- Bonus Turn is skipped.
- Damage Delay
- Defense Dice: +$1d6, reroll on 1 and then subtract it instead of adding it
- If you kill someone with an attack, you recover 10 Hearts w/ Augmented
- Non-Magic-based Damage is halved
If Red Wizzrobe dies, it has a team drop of 50 Rupees and it drops a Red Robe, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Wizzrobes can learn and use this skill.
- DESCRIPTION: Wizzrobes are partially out-of-sync with the physical realm and thus take considerably less damage.
- Magic: +5
- EFFECT: Non-Magic-based Damage taken is halved
- If the attack already does Half Damage, it doesn’t get halved a second time.
- RESTRICTIONS: This is an Innate Skill. Only Red Wizzrobes can learn and use this skill. There is no restriction on Innate Skills.
- DESCRIPTION: Red Wizzrobe randomly teleports around the battlefield every time it's attacked, gaining a randomized defensive bonus.
- Initiative: +0d2
- Defense Dice: +$1d6
- If the result is a 1, roll again, and then you lose Defense Dice equal to the result.
EFFECT: If you're successful in defending an attack, you gain bonus Attack Dice on your next attack equal to the difference in successes.
- Stat Point Cost: 3
- DESCRIPTION: You enter battles in a flash, though it's too fast for an extra move.
- Initiative: +0d8
- EFFECT: If you get a Bonus Turn, it's skipped.
- 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: No matter what kind of Wizzrobe it is, if their life is in too much danger, they can hide in an ally, possessing its body and amplifying its abilities.
- EFFECT: Select an allied target with lower Wisdom than your Wisdom, and hide inside said target.
- While you're hidden in the target, target gains Wisdom equal to half your Base Wisdom.
- You do not take any damage while hidden, but if the target dies while you're hidden inside him, you die as well.
- DURATION: You can remove yourself from the target with a Support Action, also removing the above effects.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- COSTS: 3 Magic
- DESCRIPTION: You become blessed by an Arcane light, allowing you to bestow a minor Bonus to yourself or an ally.
- EFFECT: Select either the target's Power, Courage, or Wisdom stat, and increase it by 2.
- DESCRIPTION: A basic wand commonly used by Wizzrobes, which has a rotatable base, allowing you to switch between two different attack modes. You can fire a Focused shot that hits one target, or a Dispersed blast that hits all enemies.
- Focused:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
Dispersed:
Roll your Wisdom +5 dice vs. targets' Wisdom dice
Damage: Halved
- DESCRIPTION: An red-colored robe that seems to lust for destruction and devastation. With some Magic, they gain the extra power to relish the killing of a victim. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Attack Dice: +1
Augmented Mode:
COSTS: 4 Magic at the start of each round
Attack Dice: +1
EFFECT: If you kill someone with an attack, you recover 10 Hearts.
- Power: 20 (+0)
- Courage: 20 (+7)
- Wisdom: 9 (+3)
- Hearts: 28/28 (+0)
- Magic: 10/10 (+0)
- Initiative: $init 1d13
- Attack Dice: 0
- Defense Dice: 5
- Armor: 4
Affinities: Light
Origin: Adventure of Link
Serving as guardians for whatever they are protecting, Fokka are large hawk-like knights bearing shield and sword. Despite their heavy armor, they are capable of short bouts of flight at surprising speeds. Fokka are overly zealous and are willing to attack anyone who doesn’t believe in their master. It is rumoured that you can get Fokka to join your cause, but they will fight to the death regardless of their situation.
This is the Red Fokka. They’re not as diversely powerful as their blue counterparts, but they can hold enemies in a fight and prevent them from escaping while they play a war of attrition to slowly hack away at their enemies before their allies arrive. They are equally as bird-brained as their blue counterparts though.
Despite being bird-like creatures, the Fokka are not related to the Rito and have little association with them.
- Upon entering the battle, Magic Distortion automatically activates for no cost.
- If multiple Fokka/Fokkeru enter a battle, choose only one of the Field Effects to stay.
Once per round, you get to reroll any of your defensive rolls for free.
Whenever enemies use Escape by Outrunning; your team can use your Courage stat instead of the team’s average Courage stat to defend.
+5 Courage when robe’s Augmented Protection is paid for.
+3 Defense Dice if you pay 2 Magic during a defense.
If Red Fokka dies, it has a team drop of 200 Rupees and a Feather Shield, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Fokkas can learn and use this skill.
- DESCRIPTION: All Fokkas have the ability to fly for brief periods of time when they jump, giving them a general defensive boost.
- Defense Dice: +3
- EFFECT: Once per round, you get to reroll any of your defensive rolls for free.
- RESTRICTIONS: This is an Innate Skill. Only Red Fokkas can learn and use this skill.
- DESCRIPTION: Red Fokkas are exceptionally fast, giving them big speed bonuses and letting them outrun would-be escapees.
- Courage: +5
- Initiative: +$0d3
- EFFECT: Whenever enemies use Escape by Outrunning; your team can use your Courage instead of the team’s average Courage stat to defend.
- RESTRICTIONS: This is an Innate Skill. Only Red Fokkas can learn and use this skill.
- REQUIREMENTS: Light
- DESCRIPTION: Bearing wings blessed with Light, Fokkas are protected by its power and enter the battle with a Field Effect.
- Wisdom: +3
- EFFECT: Upon entering the battle, Magic Distortion automatically activates for no cost.
- If multiple Fokka/Fokkeru enter a battle, choose only one of the Field Effects to stay.
- REQUIREMENTS: A melee weapon
- COSTS: 3 Magic
- DESCRIPTION: Swing your weapon in the direction of a target, firing a magical Swordbeam variant of a selected attack as a ranged attack.
- EFFECT: The attack also gains 3 Dice.
- REQUIREMENTS: A melee weapon
- CHARGE: 1 Action
- Charge by preparing yourself for a large leap.
DESCRIPTION: Once charged, you can leap over the target and stab their head along the way. Why? Because that's how things work.
Jump first by rolling your Courage stat. Add half of the result as Dice to your attack roll as you fall on your target from above, hitting them with a melee attack from your weapon.
- DESCRIPTION: Prepare yourself to retaliate against an oncoming attack by placing yourself into a Counter Stance.
- EFFECT: If you successfully defend the next attack that hits you, you can Counterattack the attacker by rolling behind them:
- Roll your Courage +5 dice vs. targets' Courage dice
- EFFECT: If it succeeds, follow-up with an attack from an equipped weapon, gaining Dice equal to the difference in successes.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Light
- COSTS: 7 Magic
- DESCRIPTION: Create a distortion that causes the field to ripple and react violently to Magic.
- EFFECT: Summon the Feedback Field Field Effect:
- Overwrite any existing Field Effect in play.
- Anyone that spends Magic takes Neutral Damage equal to half the respective Magic Cost.
- DESCRIPTION: A white blade enchanted with the power of wind. Can Slash, Stab, or Air Blade one target.
- Slash:
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: +0
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +6
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Magical Blade:
REQUIREMENTS: You being at Maximum Hearts
DESCRIPTION: Fire a magical blade of air, powered by your Hearts, at a target.
Roll your Courage +9 dice vs. targets' Courage dice
Damage: +0
- DESCRIPTION: A standard shield used by many of the Hylian Guards. It defends well against most attacks.
- Defense Dice: +3
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +4
- DESCRIPTION: A green robe that seems to flicker while you move, making your position unclear to enemies. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Courage: +2
Augmented Mode:
COSTS: 4 Magic at the start of each round
Courage: +7
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
- COSTS: 2 Magic per jump
- DESCRIPTION: If I add Magic to a feather, does that suddenly make it useful? A blue, magical feather that lets you use Magic to jump higher than before.
- EFFECT: When you pay the Magic Cost, gain the following effects:
- Defense Dice: +3
- Your Jump Distance is doubled, meaning for every Success you get when jumping, you cover 2 Feet of distance.
- Any fall damage you would take from any source is halved.
- DURATION: Until the end of the turn.
- Power: 20 (+0)
- Courage: 12 (+0)
- Wisdom: 25 (+5)
- Hearts: 35/29 (+6)
- Magic: 12/2 (+10)
- Initiative: $init 1d10
- Attack Dice: 3
- Defense Dice: 0
- Armor: 0
Affinities: Fire
Origin: Adventure of Link
Standing guard over an area, Fokkeru are large hawk-like creatures with feathers perpetually burning with Fire and are closely related to the Fokka. They can’t hold equipment, but their feathers burning with Fire impart strong magical abilities. They shell powerful blasts of Fire at any enemy who enters its area of patrol; which can devastate anyone but the well protected.
Despite being bird-like creatures, the Fokkeru are not related to the Rito and have little association with them.
- You automatically detect anyone attempting to Sneak Attack you or your allies, thus preventing the attack and forcing Initiatives to be rolled.
- You also see through Camouflage easily.
- Upon entering the battle, Disintegration Field automatically activates for no cost.
- If multiple Fokka/Fokkeru enter a battle, choose only one of the Field Effects to stay.
Anyone who enters melee combat with you takes 3 Neutral Damage.
Armor: +8 against non-Magic-based attacks
+5 Wisdom when robe’s Augmented Protection is paid for.
+3 Defense Dice if you pay 2 Magic during a defense.
If Fokkeru dies, it has a team drop of 200 Rupees and two Ember Seeds, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Enemy Race can learn and use this skill.
- DESCRIPTION: The Fokkeru’s hide of burning feathers give it a slew of natural defenses, deterring attackers.
- Hearts: +6
- EFFECT: Anyone who enters melee combat with you takes 3 Neutral Damage.
- RESTRICTIONS: This is an Innate Skill. Only Fokkeru can learn and use this skill.
- DESCRIPTION: The Fokkeru guard, overseeing its area of patrol in order to fire long-ranging blasts of Fire. They are never caught off guard.
- Wisdom: +3
- Attack Dice: +3
- EFFECT 1: You automatically detect anyone attempting to Sneak Attack you or your allies, thus preventing the attack and forcing Initiatives to be rolled.
- EFFECT 2: You also see through Camouflage easily.
- RESTRICTIONS: This is an Innate Skill. Only Fokkeru can learn and use this skill.
- DESCRIPTION: The Fokkeru bear a spirit of Fire. While they grant it a very limited ability to fly, they also grant a powerful deterrent to attack.
- Magic: +10
- EFFECT: Upon entering the battle, Disintegration Field automatically activates for no cost.
- If multiple Fokka/Fokkeru enter a battle, choose only one of the Field Effects to stay.
- REQUIREMENTS: A wing
- DESCRIPTION: Smack someone with your wing in a generic attack.
- Roll your Power +6 dice vs. targets' Power dice
- Damage: +0
- REQUIREMENTS: Fire
- DESCRIPTION: Fling a dancing flame at the target, attempting to singe them. You only roll once, but the target rolls the following rolls
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Roll your Wisdom +4 dice vs. targets' Courage dice
- Damage: Halved, per hit.
- EFFECT: If you hit the target on both rolls, target gets Burned:
- Every time the target attacks or defends, they take 1 Neutral Damage.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Fire
- COSTS: 1 Magic
- DESCRIPTION: A basic Fire spell that causes a flurry of sparks to explode around the target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- Neutral Damage: 4
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Shoot ball of flames that explodes over an enemy team, causing sparks to rain down on all your enemies.
- EFFECT: Bypasses Cover.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- 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.
- DESCRIPTION: A red colored platemail with steel so dense, it’ll heavily mitigate physical attacks.
- Armor: +8 against non-Magic-based attacks
- DESCRIPTION: Enchanted by protectful spirits, this robe amplifies the power of the user’s mind. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Wisdom: +2
Augmented Mode:
COSTS: 4 Magic at the start of each round to maintain
Wisdom: +7
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
- COSTS: 2 Magic per jump
- DESCRIPTION: If I add Magic to a feather, does that suddenly make it useful? A blue, magical feather that lets you use Magic to jump higher than before.
- EFFECT: When you pay the Magic Cost, gain the following effects:
- Defense Dice: +3
- Your Jump Distance is doubled, meaning for every Success you get when jumping, you cover 2 Feet of distance.
- Any fall damage you would take from any source is halved.
- DURATION: Until the end of the turn.
- Power: 25 (+5)
- Courage: 25 (+5)
- Wisdom: 22 (+5)
- Hearts: 23/23 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 6
- Armor: 2
Affinities: None
Origin: Adventure of Link
Serving as guardians for whatever they are protecting, Fokka are large hawk-like knights bearing shield and sword. Despite their heavy armor, they are capable of short bouts of flight at surprising speeds. Fokka are overly zealous and are willing to attack anyone who doesn’t believe in their master. It is rumoured that you can get Fokka to join your cause, but they will fight to the death regardless of their situation.
Blue Fokka aren’t as specialized as their counterparts; instead, they’re powerful in every respect, with virtually no weaknesses. They hit with the strength of a Darknut, more agile than a Keese, and although they’re not considered smart, they have their wits about them, rivaling the sentry abilities of a Beamos. Combined, they’re one of the strongest enemies in all of Hyrule.
Despite being bird-like creatures, the Fokka are not related to the Rito and have little association with them.
- Your roll is halved when trying to stop an enemy from Escaping.
- Once per round, you get to reroll any of your defensive rolls for free.
- 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.
- If you are targeted by an attack that has an attacking roll of at least 30 Dice, the Armor bonus this Armor provides increases from +2 to +8 for the duration of the attack.
If Blue Fokka dies, it has a team drop of 2 Stat Points.
- RESTRICTIONS: This is an Innate Skill. Only Fokkas can learn and use this skill.
- DESCRIPTION: All Fokkas have the ability to fly for brief periods of time when they jump, giving them a general defensive boost.
- Defense Dice: +3
- EFFECT: Once per round, you get to reroll any of your defensive rolls for free.
- RESTRICTIONS: This is an Innate Skill. Only Blue Fokkas can learn and use this skill.
- DESCRIPTION: Blue Fokkas are exceptionally fast and powerful, though unfortunately, they’re unable to defend well against Escapes.
- Power: +5
- Courage: +5
- EFFECT: Your roll is halved when trying to stop an enemy from Escaping.
- RESTRICTIONS: This is an Innate Skill. Only Blue Fokkas can learn and use this skill.
- DESCRIPTION: Hidden within the Blue Fokka’s feathers are shimmering blades that naturally grow over time, letting it release a rain of blades each round.
- Wisdom: +5
- EFFECT: At the start of each round, hit all enemies with a rain of blades that bypass Cover:
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: Halved
- 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.
- REQUIREMENTS: A melee weapon
- CHARGE: 1 Action
- Charge by pouring your energy into your weapon, which emits a blue glow.
- If you have two melee weapons equipped, you can bypass the Charge time entirely.
DESCRIPTION: Once charged, you can spin rapidly with the weapon, causing a wave of energy to hit all enemies.
This uses your weapon’s standard attack roll + 6 dice
Damage: Halved
- REQUIREMENTS: 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.
- DESCRIPTION: Prepare yourself to retaliate against an oncoming attack by placing yourself into a Counter Stance.
- EFFECT: If you successfully defend the next attack that hits you, you can Counterattack the attacker by rolling behind them:
- Roll your Courage +5 dice vs. targets' Courage dice
- EFFECT: If it succeeds, follow-up with an attack from an equipped weapon, gaining Dice equal to the difference in successes.
- COSTS: 3 Hearts
- DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gains a boost.
- EFFECT: Your next attack gains 6 Dice.
- 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).
- 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 standard shield used by many of the Hylian Guards. It defends well against most attacks.
- Defense Dice: +3
- DESCRIPTION: A lightweight set of Armor that compresses as the wearer is attacked by a strong or accurate attack.
- Armor: +2
- EFFECT: If you are targeted by an attack that has an attacking roll of at least 30 Dice, the Armor bonus this Armor provides increases from +2 to +8 for the duration of the attack.
RE: 4-1-17: Guardian of Light - WindStrike - 04-29-2017
Artifacts!
- INFORMATION: This is an Artifact
- DESCRIPTION: A pink and black plated armor that keeps you alive against the most vicious attacks.
- Armor: +4
- EFFECT: Once per battle, if an attack would kill you, you’re instead dropped to 3 Hearts and you lose all stacks of Bleeding & Magic Bleeding.
[box=Lifeline Armor][list]
[*][b]INFORMATION[/b]: [color=red][i]This is an [b]Artifact[/b][/i][/color]
[*][b]DESCRIPTION[/b]: A pink and black plated armor that keeps you alive against the most vicious attacks.[list]
[*][b][Armor][/b]: +4
[*][b]EFFECT[/b]: Once per battle, if an attack would kill you, you’re instead dropped to [Hearts]3[/Hearts] and you lose all stacks of [b]Bleeding & [Magic] Bleeding[/b].
[/list][/list][/box]
- INFORMATION: This is an Artifact
- RESTRICTIONS: This can only be used by Lumin Mercilion
- DESCRIPTION: A finely crafted blade that has a decent attack, though it can be greatly amplified at the cost your life. Can Slash or Stab a target, or use the Overkill Soul ability.
- Slash:
- Roll your Courage +12 dice vs. targets' Courage dice
- Damage: +0
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +12
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Overkill Soul:
COSTS: 5 Magic and your remaining Hearts
DESCRIPTION: Trade what remains of your soul for a final bout of attacks!
EFFECT 1: Your Hearts are reduced to 0. However, you cannot die by any means until the end of your next turn, at which point you will die no matter what, and cannot be revived for the remainder of the battle.
EFFECT 2: You gain Attack Dice equal to the amount of Hearts you lost from casting Overkill Soul.
[box=Overkill Blade][list]
[*][b]INFORMATION[/b]: [color=red][i]This is an [b]Artifact[/b][/i][/color]
[*][b]RESTRICTIONS[/b]: This can only be used by [b]Lumin Mercilion[/b]
[*][b]DESCRIPTION[/b]: A finely crafted blade that has a decent attack, though it can be greatly amplified at the cost your life. Can [b]Slash[/b] or [b]Stab[/b] a target, or use the [b]Overkill Soul[/b] ability.[list]
[*][b]Slash[/b]:[list]
[*][dice type-a=Courage amount-a=+12 type-b=Courage][list]
[*][b]Damage[/b]: +0
[/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +12
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you, regardless of [b]CONDITIONS[/b].
[/list][/list]
[*][b]Overkill Soul[/b]:[list]
[*][b]COSTS[/b]: [Magic]5[/Magic] and your remaining [Hearts]
[*][b]DESCRIPTION[/b]: Trade what remains of your soul for a final bout of attacks![list]
[*][b]EFFECT 1[/b]: Your [Hearts] are reduced to 0. However, you cannot die by any means until the end of your next turn, at which point you will die no matter what, and cannot be revived for the remainder of the battle.
[*][b]EFFECT 2[/b]: You gain [Attack Dice] equal to the amount of [Hearts] you lost from casting [b]Overkill Soul[/b].
[/list][/list][/list][/list][/box]
- INFORMATION: This is a Mythical Artifact.
- DESCRIPTION: An ancient spellbook crafted by times and elements, and evolved from the Wand of Ages. From the outside, it looks like a dusty old book, but in its pages are the secrets to many forms of Magic, even some which are considered unnatural. Can cast Sentry, Rapid Aging, or Black Light.
- Magic Costs: -2 for Spells (Minimum of 1)
- EFFECT: You can cast a spell for an affinity that you don’t have, but if you do, its Base Magic Cost is doubled.
- Note, this applies first, and THEN your Magic Cost reductions.
Sentry:
RESTRICTIONS: This cannot be used outside of battle
COSTS: 8 Magic
DESCRIPTION: Summons a magical sentry, which is added via $init j Sentry
EFFECT 1: On its turn, it automatically restores Magic to you and your team equal to the number of enemies there are.
EFFECT 2: Anyone may use the Sentry on their turn by spending a Support Action, which then recovers $2d4 Magic to them.
EFFECT 3: If it takes a direct attack from anything, it dies.
Rapid Aging:
COSTS: 10 Magic
DESCRIPTION: Age erases all eventually, it simply takes time. Hits one target.
Roll your Wisdom +10 dice vs. targets' Wisdom dice
Damage: None
EFFECT: At the start of each round, target gets Bleeding x5. Note that Rapid Aging can’t stack on a target.
Black Light:
COSTS: 10 Magic
DESCRIPTION: A mysteriously black light shines down on the target, causing an inverse black & white visual effect around them.
Roll your Wisdom +5 dice vs. targets' Wisdom dice
Damage: None
EFFECT: If it hits, target takes Double Damage:
DURATION: This lasts for one round
[box=Spellbook of Ages][list]
[*][b]INFORMATION[/b]: [shadow-color][i]This is a [b]Mythical Artifact[/b].[/i][/shadow-color]
[*][b]DESCRIPTION[/b]: An ancient spellbook crafted by times and elements, and evolved from the [b]Wand of Ages[/b]. From the outside, it looks like a dusty old book, but in its pages are the secrets to many forms of [Magic], even some which are considered unnatural. Can cast [b]Sentry, Rapid Aging, or [shadow-color]Black[/shadow-color] [Light][/b].[list]
[*][b][Magic] Costs[/b]: -2 for [b]Spells[/b] (Minimum of 1)
[*][b]EFFECT[/b]: You can cast a spell for an affinity that you don’t have, but if you do, its [b]Base [Magic] Cost[/b] is doubled.[list]
[*]Note, this applies first, and THEN your [b][Magic] Cost[/b] reductions.
[/list]
[*][b]Sentry[/b]:[list]
[*][b]RESTRICTIONS[/b]: This cannot be used outside of battle
[*][b]COSTS[/b]: [Magic]8[/Magic]
[*][b]DESCRIPTION[/b]: Summons a magical sentry, which is added via $init j Sentry[list]
[*][b]EFFECT 1[/b]: On its turn, it automatically restores [Magic] to you and your team equal to the number of enemies there are.
[*][b]EFFECT 2[/b]: Anyone may use the [b]Sentry[/b] on their turn by spending a [b]Support Action[/b], which then recovers $2d4 [Magic] to them.
[*][b]EFFECT 3[/b]: If it takes a direct attack from anything, it dies.
[/list][/list]
[*][b]Rapid Aging[/b]:[list]
[*][b]COSTS[/b]: [Magic]10[/Magic]
[*][b]DESCRIPTION[/b]: Age erases all eventually, it simply takes time. Hits one target.[list]
[*][dice type-a=Wisdom amount-a=+10 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: At the start of each round, target gets [b]Bleeding x5[/b]. Note that [b]Rapid Aging[/b] can’t stack on a target.
[/list][/list][/list]
[*][b][shadow-color]Black[/shadow-color] [Light][/b]:[list]
[*][b]COSTS[/b]: [Magic]10[/Magic]
[*][b]DESCRIPTION[/b]: A mysteriously black [light] shines down on the target, causing an inverse black & white visual effect around them.[list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, target takes [color=yellow][b]Double Damage[/b][/color]:[list]
[*][b]DURATION[/b]: This lasts for one round
[/list][/list][/list][/list][/list][/list][/box]
- INFORMATION: This is a Legendary Artifact.
- DESCRIPTION: Contains a Light capable of piercing the heavens, which intertwines the souls of both Gurloz and Lanayru, Spirit of Light. It’s an incredibly finely crafted weapon, polished with a gold plating and containing several decorative gems that amplify its attack power. It can Quick Stab or Power Strike a single target, use the Luekke’s Protection ability, or cast Spiritual Overwhelm.
- Attack Dice: +5
- Quick Stab:
- Roll your Courage +15 dice vs. targets' Courage dice
- Damage: +0
Power Strike:
Roll your Power dice vs. targets' Power dice
Damage: +12
Luekke’s Protection:
COSTS: 10 Magic
CHARGE: 1 Action
DESCRIPTION: Places a ring of Light barriers around the target, allowing anything to pass through them, though if the user so chooses, they can intensify it briefly to block the attack.
EFFECT: When the target would get hit by an attack, they can choose to both negate the attack and automatically reflect it back at the attacker (damage reflected is calculated before Armor), including the effect.
This is removed after being used once.
Spiritual Overwhelm:
RESTRICTIONS: Can only be used once per quest
This can be lifted… if Lanayru’s Body is found and reunited with her Spirit
COSTS: 8 Magic
CHARGE: 3 Actions
DESCRIPTION: The spirit of Lanayru overwhelms your body and soul, overpowering you to great heights.
Attack Dice & Defense Dice: +5
Magic Regen: +5
EFFECT 1: Once per round, you can cast one Light Spell for no action cost.
EFFECT 2: If you would die during Spiritual Overwhelm, its effects end, but you recover to maximum Hearts & Magic.
[box=Gurloz's Golden Lance][list]
[*][b]INFORMATION[/b]: [color=#ffbb00][i]This is a [b]Legendary Artifact[/b].[/i][/color]
[*][b]DESCRIPTION[/b]: Contains a [Light] capable of piercing the heavens, which intertwines the souls of both [b]Gurloz[/b] and [b]Lanayru, Spirit of [Light][/b]. It’s an incredibly finely crafted weapon, polished with a gold plating and containing several decorative gems that amplify its attack power. It can [b]Quick Stab[/b] or [b][Power] Strike[/b] a single target, use the [b]Luekke’s Protection[/b] ability, or cast [b]Spiritual Overwhelm[/b].[list]
[*][b][Attack Dice][/b]: +5
[*][b]Quick Stab[/b]:[list]
[*][dice type-a=Courage amount-a=+15 type-b=Courage][list]
[*][b]Damage[/b]: +0
[/list][/list]
[*][b][Power] Strike[/b]:[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +12
[/list][/list]
[*][b]Luekke’s Protection[/b]:[list]
[*][b]COSTS[/b]: [Magic]10[/Magic]
[*][b]CHARGE[/b]: 1 Action
[*][b]DESCRIPTION[/b]: Places a ring of [Light] barriers around the target, allowing anything to pass through them, though if the user so chooses, they can intensify it briefly to block the attack.[list]
[*][b]EFFECT[/b]: When the target would get hit by an attack, they can choose to both negate the attack and automatically reflect it back at the attacker (damage reflected is calculated before [Armor]), including the effect.[list]
[*]This is removed after being used once.
[/list][/list][/list]
[*][b]Spiritual Overwhelm[/b]:[list]
[*][b]RESTRICTIONS[/b]: Can only be used once per quest[list]
[*]This can be lifted… if [b]Lanayru’s Body[/b] is found and reunited with her [b]Spirit[/b]
[/list]
[*][b]COSTS[/b]: [Magic]8[/Magic]
[*][b]CHARGE[/b]: 3 Actions
[*][b]DESCRIPTION[/b]: The spirit of [b]Lanayru[/b] overwhelms your body and soul, overpowering you to great heights.[list]
[*][b][Attack Dice] & [Defense Dice][/b]: +5
[*][b][Magic] Regen[/b]: +5
[*][b]EFFECT 1[/b]: Once per round, you can cast one [b][Light] Spell[/b] for no action cost.
[*][b]EFFECT 2[/b]: If you would die during [b]Spiritual Overwhelm[/b], its effects end, but you recover to maximum [b][Hearts] & [Magic][/b].
[/list][/list][/list][/list][/box]
- INFORMATION: This is an Artifact
- DESCRIPTION: A gold and black plated armor that reacts to spells and certain weapon attacks.
- Armor: +4
- EFFECT: If you’re hit by a Wisdom-based attack, the attacker loses Magic equal to half the damage you took (calculated after Armor).
[box=Magicbane Armor][list]
[*][b]INFORMATION[/b]: [color=red][i]This is an [b]Artifact[/b][/i][/color]
[*][b]DESCRIPTION[/b]: A gold and black plated armor that reacts to spells and certain weapon attacks.[list]
[*][b][Armor][/b]: +4
[*][b]EFFECT[/b]: If you’re hit by a [Wisdom]-based attack, the attacker loses [Magic] equal to half the damage you took (calculated after [Armor]).
[/list][/list][/box]
- DESCRIPTION: A peculiar key that looks like it'd fit on the spearhead of a lance. In fact... it does quite seamlessly on the Golden Lance. With it, it can unlock the treasure chest that houses the Crystalline Armor. And whatever else you decide to store in that chest...
[box=Lance Key][list]
[*][b]DESCRIPTION[/b]: A peculiar key that looks like it'd fit on the spearhead of a lance. In fact... it does quite seamlessly on the [b]Golden Lance[/b]. With it, it can unlock the treasure chest that houses the [b]Crystalline Armor[/b]. And whatever else you decide to store in that chest...
[/list][/box]
|