8/29/18: Battle over the Domain - Orithan - 07-26-2018
Going off the heels of the destruction of the Battle Tank and the explosion it created, the Moblin of Spryte Woods launched a major offense against the Keaton to capitalize on the lowered morale the soldiers experienced. While the offense put a significant dent into the army, the Keaton army still stood strong and pushed them back.
Soon after the moblin offense had been defeated, the Keaton Army launched another offense of their own. This time, the target is Zora's Domain. Taking the mouth of Zora's River, they are set to march up the river and take the fight to the Zora. Now isolated and without Ruto or half the Royal Guards in the domain to defend, the Zoras have asked for support from those currently in the domain.
The players, having been summoned into the domain by King Zora De Bon XVI to do a favor for him, find themselves inside the domain as it is being attacked. It is your task to aid the Zoras defend Zora's Domain
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
- Air Potion x2
New characters get the following, on addition to the above, to help them keep up with the stronger players:
- One Augment Scroll or two Force Gems
- 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 1 and a maximum of 4 players may participate in the quest.
Any number of players can participate in this quest, but I highly recommend having two or more active at once. I will be doing solo sessions for certain players should they miss sessions or such.
Having been summoned to Zora's Domain by King Zora De Bon XVI to run an errand; Darte Fellshard, Nigel Splashberry and Baegba find themselves caught in the crossfire between the Zoras and the Keaton Army as the Keaton Army launch an assault on Zora's Domain under the leadership of the Salvadman General Nova. After a briefing with the king, the players go out to aid the Zoras in the defense.
Out on the battlefield, the Zoras find themselves outmatched by the assailants as numerous snipers take the clifftops while they butt heads with the enemy front; as shown by one of the snipers nearly eliminating one of the Zoras for stepping out to attack followed by a swordsmaster and a pirate wiping out two at once and leaving another very weak. With a series of clever moves from the players utilizing the height of the cliffs above them to their advantage, they quickly break the enemy front and draw out the boss. General Nova, reputed by the Zoras as being a nigh-indestructible wall after previous confrontations, bellows orders before the players hatch a cunning plan. With Nigel sending a heal up to Baegba to help him weather the sniper fire and with the help of a Zora Steambolt, they managed to shut down Nova's shield before Baegba grabbed him and sent him crashing into the ground where Darte was waiting to execute his Finishing Blow, killing him in the one attack even through his insane defenses.
The Zoras rejoiced, seeing Darte take down one of the Salvadman Generals that they struggled to even dent. This was however shortlived, for the general's fairy rose up and revived him and then he teleported away before Darte could stop it. Even without the general gone for good, the Keaton Army retreated back to regroup and the Zoras able to retake the section of Zora's River. But before everyone could celebrate, King Zora sent out a distress message and Darte is called back - Something is amiss in the domain. As the players returned to the entrance of the domain, they find that the great waterfall was running much too fast for even Darte to swim through thanks to some magical enchantment. After a little bit of attempting to figure out how to get through, the magic holding the waterfall releases on its own and the players were able to proceed.
Called back to Zora's Domain; Darte Fellshard, Baegba and Nigel Splashberry return to the domain to find that the place is shaking. Lining up to defend the barracks as per where the origin of the tremors were, they greet Lance again and talk with him and learn of the plight of King Zora. Insisting that the players go to the king's aid, Darte suggested that he would assist in the defense instead and before too long something forced him into a trance and ended up being under the control of someone else. Unable to operate against his free will, he assertively pushed for Darte to tend to the king while everyone else started to turn against him. By resorting to underhanded tactics like throwing bait to draw Lance away, Baegba successfully managed to distract him and have the rest of the Zoras arrest him before heading to the king.
Now at King Zora, it becomes rapidly evident that he is cemented to the floor by a combination of shadowy chains and heavy usage of Steel Shadows. Initially wanting to avoid having to deal with freeing the king in light of more pressing issues, King Zora explains that Jabu-Jabu might be in danger. Following hearing playing the Ballad of the Windfish from behind the king and explosions and rumbling from below, Darte understands the plight and embarks to free him or at the very least open up a way past him. Deciding to allow Baegba blow stuff up in Zora's Domain for once, Darte steps aside while the Goron digs a hole and sticks several Super Bombs in. The resulting blast decimated the ground below King Zora while also badly injuring nearly everyone on the scene, which freed the king and gave them entry to Jabu-Jabu. With that, they make haste to the great whale.
Now at Zora's Fountain, the players discover that Jabu-Jabu is tremoring in his sleep and advance to his aid. Just before the players could move in, they get ambushed by a mysterious robed figure emanating an aura of death and destruction and soul flaring with Majora's Madness who freezes the stream with everyone but her and Darte's feet stuck in it. Before the players could muscle in on her, she summons a group of Keaton Zombies (also known as Mad Walkers) to her aid and commences battle. Despite making a strong opening, they find themselves outgunned by the might of the madness-filled undead and the sheer might of the assailants's magic. After giving a monolouge the assailant reveals herself as General Stella, second in command to Thoughter himself despite being a Haddaken, and how she plans to brainwash Jabu-Jabu and turn him against the Zoras.
With Baegba and Nigel dead and Darte weak, Darte makes the wise decision to escape battle by grabbing them and blinking into Jabu-Jabu's maw to recover. Stella, no longer in battle, advances to Jabu-Jabu and plays the Ballad of the Windfish to enter his dream along with her minions. Now recovered, the players follow suit and play their own Ballad of the Windfish to follow Stella and rush in an effort to save Jabu-Jabu.
The newly-subjugated Baegba returned to the surface, reuniting the party. But things get tense as Darte immediately picked up on the fact Baegba had been subjugated. Pressed for time, they could only heal off their wounds before diving into the underwater caverns in pursuit of the Follower of Wisdom and catch up to him before he reaches Stella.
Now in the caverns, the party looked around and spent time deciding their next move. While that was going on, Baegba took note of the missing memory and confirmed that it was, in fact, the memory of Jabu-Jabu's neglect during the Hyrulean Civil War and prompted the party to move. Going through the tunnels, they ran into Shaboom which grazed a few people and made them lose focus of distant objects while Darte utulized his Spirit Gem before encountering a Big Octo sleeping in the hallway. Not one to be intimidated by such shenanigans, the team blew it up by stuffing bombs into its snout and letting it charge into something... which happened to be Darte and into the wall; instantly killing the monster and nearly killing the Zora. Having wasted time, they made haste and went deeper in.
Arriving into the next open space, they are beheld by colourful coral everywhere. While contemplating where to go next, Nigel discovered an odd memory that appeared to be corrupted a little. Bonking it to investigate it, the lizalfols was sucked into it and brought back to the surface where he was made to watch the memory. While the others panicked in his absence, Nigel learned that Thoughter was once a reasonable person and he went up to Jabu-Jabu to ask for advice on his quest to become the next Hero of Time before showing the effects of corrupted memory. After the memory glitched out, the confused lizalfols was spirited back to where he was once was to the relief of the others. Realizing they are too late to catch the Follower of Wisdom alone, they made haste.
Realizing that something was going to happen with Baegba if they had him while engaging the bosses, Nigel attempted to bonk him to smack some sense into him. Not about to get caught off guard, the Follower of Wisdom took control of Baegba and ordered him to rush to his side, which got cut short by Darte freezing him solid. Now moving in to engage the bosses; Darte opened up by sneaking behind the follower, who was named Merle and nearly killing him before they pushed him away. Between Darte's attacks and the bosses' defensive maneuvers, the fight seemed to be a stalemate. Hearing news of Sephiroth's arrival, the bosses prepared to escape before Sephiroth has the chance to engage him. This was interrupted by a loading screen, thus ending the session.
RE: 8/22/18: Battle over the Domain - Orithan - 08-29-2018
This is the Zora Shop and drops. This shop, available anytime you are in the domain, sells goods you will have a hard time finding anywhere else.
Costs 250 Rupees to buy
- Amount: 1
- SELL VALUE: 125 Rupees
- DESCRIPTION: A small cube of sponge which can be placed down. As it is primed, it can be doused with water to expand it at a rapid pace.
- EFFECT: Apply this sponge to any solid surface and then spray it with water to make it grow:
- Roll your Base Power. The sponge wall's Hearts is the result of this roll*2
- The sponge automatically Covers you from attack, but it can't defend.
- It is also immune to any EFFECTS.
When the sponge hits 0 Hearts, the wall crumbles down and breaks.
[box=Sponge Barrier]
[list]
[*][amount]1[/amount]
[*][b]SELL VALUE[/b]: [rupees]125[/rupees]
[*][b]DESCRIPTION[/b]: A small cube of sponge which can be placed down. As it is primed, it can be doused with water to expand it at a rapid pace.[list]
[*][b]EFFECT[/b]: Apply this sponge to any solid surface and then spray it with water to make it grow:[list]
[*]Roll your [b]Base [Power][/b]. The sponge wall's [Hearts] is the result of this roll*2
[*]The sponge automatically [b]Covers[/b] you from attack, but it can't defend.[list]
[*]It is also immune to any [b]EFFECTS[/b].[/list]
[*]When the sponge hits 0 [Hearts], the wall crumbles down and breaks.[/list][/list]
[/list][/box]
Costs 400 Rupees to buy.
- Amount: 1
- SELL VALUE: 200 Rupees
- DESCRIPTION: A blue flower that grants the user the ability to use Water spells/items when consumed for some reason.
- EFFECT: Consume this to gain Water Affinity. Additionally, temporarily gain one Water Spell.
- DURATION: Remainder of the battle.
[box=Soaking Rose][list]
[*][Amount]1[/Amount]
[*][b]SELL VALUE[/b]: [rupees]200[/rupees]
[*][b]DESCRIPTION[/b]: A blue flower that grants the user the ability to use [Water] spells/items when consumed for some reason.[list]
[*][b]EFFECT[/b]: Consume this to gain [b][Water] Affinity[/b]. Additionally, temporarily gain one [b][Water] Spell[/b].
[*][b]DURATION[/b]: Remainder of the battle.
[/list][/list][/box]
Costs 100 Rupees to buy.
- Amount: 1
- SELL VALUE: 50 Rupees
- DESCRIPTION: A bottle filled with a crystal-blue liquid which seems to be bubbling with air. Are you sure it won't turn you into a baloon? Drink this to give yourself more air.
- EFFECT: Consume this to grant you an unlimited supply of air.
- You can hold your breath indefinitely, at least until this potion expires.
- DURATION: 30 Minutes (ingame time).
[box=Air Potion]
[list]
[*][Amount]1[/amount]
[*][b]SELL VALUE[/b]: [rupees]50[/rupees]
[*][b]DESCRIPTION[/b]: A bottle filled with a crystal-blue liquid which seems to be bubbling with air. Are you sure it won't turn you into a baloon? Drink this to give yourself more air.[list]
[*][b]EFFECT[/b]: Consume this to grant you an unlimited supply of air.[list]
[*]You can hold your breath indefinitely, at least until this potion expires.
[*][b]DURATION[/b]: 30 Minutes (ingame time).[/list]
[/list]
[/list]
[/box]
Costs 300 Rupees to buy.
- Amount: 1
- SELL VALUE: 150 Rupees
- DESCRIPTION: A bottle of clear sparkling springwater, purifying anything it comes into contact with. The source of the water is unknown, but it sure as heck makes a reliable medicine for treating wounds and restoring parts of your body which have been blasted off.
- EFFECT: Consume this to heal yourself by 20 Hearts and remove any Negative Hearts Bonuses and Bleeding from yourself.
[box=Sacred Springwater]
[list]
[*][Amount]1[/amount]
[*][b]SELL VALUE[/b]: [rupees]150[/rupees]
[*][b]DESCRIPTION[/b]: A bottle of clear sparkling springwater, purifying anything it comes into contact with. The source of the water is unknown, but it sure as heck makes a reliable medicine for treating wounds and restoring parts of your body which have been blasted off.[list]
[*][b]EFFECT[/b]: Consume this to heal yourself by [hearts]20[/hearts] and remove any [b]Negative [Hearts] Bonuses[/b] and [b]Bleeding[/b] from yourself.
[/list]
[/list][/box]
Any drops which are listed here that are not claimed by the end of the quest will be placed into the Donation Pool in the Global Shop
- SELL VALUE: 200 Rupees
- COSTS: 3 Hearts for each swing due to electrocution
- If you have at least 20 Base Power, this is decreased to 1 Heart
DESCRIPTION: A large single-edged sword with what appears to be a high electrical current coursing through the blade thanks to the electrifing properties of Chuchu Gel. A new invention of the Keaton Army, it has yet to be refined. As it is now, it is impossible to swing it without zapping yourself a little. It can Slash, Thrust one target or perform the Surge ability.
Slash:
EFFECT: Ignores half of targets' Defense Dice Bonuses
Roll your Courage +12 dice vs. targets' Courage dice
Damage: Halved
Thrust:
EFFECT: Ignores half of targets' Defense Dice Bonuses
Roll your Courage dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, target drops anything they were holding in their hands, including handheld equipment.
They can be picked up via support action.
IF FAIL: Target gets to counterattack, regardless of the difference in successes.
Surge:
DESCRIPTION: Overcharge the Chuchu gel on the edge, producing a much stronger current at the expense of exhausting it afterwards.
EFFECT: Next time you attack using the edge, the following occurs on top of the sword's usual effects.
The attack gains 5 Dice.
If the attack hits, target loses 4 Defense Dice.
If it misses, the force of the current backlashes into you and hits you instead. Roll Power against the initial successes to defend.
Afterwards, the gel on the sword becomes inactive and its EFFECTS no longer occur. This lasts for the remainder of the battle.
[box=Techno Edge][list]
[*][b]SELL VALUE[/b]: [rupees]200[/rupees]
[*][b]COSTS[/b]: [hearts]3[/hearts] for each swing due to electrocution[list]
[*]If you have at least [b]20 Base [Power][/b], this is decreased to [heart]1[/heart][/list]
[*][b]DESCRIPTION[/b]: A large single-edged sword with what appears to be a high electrical current coursing through the blade thanks to the electrifing properties of Chuchu Gel. A new invention of the Keaton Army, it has yet to be refined. As it is now, it is impossible to swing it without zapping yourself a little. It can [b]Slash[/b], [b]Thrust[/b] one target or perform the [b]Surge[/b] ability.[list]
[*][b]Slash[/b]:[list]
[*][b]EFFECT[/b]: Ignores half of targets' [b][Defense Dice] Bonuses[/b]
[*][dice type-a=Courage amount-a=+12 type-b=Courage][list]
[*][b]Damage[/b]: Halved[/list]
[/list]
[*][b]Thrust[/b]:[list]
[*][b]EFFECT[/b]: Ignores half of targets' [b][Defense Dice] Bonuses[/b]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target drops anything they were holding in their hands, including handheld equipment.[list]
[*]They can be picked up via support action.[/list]
[*][b]IF FAIL[/b]: Target gets to counterattack, regardless of the difference in successes.[/list]
[/list]
[*][b]Surge[/b]:[list]
[*][b]DESCRIPTION[/b]: Overcharge the Chuchu gel on the edge, producing a much stronger current at the expense of exhausting it afterwards.[list]
[*][b]EFFECT[/b]: Next time you attack using the edge, the following occurs on top of the sword's usual effects.[list]
[*]The attack gains [b]5 Dice[/b].
[*]If the attack hits, target loses [b]4 [Defense Dice][/b].
[*]If it misses, the force of the current backlashes into you and hits you instead. Roll [Power] against the initial successes to defend.
[*]Afterwards, the gel on the sword becomes inactive and its [b]EFFECTS[/b] no longer occur. This lasts for the remainder of the battle.[/list]
[/list][/list]
[/list][/list][/box]
- INFORMATION: This item is an Artifact.
- DESCRIPTION: A shiny silver-white wand with a large gem that resembles a large crystal of ice set on the tip, brimming with powerful Ice energy. It can fire a gale of of Ice at a target.
- Gale of Ice:
- COST: 5 Magic
- If you have the Water affinity, you spend only 3 Magic instead.
DESCRIPTION: Fire a large gale of Ice at a target, freezing their offenses.
Roll your Wisdom +15 dice vs. targets' Wisdom dice
Damage: Halved
EFFECT 1: Target loses 3 Attack Dice & 5 Courage
EFFECT 2: This causes any Water and Water-affinity enemies to freeze around where the gale struck.
They also get Delayed:
Target’s next attack is delayed by 2 Turns, which then removes Delayed.
[box=Ice Rod][list]
[*][b]INFORMATION[/b]: [color=red][i]This item is an [b]Artifact[/b].[/i][/color]
[*][b]DESCRIPTION[/b]: A shiny silver-white wand with a large gem that resembles a large crystal of ice set on the tip, brimming with powerful [water-color]Ice[/water-color] energy. It can fire a gale of of [water-color]Ice[/water-color] at a target.[list]
[*][b]Gale of [water-color]Ice[/water-color][/b]:[list]
[*][b]COST[/b]: [magic]5[/magic][list]
[*]If you have the [Water] affinity, you spend only [magic]3[/magic] instead.[/list]
[*][b]DESCRIPTION[/b]: Fire a large gale of [water-color]Ice[/water-color] at a target, freezing their offenses.[list]
[*][dice type-a=Wisdom amount-a=+15 type-b=Wisdom]
[*][b]Damage[/b]: Halved
[*][b]EFFECT 1[/b]: Target loses 3 [Attack Dice] & 5 [Courage]
[*][b]EFFECT 2[/b]: This causes any [Water] and [Water]-affinity enemies to freeze around where the gale struck.[list]
[*]They also get [color=yellow][b]Delayed[/b][/color]:[list]
[*]Target’s next attack is delayed by [b]2 Turns[/b], which then removes [color=yellow][b]Delayed[/b][/color].[/list][/list][/list]
[/list][/list][/list][/box]
- INFORMATION: This is a Mythical Artifact
- REQUIREMENTS: Shadow
- If you lose the Shadow affinity at any time, the armor implodes on itself, disabling it for the remainder of the battle.
DESCRIPTION: An armor-like veil which wraps around the wearer like the wrappings of a Gidbo. It emits a very distinct and putrid aura of death and destruction, which more or less plunges the wearer into a zombie-like state. It provides no protection against attack and it turns recovery abilities against the wearer, but in exchange it nearly guarantees that you do not die from usual attacks.
Hearts: +5/5
Magic: +10/10
EFFECT: Grants you a perpetual Undead effect:
You do not die if you reach 0 Hearts and you are treated as undead as far as EFFECTS go. However, if you have 1 Heart left, any damage they would take instead drains their Magic. If you reach 0 Hearts and 0 Magic, you die.
If it is removed by any means, it refreshes at the start of the next round.
[box=Onyxscale Wrap][list]
[*][b]INFORMATION[/b]: [shadow-color][i]This is a [b]Mythical Artifact[/b][/i][/shadow-color]
[*][b]REQUIREMENTS[/b]: [Shadow][list]
[*]If you lose the [Shadow] affinity at any time, the armor implodes on itself, disabling it for the remainder of the battle.[/list]
[*][b]DESCRIPTION[/b]: An armor-like veil which wraps around the wearer like the wrappings of a [b]Gidbo[/b]. It emits a very distinct and putrid aura of death and destruction, which more or less plunges the wearer into a zombie-like state. It provides no protection against attack and it turns recovery abilities against the wearer, but in exchange it nearly guarantees that you do not die from usual attacks.[list]
[*][b][Hearts][/b]: +5/5
[*][b][Magic][/b]: +10/10
[*][b]EFFECT[/b]: Grants you a perpetual [b][color=Yellow]Undead[/color][/b] effect:[list]
[*]You do not die if you reach [hearts]0[/hearts] and you are treated as undead as far as [b]EFFECTS[/b] go. However, if you have [heart]1[/heart] left, any damage they would take instead drains their [Magic]. If you reach [hearts]0[/hearts] and [magic]0[/magic], you die.
[*]If it is removed by any means, it refreshes at the start of the next round.[/list]
[/list][/list][/box]
- INFORMATION: This item is a Mythical Artifact.
- REQUIREMENTS: Only Luna Chantra can wear this armor.
- DESCRIPTION: A highly iridescent armor coated in moondust paint flashing in all colours as the wearer walks. As the wearer defends, it flashes based on what affinity is used to defend against it. It however provides modest protection from attack, but it grants the user the ability to Empower Defense as they are being attacked.
- Armor: +6.
- EFFECT: At the start of the battle, grants two of the following Affinities: Water, Fire, Nature, Light, Shadow.
- Empower Defense:
- COSTS: An Affinity.
- Any spent affinities return to you after the end of your next turn.
EFFECT: The following happens on your defense, based on which affinity you spent:
Water: Negate an EFFECT attacker has on their attack.
Fire: Attacker takes 5 Neutral Damage.
Nature: You gain 10 Armor.
Light: Roll $1d3. If the result is a 1, the attacker's attack automatically misses.
Shadow: Attacker rolls twice and is forced to take the lower roll. Further rerolls do not affect this.
Spirit: If you successfully defend, you get an automatic counterattack regardless of difference in successes.
This skill can not be learned or used until it is converted to a Ascended Skill by Fraaz as outlined here.
- REQUIREMENTS: At least three affinities active and can only be used by Luna Chantra.
- CHARGE: 1 Turn for every affinity to use past the first one used
- Begin charging by flaring up in colors corresponding to the affinities used.
COSTS: 4 Magic for every active affinity used. Also costs all affinities used
Any spent affinities return to you after the end of your next turn.
DESCRIPTION: Once fully charged, blast your enemies with as many affinities as you have charged! Each attack targets one enemy. If multiple attacks target the same enemy, target rolls once to defend.
Roll your Wisdom +8 dice vs. targets' Wisdom dice * number of affinities used.
Damage: +0
EFFECT: Apply the following depending on which affinity each blast was:
Water: Target loses 7 Courage
Fire: Target loses 7 Hearts (Stat)
Nature: Target loses 7 Power
Light: Target loses 7 Wisdom
Shadow: Siphon 5 from any stat.
Spirit: Target loses 7 Magic (Stat)
[box=Moondust Armoire][list]
[*][b]INFORMATION[/b]: [shadow-color]This item is a [b]Mythical Artifact[/b][/shadow-color].
[*][b]REQUIREMENTS[/b]: Only [b]Luna Chantra[/b] can wear this armor.
[*][b]DESCRIPTION[/b]: A highly iridescent armor coated in moondust paint flashing in all colours as the wearer walks. As the wearer defends, it flashes based on what affinity is used to defend against it. It however provides modest protection from attack, but it grants the user the ability to [b]Empower Defense[/b] as they are being attacked.[list]
[*][b][Armor][/b]: +6.
[*][b]EFFECT[/b]: At the start of the battle, grants two of the following [b]Affinities[/b]: [Water], [Fire], [Nature], [Light], [Shadow].
[*][b]Empower Defense[/b]:[list]
[*][b]COSTS[/b]: An [b]Affinity[/b].[list]
[*]Any spent affinities return to you after the end of your next turn.[/list]
[*][b]EFFECT[/b]: The following happens on your defense, based on which affinity you spent:[list]
[*][Water]: Negate an [b]EFFECT[/b] attacker has on their attack.
[*][Fire]: Attacker takes [b]5 Neutral Damage[/b].
[*][Nature]: You gain [b]10 [Armor][/b].
[*][Light]: Roll $1d3. If the result is a 1, the attacker's attack automatically misses.
[*][Shadow]: Attacker rolls twice and is forced to take the lower roll. Further rerolls do not affect this.
[*][Spirit]: If you successfully defend, you get an automatic counterattack regardless of difference in successes.[/list][/list]
[/list][/list]
[spoiler=Luna Deliverance]
This skill can not be learned or used until it is converted to a [shadow-color]Ascended Skill[/shadow-color] by [b]Fraaz[/b] as outlined [url=https://zurpg.sephiroth.ws/thread-961-post-2674.html#pid2674]here[/url].
[box=Luna Deliverance][list]
[*][b]REQUIREMENTS[/b]: At least three affinities active and can only be used by [b]Luna Chantra[/b].
[*][b]CHARGE[/b]: 1 Turn for every affinity to use past the first one used[list]
[*]Begin charging by flaring up in colors corresponding to the affinities used.[/list]
[*][b]COSTS[/b]: [magic]4[/magic] for every active affinity used. Also costs all affinities used[list]
[*]Any spent affinities return to you after the end of your next turn.[/list]
[*][b]DESCRIPTION[/b]: Once fully charged, blast your enemies with as many affinities as you have charged! Each attack targets one enemy. If multiple attacks target the same enemy, target rolls once to defend.[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom] * number of affinities used.[list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: Apply the following depending on which affinity each blast was:[list]
[*][Water]: Target loses [b]7 [Courage][/b]
[*][Fire]: Target loses [b][hearts]7[/hearts] (Stat)[/b]
[*][Nature]: Target loses [b]7 [Power][/b]
[*][Light]: Target loses [b]7 [Wisdom][/b]
[*][Shadow]: Siphon 5 from any stat.
[*][Spirit]: Target loses [b]7 [Magic] (Stat)[/b]
[/list][/list]
[/list]
[/list][/box][/spoiler][/box]
- INFORMATION: This item is an Artifact
- DESCRIPTION: A large set of robes decorated with radiant blue crystals which protect the wearer, appearing ordinary at first glance. Unlike other robes, it has a variable Augmented Cost and can cast Nayru's Wisdom as a reaction.
- Standard Protection:
- Armor: +2
Augmented Protection:
COSTS: Any amount of Magic
You gain Armor equal to the amount of Magic spent +2
Any damaging attacks hitting you which do 0 damage after Armor lose any EFFECTS they would cause.
DURATION: Remainder of the round.
Nayru's Wisdom:
RESTRICTIONS: It can only be cast once per round.
COSTS: 4 Magic
DESCRIPTION: Nayru provides divine knowledge protection, only if you worship her. The crystals on this robe start gleaming, to either protect or empower the wearer's magical power.
EFFECT: Select one of the following:
Gain 5 Wisdom OR
Override your defensive roll with Wisdom.
[box=Nayru's Wisdom Robes]
[list]
[*][b]INFORMATION[/b]: [color=red][i]This item is an Artifact[/i][/color]
[*][b]DESCRIPTION[/b]: A large set of robes decorated with radiant blue crystals which protect the wearer, appearing ordinary at first glance. Unlike other robes, it has a variable [b]Augmented Cost[/b] and can cast [b]Nayru's Wisdom[/b] as a reaction.[list]
[*][b]Standard Protection[/b]:[list]
[*][b][Armor][/b]: +2[/list]
[*][b]Augmented Protection[/b]:[list]
[*][b]COSTS[/b]: Any amount of [Magic]
[*]You gain [Armor] equal to the amount of [Magic] spent +2
[*]Any damaging attacks hitting you which do 0 damage after [Armor] lose any [b]EFFECTS[/b] they would cause.
[*][b]DURATION[/b]: Remainder of the round.[/list]
[*][b]Nayru's Wisdom[/b]:[list]
[*][b]RESTRICTIONS[/b]: It can only be cast once per round.
[*][b]COSTS[/b]: [magic]4[/magic]
[*][b]DESCRIPTION[/b]: [i]Nayru provides divine knowledge protection, only if you worship her.[/i] The crystals on this robe start gleaming, to either protect or empower the wearer's magical power.[list]
[*][b]EFFECT[/b]: Select one of the following:[list]
[*]Gain 5 [Wisdom] [b]OR[/b]
[*]Override your defensive roll with [Wisdom].[/list][/list][/list]
[/list]
[/list]
[/box]
- INFORMATION: This is an Artifact.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: The spellbook once used by the late Agahnim, Agahnim's Grimore is a large spellbook decorated with many gemstones reeking in decrypt artes and madness which can be seen etched onto every page. Within its pages lies great secrets for increasing the efficency of your Magic; provided you can read past all the nonsense Agahnim wrote.
- Magic Costs: -3 (down to a minimum of 1 Magic).
[box=Agahnim's Grimore][list]
[*][b]INFORMATION[/b]: [color=red][i]This is an [b]Artifact[/b][/i].[/color]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: The spellbook once used by the late [b]Agahnim[/b], [b]Agahnim's Grimore[/b] is a large spellbook decorated with many gemstones reeking in decrypt artes and madness which can be seen etched onto every page. Within its pages lies great secrets for increasing the efficency of your [Magic]; provided you can read past all the nonsense [b]Agahnim[/b] wrote.[list]
[*][b][Magic] Costs[/b]: -3 (down to a minimum of [Magic]1[/Magic]).
[/list][/list]
[/box]
- INFORMATION: This is a Passive Artifact. Having it in your inventory is enough for its effects.
- DESCRIPTION: A small crimson red ring with a sign bearing a pulsing black exclamation mark on it. It provides a small boost to the wearer's health and protects them from a lethal attack.
- Hearts: +5/5
- EFFECT: Once per battle, if you would be killed by an attack, you hang on with 1 Heart
[box=Peril Ring][list]
[*][b]INFORMATION[/b]: [color=red][i]This is a [b]Passive Artifact[/b]. Having it in your inventory is enough for its effects.[/i][/color]
[*][b]DESCRIPTION[/b]: A small crimson red ring with a sign bearing a pulsing black exclamation mark on it. It provides a small boost to the wearer's health and protects them from a lethal attack.[list]
[*][b][Hearts][/b]: +5/5
[*][b]EFFECT[/b]: Once per battle, if you would be killed by an attack, you hang on with [heart]1[/heart]
[/list][/list]
[/box]
Claimed by Darte Fellshard
- INFORMATION: This is a Mythical Artifact
- REQUIREMENTS: Water and can only be worn by General Stella
- DESCRIPTION: A large partially see-through white veil covering your whole body which chills everything around it to the bone when worn. Woven and imbued with a powerful magic; it is said that only its creator, Stella could safely wear it. It slowly saps the spirits of the enemy; with the rate of sapping increasing with Augmented Protection being paid. During Augmented protection, it can Freeze-Shock all enemies.
- Standard Protection:
- EFFECT: Whenever anyone attacks you, they lose 2 Attack Dice
Augmented Protection:
COSTS: 4 Magic to maintain each round.
EFFECT: Whenever anyone attacks you, they lose 5 Attack Dice
Freeze-Shock:
REQUIREMENTS: Augmented Protection active.
COSTS: 6 Magic
DESCRIPTION: Lash at all enemies with a sudden wave of chill followed by a sudden shockwave, cutting their offenses and defenses simultaneously.
Roll your Wisdom +10 dice vs. targets' Wisdom dice
Damage: None
EFFECT: Target(s) hit lose 5 Attack Dice & Defense Dice
[box=Refrigerating Veil][list]
[*][b]INFORMATION[/b]: [shadow-color][i]This is a [b]Mythical Artifact[/b][/i][/shadow-color]
[*][b]REQUIREMENTS[/b]: [Water] and can only be worn by [b]General Stella[/b]
[*][b]DESCRIPTION[/b]: A large partially see-through white veil covering your whole body which chills everything around it to the bone when worn. Woven and imbued with a powerful magic; it is said that only its creator, [b]Stella[/b] could safely wear it. It slowly saps the spirits of the enemy; with the rate of sapping increasing with [b]Augmented Protection[/b] being paid. During [b]Augmented protection[/b], it can [b]Freeze-Shock[/b] all enemies.[list]
[*][b]Standard Protection[/b]:[list]
[*][b]EFFECT[/b]: Whenever anyone attacks you, they lose 2 [Attack Dice][/list]
[*][b]Augmented Protection[/b]:[list]
[*][b]COSTS[/b]: [magic]4[/magic] to maintain each round.
[*][b]EFFECT[/b]: Whenever anyone attacks you, they lose 5 [Attack Dice][/list]
[*][b]Freeze-Shock[/b]:[list]
[*][b]REQUIREMENTS[/b]: [b]Augmented Protection[/b] active.
[*][b]COSTS[/b]: [magic]6[/magic]
[*][b]DESCRIPTION[/b]: Lash at all enemies with a sudden wave of chill followed by a sudden shockwave, cutting their offenses and defenses simultaneously.
[*][dice type-a=Wisdom amount-a=+10 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Target(s) hit lose 5 [Attack Dice] & [Defense Dice][/list][/list]
[/list]
[/list][/box]
Claimed by Nigel Splashberry
- INFORMATION: This is a Legendary Artifact.
- DESCRIPTION: A mysterious cello built with some form of palm wood and bears the magic of the Windfish imbued within. It is one of few instruments that can play the Ballad of the Windfish.
- EFFECT: Any Songs played with this instrument can use either Courage or Wisdom for their attacking stat and gain 20 Dice.
- Ballad of the Windfish:
- DESCRIPTION: A soothing melody that's easy to fall asleep to... Normally. It can be used to open portals into someone's dream.
- EFFECT A: Play the song as a channelled move, causing everyone in the area to feel drowsy.
- EFFECT B: If the target is asleep, you may open a portal into their dream.
[box=Fullmoon Cello][list]
[*][b]INFORMATION[/b]: [color=#ffbb00][i]This is a [b]Legendary Artifact[/b].[/i][/color]
[*][b]DESCRIPTION[/b]: A mysterious cello built with some form of palm wood and bears the magic of the [b]Windfish[/b] imbued within. It is one of few instruments that can play the [b]Ballad of the Windfish[/b].[list]
[*][b]EFFECT[/b]: Any [b]Songs[/b] played with this instrument can use either [Courage] or [Wisdom] for their attacking stat and gain [b]20 Dice[/b].
[*][b]Ballad of the Windfish[/b]:[list]
[*][b]DESCRIPTION[/b]: A soothing melody that's easy to fall asleep to... Normally. It can be used to open portals into someone's dream.[list]
[*][b]EFFECT A[/b]: Play the song as a channelled move, causing everyone in the area to feel drowsy.
[*][b]EFFECT B[/b]: If the target is asleep, you may open a portal into their dream.
[/list][/list][/list][/list][/box]
Claimed by Sephiroth
- INFORMATION: This is a Passive Artifact. Having it in your inventory is enough for its effects.
- DESCRIPTION: A small ring which bears a Magic Jar-like relief with a single emerald set in it. It increases your Magic and your regen.
- Magic: +5/5
- Magic Regen: +5
[box=Magic Ring][list]
[*][b]INFORMATION[/b]: [color=red][i]This is a [b]Passive Artifact[/b]. Having it in your inventory is enough for its effects.[/i][/color]
[*][b]DESCRIPTION[/b]: A small ring which bears a [b]Magic Jar[/b]-like relief with a single emerald set in it. It increases your [Magic] and your regen.[list]
[*][b][Magic][/b]: +5/5
[*][b][Magic] Regen[/b]: +5
[/list][/list]
[/box]
RE: 8/22/18: Battle over the Domain - Orithan - 08-29-2018
- Power: 30 (+0)
- Courage: 17 (+0)
- Wisdom: 23 (+3)
- Hearts: 15/15 (+0)
- Magic: 15/15 (+0)
- Initiative: $init 1d10
- Attack Dice: 2
- Defense Dice: 5
- Armor: 8
Affinities: Light
Race: Zora
Veteran of the Hyrulean Civil War; Lance bears many scars over his whitening, ageing body. Once good friends with Taru Fellshard, he continues to live on fighting on the front lines and serving as a royal guard in his downtime.
Lance seems to be showing signs of slowing down with age. While he is held with such esteem within the Zora and shows his capability in fighting, he is far from what he once was in physical finesse.
- Stream Stance Mantra (Signature)
- Command
Offensive
- Leukke's Judgement (+3 Effect)
- Triple Laser (+3 Power)
- Crimson Light
- Purify
- Spear of Light (+2 Speed)
Support
- Extend
- Enlighten
- Mirage
- Magic Distortion
Weapons
- Silver Starstream (Personal)
- Reflect Staff (Speed +3)
- Brassy Trident
Armor
Robes
Consumables:
- Soaking Rose x2
- Full Rejuvination Potion
- Sacred Springwater x2
- Chateou Romani x2
- Reroll Point x5
- Fairy
Misc
- Power: 11 (+0)
- Courage: 24 (+3)
- Wisdom: 20 (+3)
- Hearts: 20/15 (+5)
- Magic: 12/12 (+0)
- Initiative: $init 1d10
- Attack Dice: 6
- Defense Dice: 1
- Armor: 1
Affinities: Water
Race: Zora
Distinguished Zora fighters. They swim through the water at startling speed, being quick to take enemies by surprise when the oppoturnity presents itself before darting behind the cover of their fellow guards.
Free Swim
Boomerang Fins
Current
Bio-Electric Field
PSI Blast (Water, 1 Magic)
Jabun's Tide (water, 5 Magic)
Glacial Ice (Water, 5 Magic)
Extinguish (Water, 4 Magic)
Ice Beam (water, 7 Magic)
Block (Water, 4 Magic)
Sponge (Water, 5 Magic)
Weapons
Zora Blade. Augments: Damage x1
Wizzrobe Wand
Shield:
Bubble Shield
Armor
Combat Armor. Augments: Bonus x1
Robe:
Speed Robes. Augments: Protection x1
Tools:
Hookshot
Consumables:
Red Medicine x2
Chateou Romani x1
Reroll Points x4
- Power: 9 (+0)
- Courage: 21 (+2)
- Wisdom: 17 (+3)
- Hearts: 15/15 (+0)
- Magic: 10/10 (+0)
- Initiative: $init 1d10
- Attack Dice: 5
- Defense Dice: 1
- Armor: 1
Affinities: Water
Race: Zora
Standard Zora frontline fighters. They swim through the water at startling speed, being quick to take enemies by surprise when the oppoturnity presents itself before darting behind the cover of their fellow guards.
Free Swim
Boomerang Fins
Current
Bio-Electric Field
PSI Blast (Water, 1 Magic)
Slow Missile (Water, 2 Magic)
Extinguish (Water, 4 Magic)
Restoration Bubble.
Sponge.
Weapons
Zora Blade
Shield:
Bubble Shield
Armor
Combat Armor.
Robe:
Speed Robes
Tools:
Hookshot
Consumables:
Red Potion x2
Green Potion x1
Reroll Points x2
- Power: 20 (+0)
- Courage: 11 (+0)
- Wisdom: 14 (+3)
- Hearts: 17/17 (+0)
- Magic: 10/10 (+0)
- Initiative: $init 1d10
- Attack Dice: 2
- Defense Dice: 4
- Armor: 5
Affinities: Water
Race: Zora
Also fighting on the frontline, Zora Guards take the brunt of the attacks aimed at their allies and work to rapidly build defenses up.
Free Swim
Boomerang Fins
Current
Bio-Electric Field
Skull Bash
Parry Bash
Absorb
Guard
PSI Blast (Water, 1 Magic)
Frost (Water, 2 Magic)
Extinguish (Water, 4 Magic)
Restoration Bubble. (Water, 2 Magic)
Untouchable. (Water, 5 Magic)
Shield:
Big Friggin' Shield
Armor
Soldier Platemail
Robe:
Protective Robes
Consumables:
Red Potion x2
Green Potion x1
Reroll Points x2
- Power: 7 (+0)
- Courage: 15 (+0)
- Wisdom: 25 (+3)
- Hearts: 15/10 (+5)
- Magic: 15/15 (+0)
- Initiative: $init 1d10
- Attack Dice: 2
- Defense Dice: 2
- Armor: 4
Affinities: Fire, Nature
Race: Zora
Specialized in breaking the most concerning threats to their allies, Steambolts work to break things that break other Zoras. Contrary to most Zoras, they much rather fight on land than in water.
Free Swim
Boomerang Fins
Current
Bio-Electric Field
Skull Bash
Parry Bash
Absorb
Guard
PSI Blast (Water, 1 Magic)
Jabun's Tide (Water, 5 Magic)
Ice Blast (Water, 6 Magic)
Extinguish (Water, 4 Magic)
Restoration Bubble. (Water, 2 Magic)
Block. (Water, 4 Magic)
Untouchable. (Water, 5 Magic)
Returning Tide (Water, 6 Magic, 2 Action Charge)
Weapon:
Defenders' Claymore
Shield:
Big Friggin' Shield. Augments: Defense x1
Armor
Soldier Platemail. Augments: Armor x1
Robe:
Protective Robes. Augments: Protection x1
Consumables:
Red Medicine x2
Chateou Romani x1
Reroll Points x4
RE: 8/29/18: Battle over the Domain - Orithan - 10-20-2018
- Power: 16 (+0)
- Courage: 16 (+0)
- Wisdom: 16 (+0)
- Hearts: 60/50 (+10)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: Shadow
Origin: ZURPG
Raised from the dead through the sweet delectable power of madness, Mad Walkers are vile aberrations; pulsating with bulbous flesh and demon-like veins coursing through said flesh. Where limbs were once missing end up being replaced by numerous mini-limbs made of veins and flesh. Above all, they bring a deadly putrid breath that slowly drains the foe of their life force.
Abilities
Out-of-Combat Passive:
- Innate skill from the race they come from.
Passives:
- Mad Dead: Grants Undead status - You can not recover Hearts or Magic aside from siphoning; but everyone who is not undead takes 2 Neutral Damage at the start of each round. Stacks with each other. For each Named Effect you have, you gain 5 Attack Dice.
Reactions:
- Unstable Flesh: Whenever you attack or are attacked, you can pay 5 Hearts to rearrange your Power, Courage and Wisdom to whatever you want.
- No stats may drop to 0 as the result of this ability.
Offensive:
- Any non-Magic skill from the race they turned from
- Life Drain (Shadow): You roll Power vs Target's Power. Deals halved damage. If it hits, siphon Hearts (Stat) equal to the damage dealt.
- Corrupt Feedback (Shadow): You roll Power vs Target's Courage. Deals full damage. If it hits, apply a Negative Bonus or Named Effect you have to the target.
- Wave of Madness (Shadow): Hits everyone who is not undead (and not corrupted with madness). Roll Wisdom+10 vs Target(s) Wisdom. Deals no damage. If anyone is hit; roll $1d4. The following gets applied to everyone hit based on the result:
- 1 - Lose 5 Hearts (Stat)
- 2 - Cauterized
- 3 - Immobilized
- 4 - Penumbra's Curse
Inject Madness (10 Hearts): Can only target anyone who is not afflicted by madness. You roll your Maximum Hearts - 5 vs target's highest stat. Deals full damage. If it hits and the difference in successes is at least that of target's current Hearts; they instead become afflicted with Majora's Madness:
Target recovers to Maximum Hearts
Whenever target is to make an action that doesn't target themselves, they must roll their highest stat against the original successes of the attack that inflicted this. If they fail this roll, their target is redirected to someone else at random.
Additionally, they can be directly commanded by anyone who is corrupted with madness.
DURATION: 2 Rounds.
Support:
- Deep Focus - Recover 2 Hearts
- Enrage (3 Hearts) - Gain 5 Dice on your next attack.
RE: 8/29/18: Battle over the Domain - Orithan - 11-17-2018
Bosses:
- Power: 15 (+0)
- Courage: 50 (+0)
- Wisdom: 30 (+0)
- Hearts: 500/500 (+0)
- Magic: 300/300 (+0)
- Initiative: $init 2d9
- Attack Dice: 10
- Defense Dice: 0
- Armor: 10
Affinities: Fire
Origin: Ocarina of Time
A giant lava dragon, bearing frills and veils of fire as it flies through both air and earth. Setting the ground below ablaze as it flies and melting the earth it flies through, the dragon lays waste to whatever land it traverses.
Should Volvagia escape and return to Death Mountain to regain full power, it will become almost as powerful as Ganon.
Passive:
- Scales of Magma
- Volcano's Will
- Inferno Veil
- Double Turn
- Status Protection
Active:
- Fire Breath
- Flamelash
- Inferno Bomb
Volvagia has access to all Fire spells in this section of the Compendium
Offensive:
- Fatal Flames (Fire, 12 Magic)
- Volcano (Fire, 14 Magic)
Support:
- Force of Alteration (3 Magic)
- Mind Burn (Fire, 8 Magic)
- Power: 15 (+0)
- Courage: 30 (+10)
- Wisdom: 25 (+0)
- Hearts: 70/45 (+25)
- Magic: 25/15 (+10)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 8
- Armor: 4
Affinities: Water, Light, Spirit
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.
- Weapon: Twilight Scimitar
- Shield: Celestial Comet Shield (Personal)
- Armor: Bravery Plate
- Robe: Keaton Lord's Silk
- Mask: Thoughter's Mask
- Tools: Magic Clock
- Consumables: Fairy, Reroll Point x10, Full Rejuvination Potion x3, Chateou Romani x5, Wildcard x2
- Misc: Starlight Bangle, Wizzrobe Amulet
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.
- Twilight Scimitar: When you die; you are revived to Maximum Hearts, but you become under control by this sword!
- Thoughter's Mask: Immunity to magic draining via enemy attack
- 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 to you
- 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).
- Magic Clock: At the start of each round, you gain 1 Temporary Reroll Point.
- Starlight Bangle: Light Spells cost have their Magic Cost reduced by 1 (down to a minimum of 1 Magic).
- Bravery Plate: Once per battle; you can override your attack or defense roll with Courage
- Slice - Target rolls Courage vs 42 dice. If it hits; target gets Lifeforce Wave:
- When target dies, you and your allies recover Hearts equal to 25% of target’s Hearts (stat).
Stab - Target rolls Courage vs 30 dice; dealing +8 Damage. If it misses, target gets an automatic counterattack. If it hits; target gets Deathforce Wave:
When target dies, target’s allies take Neutral Damage equal to 25% of target’s Hearts (stat).
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.
Spear of Light (7 Magic): Target rolls Wisdom vs 25 Dice; deals +5 damage. If it hits, disable a Spell or Active Skill target has.
Exhaust (3 Magic) - Target rolls Wisdom vs 28 dice; Deals no damage. If it hits; cancel anything target is charging up for (or has charged) and they get Exhausted:
Target can not use any actions that involve Charging.
DURATION: 1 Round
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.
Stardust Blow (11 Magic, 1 Action Charge) - All enemies roll Wisdom vs 40 Dice; deals halved damage. Target(s) hit get Magic Bleeding x5.
- Aurora Mirror (Signature, 15 Magic, 2 Action Charge): Gives you Aurora Mirror
- Any time you are hit with an attack; you can reveal the Aurora Mirror, activating it and causing the following:
- Cancel out an EFFECT the attack has against you.
- The attack is reflected back to the attacker; with all of its original EFFECTS.
- If this was a combo attack; the attack hits everyone involved at half the damage (if it already did half damage; it doesn’t get halved further).
Afterwards, remove Aurora Mirror
Spirit Mana (6 Magic): Summon the Mana Complex Field Effect:
Overwrite any current Field Effect in play.
The Magic Costs for everyone is reduced by 1 Magic.
Mirror (8 Magic, 1 Action Charge): Give yourself or an ally Mirror:
The next Spell that is cast at ally gets reflected back to the sender, then which removes Mirror.
Celestial Stargazer (5 Magic, 3 Magic when switching from Comet Armor): Switch your shield to Celestial Stargazer mode, granting the following:
Defense Dice: +5
Magic COSTS: -2 for Light Spells (down to a minimum of 1 Magic)
EFFECT: You are immune to EFFECTS caused by Shadow Spells
Comet Armor (5 Magic, 3 Magic when switching from Celestial Stargazer): Switch your shield to Comet Armor mode, granting the following:
Armor: +5
Magic COSTS: -2 for Water Spells (down to a minimum of 1 Magic)
EFFECT: You are immune to EFFECTS caused by Fire Spells
Augmented Protection (5 Magic) - Anyone attacking you loses any positive Dice Modifiers on their attack for the remainder of the round.
Store Time (1 Action Charge) - Gain 2 Actions on your next turn.
Only one of these can be an offensive action.
- Power: 30 (+0)
- Courage: 28 (+0)
- Wisdom: 27 (+0)
- Hearts: 41/26 (+15)
- Magic: 8/8 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 12
- Armor: 12
Affinities: None
Race: Keaton
A giant Keaton, larger than a Hylian, Nova stands tall and intimidates anyone who as much stares at him from seeing the scars running across all around his body. Armed to the teeth with a dazzling array of defensive abilities, he is built to last through even a storm of enemy fire. Once he takes hold of a position and fortifies it, it is difficult to bring him down.
When General Nova dies, he drops the following
- 10,000 Rupees, total
- 3 Stat Points for all players
- His equipment.
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- SELL VALUE: 450 Rupees
- DESCRIPTION: A steel hammer that packs extra punch, this hammer can cripple defenses and disable targets. Can Whack or Cripple a target.
- Whack!:
- Roll your Power +6 dice vs. targets' Power dice
- Damage: +4
Cripple:
Roll your Power +3 dice vs. targets' Power dice
Damage: +0
EFFECT: If it hits, the target gets Immobilized:
Target cannot move or use any melee attacks.
DURATION: One round.
[box=Smash Hammer][list]
[*][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]SELL VALUE[/b]: [Rupees]450[/Rupees]
[*][b]DESCRIPTION[/b]: A steel hammer that packs extra punch, this hammer can cripple defenses and disable targets. Can [b]Whack[/b] or [b]Cripple[/b] a target.[list]
[*][b]Whack![/b]:[list]
[*][dice type-a=Power amount-a=+6 type-b=Power][list]
[*][b]Damage[/b]: +4
[/list][/list]
[*][b]Cripple[/b]:[list]
[*][dice type-a=Power amount-a=+3 type-b=Power][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, the target gets [color=yellow][b]Immobilized[/b][/color]:[list]
[*]Target cannot move or use any melee attacks.
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/list][/list][/box]
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- SELL VALUE: 525 Rupees
- DESCRIPTION: Engraved on its handle are the words "Fields of Justice". A standard looking sword that makes you look sturdier just by wielding it. Can Slash or Stab one target.
- Slash:
- Roll your Courage +4 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you recover 5 Hearts.
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, siphon 5 Hearts from the target to you, ignoring Armor.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
[box=Doran's Blade][list]
[*][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]SELL VALUE[/b]: [Rupees]525[/Rupees]
[*][b]DESCRIPTION[/b]: Engraved on its handle are the words "Fields of Justice". A standard looking sword that makes you look sturdier just by wielding it. Can [b]Slash[/b] or [b]Stab[/b] one target.[list]
[*][b]Slash[/b]:[list]
[*][dice type-a=Courage amount-a=+4 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, you recover [Hearts]5[/Hearts].
[/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, siphon [Hearts]5[/Hearts] from the target to you, ignoring [Armor].
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you, regardless of [b]CONDITIONS[/b].
[/list][/list][/list][/list][/box]
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- SELL VALUE: 475 Rupees
- DESCRIPTION: Souls... give me your SOULS! While it doesn't have much power, it makes up for being able to siphon Magic from its targets. Can hit a target with Siphoning Strike.
- EFFECT: Once per round, at any time, you can transfer any amount of your Magic to any other target.
- Siphoning Strike:
- Roll your Wisdom +14 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, siphon Magic from the target to anyone else, up to an amount equal to the damage dealt.
[box=Siphoning Wand][list]
[*][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]SELL VALUE[/b]: [Rupees]475[/Rupees]
[*][b]DESCRIPTION[/b]: [i]Souls... give me your SOULS![/i] While it doesn't have much power, it makes up for being able to siphon [Magic] from its targets. Can hit a target with [b]Siphoning Strike[/b].[list]
[*][b]EFFECT[/b]: Once per round, at any time, you can transfer any amount of your [Magic] to any other target.
[*][b]Siphoning Strike[/b]:[list]
[*][dice type-a=Wisdom amount-a=+14 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, siphon [Magic] from the target to anyone else, up to an amount equal to the damage dealt.
[/list][/list][/list][/list][/box]
- INFORMATION: This is a Mythical Artifact
- REQUIREMENTS: 30 Base Power, Two-handed and only Salvadman General Nova can use this item.
- DESCRIPTION: A towering shield pulsing with green energy, forged for Salvadman General Nova to carry into battle. Requiring immense strength to even lift, the shield provides an absurd amount of protection and even more when buckling down to guard while also exhausting anything that hits it.
- Defense Dice: +12
- Entrench:
- DESCRIPTION: Buckle down and take cover behind the shield, granting a big defensive bonus at the cost of your offense
- EFFECT 1: The shield's Defense Dice bonus is increased by 10.
- EFFECT 2: You can not attack, except to use Nova Pulse.
- Both EFFECTS can be cancelled during your turn at any time and are cancelled if this shield is unequipped in any way.
Nova Pulse:
COSTS: 4 Magic
This can be cast for free if you successfully defend any attack
DESCRIPTION: When you defend against any attack, you can respond by firing a pulse of green energy as feedback at the attacker.
Attacker rolls Power against the successes you defended with.
Neutral Damage: 4
EFFECT: If it hits, original attacker loses 4 Attack Dice.
[box=Nova Shield]
[list]
[*][b]INFORMATION[/b]: [shadow-color]This is a [b]Mythical Artifact[/b][/shadow-color]
[*][b]REQUIREMENTS[/b]: 30 [b]Base [Power][/b], [i]Two-handed[/i] and only [b]Salvadman General Nova[/b] can use this item.
[*][b]DESCRIPTION[/b]: A towering shield pulsing with green energy, forged for [b]Salvadman General Nova[/b] to carry into battle. Requiring immense strength to even lift, the shield provides an absurd amount of protection and even more when buckling down to guard while also exhausting anything that hits it.[list]
[*][b][Defense Dice][/b]: +12
[*][b]Entrench[/b]:[list]
[*][b]DESCRIPTION[/b]: Buckle down and take cover behind the shield, granting a big defensive bonus at the cost of your offense[list]
[*][b]EFFECT 1[/b]: The shield's [b][Defense Dice] bonus[/b] is increased by 10.
[*][b]EFFECT 2[/b]: You can not attack, except to use [b]Nova Pulse[/b].[list]
[*]Both [b]EFFECTS[/b] can be cancelled during your turn at any time and are cancelled if this shield is unequipped in any way.[/list][/list]
[/list]
[*][b]Nova Pulse[/b]:[list]
[*][b]COSTS[/b]: [magic]4[/magic][list]
[*]This can be cast for free if you successfully defend any attack[/list]
[*][b]DESCRIPTION[/b]: When you defend against any attack, you can respond by firing a pulse of green energy as feedback at the attacker as a [b]Counterattack[/b].[list]
[*]Attacker rolls [Power] against the successes you defended with.[list]
[*][b]Neutral Damage[/b]: 4
[*][b]EFFECT[/b]: If it hits, original attacker loses 4 [Attack Dice].[/list]
[/list][/list]
[/list]
[/list]
[/box]
- INFORMATION: This is a Mythical Artifact
- DESCRIPTION: One of the eight Armors of East Hyrule legend, each scale of the Emerald Scalemail shines in a billiant and radiant emerald green; reflecting the rock hard scales and determination of lizards and Lizalfos. It provides superb protection, resistance to nasty effects from indrect attacks while also reflecting the impact of attacks.
- Armor: +8
- EFFECT: Once per round, you can block any EFFECT you would recieve from any non single-target attacks.
- Reflect Damage:
- RESTRICTIONS: Can only be executed once per round.
- COSTS: 4 Magic
- EFFECT: Grants yourself Thorns:
- Next time you are hit by an attack, attacker takes Damage equal to the amount of damage they caused (before Armor).
[box=Emerald Scalemail]
[list]
[*][b]INFORMATION[/b]: [shadow-color]This is a [b]Mythical Artifact[/b][/shadow-color]
[*][b]DESCRIPTION[/b]: One of the eight [b]Armors[/b] of [b]East Hyrule[/b] legend, each scale of the [b]Emerald Scalemail[/b] shines in a billiant and radiant emerald green; reflecting the rock hard scales and determination of lizards and [b]Lizalfos[/b]. It provides superb protection, resistance to nasty effects from indrect attacks while also reflecting the impact of attacks.[list]
[*][b][Armor][/b]: +8
[*][b]EFFECT[/b]: Once per round, you can block any [b]EFFECT[/b] you would recieve from any non single-target attacks.
[*][b]Reflect Damage[/b]:[list]
[*][b]RESTRICTIONS[/b]: Can only be executed once per round.
[*][b]COSTS[/b]: [magic]4[/magic]
[*][b]EFFECT[/b]: Grants yourself [b][color=Yellow]Thorns[/color][/b]:[list]
[*]Next time you are hit by an attack, attacker takes [b]Damage[/b] equal to the amount of damage they caused (before [Armor]).
[/list]
[/list]
[/box]
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- SELL VALUE: 850 Rupees
- 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]INFORMATION[/b]: [color=#7777FF][i]This item is an Augmented Item. This item has had 3/3 Augments applied to it.[/i][/color]
[*][b]SELL VALUE[/b]: [Rupees]850[/Rupees]
[*][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]
- INFORMATION: This item is an Artifact
- DESCRIPTION: A large curved blue boomerang, sparking with magic as it is thrown. It can be thrown at multiple targets to stun them.
- Roll your Power +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT 1: If it hits, target becomes Immobilized:
- Target cannot move or use any melee attacks.
- DURATION: One round.
EFFECT 2: If it hits, the boomerang bounces off and directs itself towards one more target at the same success rate.
This effect can not proc itself again.
[box=Magic Boomerang][list]
[*][b]INFORMATION[/b]: [color=Red]This item is an [b]Artifact[/b][/color]
[*][b]DESCRIPTION[/b]: A large curved blue boomerang, sparking with magic as it is thrown. It can be thrown at multiple targets to stun them.[list]
[*][dice type-a=Power amount-a=+3 type-b=Courage][list]
[*][b]Damage[/b]: None
[*][b]EFFECT 1[/b]: If it hits, target becomes [color=yellow][b]Immobilized[/b][/color]:[list]
[*]Target cannot move or use any melee attacks.
[*][b]DURATION[/b]: One round.
[/list]
[*][b]EFFECT 2[/b]: If it hits, the boomerang bounces off and directs itself towards one more target at the same success rate.[list]
[*]This effect can not proc itself again.[/list][/list][/list][/list][/box]
Passive:
- Spiritual Resistance
- Great Strength
Active:
- Skull Bash (+1 Speed, +2 Effect)
- Command
Weapons:
- Smash Hammer (+3 Speed)
- Doran's Blade (+1 Speed, +2 Bonus)
- Siphoning Wand (+3 Speed)
- Magic Boomerang
Shields:
Armour:
Robes:
- Protective Robes (+3 Bonus)
Tools:
Consumables:
- Red Medicine x10
- Green Potion x10
- Reroll Points x5
- Frost Seed x3
- Gale Seed x1
- Razor Seed x3
- Power: 5 (+0)
- Courage: 24 (+0)
- Wisdom: 27 (+0)
- Hearts: 20/20 (+0)
- Magic: 8/8 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 5
- Armor: 7
Affinities: Fire
Race: Keaton
One of an exclusive cabal of. Together with his coworkers, they form the Comet Vanguard and serve to protect Thoughter whenever he marches into battle. The Vanguard is notable for being remarkably self-sufficient, able to continually pump out powerful magic without the need for recovery while also protecting Thoughter and others.
Blaine, distinguishable through his red eyes, burning gaze and charred fur, is highly adept at the fiery arts. When one ignites his burning passion for battle, it is difficult to cool him down. He is more offensively inclined than the others and does signifcant damage, but it doesn't stop him from jumping to protect his allies when needed. More often, he first boosts his team's offensive power. It might be a good idea to take him out first to stop him from building his team's offense.
Passive:
- Spiritual Resistance
- Quick Switch
Active:
Blaine has access to all Fire Spells from this section of the Compendium.
Handheld:
- Enchanted Deku Stick x10
- Siphoning Wand
- Replenishing Shield x2 (Both +3 Bonus)
Armor, Robes
- Soldier Platemail (+3 Protection)
- Traveller's Cloak (+2 Bonus, +1 Efficiency)
Consumables
- Red Medicine
- Baneroot Juice x3
- Reroll Point x4
- Power: 20 (+0)
- Courage: 10 (+0)
- Wisdom: 25 (+0)
- Hearts: 18/18 (+0)
- Magic: 10/10 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 5
- Armor: 7
Affinities: Nature
Race: Keaton
Terra part of an exclusive cabal of royal guards who serve exclusively to protect Thoughter. Together with her coworkers, they form the Comet Vanguard and serve to protect Thoughter whenever he marches into battle. The Vanguard is notable for being remarkably self-sufficient, able to continually pump out powerful magic without the need for recovery while also protecting Thoughter and others.
Terra, distinguishable through her sparkling green eyes, , is adept at channelling nature. When one of her friends is harmed, she does not hesitate to rush in to heal or otherwise protect them. She is highly defensively-inclined, always healing and reviving her allies while also disrupting the foe. Because of her ability to heal off damage done and revive others, it is probably a good idea to priortize taking her out first to prevent her from reviving and healing her fallen comrades.
Passive:
- Spiritual Resistance
- Magic Regeneration
Active:
Terra has access to all Nature Spells from this section of the Compendium.
Handheld:
- Siphoning Wand
- Replenishing Shield x2 (Both +3 Bonus)
Armor, Robes
- Soldier Platemail (+3 Protection)
- Traveller's Cloak (+2 Bonus, +1 Efficiency)
Consumables
- Red Medicine
- Baneroot Juice x3
- Reroll Point x4
- Fairy
- Power: 21 (+0)
- Courage: 11 (+0)
- Wisdom: 25 (+0)
- Hearts: 18/18 (+0)
- Magic: 9/9 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 5
- Armor: 7
Affinities: Water
Race: Keaton
Squall is part of an exclusive cabal of royal guards who serve exclusively to protect Thoughter. Together with her coworkers, they form the Comet Vanguard and serve to protect Thoughter whenever he marches into battle. The Vanguard is notable for being remarkably self-sufficient, able to continually pump out powerful magic without the need for recovery while also protecting Thoughter and others.
Passive:
- Spiritual Resistance
- Magic Regeneration
Active:
Squall has access to all Water Spells from this section of the Compendium.
Handheld:
- Siphoning Wand
- Replenishing Shield x2 (Both +3 Bonus)
Armor, Robes
- Soldier Platemail (+3 Protection)
- Traveller's Cloak (+2 Bonus, +1 Efficiency)
Consumables
- Red Medicine
- Baneroot Juice x3
- Reroll Point x4
- Power: 25 (+0)
- Courage: 21 (+0)
- Wisdom: 11 (+0)
- Hearts: 18/18 (+0)
- Magic: 9/9 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 5
- Armor: 7
Affinities: Shadow
Race: Keaton
Ebott is part of an exclusive cabal of royal guards who serve exclusively to protect Thoughter. Together with his coworkers, they form the Comet Vanguard and serve to protect Thoughter whenever he marches into battle. The Vanguard is notable for being remarkably self-sufficient, able to continually pump out powerful magic without the need for recovery while also protecting Thoughter and others.
Passive:
- Spiritual Resistance
- Magic Regeneration
Active:
Ebott has access to all Shadow Spells from this section of the Compendium.
Handheld:
- Siphoning Wand
- Replenishing Shield x2 (Both +3 Bonus)
Armor, Robes
- Soldier Platemail (+3 Protection)
- Traveller's Cloak (+2 Bonus, +1 Efficiency)
Consumables
- Red Medicine
- Baneroot Juice x3
- Reroll Point x4
- 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.
RE: 8/29/18: Battle over the Domain - Orithan - 05-05-2020
Better late than never. Finally the rewards for Battle over the Domain are ready to be picked up.
For your hard effort in protecting Zora's Domain from Thoughter's Army, the Zora tribe wishes you to present the following:
To all players involved
5,000 Rupees
Between the party:
Golden Scale
Siegefin Balista
Ascended Spell Scroll x1
Lost Skill Scroll x1
Force Gem x3
Augment Scroll x3
These items, with the exceptions of the Golden Scale and Siegefin Balista, can be picked up directly from the Global Shop here
- INFORMATION: This item is a Mythical Artifact
- REQUIREMENTS: Water
- DESCRIPTION: A large golden pendant containing a golden scale embedded which is worn on your wrist with a a frilled guard; forged as a symbol of kinship between Zora King De-Bon XVI and Jabu-Jabu. Contained within are powerful blessings invoked within by the Zoras and Jabu-Jabu. It grants the user the ability to swamp an enemy with a fierce Wave of water but it also allows for them to protect others with a Chilling Wall and heal others with the power of Jabu-Jabu's Pulse.
- EFFECT 1: You can swim and breathe freely in water. On additon, you get double successes on any defense roll against underwater turbulance.
- EFFECT 2: After you attack or use any move with Golden Scale, you gain Charges equal to the amount of magic spent.
- Golden Scale starts off with 0 Charges and has a maximum of 10 Charges
Wave:
COSTS: 3 Magic
DESCRIPTION: Draw magical water from within the pendant and fire it as a raging tide, swamping a target with it.
Roll your Wisdom +12 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: That target loses 6 Dice on their next attack.
Chilling Wall:
COSTS: 3 Magic
DESCRIPTION: Gather water around into a large barrier over an ally, providing a temporary defense bonus and chilling attackers.
EFFECT: The next enemy to attack ally gets Numbed:
Target’s Combat Actions have their Dice & Damage Modifiers removed.
DURATION: Two rounds.
Jabu-Jabu's Pulse:
COSTS: Any amount of Charges
DESCRIPTION: Use the charged water stored in the Golden Scale to imbue a restorative aura of water over an ally; healing their maladies
EFFECT: For each charge spent, remove a point of a Negative Bonus from a target. If you spent 5 or more you can also remove a non-Nature themed Named Effect from an ally.
[box=Golden Scale][list]
[*][b]INFORMATION[/b]: [shadow-color]This item is a [b]Mythical Artifact[/b][/shadow-color]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]DESCRIPTION[/b]: A large golden pendant containing a golden scale embedded which is worn on your wrist with a a frilled guard; forged as a symbol of kinship between [b]Zora King De-Bon XVI[/b] and [b]Jabu-Jabu[/b]. Contained within are powerful blessings invoked within by the [b]Zoras[/b] and [b]Jabu-Jabu[/b]. It grants the user the ability to swamp an enemy with a fierce [b]Wave[/b] of water but it also allows for them to protect others with a [b]Chilling Wall[/b] and heal others with the power of [b]Jabu-Jabu's Pulse[/b].[list]
[*][b]EFFECT 1[/b]: You can swim and breathe freely in water. On additon, you get double successes on any defense roll against underwater turbulance.
[*][b]EFFECT 2[/b]: After you attack or use any move with [b]Golden Scale[/b], you gain [b]Charges[/b] equal to the amount of magic spent.[list]
[*][b]Golden Scale[/b] starts off with [b]0 Charges[/b] and has a maximum of [b]10 Charges[/b][/list]
[*][b]Wave[/b]:[list]
[*][b]COSTS[/b]: [magic]3[/magic]
[*][b]DESCRIPTION[/b]: Draw magical water from within the pendant and fire it as a raging tide, swamping a target with it.
[*][dice type-a=Wisdom amount-a=+12 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: That target loses [b]6 Dice[/b] on their next attack.
[/list]
[/list]
[*][b]Chilling Wall[/b]:[list]
[*][b]COSTS[/b]: [magic]3[/magic]
[*][b]DESCRIPTION[/b]: Gather water around into a large barrier over an ally, providing a temporary defense bonus and chilling attackers.
[*][b]EFFECT[/b]: The next enemy to attack ally gets [color=yellow][b]Numbed[/b][/color]:
[list]
[*]Target’s [b]Combat Actions[/b] have their [b]Dice & Damage Modifiers[/b] removed.
[*][b]DURATION[/b]: Two rounds.
[/list]
[/list]
[*][b]Jabu-Jabu's Pulse[/b]:[list]
[*][b]COSTS[/b]: Any amount of [b]Charges[/b]
[*][b]DESCRIPTION[/b]: Use the charged water stored in the [b]Golden Scale[/b] to imbue a restorative aura of water over an ally; healing their maladies
[*][b]EFFECT[/b]: For each charge spent, remove a point of a [b]Negative Bonus[/b] from a target. If you spent 5 or more you can also remove a non-[b][Nature][/b] themed [color=Yellow][b]Named Effect[/b][/color] from an ally.
[/list]
[/list]
[/list][/box]
- INFORMATION: This is a Field Weapon. It is unable to be used until it is assembled or put into anyone's inventory until it is disassembled.
- It takes a Support Action to assemble or disassemble it
REQUIREMENTS: Two free hands to operate, also 20 Power to move.
DESCRIPTION: Forged from the scales and fins of mystical fish, the Siegefin Balista makes an imposing presence on the battlefield for its ability to cripple its foes. It can fire a Scatterfin at one enemy or launch a Siege Wave at all enemies.
Scatterfin:
DESCRIPTION: Fire a flurry of flashing fins at a target, potentially blinding them.
Roll your Courage +15 dice vs. targets' Courage dice
Damage: Halved.
EFFECT: If it hits, target gets Blinded.
Whenever target makes any action that does not target themselves, they roll $1d3. If the result is 1, the action automatically misses.
Siege Wave:
CHARGE: 2 Turns
Begin charging by collecting magical water in the balista.
COSTS: 10 Magic
Any number of people can contribute their own Magic to this COST.
DESCRIPTION: Once fully charged, send a savage torrent of icy water down upon all enemies!
Roll your Courage +10 dice vs. targets' Wisdom dice
Damage: Halved.
EFFECT: Everyone hit gets Chilled:
All positive Dice and Damage Modifiers target has on their attacks are negated.
DURATION: 2 Rounds
- INFORMATION: This is a Field Weapon. It is unable to be used until it is assembled or put into anyone's inventory until it is disassembled.
- It takes a Support Action to assemble or disassemble it
REQUIREMENTS: Two free hands to operate, also 20 Power to move.
DESCRIPTION: Forged from the scales and fins of mystical fish, the Siegefin Balista makes an imposing presence on the battlefield for its ability to cripple its foes. It can fire a Scatterfin at one enemy or launch a Siege Wave at all enemies.
Scatterfin:
DESCRIPTION: Fire a flurry of flashing fins at a target, potentially blinding them.
Roll your Courage +15 dice vs. targets' Courage dice
Damage: Halved.
EFFECT: If it hits, target gets Blinded.
Whenever target makes any action that does not target themselves, they roll $1d3. If the result is 1, the action automatically misses.
Siege Wave:
CHARGE: 2 Turns
Begin charging by collecting magical water in the balista.
COSTS: 10 Magic
Any number of people can contribute their own Magic to this COST.
DESCRIPTION: Once fully charged, send a savage torrent of icy water down upon all enemies!
Roll your Courage +10 dice vs. targets' Wisdom dice
Damage: Halved.
EFFECT: Everyone hit gets Chilled:
All positive Dice and Damage Modifiers target has on their attacks are negated.
DURATION: 2 Rounds
Darte Fellshard, Melizea Fiametta and Sephiroth are all eligible to pick these rewards up
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