[Quest] 3/31/18 - The Battle Tank - Orithan - 03-07-2018
Thoughter and his army have been oddly quiet as of late, not causing disruptions or tussling for land with the Moblins like usual. But as it appears, their security has become much tighter as of late. From the intelligence the Hylian Guard can muster up; they are building a series of large wooden tanks, dubbed the Battle Tanks in preparation for an attack on Hyrule. Sporting a large revolvable cannon, metal wheels and tread and space for a crew of men on deck; it resembles a compact land-based warship.
While Thoughter bears no threat to Central Hyrule as of now, anywhere adjacent to his territory are under threat. While he has no way of navigating the Lost Woods, he can potentially pose a threat to Zora's Domain by taking a river running through the woods.
One known location of a Battle Tank is in a small fortification hidden away in woods on the outskirts of Thoughter's territory; near the border of Ospraiser's Brigade. It is your task to infiltrate this fortification and steal the tank. Hidden in the Salvadman ranks at the fortress is a mole; who will fill you in on what to do when you secure the tank. They will give you your next task.
Good luck!
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 4-5 sessions, potentially even more.
- 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 5 players may participate in the quest.
First session can start with any number of players, but sessions later on in the quest I require 3 or more players for.
RE: [Quest] 3/??/18 - The Battle Tank - Orithan - 03-17-2018
Heads up, gonna start the first session next weekend; probably Sunday CST. Anyone who wants to join the quest should either PM me or post in this thread.
RE: [Quest] 3/??/18 - The Battle Tank - Orithan - 03-31-2018
- Power: 19 (+0)
- Courage: 19 (+0)
- Wisdom: 19 (+0)
- Hearts: 14/14 (+0)
- Magic: 4/4 (+0)
- Initiative: $init 1d10
- Attack Dice: 1
- Defense Dice: 3
- Armor: 4
Affinities: None
Origin: ZURPG
The generic footsoldiers of Thoughter's Army; they are lowly untrained soldiers who are often conscripted into the army. Always patrolling in groups, always with a higher ranked soldier to command them, they serve as canon fodder and are most often seen conducting patrols or performing low-level combat tasks out in the open.
They are pretty incompetent at pretty much any job they are given, due to their lack of specialization. They tend to be troublesome in groups for their tendency to cover each other or when buffed up by superiors, however.
- Weapon: White Sword
- Shield: Hylian Shield
- Armor: Soldier Platemail
- Robe: Assault Vest
- Consumables: Recovery Heart, Magic Jar
- Unequipped: Smash Hammer, Wizzrobe Wand, Boomerang
When Salvadman Grunt dies, it drops any Rupees they had and all their equipment.
- Attacks:
- Slash - Target rolls Courage vs 26 dice. Requires White Sword equipped.
- Sword Beam - Target rolls Courage vs 29 dice. Requires being at Maximum Hearts. Requires White Sword equipped.
- Whack! - Target rolls Power vs 20 dice; Deals +4 Damage. Requires Smash Hammer equipped.
- Focused Blast - Target rolls Wisdom vs 26 dice. Requires Wizzrobe Wand equipped.
- Dispersed Blast - All enemies roll Wisdom vs 25 dice; deals Halved Damage. Requires Wizzrobe Wand equipped.
- Boomerang Throw - Target rolls Courage vs 20 dice; deals no damage. If it hits, target gets Immobolized. Requires Boomerang equipped.
- Leap Attack (1 Action Charge) - Use any melee attack and, if it hits, multiply the difference in successes by x1.5.
Support:
Enrage (3 Hearts) - You gain 5 Attack Dice for your next Attack.
Blessing (3 Magic) - Pick yourself or an ally and increase their Power, Courage or Wisdom by 2.
Augmented Protection (4 Magic, anytime at no action cost) - Increase your robe's Attack Dice bonus to +5.
- Power: 17 (+0)
- Courage: 25 (+0)
- Wisdom: 7 (+0)
- Hearts: 17/17 (+0)
- Magic: 4/4 (+0)
- Initiative: $init 1d10
- Attack Dice: 3
- Defense Dice: 4
- Armor: 1
Affinities: None
Origin: ZURPG
The standard cavaliers put to use by Thoughter's Army; they are soldiers who are skilled at riding horses and robbing unwary travellers. Usually backed up with support or other Highwaymen, they employ hit and run tactics as an attempt to outmanuver the enemy. As they are fast, they are also vulnerable to magic - Neither they or their horse can handle strong magic attacks if the user can catch them before they run.
- Hands: Steel Lance, Hylian Shield
- Armor: Combat Armor
- Robe: Travellers Cloak
- Consumables: Red Medicine, Magic Jar x2
- Unequipped: Bow, Bouncy Arrows, Phasing Bolts
When Salvadman Highywayman dies, it drops any Rupees they had and all their equipment.
- SELL VALUE: 75 Rupees
- DESCRIPTION: A sturdy lance made out of steel. Optimized for combat on horseback, they are weak when fighting with them on the ground. It can Slash or be used to Thrust into a target.
- Slash:
- Roll your Courage +4 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: This attack's Dice Modifier is increased to +8 when riding on a horse.
Thrust:
Roll your Courage dice vs. targets' Courage dice
Damage: +4
EFFECT: This attack's Damage Modifier is increased to +8 when riding on a horse.
IF FAIL: Target gets to Counterattack regardless of Conditions
[box=Steel Lance]
[list]
[*][b]SELL VALUE[/b]: [rupees]75[/rupees]
[*][b]DESCRIPTION[/b]: A sturdy lance made out of steel. Optimized for combat on horseback, they are weak when fighting with them on the ground. It can [b]Slash[/b] or be used to [b]Thrust[/b] into a target.[list]
[*][b]Slash[/b]:[list]
[*][dice type-a=Courage amount-a=+4 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: This attack's [b]Dice Modifier[/b] is increased to [b]+8[/b] when riding on a horse.[/list][/list]
[*][b]Thrust[/b]:[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +4
[*][b]EFFECT[/b]: This attack's [b]Damage Modifier[/b] is increased to [b]+8[/b] when riding on a horse.
[*][b]IF FAIL[/b]: Target gets to [b]Counterattack[/b] regardless of [b]Conditions[/b][/list][/list]
[/list]
[/list]
[/box]
- Passive:
- Spiritual Resistance - Any loss of Magic as the result of non-self abilities or moves is halved.
- Counter Window - Whenever you successfully defend against an attack and the difference in successes is 1-5, you get to Counterattack.
Reactions:
Augmented Protection (4 Magic) - Increase your robe's Defense Dice bonus to +4 for the remainder of the round. You also gain 5 Dice while using Escape
Attacks:
Steal (Requires a free hand) - Target rolls Wisdom once vs 20, 28 and 10 Dice rolls. Deals no damage. If multiple rolls hit, steal an item from target.
Snipe (Requires Bow & Arrow. 1 Action charge) - Select any Bow & Arrow attack and charg to add 8 Dice to it.
Slash (Requires Steel Lance) - Target rolls Courage vs 32 dice. Gains 4 Dice when attacking on horseback.
Thrust (Requires Steel Lance) - Target rolls Courage vs ?? dice. Deals +4 Damage. Gains 4 Damage when attacking on horseback. If it misses, target gets to Counterattack regardless of Requirements.
Bouncy Arrows (Requires Bow & Bouncy Arrows) - Target rolls Courage vs 33 dice. If it hits, redirect to another enemy; hitting them at half damage.
As per the Field Combat Rules, this can be to a target anywhere within the range the original attack had from the original target.
This does not proc itself.
Phasing Bolts (Requires Bow & Phasing Bolts) - Target rolls Power vs ?? dice. If it hits, target gets Phased Out.
Support:
Enrage (3 Hearts) - You gain 5 Attack Dice for your next Attack.
Guard - Gain 2 Defense Dice until the start of your next turn.
- Power: 6 (+0)
- Courage: 11 (+0)
- Wisdom: 25 (+5)
- Hearts: 10/4 (+6)
- Magic: 15/15 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 2
Affinities: Water, Fire, Nature, Light, Shadow
Salvadman Sage can only have two of the affinities listed.
Origin: ZURPG
High ranking Magic users of Thoughter's Army, Salvadman Sages blast their enemies with blasts of magic and buff others. Usually hiding behind others like a coward, they are usually difficult to hit before they manage to set up.
- Equipped: Book of Magic
- Armor: Thorns Armor
- Robe: Spirit Robes
- Consumables: Chateou Romani
- Unequipped: Voodoo Staff, Caster's Staff
When Salvadman Sage dies, it drops any Rupees they had and all their equipment.
- SELL VALUE: 625 Rupees
- INFORMATION: This is an Augmented Item. It has had 3/3 Augments applied to it
- 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: +5
Augmented Mode:
COSTS: 4 Magic at the start of each round to maintain
Wisdom: +13
[box=Spirit Robe][list]
[*][b]SELL VALUE[/b]: [Rupees]625[/Rupees]
[*][b]INFORMATION[/b]: [color=#7777FF]This is an [b]Augmented Item[/b]. It has had [b]3/3 Augments[/b] applied to it[/color]
[*][b]DESCRIPTION[/b]: Enchanted by protectful spirits, this robe amplifies the power of the user’s mind. [b]Basic Mode[/b] is active by default; alternatively, you can instead have [b]Augmented Mode[/b] active as long as you pay its [b][Magic] Cost[/b].[list]
[*][b]Basic Mode[/b]:[list]
[*][b][Wisdom][/b]: +5
[/list]
[*][b]Augmented Mode[/b]:[list]
[*][b]COSTS[/b]: [Magic]4[/Magic] at the start of each round to maintain
[*][b][Wisdom][/b]: +13
[/list][/list][/list][/box]
- Passives:
- Spiritual Resistance - Any loss of Magic as the result of non-self abilities or moves is halved.
- Magic Regen - You gain Magic Regen x2 at the start of battle.
- Hanging On - Once per battle, you can survive any attack that would otherwise kill you with 1 Heart. Requires 6 Hearts prior to the attack.
- Thorns Armor - You start the battle with Thorns
Reactions:
Augmented Protection (4 Magic) - Increase your robe's Wisdom bonus to +13 for the remainder of the round.
Attacks:
Mass Siphon (requires Voodoo Staff) - All enemies roll Wisdom vs ?? dice; deals halved damage. Target(s) hit have Magic siphoned from them up to the amount of damage dealt to them.
Ice Blast (Water, 6 Magic) - All enemies roll Wisdom vs ?? dice; deals halved damage. Target(s) hit lose 3 Attack Dice.
Icicle Blade (Water, 4 Magic) - Target rolls Courage vs ?? dice; deals +?? Damage.
Eruption (Fire, 7 Magic) - All enemies roll Wisdom vs ?? dice; deals halved damage. Bypasses Cover.
Lava Beam (Fire, 5 Magic) - Target rolls Wisdom vs ?? dice; deals +?? Damage. If it hits, target loses 4 Armor[b]. Requires the Fire [b]Affinity.
Scorch (Fire, 5 Magic) - Target rolls Wisdom vs ?? dice; deals ?? Neutral Damage. If it hits, target gets Cauterized.
Barrier Breaker (Nature, 5 Magic) - Target rolls Wisdom vs ?? dice. If it hits, target loses 4 Defense Dice.
Thunder Roar (Nature.6 Magic) - All enemies roll Wisdom vs ?? dice; deals no damage. Bypasses Cover. Target(s) hit get Taunted towards you.
Overwhelm (Nature, 7 Magic) - Target rolls Power vs ?? dice.
Crimson Light (Light, 5 Magic) - Target rolls Wisdom vs ?? dice; deals +?? Damage. If it hits, target loses 5 Wisdom.
Spiral Light (Light, 3 Magic) - Target rolls Wisdom once vs ?? dice rolled three times; deals 6 Damage (Armor factored in seperately) for each hit. Bypasses Cover.
Mass Blind (Light, 6 Magic) - All enemies roll Wisdom vs ?? dice; deals no damage. Target(s) hit get Blinded.
Penumbra's Rift (Shadow, 5 Magic) - Target rolls Wisdom vs ?? dice. You can reroll this attack once for free.
Penumbra's Curse (Shadow, 4 Magic) - Target rolls Wisdom vs ?? dice; deals no damage. If it hits, target gets Penumbra's Curse.
Repression (Shadow, 4 Magic) - Target rolls Wisdom vs ?? dice, without any bonus Attack Dice or Defense Dice from both you and target; deals 4 Neutral Damage. If it hits, steal a spell from the target for the battle and you can use it regardless of REQUIREMENTS.
Support:
Magic transfer (No action cost) - Transfer any amount of Magic you have to any amount of allies. Requires Voodoo Staff equipped.
Block (4 Magic) - Select yourself or ally. They get Effect Block. Requires the Water Affinity.
Untouchable (5 Magic) - Select yourself or ally. They gain 3 Defense Dice. Requires the Water Affinity.
Sponge (5 Magic) - Select yourself or ally. They get Shield. Requires the Water Affinity.
Burning Blade (3 Magic) - Select yourself or ally. They gain 3 Attack Dice. Requires the Fire Affinity.
Flare Up (4 Magic) - Select yourself or ally. They gain 8 Dice on their next attack. Requires the Fire Affinity.
Kindle (4 Magic) - Select yourself or ally. They get Sparking. Requires the Fire Affinity.
Great Rejuvination (4 Magic) - Heal yourself or ally by 10 Hearts. Requires the Nature Affinity.
Earth Shield (3 Magic) - Select yourself or ally. They gain 2 Armor. Requires the Nature Affinity.
Fairy Beam (6 Magic) - Revive a fallen ally to 3 Hearts. Requires the Nature Affinity.
Extend (4 Magic) - Select yourself or ally. They gain 5 Hearts (Stat). Requires the Light Affinity.
Enlighten (4 Magic) - Select yourself or ally. They gain 5 Wisdom. Requires the Light Affinity.
Mirage (4 Magic) - Select yourself or ally. They get a Disilluion. Requires the Light Affinity.
Second Chance (4 Magic) - Select yourself or ally. They gain 2 Temporary Reroll Points. Requires the Shadow Affinity.
Steel Shadows (4 Magic) - Select yourself or ally. They gain 5 Power. Requires the Shadow Affinity.
Shadow Speed (4 Magic) - Select yourself or ally. They gain 5 Courage. Requires the Shadow Affinity.
- Power: 24 (+0)
- Courage: 20 (+0)
- Wisdom: 10 (+0)
- Hearts: 16/9 (+7)
- Magic: 8/8 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 4
- Armor: 8
Affinities: None
Origin: ZURPG
The standard guards of Thoughter's Army, Salvadman Sentinels patrol fortifications and sensitive equipment. While unintelligent, they are committed to their task and will not budge from their task. They are also quick to call reinforcements - leaving them alive for any period of time after getting detected means you will be in trouble.
- Shield: Invigorating Shield x2
- Armor: Soldier Platemail
- Robe: Protective Robes
- Consumables: Red Potion, Magic Jar x2
- Other: Magic Feather
- Unequipped: White Sword, Soul Blade, Deku Stick x5
When Salvadman Sentinel dies, it drops any Rupees they had and all their equipment.
- SELL VALUE: 625 Rupees
- INFORMATION: This is an Augmented Item. It has had 3/3 Augments applied to it
- DESCRIPTION: A thin sliver of metal coats this robe, protecting you from attacks. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Armor: +4
Augmented Mode:
COSTS: 4 Magic at the start of each round
Armor: +11
[box=Protective Robes][list]
[*][b]SELL VALUE[/b]: [Rupees]625[/Rupees]
[*][b]INFORMATION[/b]: [color=#7777FF]This is an [b]Augmented Item[/b]. It has had [b]3/3 Augments[/b] applied to it[/color]
[*][b]DESCRIPTION[/b]: A thin sliver of metal coats this robe, protecting you from attacks. [b]Basic Mode[/b] is active by default; alternatively, you can instead have [b]Augmented Mode[/b] active as long as you pay its [b][Magic] Cost[/b].[list]
[*][b]Basic Mode[/b]:[list]
[*][b][Armor][/b]: +4
[/list]
[*][b]Augmented Mode[/b]:[list]
[*][b]COSTS[/b]: [Magic]4[/Magic] at the start of each round
[*][b][Armor][/b]: +11
[/list][/list][/list]
[/box]
- Passives:
- Spiritual Resistance - Any loss of Magic as the result of non-self abilities or moves is halved.
- Super Cover - Your Cover can not be broken unless you take 6 or more damage from an attack, after Armor is factored in.
Reactions:
Jump (2 Magic) - Gain 3 Defense Dice until the end of the turn.
Augmented Protection (4 Magic) - Increase your robe's Armor to +11 until the end of the round.
Attacks:
Parry Bash - Target rolls Power vs ?? dice. If hit, target loses 3 Dice on their next attack. Requires a Shield equipped.
Double Bash - Target rolls Power once vs ?? dice rolled twice. Deals halved damage. If both bashes hit, target gets Delayed. Requires two Shields equipped.
Slash, White Sword - Target rolls Courage vs ?? dice. Requires being at Maximum Hearts. Requires White Sword equipped.
Sword Beam - Target rolls Courage vs ?? dice. Requires being at Maximum Hearts. Requires White Sword equipped.
Slash, Soul Blade - Target rolls Wisdom vs 20 dice. If it hits, target loses 3 Magic. Requires Soul Blade equipped.
Whack - Target rolls Courage vs ?? dice. If it hits, target gets Magic Bleeding x3. If it misses, everyone recovers 3 Magic Requires a Deku Stick equipped.
Support:
Deep Breath - You recover 2 Hearts.
Guard - You gain 2 Defense Dice until the start of your next turn. Requires a Shield equipped.
Rally - You gain 1 Defense Dice and anyone you are covering gains 2 Defense Dice until your Cover ends. Requires you to be Covering someone.
These bonuses do not stack with multiple usages or usage from multiple people.
- Power: 18 (+0)
- Courage: 30 (+0)
- Wisdom: 8 (+0)
- Hearts: 15/10 (+5)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 1
- Armor: 3
Affinities: None
Origin: ZURPG
Salvadaman Snipers strictly stay in the back lines of combat; sniping out key targets before they notice; blasting entire groups with explosive shots if they are hiding. They are frail and easily fall to attack; but they have tools to get themselves out of situations should they get caught out.
- Weapon: Bow, Metal-Tipped Arrows
- Shield: Buckler
- Armor: Green Tunic
- Robe: Protective Robes
- Consumables: Red Medicine
- Unequipped: Longbow, Impact Arrows, Super Bombs
When Salvadman Sniper dies, it drops any Rupees they had and all their equipment.
- SELL VALUE: 325 Rupees
- INFORMATION: This item is an Augmented Item. This item has had 2/3 Augments applied to it.
- REQUIREMENTS: The combination of using a Bow & Arrows is considered Two-Handed.
- DESCRIPTION: A simple yew bow that can Shoot a target using an Arrow:
- Roll your Courage +9 dice vs. targets’ stat that the arrow hits
- Damage: Uses the arrow’s Damage Modifier
[box=Bow][list]
[*][b]SELL VALUE[/b]: [Rupees]325[/Rupees]
[*][b]INFORMATION[/b]: [color=#7777FF][i]This item is an Augmented Item. This item has had 2/3 Augments applied to it.[/i][/color]
[*][b]REQUIREMENTS[/b]: The combination of using a [b]Bow & Arrows[/b] is considered [i]Two-Handed[/i].
[*][b]DESCRIPTION[/b]: A simple yew bow that can [b]Shoot[/b] a target using an [b]Arrow[/b]:[list]
[*]Roll your [Courage] +9 dice vs. targets’ stat that the arrow hits[list]
[*][b]Damage[/b]: Uses the arrow’s [b]Damage Modifier[/b]
[/list][/list][/list]
[/box]
- SELL VALUE: 350 Rupees
- INFORMATION: This item is an Augmented Item. This item has had 2/3 Augments applied to it.
- DESCRIPTION: A large, long-range wooden bow that can Shoot a target using an Arrow from afar:
- Roll your Courage +16 dice vs. targets’ stat that the arrow hits
- Damage: Halved, uses the arrow’s Damage Modifier.
[box=Longbow][list]
[*][b]SELL VALUE[/b]: [Rupees]350[/Rupees]
[*][b]INFORMATION[/b]: [color=#7777FF][i]This item is an Augmented Item. This item has had 2/3 Augments applied to it.[/i][/color]
[*][b]REQUIREMENTS[/b]: The combination of using a [b]Bow & Arrows[/b] is considered [i]Two-Handed[/i].
[*][b]DESCRIPTION[/b]: A large, long-range wooden bow that can [b]Shoot[/b] a target using an [b]Arrow[/b] from afar:[list]
[*]Roll your [Courage] +16 dice vs. targets’ stat that the arrow hits[list]
[*][b]Damage[/b]: Halved, uses the arrow’s [b]Damage Modifier[/b].
[/list][/list][/list]
[/box]
- Passives:
- Critical Strike - When you hit with an attack, roll $1d3. If the result is a 1, multiply the attack's damage by 1.5x.
- Damage Delay - Once per turn, you can delay one instance of damage done to you to until the end of your next turn. Can not be used again until you take the delayed damage.
Attacks:
Metal-Tipped Arrow, Bow - Target rolls Courage vs 43 dice. Requires Bow and Metal-Tipped Arrows equipped.
Impact Arrow, Bow - Target rolls Power vs ?? dice; deals halved damage. If it hits, target loses 3 Armor. Requires Bow and Impact Arrows equipped.
Super Bomb Arrow, Longbow - Everyone rolls Power vs ?? dice. Bypasses Cover. Deals 10 Damage to those hit. Requires Longbow and Super Bombs equipped.
Snipe (1 Action Charge) - Use any Bow and Arrow attack and add 8 Dice to it.
Flashbang - Target rolls Courage vs ??? dice. If it hits, Blinds target.
Support:
Escape Daze - Anyone gains 6 Dice when using Escape until the end of your next round.
RE: [Quest] 3/31/18 - The Battle Tank - Orithan - 04-25-2018
- Unit - A person.
- Squad - A group of Units.
- Space - A square on the Map. A Space is considered to be 20x20 feet in size
- Player's Turn - The phase in which the players act. In the Initiative, this is placed at the start of the round.
- Ally's Turn - The turn in which your allies act. In the Initiative, this is placed after Player's Turn but before Enemy's Turn.
- Enemy's Turn - The turn in which the enemies act. In the Initiative, this is placed at the end of the round.
- Melee Combat - Combat that occurs at melee range.
- Ranged Combat - Combat that occurs at range.
- Each round is divided into three turns, going in order:
- Player's Turn: You and your party move and attack. Player Units and Squads are signified with a blue glow around their icons on the map.
- Ally's Turn: Allied squads move and attack. Ally Units and Squads are signified with a yellow glow around their icons on the map.
- Enemy's Turn: Enemy squads move and attack. Enemy Units and Squads are signified with a red glow around their icons on the map.
- Units are divided into one of four general types:
- Infantry: Units traveling on foot. They have standard movement and, among those on land, are the least affected by adverse terrain.
- Default Move: 5 Spaces.
- Terrain Movement penalty: 1 per space.
Cavalry: Units riding on horseback. Cavalry Units have an extended movement range and have the ability to move again, if they haven't used all their movement, using whatever remainder they have after attacking. However, they move poorly through unstable terrain and struggle to move through thickets. Quadripedal monsters that move particularly fast on the ground are also treated as Cavalry.
Default Move: 7 Spaces
Terrain Movement penalty: 3 per space
Can move again after attacking if Unit has remaining move.
If Unit or Horse take a total of 10 or more Damage from a single attack; the Unit is knocked off the Horse and has to re-mount at the cost of a Support Action
The Horse is considered to be a separate target.
Flying: Units that are flying through the air. Flying Units have increased movement range and ignore terrain and also get the ability to move again, if they haven't used all their movement, using whatever remainder they have after attacking. They, however, are vulnerable to getting attacked themselves; having low Hearts and Armor as well it being easy to knock riders off. This category is restricted to monsters for the most part, as few non-monsters have the ability to fly.
Default Move: 6 Spaces
Can move again after attacking if Unit has remaining move.
Unit can override any Melee Attack rolls aimed at them or the Flyer with the Flier's Courage.
If Unit or Flyer take a total of 5 or more Damage from a single attack; the Unit is knocked off the Flier, potentially resulting Fall Damage, and has to re-mount at the cost of a Support Action
The Flyer is considered to be a separate target.
Armor: Units operating or riding on heavily armored equipment (eg. Ballistae, the Battle Tank). To compensate for the raw power and durability Armor gets; they have reduced movement, are blocked by obstacles and do especially poorly on bad terrain; sometimes even being trapped on said terrain. Most large boss-like Monsters are considered to be armor units.
Default Move: 3 Spaces
Terrain Movement penalty: 2 per space
Can not move through thickets.
Can get stuck in bad terrain
Many Armors can carry and protect a Squad
- All Squads use Move to move to a location before they attack. This does not take up an Action
- All movement types except Armor gain a Bonus Space of movement for every 5 Courage above 20 Courage the Squad has on average. They get additional spaces if all Units of the Squad have the appropriate speed multipliers (eg. Bunny Hood). The only way in which Armor can gain Bonus Spaces in movement is through conditions in their profile.
- Instead of multiplying movement, movement speed multipliers instead add Bonus Spaces to movement.
- The formula for converting multipliers into Bonus Spaces of movement: Total multiplier - 1. (eg Bunny Hood grants 2x movement, you gain 1 Bonus Space of movement).
Any active movement-based skills that grant you extended movement range (eg. Spirit Dive) do take up Actions and are used in place of Move.
Squads can only move between Spaces in one of the for cardinal directions. Moving diagonally takes 2 Spaces for each diagonal space moved.
- There are two types of combat; Melee Combat and Ranged Combat.
- Melee combat can be initiated when enemy Squads move onto the Battle Tank during Enemy's Turn or player (or allied) and enemy Squads move to spaces adjacent to each other. The attacking Squad's Units make attacks get to use an attack and any Support Actions.
- Ranged Combat involves a Squad attacking with ranged weapons. By default, all ranged attacks have a range of 2 Spaces. For every 20 Dice the ranged attack has to it, it gets an additional 1 Space of range (eg. A ranged attack with 40 Dice has a range of 4 Spaces).
- If the target Unit is on the last Space of your range (eg. An attack with a range of 2 Spaces hits a target 2 Spaces away); the amount of damage dealt to the target Unit is halved.
- Attacks that already do half damage don't get halved even further.
In either type of combat, the defending Units may wish to use Support Actions as Reactions. This counts towards the total number of actions allowed per round of combat.
Aside from these differences, the normal rules of combat applies, like the total number of Actions to be made per round.
Rules on Attack Types
- Single-target attacks hit one Unit.
- Hit-all attacks hit all Units that the attack would normally hit in one Squad and also any units in Spaces adjacent to the target at half the damage.
- If the attacker has 40 Dice on their roll, it instead also hits anyone in Spaces adjacent to the target and also anyone 2 Spaces away from the target at half the damage.
Attacks that redirect off targets can target the next target if they are in within the attack's original range from the original target (eg. Boomerang hits target 3 spaces away, it can then redirect to a target 3 spaces away from original target)
Rules on EFFECT types:
- Single-target EFFECTS affect a single unit.
- EFFECTS that affect "All Allies" or "Everyone" affect all Units and Squads within 3 Spaces away from the effect's origin
- On the third space away, any Numerical Effects they grant are halved.
Field Effects affect an area of the field 6 spaces away from where it is cast in all directions.
On the 6th space away, any Numerical Effects they grant are halved.
Field Effect EFFECT areas are shown on the map through spaces shaded.
If two or more Field Effect EFFECT areas overlap; the most recent one cast takes precedence over the other.
- Explosives
- Small explosives (eg. Bombs, Bombchus) hit everyone in the targeted Squad, medium explosives (eg. Super Bombs) also hits everyone in Spaces adjacent to the target at half the original damage and large explosives (eg. Powder Kegs) also hit everyone 2 Spaces away at quarter the original damage on top of that.
RE: [Quest] 3/31/18 - The Battle Tank - Orithan - 04-27-2018
Field Combat map
Allies:
- Moblin Bruiser
- Moblin Buckler
- Moblin Fighter
- Moblin Mage
Enemies:
- Keaton Grunt
- Keaton Highwayman
- Keaton Sage
- Keaton Sentinel
- Keaton Sniper
- Captain Gorea (MiniBoss!)
Main frame:
- Hearts: 300/300
Armor: 20
Left Tread:
- Hearts: 100/100
Armor: 20
Right Tread:
- Hearts: 100/100
Armor: 20
Main Cannon:
Engine:
- Hearts: 100/100
Armor: 20 from outside.
Origin: ZURPG
A large wooden tank, resembling a compact land-based warship on large treads, the Battle Tank towers 12 feet high and roughly measures 20x20 long and wide. Highly durable and armored, the tank is very difficult to break down even with Fire thanks to a magical enchantment. But its defenses leave it with a weakness to explosives...
Passive
- DESCRIPTION: The Battle Tank is heavily armored and durable, but its frame leaves a major weakness to explosives.
- EFFECT 1: All of the tank's parts are not affected by any EFFECTS that modify their Hearts and does not receive Named Effects and Bonuses - They can only recover Hearts through mechanical repairs.
- EFFECT 2: All parts of the tank are coated in a magical flame-retardant finish. Fire does regular damage to the tank and does not take hold as a result.
- EFFECT 3: Explosives deal Neutral Damage*2 instead of their normal damage to all parts of the tank it hits.
- DESCRIPTION: All parts of the tank are interconnected with each other. If any are damaged, the Main Frame also suffers damage.
- EFFECT 1: The Main Frame takes Neutral Damage equal to 25% of the Damage the non-Main Frame parts take (after Armor).
- EFFECT 2: If the Main Frame is depleted to 0 Hearts, the tank can not be operated until it is repaired.
- EFFECT 3: Move can only be made while Sol Power in operation and consumes 5 Sol Energy to do so.
- On addition, if the Battle Tank moves over a space where enemy units stand on, the tank attempts to run them over:
- Target rolls Courage vs 30 Dice to defend.
- Damage: +20
- EFFECT: Target(s) who die as the result of this attack can not be revived for the remainder of the battle.
- IF FAIL: Target(s) move to a Space unoccupied or not being passed over by the tank.
- REQUIREMENTS: Engine and both Treads operating
- DESCRIPTION: The Battle Tank runs off a mysterious source of energy called Sol Energy. Whatever it is, it seems to be highly efficient at the job.
- EFFECT 1: You can feed a Sol into the Engine to add 100 Sol Energy to it at the cost of a Support Action.
- EFFECT 2: During your turn, you can have the Engine consume any amount of Sol Energy to recover Hearts equal to the total amount of Sol Energy spent x2.
- EFFECT 3: If the Engine ever reaches 0 Hearts, any Sol Energy within it explodes and disperses; dealing heavy damage to everyone on-board while appearing completely harmless to the tank itself.
- Everyone on the tank rolls Power vs the total amount of Sol Energy contained*2
- Neutral Damage: +0
- EFFECT: Those hit get Blinded.
Active
- REQUIREMENTS: Engine and both Treads operating
- COSTS: 3 Sol Energy.
- DESCRIPTION: By feeding additional Sol energy into the engine, you can push the tank to go faster at the cost of making it go too fast to operate the main cannon.
- EFFECT 1: The Battle Tank gains 2 Spaces of Bonus Movement.
- EFFECT 2: Fire Main Cannon can not be done this turn.
- RESTRICTIONS: Can only be fired once per turn.
- REQUIREMENTS: Cannon operating and a large projectile.
- DESCRIPTION: Fire away! Load the cannon with a large projectile and fire it!
- EFFECT: The projectile gains 20 Dice on its roll and deals Double Damage.
- REQUIREMENTS: A small or medium projectile.
- DESCRIPTION: Fire away! Load one of the smaller cannons with a projectile and fire it!
- EFFECT: The projectile gains +10 Dice on its roll.
Moblins
- Power: 23 (+0)
- Courage: 24 (+0)
- Wisdom: 6 (+0)
- Hearts: 15/15 (+0)
- Magic: 4/4 (+0)
- Initiative: $init 1d18
- Attack Dice: 2
- Defense Dice: 2
- Armor: 4
Affinities: None
Origin: The Legend of Zelda
Moblins are thuggish, unintelligent, porcine creatures that nonetheless can hold their own in a fight. However, they will submit to a higher command if they are ordered as such.
These Moblins are part of Ospraiser's Brigade and are under the leadership of Ospraiser, the Macho Moblin King and such they take great pride in their muscle and build. Obviously an insult to such a feature would be an insult to them and they of course don't take kindly to it...
Moblin Bruisers, at least those hailing from Ospraiser's Brigade, are large well-built Moblins wearing gaudy battle paint and presenting an intimidating presence. They focus on beating their foes down to a pulp with their scary physical prowess powered by their builds. Unsurprisingly, they are really dim and only know to attack or follow orders - it is not hard to manipulate them when they don't have a commander right by them.
- Hands: Smash Hammer, Moblin Shield
- Armor: Soldier Platemail
- Robe: Assault Vest
- Consumables: Red Potion, Magic Jar x2
- Unequipped: Spear
When Moblin Bruiser dies, it drops any Rupees it had as well as all of its equipment.
- SELL VALUE: 100 Rupees
- DESCRIPTION: A large, flexible shield made out of wood and reinforced with metal and some sort of stretchy silk? It is particularly effective at adapting to defending the wielder's weakpoint, but is weaker when defending elsewhere.
- Defense Dice: +2
- EFFECT: You gain 2 Dice when defending using the lowest stat out of your Power, Courage and Wisdom.
- In the event of a tie, you do not get the bonus.
[box=Moblin Shield]
[list]
[*][b]SELL VALUE[/b]: [rupees]100[/rupees]
[*][b]DESCRIPTION[/b]: A large, flexible shield made out of wood and reinforced with metal and some sort of stretchy silk? It is particularly effective at adapting to defending the wielder's weakpoint, but is weaker when defending elsewhere.[list]
[*][b][Defense Dice][/b]: +2
[*][b]EFFECT[/b]: You gain [b]2 Dice[/b] when defending using the lowest stat out of your [Power], [Courage] and [Wisdom].[list]
[*]In the event of a tie, you do not get the bonus.[/list][/list]
[/list]
[/box]
- Passive:
- Mob Mentality: You and all allies in battle gain 1 Attack Dice.
- As per the Field Combat Rules, this applies to an area 3 Spaces around you.
Flashstep: You can not get a Bonus Turn
Moblin Shield (requires Moblin Shield): You gain 2 Dice when defending using the lowest stat out of your Power, Courage and Wisdom.
In the event of a tie, you do not get the bonus.
Reactions:
Augmented Protection (4 Magic): Increase your robe's Attack Dice Bonus to +5 for the remainder of the round.
Attacks:
Ram (requires two-handed weapon, 1 Action charge): Charge to gain +2 Defense Dice & Armor until attacking. Target rolls Power vs 31 Dice.
Smash (requires Smash Hammer): Target rolls Power vs 25 Dice. Deals +4 Damage.
Cripple (requires Smash Hammer): Target rolls Power vs 22 Dice. If it hits, target gets Crippled.
Slash (requires Spear): Up to two targets roll Courage vs 28 Dice.
Stab (requires Spear): Target rolls Power vs 26 Dice. Deals +4 Damage. If it hits, it also hits anyone being Covered by said target at Half Damage.
Support:
Enrage (3 Hearts): Gain 5 Dice on your next attack.
Guard: Gain 2 Defense Dice until the start of your next turn.
- Power: 18 (+2)
- Courage: 18 (+0)
- Wisdom: 10 (+0)
- Hearts: 25/25 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 1
- Defense Dice: 5
- Armor: 4
Affinities: None
Origin: The Legend of Zelda
Moblins are thuggish, unintelligent, porcine creatures that nonetheless can hold their own in a fight. However, they will submit to a higher command if they are ordered as such.
These Moblins are part of Ospraiser's Brigade and are under the leadership of Ospraiser, the Macho Moblin King and such they take great pride in their muscle and build. Obviously an insult to such a feature would be an insult to them and they of course don't take kindly to it...
The Moblin Bucklers trained by Ospraiser's Brigade, are towering, bulky Moblins that wear gaudy battle paint to enhance their macho-ness. They defend, retaliating with attacks coming from their shields, until they either drop or the foe has stopped attacking them. Because they instinctively turtle in the face of danger, getting them to actually deal damage might be an issue...
- Hands: Heavy Shield
- Armor: Soldier Platemail
- Robe: Heavy Robes
- Consumables: Red Potion x2
- Unequipped: Deku Stick x10, Moblin Shield
When Moblin Buckler dies, it drops any Rupees it had as well as all of its equipment.
- SELL VALUE: 100 Rupees
- DESCRIPTION: A large, flexible shield made out of wood and reinforced with metal and some sort of stretchy silk? It is particularly effective at adapting to defending the wielder's weakpoint, but is weaker when defending elsewhere.
- Defense Dice: +2
- EFFECT: You gain 2 Dice when defending using the lowest stat out of your Power, Courage or Wisdom
- In the event of a tie, you do not get the bonus.
[box=Moblin Shield]
[list]
[*][b]SELL VALUE[/b]: [rupees]100[/rupees]
[*][b]DESCRIPTION[/b]: A large, flexible shield made out of wood and reinforced with metal and some sort of stretchy silk? It is particularly effective at adapting to defending the wielder's weakpoint, but is weaker when defending elsewhere.[list]
[*][b][Defense Dice][/b]: +2
[*][b]EFFECT[/b]: You gain [b]2 Dice[/b] when defending using the lowest stat out of your [Power], [Courage] or [Wisdom][list]
[*]In the event of a tie, you do not get the bonus.[/list][/list]
[/list]
[/box]
- Passive:
- Mob Mentality: You and all allies in battle gain 1 Attack Dice.
- As per the Field Combat Rules, this applies to an area 3 Spaces around you.
Super Cover: Attacks require to deal a minimum of 6 Damage (after Armor) to break your Cover
Heavy Shield (requires Heavy Shield): You gain 5 Dice when using shield-based attacks.
Moblin Shield (requires Moblin Shield): You gain 2 Dice when defending against an attack that hits the lowest stat out of your Power, Courage or Wisdom.
In the event of a tie, you do not get the boost.
Attacks:
Plow (requires two-handed Shield, 1 Action charge): Charge to gain +2 Defense Dice & Armor until attacking. Target rolls Power vs 26 Dice. Deals halved damage. If it hits, it also hits anyone being Covered by target.
Skull Bash (requires a Shield): Target rolls Power vs 19 Dice. Deals +2 Damage. If it hits, target loses 3 Wisdom.
Parry Bash (requires a Shield): Target rolls Power vs 23 Dice. If it hits, target loses 3 Dice on their next attack.
Leap Attack (1 Action Charge): Choose any melee attack. If it hits, multiply the damage dealt by 1.5x.
Whack! (requires Deku Stick): Target rolls Courage vs 24 Dice. If it hits, target gets Magic Bleeding x3. If it misses, everyone recovers 3 Magic.
Support:
Rally (Requires to be Covering): You gain 1 Defense Dice and whoever you are covering gains 2 Defense Dice; until the end of your Cover.
This can not stack through multiple people using this skill.
Guard: Gain 2 Defense Dice until the start of your next turn.
Deep Breathing: Recover 2 Hearts.
- Power: 16 (+0)
- Courage: 19 (+3)
- Wisdom: 8 (+0)
- Hearts: 20/20 (+0)
- Magic: 8/8 (+0)
- Initiative: $init 1d10
- Attack Dice: 2
- Defense Dice: 2
- Armor: 2
Affinities: Shadow
Origin: The Legend of Zelda
Moblins are thuggish, unintelligent, porcine creatures that nonetheless can hold their own in a fight. However, they will submit to a higher command if they are ordered as such.
These Moblins are part of Ospraiser's Brigade and are under the leadership of Ospraiser, the Macho Moblin King and such they take great pride in their muscle and build. Obviously an insult to such a feature would be an insult to them and they of course don't take kindly to it...
Moblin Fighters, contrary to their name, are among the less-common footsoldiers trained by Ospraiser's Brigade. As opposed to being muscly, well-built Moblins; they build themselves to move fast and wear black battle paint to help mask them under shade. Bringing blade in hand, they fight using swords and boost the speed or strength of their comrades. They have less respect among their brigade, but their true flaw lies from their weakness to magic and simple mind they have.
- Hands: White Sword, Moblin Shield
- Armor: Dragonhide Armor
- Robe: Assault Vest
- Consumables: Red Potion, Magic Jar x2
- Unequipped: Soul Blade
When Moblin Fighter dies, it drops any Rupees it had as well as all of its equipment.
- SELL VALUE: 100 Rupees
- DESCRIPTION: A large, flexible shield made out of wood and reinforced with metal and some sort of stretchy silk? It is particularly effective at adapting to defending the wielder's weakpoint, but is weaker when defending elsewhere.
- Defense Dice: +2
- EFFECT: You gain 2 Dice when defending using the lowest stat out of your Power, Courage or Wisdom
- In the event of a tie, you do not get the bonus.
[box=Moblin Shield]
[list]
[*][b]SELL VALUE[/b]: [rupees]100[/rupees]
[*][b]DESCRIPTION[/b]: A large, flexible shield made out of wood and reinforced with metal and some sort of stretchy silk? It is particularly effective at adapting to defending the wielder's weakpoint, but is weaker when defending elsewhere.[list]
[*][b][Defense Dice][/b]: +2
[*][b]EFFECT[/b]: You gain [b]2 Dice[/b] when defending using the lowest stat out of your [Power], [Courage] or [Wisdom][list]
[*]In the event of a tie, you do not get the bonus.[/list][/list]
[/list]
[/box]
- Passive:
- Mob Mentality: You and all allies in battle gain 1 Attack Dice.
- As per the Field Combat Rules, this applies to an area 3 Spaces around you.
Moblin Shield (requires Moblin Shield): You gain 2 Dice when defending against an attack that hits the lowest stat out of your Power, Courage or Wisdom.
In the event of a tie, you do not get the boost.
Reactions:
Augmented Protection (4 Magic): Increase your robe's Attack Dice Bonus to +5 for the remainder of the round.
Attacks:
Down Thrust (1 Action Charge): Choose any attack from a melee weapon and roll your Courage stat. Add half of the successes to the attack as Dice.
Slash (requires White Sword): Target rolls Courage vs 30 Dice.
Stab (requires White Sword): Target rolls Courage vs 24 Dice. Deals +6 Damage. If it misses, target gets to Counterattack.
Sword Beam (requires being at full Hearts): Target rolls Courage vs 33 Dice.
Slash, Soul Blade (requires Soul Blade): Target rolls Wisdom vs 24 Dice. If it hits, target loses 3 Magic.
Support:
Enrage (3 Hearts): You gain 5 Dice on your next attack.
Second Chance (4 Magic): You or ally gains 2 Temporary Reroll Points.
Steel Shadows (4 Magic): You or ally gains 5 Power.
Shadow Speed (4 Magic): You or ally gains 5 Courage.
- Power: 16 (+0)
- Courage: 7 (+0)
- Wisdom: 21 (+0)
- Hearts: 12/12 (+0)
- Magic: 15/12 (+3)
- Initiative: $init 1d10
- Attack Dice: 2
- Defense Dice: 2
- Armor: 2
Affinities: Nature
Origin: The Legend of Zelda
Moblins are thuggish, unintelligent, porcine creatures that nonetheless can hold their own in a fight. However, they will submit to a higher command if they are ordered as such.
These Moblins are part of Ospraiser's Brigade and are under the leadership of Ospraiser, the Macho Moblin King and such they take great pride in their muscle and build. Obviously an insult to such a feature would be an insult to them and they of course don't take kindly to it...
Moblin Mages are quite an anomaly among Moblins, particularly within Ospraiser's Brigade where macho muscles are more valued than Magic. Fairly diminutive by Moblin standards; they lack the bulk or muscle that is prized amongst the brigade and wear bright pink and sky-blue war paint as a result, but they are very intelligent and work to support their comrades and fire off Magic in battle. Unfortunately, while also keeping some bulk, they are very slow and have trouble dodging blades.
- Hands: Wizzrobe Wand, Moblin Shield
- Armor: Enchanted Platemail
- Robe: Assault Vest
- Consumables: Green Potion x2, Stalfos Bone Dust x1
- Unequipped: Siphoning Wand
When Moblin Mage dies, it drops any Rupees it had as well as all of its equipment.
- SELL VALUE: 100 Rupees
- DESCRIPTION: A large, flexible shield made out of wood and reinforced with metal and some sort of stretchy silk? It is particularly effective at adapting to defending the wielder's weakpoint, but is weaker when defending elsewhere.
- Defense Dice: +2
- EFFECT: You gain 2 Dice when defending using the lowest stat out of your Power, Courage or Wisdom
- In the event of a tie, you do not get the bonus.
[box=Moblin Shield]
[list]
[*][b]SELL VALUE[/b]: [rupees]100[/rupees]
[*][b]DESCRIPTION[/b]: A large, flexible shield made out of wood and reinforced with metal and some sort of stretchy silk? It is particularly effective at adapting to defending the wielder's weakpoint, but is weaker when defending elsewhere.[list]
[*][b][Defense Dice][/b]: +2
[*][b]EFFECT[/b]: You gain [b]2 Dice[/b] when defending using the lowest stat out of your [Power], [Courage] or [Wisdom][list]
[*]In the event of a tie, you do not get the bonus.[/list][/list]
[/list]
[/box]
- Passive:
- Mob Mentality: You and all allies in battle gain 1 Attack Dice.
- As per the Field Combat Rules, this applies to an area 3 Spaces around you.
Hanging On (requires being at 6 Hearts or higher): Once per battle, if you were to get killed by an attack; you can hang on with 1 Heart
Moblin Shield (requires Moblin Shield): You gain 2 Dice when defending against an attack that hits the lowest stat out of your Power, Courage or Wisdom.
In the event of a tie, you do not get the boost.
Reactions[/b]:
Augmented Protection (4 Magic): Increase your robe's Attack Dice Bonus to +5 for the remainder of the round.
Attacks:
Parry Bash (requires a Shield equipped): Target rolls Power vs 26 Dice.
PSI Quake (1 Magic): Target rolls Wisdom vs 26 Dice. Deals +2 Damage. Bypasses Cover.
Barrier Breaker (5 Magic): Target rolls Wisdom vs 27 Dice. If it hits, target loses 4 Defense Dice.
Overwhelm (7 Magic): Target rolls Power vs 38 Dice.
Dispersed Blast (requires Wizzrobe Wand): All enemies roll Wisdom vs 28 Dice. Deals halved damage.
Siphoning Strike (requires Siphoning Wand): Target rolls Wisdom vs 31 Dice. Deals halved damage. If it hits, siphon Magic equal to the amount of damage dealt.
Support:
Heal Beam (1 Magic): You or ally recovers 4 Hearts.
Earth Shield (3 Magic): You or ally gains 2 Armor.
Thorns (5 Magic): You or ally gains Thorns.
- Power: 26 (+0)
- Courage: 30 (+0)
- Wisdom: 14 (+0)
- Hearts: 35/10 (+25)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 6
- Armor: 4
Affinities: None
Origin: ZURPG
The captain of the Battle Tanks and the leader of the squad of the Salvadman Army in charge of running the tanks, Gorea Wisper is a loyal subject of Thoughter and will never submit to the enemy. She stands tall and bulky with many scars sustained throughout her time in the army.
- Weapon: Crystaline Scimitar
- Shield: Hylian Shield
- Armor: Green Tunic
- Robe: Travellers' Cloak
- Consumables: Red Medicine x2
- Misc: Thoughter Mark
- Unequipped: Ball and Chain
When Gorea dies, she drops any Rupees she had as well as all of her equipment.
Her unique equipment (including augmented equipment) will get pasted here when she dies.
- INFORMATION: This item is an Artifact.
- REQUIREMENTS: Can only be used by Gorea Wisper
- DESCRIPTION: Covered in magical crystal; this gleaming white scimitar punches through the armor of those it strikes. As it strikes, crystals made from the armor it strikes form on it; which can be broken to power the scimitar's next strike up. It can Slash, Stab or perform Crystal Break
- EFFECT: After every attack made using this scimitar; this sword gains Crystal Charges equal to the amount of Armor it has reduced on the target from that attack.
- This scimitar starts with 0 Crystal Charges
Slash:
Roll your Courage +8 dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, target loses 2 Armor.
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +5
EFFECT: If it hits, target loses 4 Armor.
IF FAIL: Target gets to Counterattack, regardless of Conditions.
Crystal Break:
COSTS: All Crystal Charges on this scimitar.
Make any attack that this scimitar has and add Damage equal to the number of Crystal Charges it has.
[box=Crystaline Scimitar][list]
[*][b]INFORMATION[/b]: [color=red][i]This item is an Artifact.[/i][/color]
[*][b]REQUIREMENTS[/b]: Can only be used by [b]Gorea Wisper[/b]
[*][b]DESCRIPTION[/b]: Covered in magical crystal; this gleaming white scimitar punches through the armor of those it strikes. As it strikes, crystals made from the armor it strikes form on it; which can be broken to power the scimitar's next strike up. It can [b]Slash[/b], [b]Stab[/b] or perform [b]Crystal Break[/b][list]
[*][b]EFFECT[/b]: After every attack made using this scimitar; this sword gains [b]Crystal Charges[/b] equal to the amount of [Armor] it has reduced on the target from that attack.[list]
[*]This scimitar starts with [b]0 Crystal Charges[/b][/list]
[*][b]Slash[/b]:[list]
[*][dice type-a=Courage amount-a=+8 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target loses [b]2 [Armor][/b].
[/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +5
[*][b]EFFECT[/b]: If it hits, target loses [b]4 [Armor][/b].
[*][b]IF FAIL[/b]: Target gets to [b]Counterattack[/b], regardless of [b]Conditions[/b].
[/list][/list]
[*][b]Crystal Break[/b]:[list]
[*][b]COSTS[/b]: All [b]Crystal Charges[/b] on this scimitar.
[*]Make any attack that this scimitar has and add [b]Damage[/b] equal to the number of [b]Crystal Charges[/b] it has.
[/list]
[/list][/list]
[/box]
- SELL VALUE: 450 Rupees
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: Consisting of an intimidating spiked ball attached to a long, sturdy metal chain; this simple Ball and Chain plows through defenses and can even destroy them. Can use Shield Smash or Armor Smash on a target.
- Shield Smash:
- Roll your Power -2 dice vs. targets' Power dice
- Damage: +2
- EFFECT: If it hits, target loses 4 Defense Dice.
Armor Smash:
Roll your Power dice vs. targets' Power dice
Damage: +2
EFFECT: If it hits, target loses 4 Armor.
[box=Iron Ball and Chain][list]
[*][b]SELL VALUE[/b]: [Rupees]450[/Rupees]
[*][b]INFORMATION[/b]: [color=#7777FF][i]This item is an Augmented Item. This item has had 3/3 Augments applied to it.[/i][/color]
[*][b]DESCRIPTION[/b]: Consisting of an intimidating spiked ball attached to a long, sturdy metal chain; this simple [b]Ball and Chain[/b] plows through defenses and can even destroy them. Can use [b]Shield Smash[/b] or [b][Armor] Smash[/b] on a target.[list]
[*][b]Shield Smash[/b]:[list]
[*][dice type-a=Power amount-a=-2 type-b=Power][list]
[*][b]Damage[/b]: +2
[*][b]EFFECT[/b]: If it hits, target loses [b]4 [Defense Dice][/b].
[/list][/list]
[*][b][Armor] Smash[/b]:[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +2
[*][b]EFFECT[/b]: If it hits, target loses [b]4 [Armor][/b].
[/list][/list][/list][/list]
[/box]
- SELL VALUE: 350 Rupees
- INFORMATION: This item is an Augmented Item. This item has had 2/3 Augments applied to it.
- DESCRIPTION: Does not include pants. This emerald green tunic, having been enchanted by fairies over a long period of time, allows you to transcend time around you to a small extent but offers mediocre resistance to damage.
- Armor: +4
- EFFECT 1: At the start of each round, you gain 1 Temporary Reroll Point.
- These automatically expire at the end of the battle, whether they’re used or not.
EFFECT 2: You gain 3 Dice when defending against Spot Checks.
[box=Green Tunic][list]
[*][b]SELL VALUE[/b]: [Rupees]350[/Rupees]
[*][b]INFORMATION[/b]: [color=#7777FF][i]This item is an Augmented Item. This item has had 2/3 Augments applied to it.[/i][/color]
[*][b]DESCRIPTION[/b]: [color=#FF0000]Does not include pants.[/color] This emerald green tunic, having been enchanted by fairies over a long period of time, allows you to transcend time around you to a small extent but offers mediocre resistance to damage.[list]
[*][b][Armor][/b]: +4
[*][b]EFFECT 1[/b]: At the start of each round, you gain [b]1 Temporary [Reroll Point][/b].[list]
[*]These automatically expire at the end of the battle, whether they’re used or not.
[/list]
[*][b]EFFECT 2[/b]: You gain [b]3 Dice[/b] when defending against [b]Spot Checks[/b].
[/list][/list]
[/box]
- SELL VALUE: 450 Rupees
- INFORMATION: This item is an Augmented Item. This item has had 2/3 Augments applied to it.
- DESCRIPTION: A rather sturdy emerald cape that's popular with travelers for its ability to get someone out of a battle with ease. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Defense Dice: +3
Augmented Mode:
COSTS: 4 Magic at the start of each round to maintain
Defense Dice: +8
EFFECT: You gain 5 Dice when using Escape.
[box=Traveler's Cloak][list]
[*][b]SELL VALUE[/b]: [Rupees]450[/Rupees]
[*][b]INFORMATION[/b]: [color=#7777FF][i]This item is an Augmented Item. This item has had 2/3 Augments applied to it.[/i][/color]
[*][b]DESCRIPTION[/b]: A rather sturdy emerald cape that's popular with travelers for its ability to get someone out of a battle with ease. [b]Basic Mode[/b] is active by default; alternatively, you can instead have [b]Augmented Mode[/b] active as long as you pay its [b][Magic] Cost[/b].[list]
[*][b]Basic Mode[/b]:[list]
[*][b][Defense Dice][/b]: +3
[/list]
[*][b]Augmented Mode[/b]:[list]
[*][b]COSTS[/b]: [Magic]4[/Magic] at the start of each round to maintain
[*][b][Defense Dice][/b]: +8
[*][b]EFFECT[/b]: You gain [b]5 Dice[/b] when using [b]Escape[/b].
[/list][/list][/list]
[/box]
- Passives:
- Augmenting Strike: Once per turn after you hit with an attack, roll $1d3. If the result is a 3, multiply the numerical effects the attack has by 2.
- Green Tunic: At the end of each round, you gain 1 Temporary Reroll Point
- Thoughter Mark: ???
Attacks:
Slash - Target rolls Courage vs ?? dice. If it hits, target loses ?? Armor and Scimitar adds ?? to its Crystal Charges. Requires Crystaline Scimitar equipped.
Stab - Target rolls Courage vs ?? dice; Deals +?? Damage. If it hits, target loses ?? Armor and Scimitar adds ?? to its Crystal Charges. If it misses, target gets an automatic counterattack. Requires Crystaline Scimitar equipped.
Crystal Break (Costs all Crystal Charges) - Make any attack with the Crystaline Scimitar; adding Damage equal to the number of Crystal Charges to the attack.
Shield Smash - Target rolls Power vs 26 dice. If it hits, target loses 4 Defense Dice. Requires Soul Blade equipped.
Armor Smash - Target rolls Power vs 24 dice. If it hits, target loses 4 Armor. Requires Soul Blade equipped.
Super Spin Attack (2 Action Charge, 1 if 2 Melee weapons are equipped) - Hits all enemies. Use any melee attack's attack roll and add 15 Dice to it. Damage dealt is halved.
Support:
Enrage (3 Hearts) - You gain 5 Attack Dice for your next Attack.
Guard - You gain 2 Defense Dice until the start of your next turn.
[/spoiler]
RE: [Quest] 3/31/18 - The Battle Tank - Orithan - 06-06-2018
- Power: 10 (+0)
- Courage: 28 (+0)
- Wisdom: 22 (+0)
- Hearts: 30/5 (+25)
- Magic: 20/15 (+5)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 5
- Armor: 5
Affinities: Water, Light
Origin: ZURPG.
The great Bandit King of Eastern Hyrule, Thoughter is a short deep golden-furred Keaton wearing a deep crimson mask over his face. His face and mask scarred from any battles and an overall intimidating demeanour gives off an intimidating atmosphere. Most of his body is covered in a almost opaque spiritual robe; obscuring the view of anything he is wearing underneath. As a result, most of his inventory is unknown.
He has many Artifacts and Ascended Spells which grant him a multitude of devastating powers. What is listed in his profile is what Ruto knows of from her encounter with him. Everything else is unknown and this profile may not be up to date - Be wary of what he can do.
- Weapon: Twilight Scimitar
- Shield: Starlight Comet Shield (Personal)
- Armor: Blue Tunic
- Robe: Keaton Lord's Silk
- Mask: Thoughter's Mask
- Misc: Starlight Bangle
???
He has access to abilities from all the Keaton Innate Skills and has access to every Water and Light Spell from this section of the Compendium, including Illusion Spells.
- Passives:
- Thoughter's Mask: ???
- Status Protection: Once per round, at any time, you can remove one Named Effect that you have that wasn’t caused by a Charge-Up ability.
- Soulbound: Your items are Soulbound
- Keaton Lord's Silk: Anyone attacking you with an attack with a positive Dice Modifier; that Dice Modifier is reduced by 3 (down to a minimum of +0).
- Starlight Bangle: Light Spells cost have their Magic Cost reduced by 1 (down to a minimum of 1 Magic)
Attacks:
Slice - Target rolls Courage vs 40 dice. If it hits; target gets Lifeforce Wave:
???.
Stab - Target rolls Courage vs 28 dice; dealing +8 Damage. If it misses, target gets an automatic counterattack. If it hits; target gets Deathforce Wave:
???
Crushing Blow: Use sword's Slash attack and convert any positive Dice Modifier into bonus Damage at a rate of 2 Damage for every 3 Dice in the modifier and target rolls Power to defend. If this attack misses, target gets an automatic counterattack.
Permafrost (13 Magic, 1 Action) - Target rolls Wisdom vs 40 Dice; deals halved damage. If it hits; target loses 8 Attack Dice and gets Half Bonus:
Any Bonuses the target gets are halved.
Support:
Aurora Mirror (Signature, 15 Magic, 2 Action Charge): Gives you Aurora Mirror
According to Ruto, this acted like some sort of ice mirror?
Comet Armor (4 Magic, 3 Magic when switching from Celestial Stargazer): Switch your shield to Comet Armor mode, granting the following:
Armor: +3
Magic COSTS: -1 for Water Spells (down to a minimum of 1 Magic)
EFFECT: You are immune to EFFECTS caused by Water Spells
Augmented Protection (5 Magic) - Anyone attacking you loses any positive Dice Modifiers on their attack for the remainder of the round.
- Power: 35 (+0)
- Courage: 25 (+0)
- Wisdom: 10 (+0)
- Hearts: 40/30 (+10)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 10
- Defense Dice: 5
- Armor: 8
Affinities: Fire
Origin: ZURPG
Thoughter's faithful pet dragon and his mount, Gaunthome is a large green Aquamentus cloaked in a deep crimson armor; its yellow eyes glaring in what seems to be a perpetual rage and its feet engorged in large deep purple claws that reek of death. An intimidating sight; Gaunthome is much stronger than a standard Aquamentus and packs an array of tools that are capable of threatening just about anyone.
- Armor: Blood Riders' Armor
- Misc: Aquamentus Pendant
- Passives:
- Dragon Hide: Any Bleeding you get is halved.
- Heavy Flight: Immunity to ground-based attacks while you are in the air, Wind- or Lightning-based attacks gain 10 Dice when fired at you while in the air.
- Dragon Roar: When you drop to half of your Maximum Hearts or lower, you and all allies gain 5 Attack Dice.
- This does not end if you recover to above half of your Maximum Hearts
Aquamentus Pendant: While you are at or below half your Maximum Hearts, you and all allies gain 2 Attack Dice.
Blood Riders' Armor: Grants Regen x5, amount of damage required in a single attack to knock your rider off is increased to 15 Damage.
Attacks:
Stomp - Gaunthome flies down to [target] and attempts to crush them with it's foot! Target rolls Power vs 35 dice; If it hits, target becomes Immobolized[/colour].
Wing Blast - Gaunthome draws itself and its wings back, shortly before firing a gust of wind at [target]! Target rolls Power vs 35 dice; deals halved damage. If it hits, knock an item target holds in their hands away!
Anyone can retrieve it at the cost of a Support action
Fire Bolts - Gaunthome exhales deeply, firing bolts of fire all over the enemy! All enemies roll Wisdom vs 37 dice; Deals Halved Damage.
Swoop (1 Action Charge) - Gaunthome flies upwards, gaining altitude... Gaunthome descends, charging downwards to gore [Target] with it's horn! Target rolls Courage vs 35 dice; Deals +0 damage. If it hits; target loses 8 Hearts (Stat). If it misses, you (and anyone riding you) must roll against Fall Damage.
Support:
Roar - You and all allies gain gain 2 Attack Dice until the end of your next turn. Can only be used once per battle.
Enrage (3 Hearts) - Gain 5 Attack Dice on your next attack.
- INFORMATION: [color=red]This item is an Artifact.
- REQUIREMENTS: Can only be used by Magnus
- DESCRIPTION: A large, serrated axe with a giant blade; drenched in the crimson hue blood takes on. Built for style and lethality, the handle and pole of the axe is well decorated with horns embedded and skull markings, made to appear like the ultimate fashion statement for a bloodthirsty lord. It can execute Badlands Cleave, Ego Execution or perform Bloody Retribution.
- Badlands Cleave:
- Roll your Power dice vs. targets' Power dice
- Damage: +3
- EFFECT: If the hit kills a target, you can have the attack continue to go through to another enemy at the same success rate -#, where # = the Current Hearts of the previous target prior to hitting them.
- This continues until the hit misses or doesn't kill a target.
EFFECT 2: For each target you kill in this attack, you gain 3 Attack Dice.
Ego Execution:
Roll your Power dice vs. targets' Power dice
Damage: +5
EFFECT 1: If the target has 3 Hearts or less afterwards, all effects on the target are removed and the target automatically dies.
EFFECT 2: If you kill the target, you steal any positive Attack Dice bonuses they had before dying.
Bloody Retribution:
RESTRICTIONS: Once this is used on an ally, it can not be used on the same ally for the remainder of the battle. Additionally, it can only target whoever killed said ally.
REQUIREMENTS: An ally has died in the past round and whoever killed them being alive.
DESCRIPTION: The eyes in the skull markings light up with a bright crimson light as the crimson drenching the axe turns a bright red; seeking to avenge one of your allies. Through the power of the axe, lunge at whoever killed your ally and cleave them with vengeance! Select an ally who has died in the past round and target whoever killed them.
Roll your Power dice vs. targets' Power dice
Damage: +5
EFFECT: This attack gains Dice equal to the amount of Damage the attack that killed said ally did to the ally.
This also includes additional Damage from EFFECTS
[box=Badlords Battleaxe][list]
[*][b]INFORMATION[/b]: [color=red][i]This item is an Artifact.[/i][/color]
[*][b]REQUIREMENTS[/b]: Can only be used by [b]Magnus[/b]
[*][b]DESCRIPTION[/b]: A large, serrated axe with a giant blade; drenched in the crimson hue blood takes on. Built for style and lethality, the handle and pole of the axe is well decorated with horns embedded and skull markings, made to appear like the ultimate fashion statement for a bloodthirsty lord. It can execute [b]Badlands Cleave[/b], [b]Ego Execution[/b] or perform [b]Bloody Retribution[/b].[list]
[*][b]Badlands Cleave[/b]:[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +3
[*][b]EFFECT[/b]: If the hit kills a target, you can have the attack continue to go through to another enemy at the same success rate -#, where # = the Current [Hearts] of the previous target prior to hitting them.[list]
[*]This continues until the hit misses or doesn't kill a target.[/list]
[*][b]EFFECT 2[/b]: For each target you kill in this attack, you gain [b]3 [Attack Dice][/b].
[/list][/list]
[*][b]Ego Execution[/b]:[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +5
[*][b]EFFECT 1[/b]: If the target has [Hearts]3[/Hearts] or less afterwards, all effects on the target are removed and the target automatically dies.
[*][b]EFFECT 2[/b]: If you kill the target, you steal any positive [b][Attack Dice][/b] bonuses they had before dying.
[/list][/list]
[*][b]Bloody Retribution[/b]:[list]
[*][b]RESTRICTIONS[/b]: Once this is used on an ally, it can not be used on the same ally for the remainder of the battle. Additionally, it can only target whoever killed said ally.
[*][b]REQUIREMENTS[/b]: An ally has died in the past round and whoever killed them being alive.
[*][b]DESCRIPTION[/b]: The eyes in the skull markings light up with a bright crimson light as the crimson drenching the axe turns a bright red; seeking to avenge one of your allies. Through the power of the axe, lunge at whoever killed your ally and cleave them with vengeance! Select an ally who has died in the past round and target whoever killed them.[list]
[*][dice type-a=Power type-b=Power]
[*][b]Damage[/b]: +5
[*][b]EFFECT[/b]: This attack gains [b]Dice[/b] equal to the amount of [b]Damage[/b] the attack that killed said ally did to the ally.[list]
[*]This also includes additional [b]Damage[/b] from [b]EFFECTS[/b][/list][/list]
[/list]
[/list][/list]
[/box]
- SELL VALUE: 200 Rupees
- INFORMATION: This item is an Augmented Item. This item has had 1/3 Augments applied to it.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A large sword easily capable of slicing through any foe in your path. Can Power Slash or Cleave a target.
- Power Slash:
- Roll your Power dice vs. targets' Courage dice
- Damage: +10
Cleave:
Roll your Power -5 dice vs. targets' Courage dice
Damage: +10
EFFECT: If the target dies, cleave through them and hit another target at the same success rate, dealing half the damage.
[box=Claymore][list]
[*][b]SELL VALUE[/b]: [Rupees]200[/Rupees]
[*][b]INFORMATION[/b]: [color=#7777FF][i]This item is an Augmented Item. This item has had 1/3 Augments applied to it.[/i][/color]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A large sword easily capable of slicing through any foe in your path. Can [b][Power] Slash[/b] or [b]Cleave[/b] a target.[list]
[*][b][Power] Slash[/b]:[list]
[*][dice type-a=Power type-b=Courage][list]
[*][b]Damage[/b]: +10
[/list][/list]
[*][b]Cleave[/b]:[list]
[*][dice type-a=Power amount-a=-5 type-b=Courage][list]
[*][b]Damage[/b]: +10
[*][b]EFFECT[/b]: If the target dies, cleave through them and hit another target at the same success rate, dealing half the damage.
[/list][/list][/list][/list]
[/box]
- SELL VALUE: 625 Rupees
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: A lightweight armor that enhances the offense of its wearer, though the protection it provides is subpar.
- Armor: +1
- Attack Dice: +6
[box=Combat Armor][list]
[*][b]SELL VALUE[/b]: [Rupees]625[/Rupees]
[*][b]INFORMATION[/b]: [color=#7777FF][i]This item is an Augmented Item. This item has had 3/3 Augments applied to it.[/i][/color]
[*][b]DESCRIPTION[/b]: A lightweight armor that enhances the offense of its wearer, though the protection it provides is subpar.[list]
[*][b][Armor][/b]: +1
[*][b][Attack Dice][/b]: +6
[/list][/list]
[/box]
- SELL VALUE: 625 Rupees
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: A red vest, embedded with emblems of blades, that increases your aggression. 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: +4
Augmented Mode:
COSTS: 4 Magic at the start of each round
Attack Dice: +11
[box=Assault Vest][list]
[*][b]SELL VALUE[/b]: [Rupees]625[/Rupees]
[*][b]INFORMATION[/b]: [color=#7777FF][i]This item is an Augmented Item. This item has had 3/3 Augments applied to it.[/i][/color]
[*][b]DESCRIPTION[/b]: A red vest, embedded with emblems of blades, that increases your aggression. [b]Basic Mode[/b] is active by default; alternatively, you can instead have [b]Augmented Mode[/b] active as long as you pay its [b][Magic] Cost[/b].[list]
[*][b]Basic Mode[/b]:[list]
[*][b][Attack Dice][/b]: +4
[/list]
[*][b]Augmented Mode[/b]:[list]
[*][b]COSTS[/b]: [Magic]4[/Magic] at the start of each round
[*][b][Attack Dice][/b]: +11
[/list][/list][/list]
[/box]
- EFFECT: The weapon becomes cloaked in a veil of Fire, burning through Armor when it is used in attacking:
- Searing Flames:
- Remove one Non-Artifact Augment from the item
- EFFECT: Convert positive Damage Modifiers the weapons attacks have into Bonus Neutral Damage.
[box=Searing Flames]
[list]
[*][b]EFFECT[/b]: The weapon becomes cloaked in a veil of [Fire], burning through [b]Armor[/b] when it is used in attacking:[list]
[*][b]Searing Flames[/b]:[list]
[*]Remove one [b]Non-Artifact Augment[/b] from the item
[*][b]EFFECT[/b]: Convert positive [b]Damage Modifiers[/b] the weapons attacks have into [b]Bonus Neutral Damage[/b].[/list][/list][/list][/box]
RE: [Quest] 3/31/18 - The Battle Tank - Orithan - 07-26-2018
Really, really late to the punch folks.
So it appears I will have to pre-emptively end the quest at this point. I was going to try to extend it, but the quest is at a good stopping point considering what happened *cough*Nuking the place*cough* and I am running out of time to get things in order before they have to be done.
With that out of the way, here's what's happening.
"Baegba, Lumin and Wolfgang Moddey Baskerville/Dhoo were sent off by the Hylian Guard on a quest to steal a Battle Tank from Rekion Fortress with Moblin backup in tow. After a particularly loud entry and a variety of shenanigans (and multiple deaths), they eventually managed steal the tank and drive off with it. Now out on the field, they are joined by several Moblins as they rampage across the landscape and murdering Keaton Soldiers. As they killed soldiers, the Keaton picked off at their ranks as they went through. It eventually came down to Lumin entering a standoff with Lord Magnus on the field. Alone, he fired the superchest filled with his belongings and supplies. Under the immense decompression of the chest as it collided with Magnus, the contents of the chest became nuclear and blew him and everything around it. Even though the explosion ripped the tank to shreds, he and the engineer survived and continued to Spryte Village."
Drops and Artifacts:
- All participating players receive 4 [Heart Containers], from the two minor boss kills.
- Random Item Drops have been rolled; Each player participating gets 2 Recovery Hearts, 4 Magic Jars and 1 Reroll Point
- Each player is receiving a total of 5000 Rupees, from a combination of both the reward and the Rupee drops the enemies had.
- Any unclaimed Artifacts have been plopped into the Global Shop, under a special donation pool.
Quest reward:
Due to the failure to retrieve the tank (but thankfully you put it out of commission), each player gets as their reward:
- See Drops and Artifacts for the total number of Rupees being given out.
- Either one of the following:
- 1x Augment Scroll
- 2x Force Gem
Either of the following:
1x Lost Skill Scroll
1x Lost Spell Scroll
2x Reroll Points
All the drops (sans the Artifacts) can be found Here
Also you guys have an additional Ten-Sided Coin going into the next quest.
See you all next quest; which is gonna start soon.
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