Zelda Universe RPG

10-16-2017: Nayru United - Printable Version

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10-16-2017: Nayru United - WindStrike - 08-21-2017

Starting in September (probably a week in, I'll need time to confirm), I'll be starting up the actual final quest for getting the last Nayru's Love Shard and finally uniting the shards. This is intended as a solo quest for Sephiroth. Sessions will probably average 2 hours instead of 2-3 hours, due to just having one player to respond to.

------------------------------

After doing some searching, Shady has found the Crystalline Poe, in Ikana Valley. For some reason, it no longer actively seeks out other souls to further its power. It just wanders the Ikana Graveyard, just outside of the Stone Tower Temple. The great Poe only moves to prevent anyone from entering. It definitely has the last Nayru's Love Shard imbedded within its crystalline armor, but it doesn't seem to be spreading its power any further.

As Sephiroth was the one to find most of the shards, he has been sent by Princess Zelda to Ikana Valley. Along with him, he also now re-possesses the other 4 Nayru's Love Shards, and Strife also accompanies him. The goal is to retrieve the last Nayru's Love Shard from the Crystalline Poe, combine it with the other fragments, and restore its power, so that it may be used for the sake of Hyrule. Zelda herself has infused as much of her power into the shards as she can, but she's not sure it's enough to properly restore it once combined. According to local legends, the Stone Tower Temple is said to hold an ancient power itself, which may help with the restoration.






It is recommended you stock up on potions before the quest starts up. See you soon!

Nayru's Love Shards
  • Amount: 4
  • DESCRIPTION: Some theoretically powerful shards split from the Shikon Jewel- I mean Nayru's Love. With all 5 Shards, they combine to form the crystal of Nayru's Love. Well, supposedly.
Code



RE: 10-16-2017: Nayru United - WindStrike - 10-16-2017

Crystalline Poe (Boss)



RE: 10-16-2017: Nayru United - WindStrike - 10-27-2017

Brute
  • Power: 18 (+0)
  • Courage: 28 (+0)
  • Wisdom: 6 (+4)
  • Hearts: 21/21 (+0)
  • Magic: 3/3 (+0)
  • Initiative: $init 1d10
  • Attack Dice: 5
  • Defense Dice: 2
  • Armor: 2
 
Affinities: None
Description
Origin: ZURPG

A standard warrior of the Followers of Wisdom, complete with the standard robe, yellow eyes from being Subjugated, and basic combat gear. The Brute is aligned more towards offense. The fellow also takes offense quite easily, given his lack of Wisdom.
  • One-Time Use:
    • Single Retaliate - can auto-counterattack
    • Enlightened Spell - can drop the cost of a spell to 1 Magic (no action)
    • Rapid Dash - add 4 Dice to an attack or defense (no action)
If Brute dies, it has a team drop of 200 Rupees.
Skills
Children of Law
  • RESTRICTIONS: This is an Innate Skill. Only Followers of Wisdom can learn and use this skill.
  • DESCRIPTION: Those that follow in the path of Wisdom are the children of Nayru, Goddess and Creator of Law. Those that do not follow the path will be subjugated by the true children.
    • Wisdom: +3
    • Attack Dice: +2
Change Focus
  • RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill.
  • COSTS: 1 Magic
  • DESCRIPTION: Alter the will of your next move to use your strength or your speed instead.
    • EFFECT: Change your roll for the next attack or defense you do to use either Power or Courage.
(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.
Down Thrust
  • 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.
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
Trishard Force
  • COSTS: 6 Magic
  • DESCRIPTION: Three beams of Arcane light converge in front of you to create a powerful, golden shard, which is fired with a great force at a target.
    • Roll your Wisdom +5 dice vs. targets' Wisdom dice
      • Damage: +0
      • EFFECT: If it hits, select either the target's Power, Courage, or Wisdom stat, and reduce it by 5.
Items
White Sword
  • 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
Smash Hammer
  • DESCRIPTION: A steel hammer that packs extra punch, this hammer can cripple defenses and disable targets. Can Whack or Cripple a target.
    • Whack!:
      • Roll your Power dice vs. targets' Power dice
        • Damage: +4
    • Cripple:
      • Roll your Power -3 dice vs. targets' Power dice
        • Damage: +0
        • EFFECT: If it hits, the target gets Immobilized:
          • Target cannot move or use any melee attacks.
          • DURATION: One round.
Skeletal Shield
  • DESCRIPTION: A shield made entirely of bone which taps into your own bone structure, allowing you to amplify your movements.
    • Defense Dice: +2
    • Rapid Dash:
      • RESTRICTIONS: This can only be used once per battle
      • EFFECT: When attacking or defending, you can get a one-time boost of 4 Dice.
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
Enlightened One's Robes
  • DESCRIPTION: The basic robe given to the newest members of the Followers of Wisdom. It brings a number of handy benefits and can use the Enlightened Spell ability. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
    • EFFECT: Whether it’s Augmented or not, the great master of the Followers of Wisdom is capable of tracking this robe wherever it goes. But it matters not, for you're a follower yourself. Surely you wouldn't do anything to screw up such an awesome position!
    • Basic Protection:
      • Armor: +1
      • Wisdom: +1
    • Augmented Protection:
      • COSTS: 4 Magic at the start of each round to maintain
      • Armor: +4
      • Wisdom: +4
    • Enlightened Spell:
      • RESTRICTIONS: Can only be used once per battle
      • DESCRIPTION: When casting one of your spells, you can empower your robe for no Action cost to reduce its cost.
        • EFFECT: Reduce the cost of one of your spells down to 1 Magic for that instance.
Defender
  • Power: 24 (+0)
  • Courage: 14 (+0)
  • Wisdom: 10 (+4)
  • Hearts: 26/26 (+0)
  • Magic: 3/3 (+0)
  • Initiative: $init 1d10
  • Attack Dice: 2
  • Defense Dice: 7
  • Armor: 3
 
Affinities: None
Description
Origin: ZURPG

A standard warrior of the Followers of Wisdom, complete with the standard robe, yellow eyes from being Subjugated, and basic combat gear. The Defender is obviously defensively aligned, though he can still take offense to insults.
  • One-Time Use:
    • Enlightened Spell - can drop the cost of a spell to 1 Magic (no action)
  • 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.
  • Cover does not end for you until you are hit by an attack that would deal 6 or more Damage to you (after Armor is factored in) or change who you’re Covering.
If Defender dies, it has a team drop of 200 Rupees.
Skills
Children of Law
  • RESTRICTIONS: This is an Innate Skill. Only Followers of Wisdom can learn and use this skill.
  • DESCRIPTION: Those that follow in the path of Wisdom are the children of Nayru, Goddess and Creator of Law. Those that do not follow the path will be subjugated by the true children.
    • Wisdom: +3
    • Attack Dice: +2
Change Focus
  • RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill.
  • COSTS: 1 Magic
  • DESCRIPTION: Alter the will of your next move to use your strength or your speed instead.
    • EFFECT: Change your roll for the next attack or defense you do to use either Power or Courage.
(4) Super Cover
  • Stat Point Cost: 4
  • DESCRIPTION: You become more sturdy, granting you the ability to stand guard through all but heavy attack
    • EFFECT: Cover does not end for you until you are hit by an attack that would deal 6 or more Damage to you (after Armor is factored in) or change who you’re Covering (unless you have Multi-Cover).
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.
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
Nayru's Protection
  • COSTS: 6 Magic
  • DESCRIPTION: With Nayru's Blessing, use your Arcane energies to create a thin, blue, crystal shield around a target.
    • EFFECT: The next Negative Bonus or Named Effect (caused by an enemy) to affect the target is negated.
Items
Tower Shield
  • REQUIREMENTS: Two-Handed
  • DESCRIPTION: A massive shield as tall as yourself that takes the bulk of incoming damage.
    • Defense Dice: +7
Limit Armor
  • 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 40 Dice, the Armor bonus this Armor provides increases from +2 to +8 for the duration of the attack.
Enlightened One's Robes
  • DESCRIPTION: The basic robe given to the newest members of the Followers of Wisdom. It brings a number of handy benefits and can use the Enlightened Spell ability. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
    • EFFECT: Whether it’s Augmented or not, the great master of the Followers of Wisdom is capable of tracking this robe wherever it goes. But it matters not, for you're a follower yourself. Surely you wouldn't do anything to screw up such an awesome position!
    • Basic Protection:
      • Armor: +1
      • Wisdom: +1
    • Augmented Protection:
      • COSTS: 4 Magic at the start of each round to maintain
      • Armor: +4
      • Wisdom: +4
    • Enlightened Spell:
      • RESTRICTIONS: Can only be used once per battle
      • DESCRIPTION: When casting one of your spells, you can empower your robe for no Action cost to reduce its cost.
        • EFFECT: Reduce the cost of one of your spells down to 1 Magic for that instance.
Magic Circle
  • Power: 0 (+0)
  • Courage: 0 (+0)
  • Wisdom: 40 (+0)
  • Hearts: 0/0 (+0)
  • Magic: 30/30 (+0)
  • Initiative: $init 1d10
  • Attack Dice: 0
  • Defense Dice: 0
  • Armor: 0
 
Affinities: Fire, Water, Light
Description
Origin: ZURPG

A powerful Magic Circle that appears on a surface. From it, Orland (the leader of the Followers of Wisdom) can channel spells through it, regardless of where he is. Its strength starts off weak due to the number of people he has Subjugated, but he can nonetheless cast Support Abilities.
  • Due to Subjugate, the Magic Circle starts off at -25 Wisdom.
Each time Magic Circle dies, it has a team drop of 200 Rupees.
Skills
Magic Circle
  • RESTRICTIONS: This is an Innate Skill. Only Magic Circle can learn and use this skill.
  • DESCRIPTION: Controlled by Orland, he’s capable of funneling spells through the Magic Circle.
    • EFFECT 1: The Magic Circle has no Hearts. Instead, any damage it receives takes from its Magic instead of Hearts. If it drops to 0 Magic, it dies.
    • EFFECT 2: It can only take damage from Magic-based attacks.
    • EFFECT 3: If it dies, Orland can recast it to revive it, but it will take him 2 Actions to charge.
Cost of Subjugation
  • RESTRICTIONS: This is an Innate Skill. Only Magic Circle can learn and use this skill.
  • DESCRIPTION: Due to the number of people Orland is using Subjugate on, the strength of the Magic Circle is drastically decreased.
    • Wisdom: -5 for each Follower being Subjugated
Spells
Has access to all Fire, Water & Light Spells found in this part of the compendium. Additionally can use:

Salvage
  • REQUIREMENTS: Water and a dead ally.
  • COSTS: 6 Magic
  • DESCRIPTION: By drawing water from them, salvage whatever you could obtain from a dead ally and use it to bless yourself and any living allies.
    • EFFECT 1: You and all living allies gain Regen x4
    • EFFECT 2: Ally can not be revived for the remainder of the battle
Magic Purge
  • COSTS: 10 Magic
  • DESCRIPTION: Target someone’s soul and purge them, causing a massive flare of Magic from within the target.
    • Roll your Wisdom +10 dice vs. targets' Wisdom dice
      • Damage: +8
Ruby Inferno
  • REQUIREMENTS: Fire
  • COSTS: 10 Magic
  • DESCRIPTION: Spark a great inferno with the great force and passion of Death Mountain and the Goron Tribe!
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: +4
      • Neutral Damage: 12
Entrama
  • Power: 10 (+0)
  • Courage: 14 (+0)
  • Wisdom: 32 (+3)
  • Hearts: 25/25 (+0)
  • Magic: 15/15 (+5)
  • Initiative: $init 1d10
  • Attack Dice: 2
  • Defense Dice: 5
  • Armor: 2
 
Affinities: Nature, Light
Description
Origin: ZURPG

Half-man, half-Wizzrobe, Entrama is the secondary leader of the Followers of Wisdom, and he is potentially more bonkers than Raine, despite not having a split personality. He doesn’t use Subjugate to impose his will; instead, he just floats around, merrily casting spells at will and staying well out of the combat zone. Well, unless he REALLY wants something dead…

Supposedly, since he’s only half-Wizzrobe, his Phasing has a limit, but no one’s been able to test that limit before succumbing to death.
  • Non-Magic-based Damage taken is halved
    • If the attack already does Half Damage, it doesn’t get halved a second time.
  • At the start of each round, choose one of the following bonuses to have:
    • Attack Dice: +5
    • Defense Dice: +5
  • Your Support Actions can be cast anytime during the round, including in reaction to someone else.
    • If it is in reaction, it can only be 1 Support Action.
  • Basic Protection - Each round, you can use an additional Support Action for no action cost.
  • Augmented Protection:
    • COSTS: 8 Magic at the start of each round to maintain
    • Armor: +8
    • EFFECT: Each round, you can use an additional 2 Support Actions for no action cost.
If Entrama dies, he has a team drop of 5 Stat Points, 1,000 Rupees and drops his Items.
Skills
Children of Law
  • RESTRICTIONS: This is an Innate Skill. Only Followers of Wisdom can learn and use this skill.
  • DESCRIPTION: Those that follow in the path of Wisdom are the children of Nayru, Goddess and Creator of Law. Those that do not follow the path will be subjugated by the true children.
    • Wisdom: +3
    • Attack Dice: +2
Phasing
  • RESTRICTIONS: This is an Innate Skill. Only Wizzrobes can learn and use this skill.
  • DESCRIPTION: Wizzrobes are partially out-of-sync with the physical realm and thus take considerably less damage.
    • Magic: +5/5
    • EFFECT: Non-Magic-based Damage taken is halved
      • If the attack already does Half Damage, it doesn’t get halved a second time.
Float
  • RESTRICTIONS: This is an Innate Skill. Only Wizzrobes can learn and use this skill.
  • DESCRIPTION: Particularly powerful Wizzrobes are able to freely float around, giving them an immense defensive advantage. Though, float too far away, and their aim will suffer as well. You can switch ranges at the start of each Round.
    • Mid Range:
      • Within 0-50 feet of the battle
      • Defense Dice: +5
    • Long Range:
      • Within 51-100 feet of the battle
      • Defense Dice: +10
      • Attack Dice: -5
    • Super Long Range:
      • Within 101-150 feet of the battle
      • Defense Dice: +15
      • Attack Dice: Cannot attack
      • EFFECT: If you use Escape at this distance, gain 15 Dice.
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
Has access to all Nature & Light Spells found in this part of the compendium. Additionally can use:

Goddess' Damnation
  • REQUIREMENTS: Light
  • COSTS: 10 Magic
  • DESCRIPTION: Bring the target forth into a golden light and subject them to the judgement of the Goddess, sending their wrath upon them.
    • Roll your Wisdom +11 dice vs. targets' Wisdom dice
      • Damage: +0
      • EFFECT: If it hits, target loses 7 Magic
Items
Gravity Wands
  • INFORMATION: This is a Mythical Artifact.
  • REQUIREMENTS: Two-Handed
  • DESCRIPTION: This pair of twin wands - one grey with a minus symbol at its base, and the other a dull white with a plus symbol at its base - are capable of controlling gravity in localized areas. It requires both to make use of them; each of them does nothing on their own. Can use Gravity Smash on a target and the Gravity Bubble ability.
    • Polarity:
      • At the start of each round, choose one of the following bonuses to have:
        • Attack Dice: +5
        • Defense Dice: +5
    • Gravity Smash:
      • Roll your Wisdom dice vs. targets' Wisdom dice
        • Damage: +5
        • EFFECT 1: If it hits, target gets Immobilized:
          • Target cannot move or use any melee attacks.
          • DURATION: One round.
        • EFFECT 2: Additionally, target gets Unfocused:
          • Target cannot use ranged attacks.
          • DURATION: One round.
    • Gravity Bubble:
      • COSTS: 2 Magic * the number of targets
      • EFFECT: Place a Gravity Bubble around any number of targets, allowing them to freely float and ignore gravity; raising defense, though impairing their attacks.
        • Defense Dice: +4
        • Attack Dice: -4
        • DURATION: Either the caster or target can end it at any time for no Action Cost.
Infinity Robes
  • INFORMATION: This is a Legendary Artifact.
  • DESCRIPTION: A white robe that has a delayed, prismatic strobe light that follows it. It provides incredible reactive abilities as well as extending how much you can do each round. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
    • Reactive Support:
      • EFFECT: Your Support Actions can be cast anytime during the round, including in reaction to someone else.
        • If it is in reaction, it can only be 1 Support Action.
    • Basic Protection:
      • Armor: +2
      • EFFECT: Each round, you can use an additional Support Action for no action cost.
    • Augmented Protection:
      • COSTS: 8 Magic at the start of each round to maintain
      • Armor: +8
      • EFFECT: Each round, you can use an additional 2 Support Actions for no action cost.
Reroll Points
  • Amount: 5
  • 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. Then, choose which roll the target uses.
Chateau Romani
  • Amount: 3
  • DESCRIPTION: It's spiked with Jack Daniels. THAT'S SMART. A favorite of Lon Lon Ranch which is essentially alcoholic milk. Oddly, it restores your magical powers.
    • EFFECT: Consume this to recover to your Maximum Magic.
Full Rejuvenation Potion
  • Amount: 2
  • DESCRIPTION: A mystical and very potent potion, capable of restoring you back to your prime.
    • EFFECT: Consume this to recover to your Maximum Hearts & Magic.



RE: 10-16-2017: Nayru United - WindStrike - 11-11-2017

Nayru's Love
  • INFORMATION: This is a Passive Legendary Artifact. Having it in your inventory is enough for it’s effects
  • DESCRIPTION: A serene blue crystal enchanted by the goddess Nayru herself. Having been empowered by the magic from the Ruins of the Gods, it now holds incredible protective powers. Whatever deep curse it had seems to be gone now. As long as it’s active, a ring of blue crystals surrounds you, protecting you from any attack.
    • EFFECT: Blocks the next 100 Damage you’d take, after Armor is factored in.
      • Once it’s blocked a total of 100 Damage, it becomes inactive. It can only be reactivated by infusing a total of 100 Magic into it (doesn’t have to be all at once).
      • Note, if it’s only partially drained by the end of a battle, it’ll automatically restore to max.
One Winged Angel
  • RESTRICTIONS: One Winged Angel can only be used by Sephiroth
  • DESCRIPTION: After slicing off an obsidian wing from the Black Dragon, its energies were absorbed into Sephiroth, finally revitalizing his own Black Angel Wing. With it, he’s able to freely fly around, gaining a drastic speed boost.
    • Courage: +5
    • Attack Dice & Defense Dice: +5
    • EFFECT 1: You cannot be attacked by melee attacks.
      • This can be circumvented via hookshot, clawshot, or Counterattacks.
      • Should you choose not to be in flight-mode, you can be attacked by melee attacks.
    • EFFECT 2: Your Charge abilities are reduced by 1 Action.



Orland, Black Dragon (Boss)