9-29-2017: The Temple of the Windfish - Orithan - 09-18-2017
Oh no, Mima has been kidnapped and taken back to Koholint!
The perpetrators behind the kidnapping are the Oath of the Windfish, a cult worshiping the Windfish and they wish to wake their god up from its slumber using any means possible - Even if it means destroying the dream world of Koholint in the process. They are responsible for spreading the Nightmares around Mabe Village and Hyrule City. Their exact motive for making this move is unknown, but it is highly speculated that they have kidnapped Mima to extort information they need from her and to prevent her from destroying the nightmares the cult have been planting.
They make their home in a mysterious place, a temple dedicated to the worship of the Windfish. It is known as the Temple of the Windfish and your task is to get into the temple and rescue Mima. Be wary though, the temple is filled with cultists and their minions - be careless and you may get swarmed.
However, you won't be going alone - You will be sent into the temple together with a group of four mercenaries known as the Pelted Hunters and they will help you by drawing the attention of many of the cultists away from you; making it easier for you to explore the dungeon. Be mindful of the time you spend though - they can not hold off the cultists forever. After a certain point they will have to retreat and recover and you may end up being swarmed by cultists if you take too long.
This is a veteran quest, designed for veteran characters. New characters can join, but they may very well find themselves outgunned by their allies and their enemies.
The party gets the following
- One Ten-Sided Coin
- This is the only Ten-Sided Coin you will get for the quest. Use it with care!
- Oh, and fair warning on this one; Flip it at your own risk. If you die or screw everything up as a result, don’t complain to me about it. They are here in case you want to tempt fate to make things more interesting for both the players and DM...
Each player gets the following:
- Red Medicine
- Chateu Romani
- Reroll Point x2
New characters get the following, on addition to the above, to help them keep up with the stronger players:
- One Augment Scroll
- Pick one of the following:
- Spell Scroll x2
- Skill Scroll x2
- Spell Scroll & Skill Scroll
Full Rejuvenation Potion
However, only one new player can receive this bonus. Said character is also expected to follow through with the quest.
Rewards are TBD.
This quest will likely span 3-4 sessions.
- Player Permadeath is turned OFF. Fallen player characters will revive to 1 Heart at the end of a battle if you survive and can retrieve them. If you can’t retrieve their bodies and pull them to safety or you meet a party wipe, they will respawn… where you first started the quest at 3 Hearts and 3 Magic. If you happen to meet a party wipe, expect your current mission to fail before you respawn, so let’s not die guys.
- Mercy is allowed. If you would otherwise kill a target with an attack, you can optionally leave them at 1 Heart, but Incapacitated. An Incapacitated target has any Regen they have shut off and can’t use Actions for a while or until they recover to more than 1 Heart.
- Party Splits are permitted. Up to one party split is allowed per active quest. Attempt any more and well I might just remove the people causing them until everyone rejoins the main party.
- Changing Sides is permitted. If you somehow want to defect, you may switch to their side and fight the other players. Don’t abuse this though, as nobody may trust you otherwise.
- Only One Character Per Player is allowed for this quest. This is to prevent players from taking up multiple slots in the roster.
In order to join the quest, post in this thread. A minimum of 3 and a maximum of 4 players may participate in the quest.
By the way, regarding converting Personal Items into Artifacts, Fraaz is willing to offer that service for a price. This means it can not be done during the quest, as doing so would mean you would have to pay a visit to Hyrule City to make business with her.
Important: This service can not performed on the item unless either the original owner of the Artifact gave explicit consent for the item to be converted or if they are dead. Don't think you can just steal a Personal Item like Sephiroth's Masamune and have Fraaz convert it to a regular Artifact.
Conversion prices:
- Artifact-level Personal Items can be converted at a rate of 1500 Rupees per item.
- Mythical Artifact-level Personal Items can be converted at a rate of 5000 Rupees per item.
- Legendary Artifact-level Personal Items can be converted at a rate of 20000 Rupees per item.
During the process of conversion, the item loses some of its strength and bonuses; but it may gain the ability to use the original owners' Signature Skill if they had one and they are dead.
- This is also the only way for Signature Skills to be usable by other people.
RE: 9-29-2017: The Temple of the Windfish - Orithan - 09-29-2017
Stats:
- Power: 6 (+0)
- Courage: 14 (+0)
- Wisdom: 21 (+2)
- Hearts: 13/13 (+0)
- Magic: 18/12 (+6)
- Initiative: $init 1d10
- Attack Dice: 2
- Defense Dice: 2
- Armor: 2
Affinities: Light
Origin: ZURPG
Specalizing in casting illusions, Windfish Illusionists are cultists who missdirect others by casting illusions. These illusions are generally quite strong and dispelling them aren't exactly easy. They make useful fighters in combat when they need to, but they much perfer to be standing behind front lines and casting support spells.
Windfish Illusionists have a varying set of affinities and spells to go along with it. They always have the same equipment and the Light affinity and therefore the spells they have with their Light affinity remain the same.
- Hands: Replenishing Shield x2
- Armor: Enchanted Platemail
- Robe: Windfish Robes
- Passives:
- Way of the Windfish - Grants Magic and Attack Dice.
- Replenishing Shield x2 - Grants 2 Defense Dice, Start the battle with Magic Regen x2.
- Enchanted Platemail - Grants Armor and Magic
- Windfish Robes - Grants Wisdom, Illusions cast are harder to break, ???.
Attacks:
Leukke's Judgement (5 Magic) - Target rolls Wisdom vs 31 Dice; Target loses 4 Magic on hit.
Mass Blind (6 Magic) - All enemies roll Wisdom vs 32 Dice; Target(s) hit get Blinded.
Spiral Light (3 Magic) - Target rolls Wisdom once vs 31 Dice three times; Deals 6 Damage per hit, Armor factored in separately.
Basic level PSI spell of second affinity - PSI Blast, PSI Flare, PSI Quake or PSI Strike
Level 2 stat dropper of third affinity - Glacial Ice, Ice Blast, Lava Beam, Blast, Bind, Barrier Breaker, Depths of Despair or Suffocating Veil.
Support:
Mirage (4 Magic) - Gives user or ally Disillusion.
Stat Boosting spell of second affinity - Restoration Bubble, Untouchable, Burning Blade, Flare Up, Great Rejuvination, Earth Shield, Steel Shadows or Shadow Speed.
EFFECT granting spell of third affinity - Block, Mist Armor, Sponge, Kindle, Thorns, Grave Life
Stats:
- Power: 25 (+0)
- Courage: 16 (+0)
- Wisdom: 10 (+2)
- Hearts: 20/20 (+0)
- Magic: 3/0 (+3)
- Initiative: $init 1d10
- Attack Dice: 5
- Defense Dice: 1
- Armor: 1
Affinities: None
Origin: ZURPG
The people who enforce the teachings of the Oath of the Windfish upon others, Windfish Enforcers are forceful in the way they conduct their business. They come upon individals in groups and those who deny their advance are beaten into submission, provided patroling guards don't intervene.
Even if guards do intervene, they can put up a good fight and can even beat down guards if they have the numbers needed. Their attacks are very powerful and they can very well kill if they want to. On the flip side, their defense is pretty weak.
Each Windfish Enforcer may equip a different set of weapons, changing their playstyle.
- Left Hand: Smash Hammer or Magic Hammer
- Right Hand: Edge Shield
- Armor: Combat Armor
- Robe: Windfish Robes
- Unequipped: Ball and Chain or Spiked Boomerang
- Passives:
- Way of the Windfish - Grants Magic and Attack Dice.
- Single Retalliate - Can automaticaly counterattack after being attacked.
- Edge Shield - Grants 1 Defense Dice, melee attackers take 2 Neutral Damage.
- Combat Armor - Grants 1 Armor and 3 Attack Dice
- Windfish Robes - Grants Wisdom, Illusions cast are harder to break, ???.
Attacks:
Smash - Target rolls Power vs 30 Dice; Deals +4 Damage. Requires Smash Hammer equipped.
Cripple - Target rolls Power vs 27 Dice; Inflicts Immobolized. Requires Smash Hammer equipped.
Smash - Target rolls Power vs 40 Dice; Halved Damage. Requires Magic Hammer equipped.
Cripple - Target rolls Power vs 32 Dice; Halved Damage; Target loses 2 Defense Dice if hit. Requires Magic Hammer equipped.
Shield Smash - Target rolls Power vs 26 Dice; Deals +2 Damage; Target loses 2 Defense Dice if hit. Requires Ball and Chain equipped.
Armor Smash - Target rolls Power vs 28 Dice; Deals +2 Damage; Target loses 2 [Armor ]if hit. Requires Ball and Chain equipped.
Throw - Target rolls Power vs 30 Dice; Deals -3 Damage; Can redirect to hit another target on hit with same success rate if successful. Requires Spiked Boomerang equipped.
Golden Throw (1 Action Charged) - Target rolls Wisdom vs 32 Dice; ignores Cover and targets' bonus Defense DIce; . Requires Spiked Boomerang equipped.
Skull Bash - Target rolls Power vs 28 Dice; Deals +2 Damage; Target loses 2 Wisdom if hits.
Support:
Enrage (3 Hearts) - User gains 5 Attack Dice on next attack.
Stats:
- Power: 22 (+0)
- Courage: 16 (+0)
- Wisdom: 17 (+2)
- Hearts: 13/13 (+0)
- Magic: 3/0 (+3)
- Initiative: $init 1d10
- Attack Dice: 2
- Defense Dice: 4
- Armor: 2
Affinities: None
Origin: ZURPG
The guardians the cult calls for when they need bodyguards, Windfish Protectors are guards who have been subjugated (not to be confused with the actual Subjugation EFFECT the Followers of Wisdom jerks could cause) into becoming members of the Oath of the Windfish. They bulk up in defense-boosting equipment, becoming nigh unmovable by force once set up.
Each Windfish Protector may equip different shields and armor. Fair warning on this, as this changes their strategy.
- Hands: Invigorating Shield x2 or Regenerating Shield x2
- Armor: Taunt Armor or Tempered Armor
- Robe: Windfish Robes
- Unequipped: Tower Shield or Big Friggin Shield
- Passives:
- Way of the Windfish - Grants Magic and Attack Dice.
- Multi Cover - Can Cover multiple allies at once.
- Super Cover - Your cover is not broken until you take 6 or more Damage from a single attack, after Armor.
- Invigorating Shield x2 - Grants 4 Defense Dice, grants 4 more Defense Dice when Covering someone. Requires Invigorating Shield x2 to be equipped.
- Regenerating Shield x2 - Grants 4 Defense Dice, grants Regen x4. Requires Regenerating Shield x2 to be equipped.
- Tower Shield - Grants 7 Defense Dice. Requires Tower Shield to be equipped.
- Big Friggin Shield - Grants 4 Defense Dice, You can use Cover once for no Action Cost.
- Taunt Armor - Grants 2 Armor, increases Taunt's Dice Modifier to +10
- Tempered Armor - Grants 2 Armor, Once per battle, you can remove any Water, Fire, Nature, Light or Shadow Named EFFECT from you.
- Windfish Robes - Grants Wisdom, Illusions cast are harder to break, ???.
Attacks:
Double Bash - Target rolls Power once vs 29 Dice rolled twice; halved damage; Delays target if both bashes hit.
Skull Bash - Target rolls Power vs 22 Dice; +2 Damage; Target loses 2 Wisdom if bash hits.
Command - Target rolls Wisdom vs 29 Dice; If successful, decide on targets' next Non-Basic Combat Action and which of their enemies they target.
PSI Arrow - Target rolls Wisdom vs 28 Dice.
Support:
Blessing (3 Magic) - User or ally gains 2 Power, Courage or Wisdom.
Faore's Cleansing (1 Magic+) - Remove 1 point of Negative Bonus per point of Magic spent on yourself or ally
Defending stats:
- Power: 20 (+0)
- Courage: 5 (+0)
- Wisdom: 25 (+0)
- Hearts: 25/25 (+0)
- Magic: 12/2 (+10)
- Initiative: $init 1d5
- Attack Dice: 5
- Defense Dice: 0
- Armor: 10
Affinities: Light
Origin: A Link to the Past
Large and intimidating, Eyegores are towering cyclops-like metal statues brought to life through the same arcane magic that powers Armos. They march at a slow and steady pace, each step they take bringing rise to small tremors; sweeping their enemies away using their powerful arms or burning holes through defenses using their powerful laser. They are employed as intimidating sentries or as part of nasty traps.
- Passives:
- Eyegore Armor - Grants Armor, reduces Initiative.
- Magic Armor - Grants Magic, can pay Magic to block EFFECTS from attacks that hit you.
- Charging Laser - Grants Attack Dice. For each round that passes between each time you fire Concentrated Laser, Concentrated Laser loses Dice but causes additional Neutral Damage on its next use.
Attacks:
Concentrated Laser (2 Magic) - Target rolls Wisdom vs 40 dice; Deals set Neutral Damage
Sweep - All enemies roll Power vs 30 dice; Halved damage; Delays target(s) hit.
Crush - Target rolls Power vs 25 Dice; increased damage; Kills if target is weak afterwards
Absorb - Target rolls Courage vs 31 Dice; Halved damage; Siphons Magic equal to half the difference in successes if hits
Triple Laser (6 Magic) - Target rolls Wisdom once vs 35 Dice rolled three times; bypasses Cover; deals 4 Neutral Damage for each roll that hits.
Support:
Poke - Target takes 1 Neutral Damage.
Extend (4 Magic) - User or ally gains 5 Hearts (Stat)
Stats:
- Power: 4 (+0)
- Courage: 18 (+0)
- Wisdom: 16 (+0)
- Hearts: 8/8 (+0)
- Magic: 13/8 (+5)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 2
Affinities: Nature
Origin: Link's Awakening
Cloaked in a thick and heavy red cloak covering its whole body and an omnious mask with round holes cut out for a set of eyes and a mouth in a pattern not unlike that of a Re-Dead, Shy Guys are mysterious creatures who never reveal anything that might identify themselves underneath - nobody knows what is underneath that robe and behind that mask. They are lowly grunts and will always serve a commander if they prove themselves capable of leading the Shy Guys.
- Hands: Slap Gauntlets
- Robe: Shy Guy Robe
- Mask: Shy Guy Mask
- Passives:
- Follower - When commander is in vicinity, you gain Attack Dice & Defense Dice. At any time if commander is in vicinity, commander can siphon Magic to or from you.
- Soulbound - Your equipment can not be stolen from you and you do not drop equipment on death.
- Shy Guy Robe - Grants Armor and Magic
- Shy Guy Mask - Grants Armor against frontside attacks
Attacks:
Slap! - Target rolls Courage vs 25 Dice; deals set Neutral Damage; Delays target if it hits.
Doubleslap (1 Action Charge) - Target rolls Courage once vs 23 Dice rolled five times; deals set Neutral Damage per hit
Roots (3 Magic) - Target rolls Wisdom vs 22 Dice; Immobolizes target if it hits
Support:
Great Rejuvination (4 Magic) - Heals user or ally by 10 Hearts.
Thorns (5 Magic) - Gives user or ally Thorns.
RE: 9-29-2017: The Temple of the Windfish - Orithan - 10-05-2017
Minibosses!
Stats:
- Power: 24 (+2)
- Courage: 22 (+2)
- Wisdom: 12 (+5)
- Hearts: 27/15 (+12)
- Magic: 8/0 (+8)
- Initiative: $init 1d10
- Attack Dice: 2
- Defense Dice: 0
- Armor: 4
Affinities: None
Origin: ZURPG
Known as the "Trident Lord", Garudo is a big and burly middle-aged man. Wielding a large trident in both hands, he impales and cleaves anyone in his way and burns anyone who his lance can't penetrate.
He is famed for his signature move, Triangle Attack. Do you know what it is?
- Hands: Garudo's Trident
- Armor: Dragon Blood's Armor
- Robe: High Windfish Robes
- Misc: Cursed Amulet
- Consumables: Full Rejuvination Potion
- Unequipped: Shiny Spear
- Passives:
- Way of the Windfish - Grants Magic and Attack Dice.
- Soulbound - Items can not be stolen from you.
- Regeneration - Start the battle with Regen x3.
- Dragon's Blood Armor - Grants 4 Armor and Regen x3
- High Windfish Robes - Grants Wisdom, Magic, ???.
- Cursed Amulet - Grants Power, Courage, Wisdom, Hearts (Stat) and Magic (Stat), ???.
Reactions:
[b]???
Attacks:
Triangle Attack (Signature, 6 Magic, 2 Action Charge) - ???. Requires Garudo's Trident equipped.
Cleave - Target rolls Power vs 34 Dice; ???. Requires Garudo's Trident equipped.
Stab - Target rolls Power vs 28 Dice; ???. Requires Garudo's Trident equipped.
Magic Stinger (3 Magic) - Target rolls Wisdom vs 28 Dice; ???. Requires Garudo's Trident equipped.
Slash - Target rolls Courage vs 27+ Dice; Deals +3+ Damage. Requires Shiny Spear equipped to use.
Thrust - Target rolls Courage vs 24+ Dice; Deals +6+ Damage; If it misses, target gets an automatic counterattack. Requires Shiny Spear equipped to use.
Light Blast - Target rolls Wisdom vs 20+ Dice; You and all allies recover 2 Magic. Requires Shiny Spear equipped to use.
Leap Attack (1 Action Charge) - Use Cleave's or Slash's attack on target; increase difference in successes by 1.5x
Spin Attack (1 Action Charge) - Use Cleave's or Slash's attack on all enemies; deals halved damage.
Support:
Poke - Deal 1 Neutral Damage to foe.
Back Strike - Confers Counter Stance; Can counterattack attacker if you dodge the next attack aimed at you.
Enrage (3 Hearts) - You gain 5 Attack Dice on your next attack.
Stats:
- Power: 13 (+0)
- Courage: 14 (+0)
- Wisdom: 25 (+3)
- Hearts: 25/15 (+10)
- Magic: 25/13 (+12)
- Initiative: $init 1d10
- Attack Dice: 2
- Defense Dice: 6
- Armor: 2
Affinities: Shadow
Origin: ZURPG
Known as the "Leech Lord", Karna is a big and busty middle-aged woman. Wielding a large staff in her hands, she drains all her enemies of their health and magic and funnels it into herself or her allies and buffing others.
She is famed for her signature move, Shadow Pull. Do you know what it is?
- Hands: Karna's Staff
- Armor: Dragon Blood's Armor
- Robe: High Windfish Robes
- Consumables: Full Rejuvination Potion
- Unequipped: Voodoo Staff
- Passives:
- Way of the Windfish - Grants Magic and Attack Dice.
- Damage Delay - Can delay any instance of damage done to you from hitting until the end of your next turn. Can only delay one instance of damage at a time.
- Soulbound - Items can not be stolen from you.
- Enchanted Platemail - Grants 2 Armor and 3 Magic+ (Stat)
- High Windfish Robes - Grants Wisdom, Magic, ???.
Reactions:
[b]???
Attacks:
Shadow Pull (Signature, 4 Magic, 2 Action Charge) - ???
Pulse - Target rolls Wisdom vs 40 Dice.
Mass Leech - All enemies roll Power vs 28 Dice; ???. Requires Karna's Staff equipped.
Magic Death (5 Magic) - Target rolls Wisdom vs 28 Dice; ???. Requires Karna's Staff equipped.
Mass Siphon - All enemies roll Wisdom vs 34+ Dice; halved damage; if it hits, siphon Magic equal to the damage dealt from each respective target. Siphoned Magic can be distributed to you and your allies however you want. Requires Voodoo Staff equipped.
PSI Eclipse (10 Magic) - Target rolls Wisdom vs 46 Dice; You can reroll this attack once for free.
Phase Out (5 Magic) - Target rolls Wisdom vs 28 Dice; Deals +5 Damage; Inflicts Phased Out if it hits.
Suffocating Veil (7 Magic) - Target rolls Wisdom vs 28 Dice; Deals halved Damage; inflicts Bleeding x7 and No Support on target if it hits.
???
Support:
Poke - Deal 1 Neutral Damage to foe.
Second Chance (4 Magic) - Give yourself or ally 2 Temporary Reroll Points
Steel Shadows (4 Magic) - Give yourself or ally 5 Power
Shadow Speed (4 Magic) - Give yourself or ally 5 Courage
Hunger Draw (4 Magic) - ???
RE: 9-29-2017: The Temple of the Windfish - Orithan - 10-19-2017
Stat:
- Power: 33 (+0)
- Courage: 23 (+0)
- Wisdom: 30 (+0)
- Hearts: 100/100 (+0)
- Magic: 200/200 (+0)
- Initiative: $init 2d9
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: Water, Shadow
Origin: ZURPG
A nightmare to be planted into the minds of people, Morkary is a giant cell twice the size of a hylian. Stemming from its body is a large array of appendages resembling tentacles which let it walk about. It fights by dissolving the defenses of their foes while backing it's own up before finally consuming them.
- Passives:
- Double Turn - Initiative: $2d9.
- Cellular Regeneration - Grants Regen, can remove negative bonuses.
- Leeching Tendrils - Recover Hearts whenever you hit with an attack.
- Split! - ???.
- Status Protection - Can remove any Named Effect that is not caused by a charge attack.
Reactions:
Poison Eye - ???
Attacks:
Poison Jab (5 Magic) - Target rolls Power vs 38 dice; Target loses stats if it hits.
Digest - Target rolls Power vs 39 dice; Siphons Hearts if it hits.
Gastro Acid (7 Magic) - All enemies roll Power vs 40 Dice; deals halved damage; Target(s) hit lose Armor if it hits.
Absorb - Target rolls Courage vs 39 dice; deals halved damage; Siphon Magic from the target equal to the amount of damage dealt.
Sapphire Torrent (10 Magic) - Target rolls Wisdom vs 38 Dice; Recover 10 Hearts if it hits.
Depths of Despair (6 Magic) - Target rolls Wisdom, minus Bonus Defense Dice, vs 30 Dice; deals 5 Neutral Damage; Siphon 4 from a stat if it hits.
Poison Shell (6 Magic) - Target rolls Wisdom vs 42 Dice; deals no damage; inflicts Bleeding and Numbed on hit.
Support:
Restoration Bubble (2 Magic) - Grants yourself or ally Regen x2.
Sponge (5 Magic) - Grants yourself or ally Sponge.
RE: 9-29-2017: The Temple of the Windfish - Orithan - 10-21-2017
Quest rewards, in case you missed the end of the session:
Each player gets the following:
- The Ballad of the Windfish
- A free instrument of your choice from the Global Shop
- 1 Lost Skill Scroll or 1 Lost Spell Scroll, which can be found here
- RESTRICTIONS: Ballad of the Windfish can only be taught to people by those holding either the Surf Ocarina or one of the Sirens' Instruments.
- REQUIREMENTS: 5 Power, Courage and Wisdom
- DESCRIPTION: A soft and soothing melody, evoking the power of dreams and drowsiness. It causes drowsiness and can open up a portal into someone's dream if being sung or played by one of a set of specific Artifacts.
- EFFECT: Both the following abilities bypass (but don't break) Cover
- Ballad of the Windfish:
- Roll your instruments' stat vs target's Wisdom
- Damage: None
- EFFECT: Target(s) hit become affected by the Ballad of the Windfish for as long as you continue playing this song:
- Targets affected lose 5 Dice on all rolls made in combat
- Targets affected also loses 10 Dice on all rolls made Out of Combat.
- DURATION: Ballad of the Windfish lasts until you attack, defend, or play a different song.
Enter Dream:
RESTRICTIONS: Can only affect someone who is asleep or is already affected by the Ballad of the Windfish
REQUIREMENTS: 15 Wisdom and either wearing the Seashell Earrings or playing on any Mythical or Legendary instruments
DESCRIPTION: Once the target is asleep or dreamy, you can open up a portal and enter their dreams.
FYI: This does not cancel out Ballad of the Windfish. You can continue playing it as a channeled move afterwards
Roll your instruments' stat vs targets Wisdom
Damage: None.
EFFECT: If successful, the target falls asleep (if they haven't already) and a portal opens up into the targets' dream. What happens in the dream is happens at the DM's Discretion
DURATION: Until it is either stopped manually, target somehow wakes up or until you die.
[box=Ballad of the Windfish]
[list]
[*][b]RESTRICTIONS[/b]: [b]Ballad of the Windfish[/b] can only be taught to people by those holding either the [b]Surf Ocarina[/b] or one of the [b]Sirens' Instruments[/b].
[*][b]REQUIREMENTS[/b]: 5 [Power], [Courage] and [Wisdom]
[*][b]DESCRIPTION[/b]: A soft and soothing melody, evoking the power of dreams and drowsiness. It causes drowsiness and can open up a portal into someone's dream if being sung or played by one of a set of specific [b]Artifacts[/b].
[list]
[*][b]EFFECT[/b]: Both the following abilities bypass (but don't break) [b]Cover[/b]
[*][b]Ballad of the Windfish[/b]:[list]
[*]Roll your instruments' stat vs target's [Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Target(s) hit become affected by the [b]Ballad of the Windfish[/b] for as long as you continue playing this song:[list]
[*]Targets affected lose [b]5 Dice[/b] on all rolls made in combat
[*]Targets affected also loses [b]10 Dice[/b] on all rolls made [b]Out of Combat[/b].
[*][b]DURATION[/b]: [b]Ballad of the Windfish[/b] lasts until you attack, defend, or play a different song.[/list][/list][/list]
[*][b]Enter Dream[/b]:[list]
[*][b]RESTRICTIONS[/b]: Can only affect someone who is asleep or is already affected by the [b]Ballad of the Windfish[/b]
[*][b]REQUIREMENTS[/b]: 15 [Wisdom] and either wearing the [b][shadow-color]Seashell Earrings[/shadow-color][/b] or playing on any [b][shadow-color]Mythical[/shadow-color][/b] or [b][color=#ffbb00]Legendary[/color][/b] [b]instruments[/b]
[*][b]DESCRIPTION[/b]: Once the target is asleep or dreamy, you can open up a portal and enter their dreams.[list]
[*][b]FYI[/b]: This does not cancel out [b]Ballad of the Windfish[/b]. You can continue playing it as a channeled move afterwards
[*]Roll your instruments' stat vs targets [Wisdom]
[*][b]Damage[/b]: None.
[*][b]EFFECT[/b]: If successful, the target falls asleep (if they haven't already) and a portal opens up into the targets' dream. What happens in the dream is happens at the [b]DM's Discretion[/b]
[*][b]DURATION[/b]: Until it is either stopped manually, target somehow wakes up or until you die.[/list][/list]
[/list]
[/list]
[/box]
Notice to Marak Zaryoa: Corsava can only receive this reward when she returns to Hyrule City. Aka this will happen after when the next quest she is in finishes.
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