9-??-19 - Sunset in the Dream - Orithan - 08-26-2019
Following the better part of a year in hiatus...
Following Thoughter's defeat at Zora's Domain, the Salvadman Army has been nearly wiped out and peace has been restored to East Hyrule for the time being. While Thoughter himself is not dead, he has not been seen or heard of since and all the generals except General Solar were killed at Zora's Domain. With General Solar taking the throne in such a disastrous state the army is in, they were forced to hold a truce with the Moblin Army and no fighting has occurred since. From then, groups of former Salvadman Bandits have been making an effort to make peace with the Moblins and other races.
Recently, Nightmare Beasts have been emerging from Thoughter's Fortress and have started terrorizing everything around it while an impenetrable white mist prevents anyone from getting in. Seeing this as a breach of truce, the Moblin Army has ordered an invasion into Thoughter's Fortress to put down the Salvadman Army once and for all. They have been unable to get through the white mist and have enlisted the help of your party to get in.
The party gets the following
- Three Ten-Sided Coins
- These are 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
This quest will likely span 6-7 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 Active Character Per Player is allowed for this quest. This is to prevent players from taking up multiple slots in the roster.
Ladies and gentlemen, this will be the final quest I will run for ZURPG and will conclude any story arcs I was writing for the game up to this point. We've had a good run and I figured I should end my stories for ZURPG with a bang.
If you want to join this quest, post here!
I aim to get started on the first week of September.
RE: 9-??-19 - Sunset in the Dream - Orithan - 09-16-2019
- Power: 6 (+0)
- Courage: 11 (+0)
- Wisdom: 25 (+5)
- Hearts: 10/10 (+0)
- 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.
x1 Augmented Spirit Robe, and a team drop of 200 Rupees.
- 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=Augmented 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]
- DESCRIPTION: You naturally recover Magic over time.
- EFFECT: You gain Magic Regen x2.
- RESTRICTIONS: You can only activate Hanging On once per battle.
- DESCRIPTION: You are capable of surviving a powerful attack that would normally kill you.
- EFFECT: If you have at least 6 Hearts before damage is calculated, you can activate this skill.
- Your Hearts are reduced to 1 instead.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- DESCRIPTION: Keaton are closely connected with the spirit world, being able to sense the spirits residing in people.
- EFFECT: You are able to sense the spirits of people who have Magic within the same room or area.
- You can also pinpoint their exact location and read their feelings.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- DESCRIPTION: Keaton have natural knowledge of the world, giving them a higher innate ability to solve riddles and puzzles.
- EFFECT: Whenever you are presented with a riddle or a puzzle which has an answer, you are given an extra hint to solve the riddle or puzzle with.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- DESCRIPTION: Keaton souls are resistant to the effects of weathering from the effects of attacks, cutting the power of anything that attempts to effects that drain Magic.
- EFFECT: Any Magic you would lose, outside of your own Magic Costs and transferring to allies, is halved.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- COST: 1 Heart for every 50ft traveled.
- If you cannot pay that Hearts cost, you are ejected from the Spirit Dive before you reach your target.
CHARGE: 1 Action
During this time, a veil of spiritual energy begins to condense around you.
DESCRIPTION: When fully charged, briefly dive into the Spirit World.
EFFECT: Briefly dive into the spirit world and emerge elsewhere, ignoring obstacles in your way.
For example, you could Spirit Dive behind a gate and then emerge past the gate.
You can not use Spirit Dive to reach a location you haven't seen.
You can use this in combat to dive to behind someone's back and execute a Back Attack:
Roll your Courage dice vs. targets' Wisdom dice
Damage: None
EFFECT: You can choose to immediately follow up with an attack from an equipped weapon, bypassing any equipped Shields.
IF EITHER FAILS: The target gets an automatic counterattack.
- RESTRICTION 1: This is an Innate Skill. Only Keaton can learn and use this skill.
- RESTRICTION 2: You can only have one illusion active at a time via this skill.
- COST: Any amount of Magic
- DESCRIPTION: Keaton have the ability to lead people astray by creating sinister embers containing part of their soul; which project a 3D illusion of theirself as the embers move around.
- EFFECT: Create a living, breathing illusion of yourself that moves around and defends against attacks.
- You silently control the illusion by whispering into your hands.
- This illusion can phase through objects and fly through the air on command.
- The illusion has stats equal to your base Power, Courage and Wisdom stats, with its Hearts stat being the amount of Magic spent in casting the illusion. It does not retain any bonuses or Armor you had.
- DURATION: The illusion is dispelled once its Hearts is depleted to 0, or someone successfully uses Illusion Break on it.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- CHARGE: 1 Action
- Charge by focusing on gathering as much spiritual power as possible, and then concentrating on releasing it in a controlled manner.
- Your soul will glow brightly during this time, being visible from behind objects and any Camouflage you have wears off.
DESCRIPTION: Once charged, release a massive pulse of spiritual energy that pulses through the entire room or area.
EFFECT: The souls of everyone in the room shine with with a bright light that is visible from even behind objects and dispelling all Camouflage, revealing them to everyone.
DURATION: One round.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Water
- COSTS: 6 Magic
- DESCRIPTION: Set off a large-scale blast of ice, chilling all enemies.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Target(s) hit lose 3 Attack Dice.
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Hurl a large blade of ice at a target with great accuracy.
- Roll your Wisdom +5 dice vs. targets' Courage dice
- Damage: +4
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Set up a blockade of Water, suppressing a nasty power produced by an attack.
- EFFECT: Target gains Effect Block:
- Negate the next EFFECT to the target caused by a Combat Action, which then removes Effect Block.
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Flush a current of water over the target, giving them an increased ability to dodge attacks.
- EFFECT: Target gains 3 Defense Dice
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Protect someone with a sponge, softening the impact of the next attack that hits them.
- EFFECT: Target gains Shield:
- Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: A searing beam of lava that melts everything it comes in contact with.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +6
- EFFECT: If it hits, target loses 4 Armor.
- REQUIREMENTS: Fire
- COSTS: 7 Magic
- DESCRIPTION: Cause the ground itself to erupt in a violent burst of flames, hitting all enemies.
- EFFECT: Bypasses Cover.
- Roll your Wisdom +15 dice vs. targets' Wisdom dice
- Damage: Halved
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: Scorch a target with more burns than they can recover from.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Neutral Damage: 7
- EFFECT: If it hits, target gets Cauterized:
- Target cannot recover or siphon Hearts or Magic in any way.
- DURATION: One round
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
- EFFECT: Target gains 3 Attack Dice.
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: Infuse an ally with high intensity flames, empowering their next attack.
- EFFECT: Target’s next attack gains 8 Dice.
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: Ignite a spark inside the target, causing their attacks to literally spark.
- EFFECT: Target gets Sparking:
- All of targets’ single-target Attacks deal an automatic 1 Neutral Damage to their target.
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: Summon a giant spike and pierce a target. YOURS IS THE SPIKE THAT WILL PIERCE THE HEAVENS!
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 4 Defense Dice.
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Let loose a powerful boom of thunder, striking all enemies with the powerful sound!
- EFFECT: This bypasses Cover.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target(s) hit are Taunted.
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- REQUIREMENTS: Nature
- COSTS: 7 Magic
- DESCRIPTION: Overrun a target with a whiplashing vines from every direction!
- Roll your Wisdom +15 dice vs. targets' Power dice
- Damage: +0
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: With a blessing from the Great Fairy, the target’s wounds are whisked away.
- EFFECT: Target recovers 10 Hearts.
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A mold of earth covers a target in a protective shell.
- EFFECT: Target gains 2 Armor.
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Create a magical fairy with a fleeting life, capable of restoring life to a dead target.
- EFFECT: Target is revived to 3 Hearts.
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Form a blade of red Light rays, and strike a target!
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +5
- EFFECT: If it hits, target loses 5 Wisdom.
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: Three beams of Light descend upon the target through the heavens, striking them. The target defends once against all three attacks.
- EFFECT: Bypasses Cover
- Roll your Wisdom +5 dice vs. targets' Wisdom dice * 3
- Damage: 6 per hit
- Armor is calculated for each attack individually.
- REQUIREMENTS: Light
- COSTS: 6 Magic
- DESCRIPTION: Shine a Light so bright, it lights up the night! Hits all enemies.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target(s) hit get Blinded:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Feed some lifeforce into a target, increasing their health.
- EFFECT: Target gains 5/5 Hearts (Stat).
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Bathe someone in a shower of Wisdom, enlightening them.
- EFFECT: Target gains 5 Wisdom
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Create a mirage of a target, giving them a chance to completely dodge attacks.
- EFFECT: Target gains Disillusion:
- Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, Disillusion is removed.
- REQUIREMENTS: Shadow
- COSTS: 5 Magic
- DESCRIPTION: Call upon the soul of the lord of Shadow and use it to strike a target.
- Roll your Wisdom +12 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: This attack can be rerolled once for free.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: A curse hovers in the shadow of the target’s shadow… wait what?
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Penumbra's Curse:
- Target rolls twice anytime they defend, and they’re forced to take the lower roll. Reroll Points will not affect the roll any further.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Attack a target’s mind directly through telepathy, attempting to compromise it by extracting memories that the target tries to repress.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Neutral Damage: 4
- EFFECT: Temporary steal one Spell from the target to you.
- You can cast that Spell regardless of its RESTRICTIONS.
- DURATION: At the end of the battle, the Spell is returned to the target.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Surround someone with a Shadow, which grants them a chance to revoke an instance of time itself.
- EFFECT: Target gains 2 Temporary Reroll Points.
- These automatically expire at the end of the battle, whether they’re used or not.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Strengthen a target’s Shadow into steel, powering them up… somehow.
- EFFECT: Target gains 5 Power.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Target becomes more in sync with their own Shadow, gaining its speed.
- EFFECT: Target gains 5 Courage.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A large staff lined with ornaments and rings, often carried by Voodoo Kids, with no ability to damage. In return, it has the ability to mass-siphon from the Magic pools of its targets. Can perform Mass Siphon on all enemies.
- Mass Siphon:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, siphon Magic from all enemies to equal to the Damage against each respective target.
- This can be distributed to you and your allies in any way you want.
- DESCRIPTION: An incredibly spiky armor that starts with a magical enchantment.
- Armor: +2
- EFFECT: Start the battle with Thorns.
- The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
- 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
- Amount: 1
- DESCRIPTION: It's spiked with Jack Daniels. THAT'S SMART. A favorite of Lon Lon Ranch which is essentially alcoholic milk. Oddly, it restores your magical powers.
- EFFECT: Consume this to recover Maximum Magic..
- Power: 24 (+0)
- Courage: 20 (+0)
- Wisdom: 10 (+0)
- Hearts: 16/16 (+0)
- 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.
x1 Augmented Protective Robe, and a team drop of 200 Rupees.
- 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=Augmented 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]
- DESCRIPTION: You become more sturdy, granting you the ability to stand guard through all but heavy attack
- EFFECT: Cover does not end for you until you are hit by an attack that would deal 6 or more Damage to you (after Armor is factored in) or switch targets (unless you have Multi-Cover).
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- DESCRIPTION: Keaton are closely connected with the spirit world, being able to sense the spirits residing in people.
- EFFECT: You are able to sense the spirits of people who have Magic within the same room or area.
- You can also pinpoint their exact location and read their feelings.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- DESCRIPTION: Keaton have natural knowledge of the world, giving them a higher innate ability to solve riddles and puzzles.
- EFFECT: Whenever you are presented with a riddle or a puzzle which has an answer, you are given an extra hint to solve the riddle or puzzle with.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- DESCRIPTION: Keaton souls are resistant to the effects of weathering from the effects of attacks, cutting the power of anything that attempts to effects that drain Magic.
- EFFECT: Any Magic you would lose, outside of your own Magic Costs and transferring to allies, is halved.
- REQUIREMENTS: A Shield equipped.
- DESCRIPTION: Rush towards a target, bashing their arms or whatever they use to attack with a shield in hand.
- Roll your Power +2 dice vs. targets' Power dice
- Damage: +0
- EFFECT: If it hits, target loses 3 Dice on their next attack.
- REQUIREMENTS: Two shields equipped.
- DESCRIPTION: Attack a target twice in one turn with two small bashes. You roll it two times, the defender only rolls once.
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- EFFECT: If both bashes hit, target gets Delayed.
- REQUIREMENTS: A melee weapon
- COSTS: 2 Magic
- DESCRIPTION: Swing your weapon in the direction of a target, firing a magical Swordbeam variant of a selected attack as a ranged attack.
- EFFECT: The attack also gains 5 Dice.
- DESCRIPTION: Breathe deeply for a few moments, recovering some fortitude.
- EFFECT: If you are in combat; you recover 2 Hearts.
- You can use this skill outside of combat, but whether you get the Heart recovery or not is up to the DM's Discretion.
- REQUIREMENTS: A Shield equipped.
- DESCRIPTION: Take a sturdy position on the ground and guard, temporarly increasing your defense.
- EFFECT: You gain 2 Defense Dice.
- DURATION: Until the start of your next turn.
- REQUIREMENTS: You must be Covering someone.
- DESCRIPTION: Invigorate both yourself and who you are covering, granting transient defensive bonuses.
- EFFECT: You gain 1 Defense Dice, anyone you are covering gains 2 Defense Dice.
- Neither bonus stacks with repeated uses or usage by multiple people Covering the same person or in a Cover Train or Cover Loop.
- DURATION: These bonuses last until your Cover ends.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- COST: 1 Heart for every 50ft traveled.
- If you cannot pay that Hearts cost, you are ejected from the Spirit Dive before you reach your target.
CHARGE: 1 Action
During this time, a veil of spiritual energy begins to condense around you.
DESCRIPTION: When fully charged, briefly dive into the Spirit World.
EFFECT: Briefly dive into the spirit world and emerge elsewhere, ignoring obstacles in your way.
For example, you could Spirit Dive behind a gate and then emerge past the gate.
You can not use Spirit Dive to reach a location you haven't seen.
You can use this in combat to dive to behind someone's back and execute a Back Attack:
Roll your Courage dice vs. targets' Wisdom dice
Damage: None
EFFECT: You can choose to immediately follow up with an attack from an equipped weapon, bypassing any equipped Shields.
IF EITHER FAILS: The target gets an automatic counterattack.
- RESTRICTION 1: This is an Innate Skill. Only Keaton can learn and use this skill.
- RESTRICTION 2: You can only have one illusion active at a time via this skill.
- COST: Any amount of Magic
- DESCRIPTION: Keaton have the ability to lead people astray by creating sinister embers containing part of their soul; which project a 3D illusion of theirself as the embers move around.
- EFFECT: Create a living, breathing illusion of yourself that moves around and defends against attacks.
- You silently control the illusion by whispering into your hands.
- This illusion can phase through objects and fly through the air on command.
- The illusion has stats equal to your base Power, Courage and Wisdom stats, with its Hearts stat being the amount of Magic spent in casting the illusion. It does not retain any bonuses or Armor you had.
- DURATION: The illusion is dispelled once its Hearts is depleted to 0, or someone successfully uses Illusion Break on it.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- CHARGE: 1 Action
- Charge by focusing on gathering as much spiritual power as possible, and then concentrating on releasing it in a controlled manner.
- Your soul will glow brightly during this time, being visible from behind objects and any Camouflage you have wears off.
DESCRIPTION: Once charged, release a massive pulse of spiritual energy that pulses through the entire room or area.
EFFECT: The souls of everyone in the room shine with with a bright light that is visible from even behind objects and dispelling all Camouflage, revealing them to everyone.
DURATION: One round.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- DESCRIPTION: A white blade enchanted with the power of wind. Can Slash, Stab, or Air Blade one target.
- Slash:
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: +0
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +6
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Magical Blade:
REQUIREMENTS: You being at Maximum Hearts
DESCRIPTION: Fire a magical blade of air, powered by your Hearts, at a target.
Roll your Courage +9 dice vs. targets' Courage dice
Damage: +0
- DESCRIPTION: A blade shining with shadows that strikes those who would cast spells. Can Slash or Stab or a target.
- Slash:
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 3 Magic.
Stab:
Roll your Courage -4 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: If it hits, target loses 5 Magic.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- Amount: 5
- DESCRIPTION: Crafted from the bark of generations of the Deku Trees, these common but powerful sticks are imbued with Magic, which releases when it breaks. Can hit one target.
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, the Enchanted Deku Stick breaks, giving the target Magic Bleeding x3.
- IF FAIL: The Enchanted Deku Stick breaks and releases a wave of Magic, causing everyone to recover 3 Magic.
- DESCRIPTION: A shield that grows in size when you cover someone. What is it, organic or something?
- Defense Dice: +2
- EFFECT: When you’re Covering someone, you gain 2 Dice while defending.
- DESCRIPTION: A shield that grows in size when you cover someone. What is it, organic or something?
- Defense Dice: +2
- EFFECT: When you’re Covering someone, you gain 2 Dice while defending.
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +4
- 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
- Amount: 1
- DESCRIPTION: A light red liquid that gives you health back when you drink it. So what's in it anyways?
- EFFECT: Consume this to recover either:
- Recover 10 Hearts... OR
- Half of your Maximum Hearts.
- Amount: 2
- DESCRIPTION: A jar containing liquified Magic, which you can drink to recover your Magic! Hope there's no alcohol in it.
- EFFECT: Consume this to recover 4 Magic.
- Power: 30 (+0)
- Courage: 4 (+0)
- Wisdom: 17 (+5)
- Hearts: 21/21 (+0)
- Magic: 10/10 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: Water
Race: Keaton
The guys bringing in the big guns, Keaton Dreadnaughts are distinguished bruisers and are built for slugging their enemies with powerful blows and are built to last. Actively drawing themselves into encounters where they are outnumbered, they are adept at ramming through enemy defenses when they unleash their surprising arsenal and chain attacks together.
x1 Augmented Spirit Robe, x1 Augmented Mini-Ballista, and a team drop of 300 Rupees.
- 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=Augmented 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]
- SELL VALUE: 700 Rupees
- INFORMATION: This is an Augmented Item. It has had 3/3 Augments applied to it
- REQUIREMENTS: The combination of using a Mini-Ballista & Arrows is considered Two-Handed
- DESCRIPTION: Capable of firing arrows that can pierce through enemies, this large Mini-Ballista is perfect for the heavy weapons guy. It can fire a Piercing Shot at a target using an Arrow.
- Roll your Power +9 dice vs. targets’ stat that the arrow hits
- Damage: Uses the arrow’s Damage Modifier +0
- EFFECT: The attack pierces through the target, hitting anyone who is being Covered by the target at the same success rate and dealing half damage.
- This can theoretically hit everyone in a Cover Train. The damage only halves once (after the first hit).
[box=Augmented Mini-Ballista][list]
[*][b]SELL VALUE[/b]: [Rupees]700[/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]REQUIREMENTS[/b]: The combination of using a [b]Mini-Ballista & Arrows[/b] is considered [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: Capable of firing arrows that can pierce through enemies, this large [b]Mini-Ballista[/b] is perfect for the heavy weapons guy. It can fire a [b]Piercing Shot[/b] at a target using an [b]Arrow[/b].[list]
[*]Roll your [Power] +9 dice vs. targets’ stat that the arrow hits[list]
[*][b]Damage[/b]: Uses the arrow’s [b]Damage Modifier[/b] +0
[*][b]EFFECT[/b]: The attack pierces through the target, hitting anyone who is being [b]Covered[/b] by the target at the same success rate and dealing half damage.[list]
[*]This can theoretically hit everyone in a [b]Cover Train[/b]. The damage only halves once (after the first hit).
[/list][/list][/list][/list][/box]
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- DESCRIPTION: Keaton are closely connected with the spirit world, being able to sense the spirits residing in people.
- EFFECT: You are able to sense the spirits of people who have Magic within the same room or area.
- You can also pinpoint their exact location and read their feelings.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- DESCRIPTION: Keaton have natural knowledge of the world, giving them a higher innate ability to solve riddles and puzzles.
- EFFECT: Whenever you are presented with a riddle or a puzzle which has an answer, you are given an extra hint to solve the riddle or puzzle with.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- DESCRIPTION: Keaton souls are resistant to the effects of weathering from the effects of attacks, cutting the power of anything that attempts to effects that drain Magic.
- EFFECT: Any Magic you would lose, outside of your own Magic Costs and transferring to allies, is halved.
- REQUIREMENTS: Two free hands
- DESCRIPTION: Grab a target and hug him, squeezing out some Magic from them in the process.
- Roll your Power +6 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: Siphon Magic from the target equal to half the difference in successes.
- DESCRIPTION: With the Power of your voice and will, command a target to do whatever it is you wish! Well, sort of.
- Roll your Power +5 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Choose what the next target’s Non-Basic Combat Action is and who they target.
- The target must be one of the target’s enemies.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- COST: 1 Heart for every 50ft traveled.
- If you cannot pay that Hearts cost, you are ejected from the Spirit Dive before you reach your target.
CHARGE: 1 Action
During this time, a veil of spiritual energy begins to condense around you.
DESCRIPTION: When fully charged, briefly dive into the Spirit World.
EFFECT: Briefly dive into the spirit world and emerge elsewhere, ignoring obstacles in your way.
For example, you could Spirit Dive behind a gate and then emerge past the gate.
You can not use Spirit Dive to reach a location you haven't seen.
You can use this in combat to dive to behind someone's back and execute a Back Attack:
Roll your Courage dice vs. targets' Wisdom dice
Damage: None
EFFECT: You can choose to immediately follow up with an attack from an equipped weapon, bypassing any equipped Shields.
IF EITHER FAILS: The target gets an automatic counterattack.
- RESTRICTION 1: This is an Innate Skill. Only Keaton can learn and use this skill.
- RESTRICTION 2: You can only have one illusion active at a time via this skill.
- COST: Any amount of Magic
- DESCRIPTION: Keaton have the ability to lead people astray by creating sinister embers containing part of their soul; which project a 3D illusion of theirself as the embers move around.
- EFFECT: Create a living, breathing illusion of yourself that moves around and defends against attacks.
- You silently control the illusion by whispering into your hands.
- This illusion can phase through objects and fly through the air on command.
- The illusion has stats equal to your base Power, Courage and Wisdom stats, with its Hearts stat being the amount of Magic spent in casting the illusion. It does not retain any bonuses or Armor you had.
- DURATION: The illusion is dispelled once its Hearts is depleted to 0, or someone successfully uses Illusion Break on it.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- CHARGE: 1 Action
- Charge by focusing on gathering as much spiritual power as possible, and then concentrating on releasing it in a controlled manner.
- Your soul will glow brightly during this time, being visible from behind objects and any Camouflage you have wears off.
DESCRIPTION: Once charged, release a massive pulse of spiritual energy that pulses through the entire room or area.
EFFECT: The souls of everyone in the room shine with with a bright light that is visible from even behind objects and dispelling all Camouflage, revealing them to everyone.
DURATION: One round.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Fling a large chunk of ice at a target, reducing their speed.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +3
- EFFECT: If it hits, target loses 5 Courage.
- REQUIREMENTS: Water
- COSTS: 6 Magic
- DESCRIPTION: Set off a large-scale blast of ice, chilling all enemies.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Target(s) hit lose 3 Attack Dice.
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Wrap the target in a frozen bubble, nullifying the bonuses their attacks gain.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target gets Numbed:
- Target’s Combat Actions have their Dice & Damage Modifiers removed.
- DURATION: Two rounds.
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Set up a blockade of Water, suppressing a nasty power produced by an attack.
- EFFECT: Target gains Effect Block:
- Negate the next EFFECT to the target caused by a Combat Action, which then removes Effect Block.
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Protect someone with a sponge, softening the impact of the next attack that hits them.
- EFFECT: Target gains Shield:
- Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
- INFORMATION: This is an Augmented Item. It has had 3/3 Augments applied to it
- REQUIREMENTS: The combination of using a Mini-Ballista & Arrows is considered Two-Handed
- DESCRIPTION: Capable of firing arrows that can pierce through enemies, this large Mini-Ballista is perfect for the heavy weapons guy. It can fire a Piercing Shot at a target using an Arrow.
- Roll your Power +9 dice vs. targets’ stat that the arrow hits
- Damage: Uses the arrow’s Damage Modifier +0
- EFFECT: The attack pierces through the target, hitting anyone who is being Covered by the target at the same success rate and dealing half damage.
- This can theoretically hit everyone in a Cover Train. The damage only halves once (after the first hit).
- REQUIREMENTS: A bow
- DESCRIPTION: A wooden arrow with a solid, metal tip. Can hit one target.
- ATTACK: Roll your attacking stat +4 dice vs. targets’ Courage stat
- Damage: +0
- REQUIREMENTS: A bow
- DESCRIPTION: These metal arrows are blunt, but their heavy weight brings much power, causing damage to Armors. Can be fired at one target.
- ATTACK: Roll your attacking stat +5 dice vs. targets’ Power stat
- Damage: Halved
- EFFECT: Target loses 3 Armor.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A large staff lined with ornaments and rings, often carried by Voodoo Kids, with no ability to damage. In return, it has the ability to mass-siphon from the Magic pools of its targets. Can perform Mass Siphon on all enemies.
- Mass Siphon:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, siphon Magic from all enemies to equal to the Damage against each respective target.
- This can be distributed to you and your allies in any way you want.
- DESCRIPTION: A red colored platemail with steel so dense, it’ll heavily mitigate physical attacks.
- Armor: +8 against non-Magic-based attacks
- 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
- Amount: 2
- DESCRIPTION: A powerful, red liquid capable of restoring all wounds... at least for normal people. It actually kinda looks like blood…
- EFFECT: Consume this to recover to Maximum Hearts.
- Amount: 1
- DESCRIPTION: It's spiked with Jack Daniels. THAT'S SMART. A favorite of Lon Lon Ranch which is essentially alcoholic milk. Oddly, it restores your magical powers.
- EFFECT: Consume this to recover Maximum Magic..
- Amount: 5
- DESCRIPTION: A golden coin that can be flicked at any roll to rewind time for a moment and force a redo.
- EFFECT: Once per turn, immediately after someone rolls for something, you can flick a Reroll Point at the target to force them to reroll it.
RE: 9-??-19 - Sunset in the Dream - Orithan - 09-30-2019
- Power: 30 (+0)
- Courage: 4 (+0)
- Wisdom: 17 (+5)
- Hearts: 21/16 (+5)
- Magic: 10/10 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: Water
Race: Keaton
The guys bringing in the big guns, Keaton Dreadnaughts are distinguished bruisers and are built for slugging their enemies with powerful blows and are built to last. Actively drawing themselves into encounters where they are outnumbered, they are adept at ramming through enemy defenses when they unleash their surprising arsenal and chain attacks together.
- Spiritual Resistance
- Brash Assault
Offensive
- Glacial Ice +1 Effecincy (Water, 4 Magic)
- Ice Blast (Water, 6 Magic)
- Nullify (Water, 5 Magic)
Support
- Block (Water, 4 Magic)
- Sponge (Water, 5 Magic)
- Crossbow +1 Speed
- Metal-tipped Arrows
- Heavy Bolts
- Voodoo Staff
- Red Mail
- Spiritual Robes +3 Bonus
- Book of Magic
- Reroll Points x3
- Red Medicine x2
- Chateou Romani x1
RE: 9-??-19 - Sunset in the Dream - Orithan - 10-07-2019
- Power: 30 (+30)
- Courage: 5 (+30)
- Wisdom: 15 (+30)
- Hearts: 1500/600 (+900)
- Magic: 2000/2000 (+0)
- Initiative: $init 1d2
- Attack Dice: 0
- Defense Dice: 0
- Armor: 20
Affinities: Fire, Nature, Shadow
Origin: Final Fantasy VII
What was once Ultimate Weapon, Ultima Nightmare bears the gigantic form of a lumbering four-legged dragon-like monster with two arms and a set of broad magical wings. Reborn from Ultima Weapon with the sweet delectable power of madness and nightmares, its scales and armor is dyed a deep purple crimson and its spikes transition from crimson to a sickly yellow as they continue outwards. Its eyes glow a bright yellow and its breath spews madness.
Should Ultima Nightmare escape the Nightmare and come into contact with Happy Mask Salesman, it has the danger of growing into something Stronger than Ganon.
- REQUIREMENTS: Can only be used by massive targets.
- DESCRIPTION: You are so big that you cannot defend, but you cannot be instantly killed.
- Power, Courage, Wisdom: +30
- Hearts: +900/900
- Initiative: 1d2
- EFFECT 1: You cannot defend.
- EFFECT 2: You are immune to Phased Out
- REQUIREMENTS: Can only be used by creatures with the raw might and size to grant the immunities to the statuses below.
- DESCRIPTION: You are so big that you cannot be affected by abilities that disable you.
- EFFECT: You are immune to Immobolized, Silenced, Unfocused and Exhausted.
- REQUIREMENTS: Can only be used by Ultima Nightmare
- DESCRIPTION: Ultima Nightmare sports a massive set of armor, drastically cutting damage taken from attacks that strike it.
- Armor: +20
- Its heels, head and its core do not receive this armor bonus.
EFFECT: Different parts have different properties:
Its heels take half damage
Its head defends with 40 Dice
Ultima Nightmare can immediately counterattack with Flare if its core is hit
- REQUIREMENTS: Massive Target, Indomitable
- CHARGE: 1 Action
- DESCRIPTION: Swing your arm at someone, raking them with massive claws
- Roll your Courage dice vs. targets' Courage dice
- Damage: +10
- REQUIREMENTS: Massive Target, Indomitable
- CHARGE: 1 Action
- DESCRIPTION: Stomp your massive foot into the ground, causing a large quake.
- EFFECT: This bypasses Cover
- Roll your Power +20 dice vs. targets' Power dice
- Damage: Halved
- INFORMATION: This spell is an Endowed Lost Spell. This Lost Spell has had 2/2 Endowments applied to it.
- COST: 10 Magic
- DESCRIPTION: Blow through the enemy with a massive flare of magic; dealing a hefty chunk of damage while also burning away supporting powers.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +5
- EFFECT: Remove up to 8 points of a specified Bonus or remove a Named Effect from the target
- COST: 6 Magic
- DESCRIPTION: Greatly intensify the force of gravity over an enemy, cutting their health down to size as you crush them.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Neutral Damage: Half of targets' current Hearts (maximum of 50)
- EFFECT: If target is hit and they were in the air, they fall to the ground; taking double fall damage
- COST: 12 Magic
- DESCRIPTION: Greatly intensify the force of gravity over the enemy team, cutting their health down to size.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Neutral Damage: 1/3 of targets' current Hearts (maximum of 33)
- EFFECT: Target(s) hit who were in the air fall to the ground; taking double fall damage.
- CHARGE: 3 Actions
- Begin charging by concentrating deeply on the materia and feeding your magic to it
COSTS: 15 Magic
DESCRIPTION: Once fully charged, the magic in the materia becomes unstable and ready to burst out at a moments notice. At this point you can fire it in either a highly concentrated Beam that blasts one enemy or a Blast of magic that hits all enemies.
Beam:
Roll your Wisdom +10 dice vs. targets' Wisdom dice
Damage: Doubled
EFFECT: If it hits, remove all Numerical Bonuses from target
Blast:
Roll your Wisdom +5 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: Remove all of one Numerical Bonus from target(s) hit
- Power: 17 (+0)
- Courage: 27 (+0)
- Wisdom: 36 (+0)
- Hearts: 200/150 (+50)
- Magic: 150/100 (+50)
- Initiative: $init 1d10
- Attack Dice: 12
- Defense Dice: 12
- Armor: 0
Affinities: Shadow, Water, Nature, Light, Spirit, Fire
Origin: ZURPG
Taking on the appearance of a massive poly-faceted round black gem with an ominous red eye protruding from the center; Nightmare Materia appears to float about in space. It bears six feathery angelic wings, each taking on a different colour and form a rainbow, which it both channels its magic energy through and helps it move and dodge attacks.
Nightmare Materia is a Nightmare. If it is killed, the whole nightmare and anything it powers fades and dissipates.
- REQUIREMENTS: Being a Nightmare
- DESCRIPTION: Nightmares inherently carry the power of madness. This allows it to spread Majora's Madness and multiply inside people
- Hearts & Magic: +50/50
- EFFECT 1: When outside of a dream, you can slip into someone else's dream:
- Roll the combined total of Power, Courage and Wisdom-20 against the combined total of Power, Courage and Wisdom of your target.
- Damage: None
- EFFECT: If it succeeds and your combined Hearts and Magic is at least ten times your targets' combined Hearts and Magic, you infiltrate the dream:
- The dream becomes a restless Nightmare and target becomes comatosed for the duration of it. If left to manifest for 5 DAYS, the Nightmare fully manifests.
- 5 DAYS remain until the nightmare fully manifests.
If the Nightmare fully manifests, exit the dream the target is transformed into another Nightmare Materia
EFFECT 2: When you die, explode into a burst of Majora's Madness:
Roll the total of your Power, Courage and Wisdom-10 against the total of foe's Power, Courage and Wisdom.
Damage: None
EFFECT: If it hits with a difference in successes of at least each target(s) respective Current Hearts, they get 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 and it can cause other side effects depending on the targets' predisposition to Majora's Madness.
DURATION: 2 Rounds.
- INFORMATION: You are currently linked with Nightmare Ultima
- REQUIRENTS: Only Nightmare Materia can learn and use this skill and being within 300 Feet of your linked partner
- DESCRIPTION: The Heart and Magic pools of you and another are linked; permitting them to transfer some of their Hearts and Magic to you if you run out.
- EFFECT: If you or your linked partner run out of Hearts or Magic, you can immediately transfer Hearts or Magic to or from them.
- This can't heal your or them to beyond Maximum Hearts or Maximum Magic or deplete your or their Hearts to 0.
- This takes an action off your next turn. You cannot do this if you have no more actions left on your next turn. Additionally, it costs 50 Hearts (Stat) or 50 Magic (Stat) each time depending on which stat is transferred (down to a minimum of 50 Hearts and 50 Magic)
- REQUIREMENTS: Only Nightmare Materia can learn and use this skill
- DESCRIPTION: The rainbow elemental wings which
- Attack Dice & Defense Dice: +12
- EFFECT: You have 6 wings:
- They each have 50 Hearts and count as separate targets
- You gain the following for each wing active:
- Purple: Shadow
- Blue: Water
- Green: Nature
- Yellow: Light
- Orange: Spirit
- Red: Fire
- Per three active: An additional Support Action
- If all six are active: An additional Offensive Action, at the cost of all Support Actions
You can spend 50 Hearts to revive any inactive wing to full Hearts at the cost of an Support Action
EFFECT 2: For every inactive wing you have, you lose 4 Attack Dice & 4 Defense Dice
EFFECT 3: You can make another Offensive Action in exchange for 2 Support Actions
EFFECT 4: Once per round, you can block an EFFECT of an attack if you have that corresponding affinity.
- SELL VALUE: 400 Rupees
- Stat Point Cost: 8
- DESCRIPTION: A cleansing bubble surrounds you, periodically protecting you from various effects.
- EFFECT: Once per round, at any time, you can remove one Named Effect that you have that wasn’t caused by a Charge-Up ability.
- RESTRICTIONS: This cannot be used on anyone who is not already afflicted by madness
- COST: 10 Hearts
- DESCRIPTION: Inject madness into
- Roll the total of your Power, Courage and Wisdom-10 against the total of foe's Power, Courage and Wisdom.
- Damage: None
- EFFECT: If it hits with a difference in successes of at least each target(s) respective Current Hearts, they get 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 and it can cause other side effects depending on the targets' predisposition to Majora's Madness.
- DURATION: 2 Rounds.
- INFORMATION: This spell is an Endowed Lost Spell. This Lost Spell has had 2/2 Endowments applied to it.
- COST: 10 Magic
- DESCRIPTION: Blow through the enemy with a massive flare of magic; dealing a hefty chunk of damage while also burning away supporting powers.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +5
- EFFECT: Remove up to 8 points of a specified Bonus or remove a Named Effect from the target
Note the spells listed below are derived from Materia. They will not be documented as Rare Spells after this battle, as they come from Materia.
- REQUIREMENTS: Water
- COST: 4 Magic
- DESCRIPTION: Freeze a target with a gale of bitter frost, cutting their Attack Dice
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +2
- EFFECT: Target loses 4 Attack Dice
- REQUIREMENTS: Water
- COST: 8 Magic
- DESCRIPTION: Summon a howling blizzard over all enemies, slowing those hit down.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Target(s) hit lose 5 Courage
- REQUIREMENTS: Fire
- COST: 4 Magic
- DESCRIPTION: Raze a target in a flare of magical fire, burning their Armor
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Damage: +6
- EFFECT: Target loses 4 Armor
- REQUIREMENTS: Fire
- COST: 8 Magic
- DESCRIPTION: Blow an inferno of magical fire over all enemies, leaving them with a nasty case of bleeding.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Target(s) hit get Bleeding x4
- REQUIREMENTS: Nature
- COST: 4 Magic
- DESCRIPTION: Zap a target with a blast of electricity
- EFFECT: This attack bypasses Cover
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +3
- EFFECT: Target loses 3 Defense Dice
- REQUIREMENTS: Nature
- COST: 8 Magic
- DESCRIPTION: Start a storm of lightning over all enemies, striking every which way until all of them are struck.
- EFFECT: This bypasses Cover
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Target(s) hit lose 4 Power
- RESTRICTIONS: After this is cast, it cannot be cast again until the attack goes off.
- REQUIREMENTS: Light
- CHARGE: 1 Action
- COST: 20 Magic
- DESCRIPTION: Once fully charged; call down the power of Alexander and exert his final judgement on all enemies
- EFFECT: One round after being cast, Alexander materializes as a great steel-fortress like construct and blasts all enemies with heavenly light!
- EFFECT: This bypasses Cover
- Roll your Wisdom +22 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT 1: Target(s) hit get Immobolized
- Target cannot move or use any melee attacks.
EFFECT 2: Target(s) hit also get Unfocused
Target cannot use ranged attacks.
DURATION: One round.
- REQUIREMENTS: Shadow
- COST: 4 Magic
- DESCRIPTION: Summon a cloud of poisonous fluid, poisoning anything that makes contact with it
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Target gets Bleeding x6
- REQUIREMENTS: Shadow
- COST: 8 Magic
- DESCRIPTION: Drench the enemy party in a torrent of violently poisonous fluid, causing a general stat decrease.
- Roll your Wisdom +12 dice vs. targets' Wisdom dice
- Neutral Damage: 4
- EFFECT 1: Target(s) hit lose 2 Power, Courage and Wisdom
- EFFECT 2: Target(s) hit also get Bleeding x2
- REQUIREMENTS: Spirit
- COST: 4 Magic
- DESCRIPTION: Use your soul to break helpful powers on an enemy.
- Roll Base Wisdom vs Base Wisdom
- Damage: None
- EFFECT: If it hits, remove a Named Effect target has or remove up to 6 Points of a Bonus they have
- REQUIREMENTS: Spirit
- COST: 10 Magic
- CHARGE: 1 Action
- Begin charging by generating a powerful force that threatens to freeze someone
DESCRIPTION: Once fully charged, unleash your force to choke someone to smother the target, freezing them in time for a short period.
Roll your Wisdom dice vs. targets' Wisdom dice
Damage: None
EFFECT: If it hits, inflict Timelocked on target:
Target cannot do anything or be affected by anything, except being moved.
DURATION: 1 Round
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Purify a target with bubbles of strong curative magic, ridding them of a negative ailment.
- EFFECT: Remove a Named Effect or up to 6 Points of a specified Negative Bonus from the target.
- REQUIREMENTS: Water
- COSTS: 12 Magic
- DESCRIPTION: Produce a wall of bubbles which protect all allies from negative effects.
- EFFECT: Grants you and all allies Effect Block.
- REQUIREMENTS: Nature
- COSTS: 8 Magic
- DESCRIPTION: Bestow the curative power of the goddesses upon your party, healing them all some Hearts.
- EFFECT: You and all allies recover 8 Hearts.
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Set up a blinding wall of Light to protect an ally.
- EFFECT: Next time someone hits ally with an attack, inflict Blinded on the attacker:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
RE: 9-??-19 - Sunset in the Dream - Orithan - 10-21-2019
- INFORMATION 1: This is a Legendary Artifact
- INFORMATION 2: There are 4/4 remaining slots for Materia to be included
- REQUIREMENTS: Two hands and 30 Base Power
- DESCRIPTION: Bearing a giant radiant blade of gold with a pulsing purple core in the center of the blade and supported with a black arm guard with flares, this giant broadsword of epic powers and proportion is the incarnation of the ultimate weapon in Gaia. It becomes stronger the stronger you are and cleaves through protective effects
- EFFECT: All attacks made using this sword, including from Materia embedded within, gain 1 Dice for every 5 Hearts you have remaining (up to a cap of +10)
- Cleave:
- Roll your Power dice vs. targets' Courage dice
- Damage: +8
- EFFECT: If it hits, ignore and remove a Named Effect target has
- If target has none, siphon 5 Magic from them instead
Thrust:
Roll your Power -10 dice vs. targets' Courage dice
Damage: +15
EFFECT If it hits, ignore and remove all Named Effects from the target.
Adapt:
COSTS: 5 Magic
DESCRIPTION: Ultima Weapon feeds into its wielder, allowing them to adapt by changing their stat configuration.
EFFECT: Swap one of your Power, Courage or Wisdom with another one of those stats. This remains for as long as you have Ultima Weapon equipped.
[box=Ultima Weapon]
[list]
[*][b]INFORMATION 1[/b]: [i][color=#ffbb00]This is a [b]Legendary Artifact[/b][/color][/i]
[*][b]INFORMATION 2[/b]: There are 4/4 remaining slots for [b]Materia[/b] to be included
[*][b]REQUIREMENTS[/b]: Two hands and [b]30 Base [Power][/b]
[*][b]DESCRIPTION[/b]: Bearing a giant radiant blade of gold with a pulsing purple core in the center of the blade and supported with a black arm guard with flares, this giant broadsword of epic powers and proportion is the incarnation of the ultimate weapon in [b]Gaia[/b]. It becomes stronger the stronger you are and cleaves through protective effects[list]
[*][b]EFFECT[/b]: All attacks made using this sword, including from [b]Materia[/b] embedded within, gain [b]1 Dice[/b] for every [hearts]5[/hearts] you have remaining (up to a cap of +10)
[*][b]Cleave[/b]:[list]
[*][dice type-a=Power type-b=Courage][list]
[*][b]Damage[/b]: +8
[*][b]EFFECT[/b]: If it hits, ignore and remove a [b]Named Effect[/b] target has[list]
[*]If target has none, siphon [magic]5[/magic] from them instead[/list][/list][/list]
[*][b]Thrust[/b]:[list]
[*][dice type-a=Power amount-a=-10 type-b=Courage][list]
[*][b]Damage[/b]: +15
[*][b]EFFECT[/b] If it hits, ignore and remove all [b]Named Effects[/b] from the target.[/list][/list]
[*][b]Adapt[/b]:[list]
[*][b]COSTS[/b]: [magic]5[/magic]
[*][b]DESCRIPTION[/b]: [b]Ultima Weapon[/b] feeds into its wielder, allowing them to adapt by changing their stat configuration.[list]
[*][b]EFFECT[/b]: Swap one of your [Power], [Courage] or [Wisdom] with another one of those stats. This remains for as long as you have [b]Ultima Weapon[/b] equipped.[/list][/list]
[/list]
[/list]
[/box]
- INFORMATION: This is a Legendary Artifact
- DESCRIPTION: A golden white stone with the ultimate power of justice embedded within. Simply holding it gives you Light powers and allows you to summon the judgement of Alexander, the holy summon of Light, to bring his wrath down upon all enemies!
- EFFECT: You gain the Light Affinity
- Judgement:
- RESTRICTIONS: After this is cast, it cannot be cast again until the attack goes off.
- REQUIREMENTS: Light
- CHARGE: 1 Action
- COST: 20 Magic
- DESCRIPTION: Once fully charged; call down the power of Alexander and exert his final judgement on all enemies
- EFFECT: One round after being cast, Alexander materializes as a great steel-fortress like construct and blasts all enemies with heavenly light!
- EFFECT: This bypasses Cover
- Roll your Wisdom +22 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT 1: Target(s) hit get Immobolized
- Target cannot move or use any melee attacks.
EFFECT 2: Target(s) hit also get Unfocused
Target cannot use ranged attacks.
DURATION: One round.
[box=Alexander Materia]
[list]
[*][b]INFORMATION[/b]: [i][color=#ffbb00]This is a [b]Legendary Artifact[/b][/color][/i]
[*][b]DESCRIPTION[/b]: A golden white stone with the ultimate power of justice embedded within. Simply holding it gives you [Light] powers and allows you to summon the judgement of [b]Alexander[/b], the holy summon of Light, to bring his wrath down upon all enemies![list]
[*][b]EFFECT[/b]: You gain the [b][Light] Affinity[/b]
[*][b]Judgement[/b]:[list]
[*][b]RESTRICTIONS[/b]: After this is cast, it cannot be cast again until the attack goes off.
[*][b]REQUIREMENTS[/b]: [Light]
[*][b]CHARGE[/b]: [b]1 Action[/b]
[*][b]COST[/b]: [magic]20[/magic]
[*][b]DESCRIPTION[/b]: Once fully charged; call down the power of [b]Alexander[/b] and exert his final judgement on all enemies[list]
[*][b]EFFECT[/b]: One round after being cast, [b]Alexander[/b] materializes as a great steel-fortress like construct and blasts all enemies with heavenly light![list]
[*][b]EFFECT[/b]: This bypasses [b]Cover[/b]
[*][dice type-a=Wisdom amount-a=+22 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT 1[/b]: Target(s) hit get [b][color=Yellow]Immobolized[/color][/b][list]
[*]Target cannot move or use any melee attacks.[/list]
[*][b]EFFECT 2[/b]: Target(s) hit also get [b][color=Yellow]Unfocused[/color][/b][list]
[*]Target cannot use ranged attacks.
[*][b]DURATION[/b]: One round.[/list][/list][/list]
[/list]
[/list]
[/list][/list]
[/box]
- INFORMATION: This is a Mythical Artifact
- DESCRIPTION: A small dull grey stone, containing perhaps the strongest form of Gaian magic power that exists within. Simply holding it gives you Magic power. It can cast Ultima, either blasting all enemies or blasting a single target with a highly concentrated beam of magic.
- Magic: +7/7
- Ultima:
- CHARGE: 3 Actions
- Begin charging by concentrating deeply on the materia and feeding your magic to it
COSTS: 15 Magic
DESCRIPTION: Once fully charged, the magic in the materia becomes unstable and ready to burst out at a moments notice. At this point you can fire it in either a highly concentrated Beam that blasts one enemy or a Blast of magic that hits all enemies.
Beam:
Roll your Wisdom +10 dice vs. targets' Wisdom dice
Damage: Doubled
EFFECT: If it hits, remove all Numerical Bonuses from target
Blast:
Roll your Wisdom +5 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: Remove all of one Numerical Bonus from target(s) hit
[box=Ultima Materia]
[list]
[*][b]INFORMATION[/b]: [i][shadow-color]This is a [b]Mythical Artifact[/b][/shadow-color][/i]
[*][b]DESCRIPTION[/b]: A small dull grey stone, containing perhaps the strongest form of [b]Gaian[/b] magic power that exists within. Simply holding it gives you [Magic] power. It can cast [b]Ultima[/b], either blasting all enemies or blasting a single target with a highly concentrated beam of magic.[list]
[*][b][Magic][/b]: +7/7
[*][b]Ultima[/b]:[list]
[*][b]CHARGE[/b]: 3 Actions[list]
[*]Begin charging by concentrating deeply on the materia and feeding your magic to it[/list]
[*][b]COSTS[/b]: [magic]15[/magic]
[*][b]DESCRIPTION[/b]: Once fully charged, the magic in the materia becomes unstable and ready to burst out at a moments notice. At this point you can fire it in either a highly concentrated [b]Beam[/b] that blasts one enemy or a [b]Blast[/b] of magic that hits all enemies.[list]
[*][b]Beam[/b]:[list]
[*][dice type-a=Wisdom amount-a=+10 type-b=Wisdom][list]
[*][b]Damage[/b]: Doubled
[*][b]EFFECT[/b]: If it hits, remove all [b]Numerical Bonuses[/b] from target[/list][/list]
[*][b]Blast[/b]:[list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: Remove all of one [b]Numerical Bonus[/b] from target(s) hit[/list][/list][/list]
[/list]
[/list]
[/list]
[/box]
- INFORMATION: This item is an Artifact
- DESCRIPTION: A dull purple stone that feels heavy to the touch, almost as if it is weighing you in. Simply holding it in your hands gives you Hearts and enables you to cast Gravira and Graviga
- Hearts: +7/7
- Gravira:
- CHARGE: 1 Action
- Begin charging by surrounding the Materia with Magic, which gradually compresses around the gem
COST: 8 Magic
DESCRIPTION: Once fully charged; greatly intensify the force of gravity over an enemy, cutting their health down to size as you crush them.
Roll your Wisdom +8 dice vs. targets' Wisdom dice
Neutral Damage: Half of targets' current Hearts (maximum of 50)
EFFECT: If target is hit and they were in the air, they fall to the ground; taking double fall damage
Graviga:
CHARGE: 1 Action
Begin charging by surrounding the Materia with Magic, which gradually compresses around the gem
COST: 12 Magic
DESCRIPTION: Once fully charged, greatly intensify the force of gravity over the enemy team, cutting their health down to size.
Roll your Wisdom +4 dice vs. targets' Wisdom dice
Neutral Damage: 1/3 of targets' current Hearts (maximum of 33)
EFFECT: Target(s) hit who were in the air fall to the ground; taking double fall damage.
[box=Gravity Materia]
[list]
[*][b]INFORMATION[/b]: [i][color=red]This item is an [b]Artifact[/b][/color][/i]
[*][b]DESCRIPTION[/b]: A dull purple stone that feels heavy to the touch, almost as if it is weighing you in. Simply holding it in your hands gives you [Hearts] and enables you to cast [b]Gravira[/b] and [b]Graviga[/b][list]
[*][b][Hearts][/b]: +7/7
[*][b]Gravira[/b]:[list]
[*][b]CHARGE[/b]: 1 Action[list]
[*]Begin charging by surrounding the Materia with [Magic], which gradually compresses around the gem[/list]
[*][b]COST[/b]: [magic]8[/magic]
[*][b]DESCRIPTION[/b]: Once fully charged; greatly intensify the force of gravity over an enemy, cutting their health down to size as you crush them.[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: Half of targets' current [Hearts] (maximum of 50)
[*][b]EFFECT[/b]: If target is hit and they were in the air, they fall to the ground; taking double fall damage[/list][/list][/list]
[*][b]Graviga[/b]:[list]
[*][b]CHARGE[/b]: 1 Action[list]
[*]Begin charging by surrounding the Materia with [Magic], which gradually compresses around the gem[/list]
[*][b]COST[/b]: [magic]12[/magic]
[*][b]DESCRIPTION[/b]: Once fully charged, greatly intensify the force of gravity over the enemy team, cutting their health down to size.[list]
[*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 1/3 of targets' current [Hearts] (maximum of 33)
[*][b]EFFECT[/b]: Target(s) hit who were in the air fall to the ground; taking double fall damage.[/list][/list][/list]
[/list][/list][/box]
- INFORMATION: This item is an Artifact
- DESCRIPTION: A shining azure stone that appears to respond to ailments present in its holder. Simply holding it in your hands gives you Water powers and grants you access to Esuna and Resist
- EFFECT: You gain the Water Affinity
- Esuna:
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Purify a target with bubbles of strong curative magic, ridding them of a negative ailment.
- EFFECT: Remove a Named Effect or up to 6 Points of a specified Negative Bonus from the target.
Resist:
REQUIREMENTS: Water
COSTS: 12 Magic
DESCRIPTION: Produce a wall of bubbles which protect all allies from negative effects.
EFFECT: Grants you and all allies Effect Block.
[box=Heal Materia]
[list]
[*][b]INFORMATION[/b]: [i][color=red]This item is an [b]Artifact[/b][/color][/i]
[*][b]DESCRIPTION[/b]: A shining azure stone that appears to respond to ailments present in its holder. Simply holding it in your hands gives you [Water] powers and grants you access to [b]Esuna[/b] and [b]Resist[/b][list]
[*][b]EFFECT[/b]: You gain the [b][Water] Affinity[/b]
[*][b]Esuna[/b]:[list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [magic]4[/magic]
[*][b]DESCRIPTION[/b]: Purify a target with bubbles of strong curative magic, ridding them of a negative ailment.[list]
[*][b]EFFECT[/b]: Remove a [b]Named Effect[/b] or up to [b]6 Points[/b] of a specified [b]Negative Bonus[/b] from the target.[/list]
[/list]
[*][b]Resist[/b]:[list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [magic]12[/magic]
[*][b]DESCRIPTION[/b]: Produce a wall of bubbles which protect all allies from negative effects.[list]
[*][b]EFFECT[/b]: Grants you and all allies [b][color=Yellow]Effect Block[/color][/b].[/list]
[/list]
[/list][/list]
[/box]
- INFORMATION 1: This item is a Mythical Artifact
- INFORMATION 2: This currently has a Enchant Cartridge slotted in, enabling the usage of Enchant Blade
- REQUIREMENTS: Drive Blade Proficiency and Two hands
- DESCRIPTION: The mystical Drive Blade of wind, Skybreak Driver is named after the fierce crack of thunder that blasted the blade following its ascension. Lightning cackles off the blade, frying the insides of anyone wedged onto the blade as the blood gets turned into a fine crust. With it.
- EFFECT: Attacks made using this blade ignore half of targets' Defense Dice Bonuses
- Charge Up:
- RESTRICTIONS: This can only be used if Skybreak Driver Overheated State has 2 or fewer Rounds to it
- REQUIREMENTS: Drive Blade Proficency
- DESCRIPTION: Flip a switch on the blade and charge it up, causing your blade to radiate with pure electrical power. While it gets going immediately, it quickly overheats if moved too much.
- EFFECT: This blade enters Charged Mode:
- All attacks on this blade ignore all of targets Defense Dice bonuses and deal +0 Neutral Damage instead of Halved Neutral Damage
- Every time you attack or defend, you add 1 Round to Skybreak Driver's Overheated State
- If Skybreak Driver's Overheated State reaches 3 or more rounds while Charged Mode is active, the motor on the blade combusts in a discharge of electricity, canceling it and dealing 8 Neutral Damage to you.
- You cannot voluntarily unequip Skybreak Driver in while in Charged Mode. You can cancel Charged Mode on your turn at the cost of a Support Action
Slash:
Roll your Courage +8 dice vs. targets' Courage dice
Damage: Halved
Neutral Damage: Halved
Cleave:
Roll your Courage dice vs. targets' Courage dice
Damage: +3
Neutral Damage: Halved
Voltage Drive:
REQUIREMENTS: Nature
COSTS: 6 Magic
Roll your Courage dice vs. targets' Courage dice
Damage: Halved
Neutral Damage: Halved
EFFECT: If it hits, target gets Immobilized
Target cannot move or use melee attacks.
DURATION: 1 Round
Enchant Blade:
EFFECT: Cast an Offensive Spell onto the blade, granting it the following effects:
If the spell deals damage, the next attack with the blade gets additional Dice equal to the Dice Modifier on the spell.
If it lists Halved Damage, this is divided by 2
If the spell deals damage, add Damage to the next attack with the blade equal to the spell's Damage Modifier
Skip this step if the spell's Damage Modifier has any multiplication in it.
Add this spell's EFFECTS to the next attack with this blade.
If the spell is a charge attack, you must charge it before casting it to the blade.
[box=Skybreak Driver][list]
[*][b]INFORMATION 1[/b]: [shadow-color][i]This item is a [b]Mythical Artifact[/b][/i][/shadow-color]
[*][b]INFORMATION 2[/b]: This currently has a [b]Enchant Cartridge[/b] slotted in, enabling the usage of [b]Enchant Blade[/b]
[*][b]REQUIREMENTS[/b]: [b]Drive Blade Proficiency[/b] and Two hands
[*][b]DESCRIPTION[/b]: The mystical [b]Drive Blade[/b] of wind, [b]Skybreak Driver[/b] is named after the fierce crack of thunder that blasted the blade following its ascension. Lightning cackles off the blade, frying the insides of anyone wedged onto the blade as the blood gets turned into a fine crust. With it.[list]
[*][b]EFFECT[/b]: Attacks made using this blade ignore half of targets' [b][Defense Dice] Bonuses[/b]
[*][b]Charge Up[/b]:[list]
[*][b]RESTRICTIONS[/b]: This can only be used if [b]Skybreak Driver[/b] [b]Overheated State[/b] has [b]2 or fewer Rounds[/b] to it
[*][b]REQUIREMENTS[/b]: [b]Drive Blade Proficency[/b]
[*][b]DESCRIPTION[/b]: Flip a switch on the blade and charge it up, causing your blade to radiate with pure electrical power. While it gets going immediately, it quickly overheats if moved too much.[list]
[*][b]EFFECT[/b]: This blade enters [b]Charged Mode[/b]:[list]
[*]All attacks on this blade ignore all of targets [Defense Dice] bonuses and deal [b]+0 Neutral Damage[/b] instead of [b]Halved Neutral Damage[/b]
[*]Every time you attack or defend, you add [b]1 Round[/b] to [b]Skybreak Driver's[/b] [b]Overheated State[/b]
[*]If [b]Skybreak Driver's[/b] [b]Overheated State[/b] reaches [b]3 or more rounds[/b] while [b]Charged Mode[/b] is active, the motor on the blade combusts in a discharge of electricity, canceling it and dealing [b]8 Neutral Damage[/b] to you.
[*]You cannot voluntarily unequip [b]Skybreak Driver[/b] in while in [b]Charged Mode[/b]. You can cancel [b]Charged Mode[/b] on your turn at the cost of a [b]Support Action[/b][/list][/list][/list]
[*][b]Slash[/b]:[list]
[*][dice type-a=Courage amount-a=+8 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]Neutral Damage[/b]: Halved[/list]
[/list]
[*][b]Cleave[/b]:[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +3
[*][b]Neutral Damage[/b]: Halved
[/list][/list]
[*][b]Voltage Drive[/b]:[list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [magic]6[/magic]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]Neutral Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target gets [b][color=Yellow]Immobilized[/color][/b][list]
[*]Target cannot move or use melee attacks.
[*][b]DURATION[/b]: 1 Round[/list]
[/list][/list]
[*][b]Enchant Blade[/b]:[list]
[*][b]EFFECT[/b]: Cast an [b]Offensive Spell[/b] onto the blade, granting it the following effects:[list]
[*]If the spell deals damage, the next attack with the blade gets additional [b]Dice[/b] equal to the [b]Dice Modifier[/b] on the spell.[list]
[*]If it lists [b]Halved Damage[/b], this is divided by 2[/list]
[*]If the spell deals damage, add [b]Damage[/b] to the next attack with the blade equal to the spell's [b]Damage Modifier[/b][list]
[*]Skip this step if the spell's [b]Damage Modifier[/b] has any multiplication in it.[/list]
[*]Add this spell's [b]EFFECTS[/b] to the next attack with this blade.
[*]If the spell is a charge attack, you must charge it before casting it to the blade.
[/list][/list]
[/list][/list][/box]
- INFORMATION: Currently slotted into Skybreak Driver
- DESCRIPTION: A cartridge that can be slotted into a Drive Blade to enable usage of Enchant Blade.
- Enchant Blade:
- EFFECT: Cast an Offensive Spell onto the blade, granting it the following effects:
- If the spell deals damage, the next attack with the blade gets additional Dice equal to the Dice Modifier on the spell.
- If it lists Halved Damage, this is divided by 2
If the spell deals damage, add Damage to the next attack with the blade equal to the spell's Damage Modifier
Skip this step if the spell's Damage Modifier has any multiplication in it.
Add this spell's EFFECTS to the next attack with this blade.
If the spell is a charge attack, you must charge it before casting it to the blade.
[box=Enchant Cartridge][list]
[*][b]INFORMATION[/b]: Currently slotted into [b]Skybreak Driver[/b]
[*][b]DESCRIPTION[/b]: A cartridge that can be slotted into a [b]Drive Blade[/b] to enable usage of [b]Enchant Blade[/b].[list]
[*][b]Enchant Blade[/b]:[list]
[*][b]EFFECT[/b]: Cast an [b]Offensive Spell[/b] onto the blade, granting it the following effects:[list]
[*]If the spell deals damage, the next attack with the blade gets additional [b]Dice[/b] equal to the [b]Dice Modifier[/b] on the spell.[list]
[*]If it lists [b]Halved Damage[/b], this is divided by 2[/list]
[*]If the spell deals damage, add [b]Damage[/b] to the next attack with the blade equal to the spell's [b]Damage Modifier[/b][list]
[*]Skip this step if the spell's [b]Damage Modifier[/b] has any multiplication in it.[/list]
[*]Add this spell's [b]EFFECTS[/b] to the next attack with this blade.
[*]If the spell is a charge attack, you must charge it before casting it to the blade.
[/list][/list][/list][/list][/box]
- Power: 25 (+0)
- Courage: 10 (+0)
- Wisdom: 30 (+0)
- Hearts: 40/40 (+0)
- Magic: 12/2 (+10)
- Initiative: $init 1d2
- Attack Dice: 5
- Defense Dice: 0
- Armor: 20
Affinities: Light
Origin: A Link to the Past
Large and intimidating, Eyegores are towering cyclops-like metal statues brought to life through the same arcane magic that powers Armos. They march at a slow and steady pace, each step they take bringing rise to small tremors; sweeping their enemies away using their powerful arms or burning holes through defenses using their powerful laser. They are employed as intimidating sentries or as part of nasty traps.
- REQUIREMENTS: Only Eyegores can use this skill
- DESCRIPTION: The magic powering the Eyegore also serves as its armor, protecting it from most forms of damage and lets it block nasty effects from attacks.
- Magic: +10/10
- Armor: +20
- This is halved if the attack targets your eye directly. Only ranged attacks can target your eye directly.
Initiative: 1d2
EFFECT: You can spend 4 Magic to grant yourself Effect Block at any time
- REQUIREMENTS: Only Green Eyegores can learn and use this skill
- DESCRIPTION: As time goes by, Green Eyegores slowly charge their laser. As it charges; it becomes less accurate but deals more damage.
- Attack Dice: +5
- EFFECT: For every turn it spends not firing a laser attack, its laser-based attacks lose -5 Attack Dice but gain +4 Neutral Damage until it fires a laser attack
- If it involves multiple hits or hits all enemies, it gains +2 Neutral Damage instead.
- REQUIREMENTS: Light and only Eyegores can learn and use this skill
- DESCRIPTION: Fire a concentrated laser, which burns through defenses.
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Neutral Damage: 8
- REQUIREMENTS: Both hands free and 25 Base Power
- DESCRIPTION: Sweep your arms against all enemies, knocking back those hit. It hits all enemies.
- Roll your Power +7 dice vs. targets' Power dice
- Damage: Halved
- EFFECT: Target(s) hit get Delayed:
- Targets' next actions are delayed by 2 Turns, after then Delayed wears off
- REQUIREMENTS: A free hand and 25 Base Power
- DESCRIPTION: Crush an enemy in your gasp, crushing the life out of them if they are too weak afterwards.
- Roll your Power dice vs. targets' Power dice
- Damage: +5
- EFFECT: If it hits and target has 5 Hearts or fewer afterwards, remove all EFFECTS on them and kill them instantly
- REQUIREMENTS: Two free hands
- DESCRIPTION: Grab a target and hug him, squeezing out some Magic from them in the process.
- Roll your Power +6 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: Siphon Magic from the target equal to half the difference in successes.
- DESCRIPTION: Poke someone. For the lulz. This is automatic and counts as a Support Action, by the way.
- Neutral Damage: 1
- FYI: This does not break Cover.
- REQUIREMENTS: Light
- COSTS: 6 Magic
- DESCRIPTION: Fire a trio of lasers converging at a target from the sky, burning them. The target defends once against all three attacks
- EFFECT: Bypasses Cover
- Roll your Wisdom +5 dice vs. targets' Wisdom dice * 3
- Neutral Damage: 4 per hit
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Feed some lifeforce into a target, increasing their health.
- EFFECT: Target gains 5/5 Hearts (Stat).
RE: 9-??-19 - Sunset in the Dream - Orithan - 10-28-2019
- Amount: 1
- SELL VALUE: 300 Rupees
- DESCRIPTION: A bottle containing a very heavy feeling white fire, attempting to suck the stopper into the bottle. It can be applied to a target or a surface.
- EFFECT: You can empty the contents of the bottle onto any melee weapon to set it on fire using a Support Action immediately before attacking, transferring its EFFECTs to the attack.
- Roll your Courage -3 dice vs. targets' Courage dice
- Neutral Damage: 4
- EFFECT: Regardless of wherever it hits or misses the target, the fire latches onto whatever opaque surface it lands on and rages for a few moments until it fizzles out into a inky black goop. This inky black goop pulls loose objects in the vicinity to it and, if the area is large enough, you can actively walk on it as if it is ground regardless of orientation.
- DURATION: 10 minutes ingame time, or 1 Round in combat.
[box=Bottled White Fire]
[list]
[*][amount]1[/amount]
[*][b]SELL VALUE[/b]: [rupees]300[/rupees]
[*][b]DESCRIPTION[/b]: A bottle containing a very heavy feeling white fire, attempting to suck the stopper into the bottle. It can be applied to a target or a surface.[list]
[*][b]EFFECT[/b]: You can empty the contents of the bottle onto any melee weapon to set it on fire using a [b]Support Action[/b] immediately before attacking, transferring its [b]EFFECTs[/b] to the attack.
[*][dice type-a=Courage amount-a=-3 type-b=Courage][list]
[*][b]Neutral Damage[/b]: 4
[*][b]EFFECT[/b]: Regardless of wherever it hits or misses the target, the fire latches onto whatever opaque surface it lands on and rages for a few moments until it fizzles out into a inky black goop. This inky black goop pulls loose objects in the vicinity to it and, if the area is large enough, you can actively walk on it as if it is ground regardless of orientation.[list]
[*][b]DURATION[/b]: 10 minutes ingame time, or [b]1 Round[/b] in combat.[/list][/list]
[/list][/list]
[/box]
- Power: 20 (+0)
- Courage: 20 (+0)
- Wisdom: 20 (+0)
- Hearts: 10/10 (+0)
- Magic: 10/5 (+5)
- Initiative: $init 1d2
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: Spirit
Origin: ZURPG
Taking on the shape of ghostly hands, Phantom Masters guard Phantasm Keys. Remaining inaminate, they lie in wait... until someone takes their key. The THIEF must pay...
Unlike Wallmasters, they do not abduct people. Rather, they slowly squeeze their victims to death until they can recover their key. They will also specifically target the person holding the key.
- REQUIREMENTS: Only undead-type monsters can learn and use this skill
- DESCRIPTION: Your soul is permanently bound to the physical plane, rendering you incapable of completely dying and thus can respawn.
- Magic: +5/5
- EFFECT 1: If you die, you respawn at your original spawn point with Maximum Hearts & Magic
- At the very earliest, you can respawn at the start of the next round.
EFFECT 2: You cannot defend against Escape
- REQUIREMENTS: Only Phantom Masters can learn and use this skill
- DESCRIPTION: Phantom Masters become stronger when nearby one another through the connections between their souls
- Power, Courage & Wisdom: +5 for every other living Phantom Master present in the vicinity.
- Initiative: 1d2
- EFFECT 1: All Phantom Masters act as a group, thus using only one space in the initiative for their turn.
- EFFECT 2: You take no damage from Soul Crush or from its EFFECTs.
- REQUIREMENTS: Only Phantom Masters can learn and use this skill
- DESCRIPTION: Crush and squeeze your target, gradually tightening your grip on their body and soul until they die or break out.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll the average of your Power, Courage & Wisdom vs the average of your targets' Power, Courage & Wisdom.
- Neutral Damage: 5
- EFFECT: If it hits, grasp them in your grip
- You and target cannot do anything else, even to defend, and you and target take Half Damage from attacks targeted at each other.
- Target can attempt to break out of the grip by rolling Power or Courage against the initial result of the roll at the cost of a Support Action on their turn. If they beat the initial successes, they break out.
- At the start of your next turn, deal 10 Neutral Damage to target if they are still in your grip
- REQUIREMENTS: Spirit
- COSTS: 5 Magic
- DESCRIPTION: Lock the target's soul in your mind and send a pulse of magic that forces them to realize the truth of their soul
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets affected by No Bonus:
- All Numerical Bonuses not granted by equipment are temporarily reduced to 0.
- DURATION: 2 Rounds.
- REQUIREMENTS: Spirit
- COSTS: Any amount of Magic
- DESCRIPTION: By tapping into the spiritual plane, insert an illusion of a soul onto the spiritual plane; haunting it.
- Tether to Area:
- EFFECT: The illusion will begin floating about the spiritual plane. Anyone who can sense souls can sense this illusion, but anything on the spiritual plane will ignore the illusion.
- DURATION: Until you leave the current room or area
- If it is cast within a Spirit Complex, it instead lasts until you exit the Spirit Complex.
Tether to Object:
EFFECT: The illusion will be inserted into the object, making it appear haunted to those who can sense spirits.
DURATION: Until the object is destroyed.
If it is cast within a Spirit Complex, it instead lasts until the object is either destroyed or exits the Spirit Complex.
- Power: 9 (+0)
- Courage: 18 (+0)
- Wisdom: 32 (+0)
- Hearts: 10/10 (+0)
- Magic: 30/20 (+10)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 1
- Armor: 0
Affinities: Spirit
Origin: ZURPG
A variation of the Wizzrobe, the Plasam Wizzrobe appears to be made entirely out of ectoplasm. Slowly flying along, they are invisible to the naked eye... until they ambush the foe and cast Magic. They are tricky foes to deal with, as they evade the sight and defenses of their foes.
- Hands - Soul Wand
- Robe - Ectoplasm Robe
When Plasam Wizzrobe, it drops its items:
[box=Soul Wand]
[list]
[*][b]SELL VALUE[/b]: [rupees]375[/rupees]
[*][b]RESCTRICTIONS[/b]: This cannot receive [b]Augments[/b]
[*][b]DESCRIPTION[/b]: A long slender wand that appears to exist in the spirit world as well as the physical realm. It connects with your soul, acting as an extension. It can launch a [b]Soulstrike[/b] on a target or send a [b]Soul Lash[/b] at all enemies.[list]
[*][b]EFFECT[/b]: [b]Bonus [Attack Dice] & [Defense Dice][/b] are disabled for both the attacker and defender in all attacks made by this wand.
[*][b]Soulstrike[/b]:[list]
[*]Roll your [b]Base [Wisdom] dice[/b] vs. targets’ [b]Base [Wisdom] dice[/b][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, siphon [magic]5[/magic] from the target to you[/list][/list]
[*][b]Soul Lash[/b]:[list]
[*]Roll your [b]Base [Wisdom] dice[/b] vs. targets’ [b]Base [Wisdom] dice[/b][list]
[*][b]Neutral Damage[/b]: 6[/list][/list]
[/list]
[/list][/box]
[box=Ectoplasm Robe][list]
[*][b]SELL VALUE[/b]: [rupees]425[/rupees]
[*][b]RESTRICTIONS[/b]: This cannot receive [b]Augments[/b]
[*][b]DESCRIPTION[/b]: A robe purely made out of ectoplasm? How does this protect anything when anything can pass through it? Anyway, it grants a passive [Magic] regen and can be augmented to provide a powerful offense boost on attacks that bypass defenses.[list]
[*][b]Basic Protection[/b]:[list]
[*][b][Magic] Regen[/b]: +3[/list]
[*][b]Augmented Protection[/b]:[list]
[*][b]COSTS[/b]: [magic]4[/magic] to maintain at the start of each round
[*][b][Magic] Regen[/b]: +3
[*][b]EFFECT[/b]: The [b]Dice Modifier[/b] of all attacks you make that disable [b]Bonus [Attack Dice] & [Defense Dice][/b] for both the attacker and defender are increased by 7[/list]
[/list]
[/list]
[/box]
- REQUIREMENTS: Only Wizzrobes can learn and use this skill
- DESCRIPTION Wizzrobes are out of touch with reality, phasing through physical objects. However it opens them up to getting phased out completely
- EFFECT 1: Damage taken from non-Magic attacks is halved
- If the attack already does halved damage, it does not get halved a second time
EFFECT 2: You are permanently Phased Out:
If any of your stats (except Magic) drop to 0, you die instantly
- REQUIREMENTS: Only certain monsters can learn and use this skill
- DESCRIPTION: Your magic serves as your shield, allowing you to expend it to block damage taken
- Magic: +10/10
- EFFECT: Whenever you would take damage, You can expend Magic to block the damage at a rate of 1 Magic per 1 Damage
- REQUIREMENTS: Only Plasam Wizzrobes can learn and use this skill
- DESCRIPTION: Plasam Wizzrobes crave for souls... more souls. Souls for the soul throne! They attack the souls directly, consuming when they kill.
- EFFECT 1: All of their attacks ignore Bonus Attack Dice & Defense Dice on both attacker and defender(s)
- EFFECT 2: If you kill anyone, siphon any Magic they had to you
- DESCRIPTION: No matter what kind of Wizzrobe it is, if their life is in too much danger, they can hide in an ally, possessing its body and amplifying its abilities.
- EFFECT: Select an allied target with lower Wisdom than your Wisdom, and hide inside said target.
- While you're hidden in the target, target gains Wisdom equal to half your Base Wisdom.
- You do not take any damage while hidden, but if the target dies while you're hidden inside them, you die as well.
- DURATION: You can remove yourself from the target with a Support Action, also removing the above effects.
- REQUIREMENTS: A dead ally with Magic and only Plasam Wizzrobe can learn and use this skill
- DESCRIPTION: Consume the soul of a fallen ally, stealing their magic.
- EFFECT: Siphon any amount of Magic from a dead ally has to you
- If their Magic is depleted to 0 this way, they cannot be revived for the remainder of the battle
- REQUIREMENTS: Spirit
- COSTS: 4 Magic
- DESCRIPTION: Grab a target in a soul lock and forcefully rend their Magic pool, severely damaging the foe's ability to cast Magic.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 7 Magic (Stat)
- REQUIREMENTS: Spirit
- COST: 3 Magic
- DESCRIPTION: By connecting the souls of you and your foe together, siphoning whatever the foe last siphoned.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, siphon Hearts and Magic equal to twice the amount of Hearts and Magic the foe last siphoned from anyone.
- Instead of you getting the siphon back, you can change it to any target.
- REQUIREMENTS: Spirit
- COSTS: 3 Magic
- DESCRIPTION: Generate a pulse of spiritual power, striking the targets' mind directly in their original state
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Base Wisdom dice vs. targets’ Base Wisdom dice
- Neutral Damage: +0
- SELL VALUE: 150 Rupees
- COSTS: 3 Magic
- DESCRIPTION: You become blessed by an Arcane light, allowing you to bestow a minor Bonus to yourself or an ally.
- EFFECT: Select either the target's Power, Courage, or Wisdom stat, and increase it by 2.
- REQUIREMENTS: Spirit
- COSTS: 3 Magic
- DESCRIPTION: Grab a fragment of essence from your soul and implant it into the soul of yourself or an ally, hastening up the charge of their next attack.
- EFFECT: Give yourself or an ally Quick Charge:
- Reduce the Charge time of ally's next charge move by 1 Action. If this goes down to 0 Actions, the charging phase of the move is skipped entirely.
- DURATION: Until ally uses a charge move.
- REQUIREMENTS: Spirit
- COSTS: 5 Magic
- DESCRIPTION: Draw the spiritual energy that exists around you and then use it to form a field; granting everyone else the ability to draw Magic more efficiently.
- EFFECT: Summon the Mana Complex Field Effect:
- Overwrite any current Field Effect in play.
- The Magic Costs for everyone is reduced by 1 Magic.
- SELL VALUE: 375 Rupees
- RESCTRICTIONS: This cannot receive Augments
- DESCRIPTION: A long slender wand that appears to exist in the spirit world as well as the physical realm. It connects with your soul, acting as an extension. It can launch a Soulstrike on a target or send a Soul Lash at all enemies.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in all attacks made by this wand.
- Soulstrike:
- Roll your Base Wisdom dice vs. targets’ Base Wisdom dice
- Damage: +0
- EFFECT: If it hits, siphon 5 Magic from the target to you
Soul Lash:
Roll your Base Wisdom dice vs. targets’ Base Wisdom dice
Neutral Damage: 6
- SELL VALUE: 425 Rupees
- RESTRICTIONS: This cannot receive Augments
- DESCRIPTION: A robe purely made out of ectoplasm? How does this protect anything when anything can pass through it? Anyway, it grants a passive Magic regen and can be augmented to provide a powerful offense boost on attacks that bypass defenses.
- Basic Protection:
- Magic Regen: +3
Augmented Protection:
COSTS: 4 Magic to maintain at the start of each round
Magic Regen: +3
EFFECT: The Dice Modifier of all attacks you make that disable Bonus Attack Dice & Defense Dice for both the attacker and defender are increased by 7
- Power: 7 (+0)
- Courage: 27 (+0)
- Wisdom: 22 (+0)
- Hearts: 24/24 (+0)
- Magic: 10/4 (+6)
- Initiative: $init 1d10
- Attack Dice: 3
- Defense Dice: 8
- Armor: 8
Affinities: Nature, Spirit
Origin: ZURPG
The knights that serve to protect Phantasm, Phantasm Knights are shells of armor imbued with strong phantasmagorial energy that powers them. Unlike their fellow cousins in Darknuts, they have their wits about them; intelligent enough to focus on pushing their foes into a position from where their allies can sweep them.
Hands: Phantasm Spear
Armor: Soul Armor
Robe: Protective Robes
When Phantasm Knight, it drops its items:
[box=Phantasm Spear]
[list]
[*][b]SELL VALUE[/b]: [rupees]225[/rupees]
[*][b]RESTRICTIONS[/b]: This cannot receive [b]Augments[/b]
[*][b]REQUIREMENTS[/b]: Two hands and [Spirit] to wield, otherwise this spear just phases through you.[list]
[*]This also applies to anyone who try to [b]Steal[/b] this.[/list]
[*][b]DESCRIPTION[/b]: A spear that appears to visually warp about in your hands, only anchoring to those who are in touch with their spirit. For those who can wield it, its exceptional balance of offense and defense makes it the perfect weapon for offense. You can [b]Swing[/b] it at up to two targets, [b]Thrust[/b] one target and anyone covering them or you can plant this into the ground to produce a barrier[list]
[*][b][Defense Dice][/b]: +5
[*][b]Swing[/b]:[list]
[*][b]EFFECT[/b]: This can target up to two targets, but the resulting attack instead deals [b]Halved Damage[/b]
[*][dice type-a=Courage amount-a=+10 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits any target, recover [hearts]3[/hearts] and [magic]2[/magic]
[/list][/list]
[*][b]Thrust[/b]:[list]
[*][dice type-a=Courage type-b=Power][list]
[*][b]Damage[/b]: +7
[*][b]EFFECT[/b]: If it hits, the attack also hits anyone being [b]Covered[/b] by the target at [b]Halved Damage[/b][list]
[*]This hits everyone in a [b]Cover Train[/b] or [b]Cover Loop[/b][/list]
[*][b]IF FAIL[/b]: If it misses its original target, they can [b]Counterattack[/b] you, regardless of [b]CONDITIONS[/b].[/list][/list]
[*][b][Spirit] Barrier[/b]:[list]
[*][b]COSTS[/b]: [magic]7[/magic]
[*][b]DESCRIPTION[/b]: After feeding your [Magic] into this spear drive it into the ground, producing a barrier that protects you and all allies from negative status effects until it falls.
[*][b]EFFECT[/b]: Roll [Wisdom] and summon a [b][Spirit] Barrier[/b]:[list]
[*]It has [Hearts] equal to half the result of your roll.
[*]Whenever any ally would receive a [b]Negative Bonus[/b] or a non-charge [b][color=Yellow]Status Effect[/color][/b], you can choose to have the barrier block it.[list]
[*]Blocking [b]Negative Bonus[/b] depletes [Hearts] equal to the amount of [b]Negative Bonus[/b] blocked
[*]Blocking a non-charge [b][color=Yellow]Status Effect[/color][/b] depletes [Hearts]5[/hearts][/list]
[*]When the barrier falls to 0 [Hearts], the barrier falls.
[*]Only one [b]Spirit Barrier[/b] can be active over your party at a time.[/list][/list]
[/list]
[/list]
[/box]
[box=Soul Armor]
[list]
[*][b]SELL VALUE[/b]: [rupees]250[/rupees]
[*][b]RESTRICTIONS[/b]: This cannot receive [b]Augments[/b]
[*][b]REQUIREMENTS[/b]: [Spirit] to wear, otherwise this armor just phases through you.[list]
[*]This also applies to anyone who try to [b]Steal[/b] this.[/list]
[*][b]DESCRIPTION[/b]: A set of spiritual armor that only anchors to those who are in touch with their spirit. For its strength; it offers modest protection but it drastically increases your capability to cast magic.[list]
[*][b][Armor][/b]: +4
[*][b][Magic][/b]: +6/6
[*][b][Magic] COSTS[/b]: -1 (minimum of [magic]1[/magic]
[/list]
[/list]
[/box]
[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]
- REQUIREMENTS: Only Phantasm Knights can learn and use this skill
- DESCRIPTION: Phantasm Knights always have heightened spirits, providing a passive bonus and making them notoriously difficult to manipulate.
- Attack Dice & Defense Dice: +3
- EFFECT: You gain 5 Dice when attacking with or defending against Taunt and other forms of psychological manipulation.
- REQUIREMENTS: Only Phantasm Knights can learn and use this skill
- DESCRIPTION: Every so often, Phantasm Knights have a stream of spiritual energy feeding into them, which grants them recovery.
- Heart & Magic Regen: +5
- EFFECT: Any Heart or Magic recovery granted to you through the result of your Actions are increased by 3
- This does not proc on Regen or Magic Regen
- DESCRIPTION: With the Power of your voice and will, command a target to do whatever it is you wish! Well, sort of.
- Roll your Power +5 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Choose what the next target’s Non-Basic Combat Action is and who they target.
- The target must be one of the target’s enemies.
- REQUIREMENTS: A melee attack
- CHARGE: 1 Action
- Charge by readying your attack, and preparing to leap at the target.
DESCRIPTION: Once charged, you can leap and attack a target using the melee attack.
EFFECT: If it succeeds, multiply the difference in successes by x1.5.
- DESCRIPTION: Focus on your Magic pool for a few moments, scavenging scraps of Magic from it.
- EFFECT: If you are in combat; you recover 1 Magic.
- You can use this skill outside of combat, but whether you get the Magic recovery or not is up to the DM's Discretion.
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: Bring down the wrath of the forest on them, sending a ripple of destruction through the ground to the target.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +4
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: Powerful vines appear and bind a target, removing the target of their strength.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target loses 6 Power.
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A plethora of roots grow from the ground, grabbing a target from below.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target becomes Immobilized.
- Target cannot move or use any melee attacks.
- DURATION: One round.
- REQUIREMENTS: Spirit
- COSTS: 3 Magic
- DESCRIPTION: Grapple onto a targets' soul and exhaust them, preventing them from charging up
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: If it hits, cancel anything the target is Charging for.
- EFFECT 2: Additionally, target gets Exhausted:
- Target can not use any actions that involve Charging.
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: With a blessing from the Great Fairy, the target’s wounds are whisked away.
- EFFECT: Target recovers 10 Hearts.
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A mold of earth covers a target in a protective shell.
- EFFECT: Target gains 2 Armor.
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: A line of thorns protects an ally, reflecting the next attack they take.
- EFFECT: Target gains Thorns.
- The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
- REQUIREMENTS: Spirit
- COSTS: 4 Magic
- DESCRIPTION: By drawing power from your soul, recover the ground taken from you by enemy attack.
- EFFECT: Remove one Negative Bonus from yourself or an ally.
- SELL VALUE: 225 Rupees
- RESTRICTIONS: This cannot receive Augments
- REQUIREMENTS: Two hands and Spirit to wield, otherwise this spear just phases through you.
- This also applies to anyone who try to Steal this.
DESCRIPTION: A spear that appears to visually warp about in your hands, only anchoring to those who are in touch with their spirit. For those who can wield it, its exceptional balance of offense and defense makes it the perfect weapon for offense. You can Swing it at up to two targets, Thrust one target and anyone covering them or you can plant this into the ground to produce a barrier
Defense Dice: +5
Swing:
EFFECT: This can target up to two targets, but the resulting attack instead deals Halved Damage
Roll your Courage +10 dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits any target, recover 3 Hearts and 2 Magic
Thrust:
Roll your Courage dice vs. targets' Power dice
Damage: +7
EFFECT: If it hits, the attack also hits anyone being Covered by the target at Halved Damage
This hits everyone in a Cover Train or Cover Loop
IF FAIL: If it misses its original target, they can Counterattack you, regardless of CONDITIONS.
Spirit Barrier:
COSTS: 7 Magic
DESCRIPTION: After feeding your Magic into this spear drive it into the ground, producing a barrier that protects you and all allies from negative status effects until it falls.
EFFECT: Roll Wisdom and summon a Spirit Barrier:
It has Hearts equal to half the result of your roll.
Whenever any ally would receive a Negative Bonus or a non-charge Status Effect, you can choose to have the barrier block it.
Blocking Negative Bonus depletes Hearts equal to the amount of Negative Bonus blocked
Blocking a non-charge Status Effect depletes 5 Hearts
When the barrier falls to 0 Hearts, the barrier falls.
Only one Spirit Barrier can be active over your party at a time.
- SELL VALUE: 250 Rupees
- RESTRICTIONS: This cannot receive Augments
- REQUIREMENTS: Spirit to wear, otherwise this armor just phases through you.
- This also applies to anyone who try to Steal this.
DESCRIPTION: A set of spiritual armor that only anchors to those who are in touch with their spirit. For its strength; it offers modest protection but it drastically increases your capability to cast magic.
Armor: +4
Magic: +6/6
Magic COSTS: -1 (minimum of 1 Magic
- 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
RE: 9-??-19 - Sunset in the Dream - Orithan - 11-11-2019
- Power: 7 (+0)
- Courage: 15 (+0)
- Wisdom: 30 (+0)
- Hearts: 50/10 (+40)
- Magic: 30/22 (+8)
- Initiative: $init 1d10
- Attack Dice: 3
- Defense Dice: 3
- Armor: 4
Affinities: Light, Spirit
Origin: ZURPG
The head honcho and supreme overlord of what was once the Oath of the Windfish, Gradius is the person behind setting up all the shenanigans relating to the nightmares. He is ultimately responsible for planting the Nightmares in people and spreading them throughout the known world.
Old and ageing, the man bears a spindly and frail frame with an orange skin and his hair is a dull grey. Unsurprisingly he is physically frail but he has a slew of powerful tricks and abilities up his sleeve.
When Gradius dies; he drops his items, 2,000 Rupees for all players, 2 Stat Points and 3 Lost Spell Scrolls.
[box=Soul Wand]
[list]
[*][b]SELL VALUE[/b]: [rupees]375[/rupees]
[*][b]RESCTRICTIONS[/b]: This cannot receive [b]Augments[/b]
[*][b]DESCRIPTION[/b]: A long slender wand that appears to exist in the spirit world as well as the physical realm. It connects with your soul, acting as an extension. It can launch a [b]Soulstrike[/b] on a target or send a [b]Soul Lash[/b] at all enemies.[list]
[*][b]EFFECT[/b]: [b]Bonus [Attack Dice] & [Defense Dice][/b] are disabled for both the attacker and defender in all attacks made by this wand.
[*][b]Soulstrike[/b]:[list]
[*]Roll your [b]Base [Wisdom] dice[/b] vs. targets’ [b]Base [Wisdom] dice[/b][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, siphon [magic]5[/magic] from the target to you[/list][/list]
[*][b]Soul Lash[/b]:[list]
[*]Roll your [b]Base [Wisdom] dice[/b] vs. targets’ [b]Base [Wisdom] dice[/b][list]
[*][b]Neutral Damage[/b]: 6[/list][/list]
[/list]
[/list][/box]
[box=Spirit Guardian Armor]
[list]
[*][b]INFORMATION[/b]: [shadow-color][i]This item is a [b]Mythical Artifact[/b][/i][/shadow-color]
[*][b]DESCRIPTION[/b]: A series of partially out of phase plates and wrappings imbued with the will and determination consist of this . This robe provides a modest damage reduction but it empowers your spirit and allows you to phase through.[list]
[*][b]Armor[/b]: +4
[*][b][Attack Dice] & [Defense Dice][/b]: +3
[*][b]EFFECT[/b]: Once per round, you can partially phase into the armor; taking half damage from any non-[Magic] attack.[list]
[*]When you are at or below 50% of your [b]Maximum [Hearts][/b], you can do this twice a round.[/list]
[/list]
[/list]
[/box]
[box=Windfish Lord Robes]
[list]
[*][b]INFORMATION[/b]: [color#ffbb00][i]This item is a [b]Legendary Artifact[/b][/i][/color]
[*][b]DESCRIPTION[/b]: A large grandiose robe, resembling the Windfish' fluke, that flows as the wearer's state of mind changes, feeding off their brain waves. It provides an ample boost to [Magic] as well as a slew of powerful abilities. [b]Basic Mode[/b] is activated by default, but you can pay [Magic] to pay for [b]Augmented Protection[/b] and it can use [b]Windfish' Barrier[/b].[list]
[*][b][Magic][/b]: +8/8
[*][b]Augmented Protection[/b]:[list]
[*][b]COSTS[/b]: [magic]4[/magic] to activate per round.
[*][b][Magic][/b]: +8/8
[*][b]EFFECT[/b]: All enemies lose [b]6 [Attack Dice][/b] for the duration of time this robe stays in [b]Augmented Protection[/b] mode[/list]
[*][b]Sleepy Wave[/b]:[list]
[*][b]DESCRIPTION[/b]: Send out a pulse of brain waves which make those exposed to it sleepy and thus suggestible. Hits all enemies.
[*][dice type-a=Wisdom amount-a=+10 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Target(s) hit lose [b]3 [Wisdom][/b] and get [b][color=Yellow]Delayed[/color][/b]:[list]
[*]Target's turn is delayed by [b]2 Turns[/b], after which it is removed.[/list][/list][/list]
[/list]
[/list]
[/box]
- RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
- DESCRIPTION: Humans are able to persevere through battles, and thus gain bonuses with lower Hearts.
- EFFECT: When your Hearts are reduced to 50% of your Maximum Hearts or lower, you gain 3 Attack Dice & Defense Dice.
- DURATION: This lasts until your Hearts return to above 50% of your Maximum Hearts.
- Stat Point Cost: 6
- DESCRIPTION: You become an expert on inflicting status, allowing you an additional chance to inflict status ailments onto your foes.
- EFFECT: After you make an Attack, you get to make an additional non-damaging Attack at the cost of your Support Action.
- The attack’s EFFECT must not be one that drains, siphons or otherwise reduces target’s Current or Maximum Hearts in any way.
- This does not include any follow-up Attacks said Attack can proc.
- Stat Point Cost: 8
- DESCRIPTION: You become faster at casting support abilities, granting you additional chances to give support.
- EFFECT: Once per round, you can make an additional Support Action on your turn.
- This cannot be used for charging
- RESTRICTION 1: This is an Innate Skill. Only Humans can learn and use this skill.
- RESTRICTION 2: This can only be used once per battle.
- DESCRIPTION: You gain increased confidence within yourself, temporarily breaking free of negative effects, but making you more susceptible to attacks.
- EFFECT: You become immune to all your effects that were caused by enemies, but you also temporarily lose 5 Defense Dice.
- This does not actually remove them or prevent you from getting more.
- DURATION: One round.
- RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
- DESCRIPTION: You become fortified temporarily, reducing damage you would take for a short time.
- EFFECT: You gain 3 Armor.
- DURATION: One round.
- RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
- COSTS: 3 Magic
- DESCRIPTION: As a Human, you’re able to learn new things, especially in the heat of battle, very quickly, and as a result, you can adapt to any situation. Scan one target, attempting to learn their strengths.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, you can pick a stat (Power, Courage, or Wisdom) that the target has higher of than you, and add half of the difference between them to your respective stat.
- For example, if the target has 20 Power and you have 10 Power, you gain 5 Power.
- REQUIREMENTS: Light
- COSTS: 10 Magic
- DESCRIPTION: Bring the target forth into a golden light and subject them to the judgement of the Goddess, sending their wrath upon them.
- Roll your Wisdom +9 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 10 Magic
- REQUIREMENTS: Light
- COSTS: 6 Magic
- DESCRIPTION: Shine a Light so bright, it lights up the night! Hits all enemies.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target(s) hit get Blinded:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Briefly run a flash of light across the target’s eyes, briefly preventing them from focusing on distant objects.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Unfocused:
- Target cannot use ranged attacks.
- DURATION: One round.
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Drag the target into a realm of silence from the heavens, drowning them in silence.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Silenced:
- Target cannot cast Spells.
- DURATION: One round.
- REQUIREMENTS: Spirit
- COSTS: 10 Magic
- DESCRIPTION: Subject the target's soul to much pain and punishment, borrowing strength from the sheer resolve and might of the fierce Gerudo Tribe to fuel your might!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom +20 dice vs. targets' Wisdom dice
- Damage: +0
- REQUIREMENTS: Spirit
- COSTS: 3 Magic
- DESCRIPTION: Grapple onto a targets' soul and exhaust them, preventing them from charging up
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: If it hits, cancel anything the target is Charging for.
- EFFECT 2: Additionally, target gets Exhausted:
- Target can not use any actions that involve Charging.
- REQUIREMENTS: Spirit
- COSTS: 5 Magic
- DESCRIPTION: Send a mending pulse of Magic out to a target. It can be cast as an Offensive Spell or a Support spell.
- Offensive Spell:
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: If it hits, remove a Named Effect from the target.
- EFFECT 2: If it hits, also reverse the last instance of Hearts or Magic recovery on the target (can not go below 0 Magic in this case).
Support Spell:
EFFECT 1: Remove a Named Effect from an ally.
EFFECT 2: Reverse the last instance of Neutral Damage or Magic drain on the ally (can not go above Maximum Hearts or Magic in this case)
- REQUIREMENTS: Spirit
- COSTS: 5 Magic
- DESCRIPTION: Lock the target's soul in your mind and send a pulse of magic that forces them to realize the truth of their soul
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets affected by No Bonus:
- All Numerical Bonuses not granted by equipment are temporarily reduced to 0.
- DURATION: 2 Rounds.
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Bathe someone in a shower of Wisdom, enlightening them.
- EFFECT: Target gains 5 Wisdom
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Create a mirage of a target, giving them a chance to completely dodge attacks.
- EFFECT: Target gains Disillusion:
- Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, Disillusion is removed.
- REQUIREMENTS: Spirit
- COSTS: 3 Magic
- DESCRIPTION: Grab a fragment of essence from your soul and implant it into the soul of yourself or an ally, hastening up the charge of their next attack.
- EFFECT: Give yourself or an ally Quick Charge:
- Reduce the Charge time of ally's next charge move by 1 Action. If this goes down to 0 Actions, the charging phase of the move is skipped entirely.
- DURATION: Until ally uses a charge move.
- RESCTRICTIONS: This cannot receive Augments
- DESCRIPTION: A long slender wand that appears to exist in the spirit world as well as the physical realm. It connects with your soul, acting as an extension. It can launch a Soulstrike on a target or send a Soul Lash at all enemies.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in all attacks made by this wand.
- Soulstrike:
- Roll your Base Wisdom dice vs. targets’ Base Wisdom dice
- Damage: +0
- EFFECT: If it hits, siphon 5 Magic from the target to you
Soul Lash:
Roll your Base Wisdom dice vs. targets’ Base Wisdom dice
Neutral Damage: 6
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A massive shield as tall as yourself that takes the bulk of incoming damage.
- Defense Dice: +7
- INFORMATION: This item is a Mythical Artifact
- DESCRIPTION: A series of partially out of phase plates and wrappings imbued with the will and determination consist of this . This robe provides a modest damage reduction but it empowers your spirit and allows you to phase through.
- Armor: +4
- Attack Dice & Defense Dice: +3
- EFFECT: Once per round, you can partially phase into the armor; taking half damage from any non-Magic attack.
- When you are at or below 50% of your Maximum Hearts, you can do this twice a round.
- INFORMATION: This item is a Legendary Artifact
- DESCRIPTION: A large grandiose robe, resembling the Windfish' fluke, that flows as the wearer's state of mind changes, feeding off their brain waves. It provides an ample boost to Magic as well as a slew of powerful abilities. Augmented Protection is activated by default, but you can pay Magic to pay for Augmented Protection and it can use Sleepy Wave.
- Standard Protection:
- Magic: +8/8
Augmented Protection:
COSTS: 4 Magic to activate per round.
Magic: +8/8
EFFECT: All enemies lose 6 Attack Dice for the duration of time this robe stays in Augmented Protection mode
Sleepy Wave:
COSTS: 4 Magic
DESCRIPTION: Send out a pulse of brain waves which make those exposed to it sleepy and thus suggestible. Hits all enemies.
Roll your Wisdom +10 dice vs. targets' Wisdom dice
Damage: None
EFFECT: Target(s) hit lose 5 Wisdom and get Delayed:
Target's turn is delayed by 2 Turns, after which it is removed.
- Amount: 5
- DESCRIPTION: A golden coin that can be flicked at any roll to rewind time for a moment and force a redo.
- EFFECT: Once per turn, immediately after someone rolls for something, you can flick a Reroll Point at the target to force them to reroll it. Then, choose which roll the target uses.
- Amount: 3
- DESCRIPTION: A mystical and very potent potion, capable of restoring most normal people back to their prime.
- EFFECT: Consume this to recover to Maximum Hearts & Magic.
- Power: 15 (+0)
- Courage: 35 (+10)
- Wisdom: 25 (+0)
- Hearts: 100/75 (+25)
- Magic: 25/15 (+10)
- Initiative: $init 1d10
- Attack Dice: 3
- Defense Dice: 8
- Armor: 4
Affinities: Water, Light, Shadow, Spirit
Origin: ZURPG.
What was once the great Bandit King of Eastern Hyrule, Thoughter is a short brown-furred Keaton with glowing red eyes underneath a deep crimson mask with glowy Twili circuitry etched into it 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.
He appears to be under the control of his Twilight Scimitar. In this state, he has gained numerous new powers and strengths; including some coming from Dark Interlopers.
When Thoughter dies; he drops his items, 3 Force Gems, 3 Augment Scrolls and an Ascended Spell Scroll. All players in the battle also get 6,000 Rupees, 4 Stat Points and the satisfaction that one of the great bosses of ZURPG is finally dead.
[box=Awoken Twilight Scimitar]
[list]
[*][b]INFORMATION 1[/b]: [shadow-color][i]This item is a [b]Mythical Artifact[/b][/i][/shadow-color]
[*][b]INFORMATION 2[/b]: This item is afflicted by [b][color=#00FFFF]Fierce Deity's Influence[/color][/b]. The longer you have it, the more it exerts influence over you.
[*][b]INFORMATION 3[/b]: This is permanently equipped to [b]Thoughter[/b]. This cannot be unequipped through any means until [b]Thoughter[/b] is dead.
[*][b]DESCRIPTION[/b]: A large teal and black scimitar bearing Twili circuitry criss-crossing its blade. The spirit inside having been reawoken, these lines glow brightly. But there is still something missing from the pommel. Oh well, its still a very powerful sword. It can [b]Slash[/b] someone, [b]Stab[/b] someone or shoot [b]Shadow Orbs[/b] at all enemies.[list]
[*][b]Slash[/b]:[list]
[*][dice type-a=Courage amount-a=+12 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits; target gets [color=Yellow][b]Lifeforce Wave[/b][/color]:[list]
[*]When target dies; you and all allies recover [Hearts] equal to 25% of targets' [b]Maximum [Hearts][/b]. After then, remove [color=Yellow][b]Lifeforce Wave[/b][/color].
[/list][/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +12
[*][b]EFFECT[/b]: If it hits; target gets [color=Yellow][b]Deathforce Wave[/b][/color]:[list]
[*]When target dies; their allies take [b]Neutral Damage[/b] equal to 25% of targets' [b]Maximum [Hearts][/b]. After then, remove [color=Yellow][b]Deathforce Wave[/b][/color].
[/list][/list][/list]
[*][b]Shadow Orbs[/b]:[list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [magic]5[/magic]
[*][b]DESCRIPTION[/b]: Fire a stream of red shadowy orbs at a target; surrounding them in a veil of darkness that isolates their spirit
[*][dice type-a=Wisdom amount-a=+10 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target gets [b][color=Yellow]Support Blocked[/color][/b]:[list]
[*]The next support action to affect target gets negated, removing [b][color=Yellow]Support Blocked[/color][/b].
[/list][/list][/list]
[/list]
[/list]
[/box]
[box=Celestial Comet Shield]
[list]
[*][b]INFORMATION[/b]: [color=#FFBB00][i]This item is a [b]Legendary Artifact[/b][/i][/color]
[*][b]REQUIREMENTS[/b]: Only [b]Thoughter Salvadman[/b] can equip this shield
[*][b]DESCRIPTION[/b]: A highly ornate white shield with what appears to be permafrost coating its face; this shield chills you to tbe bone on the touch, seemingly only [b]Thoughter[/b] can safely equip this shield. It offers modest protection on its own but it has two enchantments which it can switch between: [b]Celestial Stargazer[/b] and [b]Comet Armor[/b][list]
[*][b][Defense Dice][/b]: +8
[*][b]Comet Armor[/b]:[list]
[*][b]INFORMATION 1[/b]: This can be set once with no [b]Action Cost[/b] anytime during your turn.
[*][b]INFORMATION 2[/b]: This gets overwritten by [b]Celestial Stargazer[/b]
[*][b]COSTS[/b]: [magic]3[/magic]
[*][b]DESCRIPTION[/b]: The ice on the face of the shield grows bigger, partially covering yourself from attack and blocking the nasty effects of [Fire].[list]
[*][b][Armor][/b]: +6
[*][b][Magic] Costs[/b]: -2 (to [Water] spells only)
[*][b]EFFECT[/b]: You are immune to all [b]EFFECTS[/b] from [Fire] spells.[/list]
[/list]
[*][b]Celestial Stargazer[/b]:[list]
[*][b]INFORMATION 1[/b]: This can be set once with no [b]Action Cost[/b] anytime during your turn.
[*][b]INFORMATION 2[/b]: This gets overwritten by [b]Comet Shield[/b]
[*][b]COSTS[/b]: [magic]3[/magic]
[*][b]DESCRIPTION[/b]: The face of your shield glows brightly, almost to the point where it is blinding. It also blocks the nasty effects of [Shadow][list]
[*][b][Defense Dice][/b]: +5
[*][b][Magic] Costs[/b]: -2 (to [Light] spells only)
[*][b]EFFECT[/b]: You are immune to all [b]EFFECTS[/b] from [Shadow] spells.[/list]
[/list]
[/list]
[/list]
[/box]
[box=Bravery Plate]
[list]
[*][b]INFORMATION[/b]: [shadow-color][i]This item is a [b]Mythical Artifact[/b][/i][/shadow-color]
[*][b]DESCRIPTION[/b]: A small and slender platemail decorated with numerous motifs of the eagle with feathers lining the shoulder plates. While it provides modest protection against damage, it provides you a powerful speed boost.[list]
[*][b][Armor][/b]: +4
[*][b][Courage][/b]: +10
[*][b]EFFECT[/b]: Once per battle, you can override your defending roll with [Courage]
[/list]
[/list]
[/box]
[box=Dark Keaton Lord Silk]
[list]
[*][b]INFORMATION 1[/b]: [shadow-color][i]This item is a [b]Mythical Artifact[/b][/i][/shadow-color]
[*][b]INFORMATION 2[/b]: This item is afflicted by [b][color=#00FFFF]Fierce Deity's Influence[/color][/b]. The longer you have it, the more it exerts influence over you.
[*][b]DESCRIPTION[/b]: A large set of spiritual robes which glow in an eerie crystal blue aura; bearing a dulled symbol of the Keaton Army embroided on it. Said to contain the soul of the old [b]Bandit King[/b], it appears to have been corrupted by the influence the [b]Twilight Scimitar[/b] held on [b]Thoughter[/b] into a powerful tool of influence and dominion.[list]
[*][b]Basic Protection[/b]:[list]
[*][b]EFFECT[/b]: Anyone attacking you with a positive [b]Dice Modifier[/b] has it reduced by 6 (down to a minimum of 0)
[/list]
[*][b]Augmented Protection[/b]:[list]
[*][b]COSTS[/b]: [magic]5[/magic] to maintain at the start of each round
[*][b]EFFECT[/b]: Anyone attacking you loses their positive [b]Dice Modifier[/b]
[/list]
[*][b]Keaton Command[/b]:[list]
[*][b]DESCRIPTION[/b]: The spirit of the robe flares out, hitting everyone else in the area. This power forces everyone else to respect the power of the [b]Bandit King[/b]
[*][dice type-a=Wisdom amount-a=+5 type-b=Power][list]
[*][b]Damage[/b] None
[*][b]EFFECT 1[/b]: Target(s) hit lose [b]6 Dice[/b] when targeting you on their next turn.
[*][b]EFFECT 2[/b]: Additionally, any [b]Keaton[/b] hit are forced to obey your orders on their next turn
[/list][/list]
[/list]
[/list]
[/box]
[box=Thoughter's Mask]
[list]
[*][b]INFORMATION 1[/b]: [shadow-color][i]This item is a [b]Mythical Artifact[/b][/i][/shadow-color]
[*][b]INFORMATION 2[/b]: This item is afflicted with [color=#E100A3][b]Majora’s Madness[/b][/color]. For most people, simply touching it will invoke madness to the target, sending them into disarray.
[*][b]INFORMATION 3[/b]: This is permanently equipped to [b]Thoughter[/b]. This cannot be unequipped through any means until [b]Thoughter[/b] is dead.
[*][b]DESCRIPTION[/b]: A pulsing crimson red mask with thorns radiating out from its edges, its thorns gradually transitioning to a sickly yellow. Said to be a lesser version of [b]Majora's Mask[/b]; this mask anchors to your soul for the remainder of your life. While it prevents removal, it grants a big boost to your health and protects your [Magic] from being stolen.[list]
[*][b][Hearts][/b]: +25/25
[*][b]EFFECT 1[/b]: Your [Magic] cannot be drained or siphoned from as the result of enemy actions.
[*][b]EFFECT 2[/b]: All [b]Keaton[/b] in your party other than yourself gain [b]5 [Attack Dice] & 5 [Defense Dice][/b]
[/list]
[/list]
[/box]
[box=Magic Clock]
[list]
[*][b]INFORMATION[/b]: [color=Red][i]This item is a [b]Passive Artifact[/b]. Having it in your inventory is enough for its effects[/i][/color]
[*][b]DESCRIPTION[/b]: [i]What time is it? It's 6'o-clock somewhere.[/i] A small red stopwatch that appears to distort time when held. Awesome! It slowly grants you chances to rewind time but it can be used to store your time for later.[list]
[*][b]EFFECT[/b]: At the start of each round, gain [b]1 Temporary [Reroll Point][/b].
[*][b]Store Time[/b]:[list]
[*][b]REQUIRMENTS[/b]: [b]Magic Clock[/b] being equipped.
[*][b]CHARGE[/b]: 2 Actions[list]
[*]Begin charging by turning the knob... Darn this thing takes forever to turn.
[/list]
[*][b]DESCRIPTION[/b]: Once fully charged; you can activate it on your turn for no [b]Action Cost[/b] to grant yourself extra actions.[list]
[*][b]EFFECT[/b]: You gain an additional [b]2 Actions[/b] to make. One of these extra actions can be a [b]Offensive Action[/b][list]
[*]The earliest this can take effect is on the turn after you begin charging.[/list]
[/list][/list]
[/list][/list]
[/box]
[box=Starlight Bangle]
[list]
[*][b]INFORMATION[/b]: [color=Red][i]This item is a [b]Passive Artifact[/b]. Having it in your inventory is enough for its effects[/i][/color]
[*][b]DESCRIPTION[/b]: A small bangle glowing in starlight. This helps you cast [Light] spells.[list]
[*][b][Magic] Costs[/b]: -1 (to [Light] spells only)
[/list]
[/list]
[/box]
[box=Wizzrobe Pendant]
[list]
[*][b]INFORMATION[/b]: [color=Red][i]This item is a [b]Passive Artifact[/b]. Having it in your inventory is enough for its effects[/i][/color]
[*][b]DESCRIPTION[/b]: A pendant that reeks of [b]Wizzrobe[/b] powers that enables you to do [b]Wizzrobe[/b] things. It seems to have a limited capacity for phasing shenanigans[list]
[*][b][Attack Dice][/b]: +3
[*][b]EFFECT[/b]: Once per battle, you can partially phase into any non-Magic attack at the cost of your integrity:[list]
[*]You take half damage. If the attack already did halved damage, it doesn't get halved again.
[*]However, you get [b][color=Yellow]Phased Out[/color][/b]:[list]
[*]If any of your stats reach 0 (except [Magic]), you die instantly.
[/list][/list]
[/list][/list]
[/box]
- REQUIREMENTS: Only Thoughter Salvadman can learn and use this skill.
- CHARGE: 2 Actions
- Begin charging by condensing frost around your body.
COSTS: 10 Magic
DESCRIPTION: Once charged; you can reveal this mirror any time you would be hit with an attack:
EFFECT: The attack is reflected back at the attacker with the attackers' original success rate.
If this was a combo attack, it gets reflected at each of the participants with half the damage.
- REQUIREMENTS: Only Thoughter Salvadman can learn and use this skill.
- DESCRIPTION: After a long time of being exposed to the influence the Twilight Scimitar exerts; Thoughter's soul has been corrupted and now gains the power to lick Magic out of the air while also cutting the power of anything that attempts to effects that drain Magic.
- EFFECT 1: Any Magic you would lose, outside of your own Magic Costs and transferring to allies, is halved.
- EFFECT 2: Anytime anyone else spends Magic, you regain Magic equal to half of the amount of Magic spent
- RESTRICTION 1: Only Thoughter Salvadman can learn and use this skill.
- RESTRICTION 2: You can only have one decoy active at a time via this skill.
- COST: Any amount of Magic
- DESCRIPTION: The corruption in Thoughter's soul through the Twilight Scimitar's influence breathes a new essence of life into his Will-o-wisps; which can now protect others from attack and receives other bonuses.
- EFFECT: Create a living, breathing decoy of yourself that moves around and covers others.
- You silently control the decoy by whispering into your hands.
- This decoy can phase through objects and fly through the air on command.
- The decoy has the Power, Courage & Wisdom you had at the time of casting it. This does not include non-equipment bonuses or penalties
- DURATION: The decoy is dispelled once its Hearts is depleted to 0, or someone successfully uses Illusion Break on it.
- Stat Point Cost: 3
- DESCRIPTION: All of your items are bound to your soul.
- EFFECT 1: Your items cannot be stolen.
- EFFECT 2: If any of your items would drop to the ground, they end up back in your inventory, but they remain disabled for the rest of the battle.
- EFFECT 3: When you die, your items go to Item Heaven, where they await your eventual revival before returning to you… unless you’re an enemy, in which case… goodbye items.
- When you are permanently dead, all your Artifacts drop.
- Stat Point Cost: 8
- DESCRIPTION: A cleansing bubble surrounds you, periodically protecting you from various effects.
- EFFECT: Once per round, at any time, you can remove one Named Effect that you have that wasn’t caused by a Charge-Up ability.
- Stat Point Cost: 7
- DESCRIPTION: Your body stores charge, decreasing the amount of time required to charge attacks.
- EFFECT: Reduce the Charge time of all your charge moves by 1 Action (down to a minimum of 1 Action).
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- COST: 1 Heart for every 50ft traveled.
- If you cannot pay that Hearts cost, you are ejected from the Spirit Dive before you reach your target.
CHARGE: 1 Action
During this time, a veil of spiritual energy begins to condense around you.
DESCRIPTION: When fully charged, briefly dive into the Spirit World.
EFFECT: Briefly dive into the spirit world and emerge elsewhere, ignoring obstacles in your way.
For example, you could Spirit Dive behind a gate and then emerge past the gate.
You can not use Spirit Dive to reach a location you haven't seen.
You can use this in combat to dive to behind someone's back and execute a Back Attack:
Roll your Courage dice vs. targets' Wisdom dice
Damage: None
EFFECT: You can choose to immediately follow up with an attack from an equipped weapon, bypassing any equipped Shields.
IF EITHER FAILS: The target gets an automatic counterattack.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- CHARGE: 1 Action
- Charge by focusing on gathering as much spiritual power as possible, and then concentrating on releasing it in a controlled manner.
- Your soul will glow brightly during this time, being visible from behind objects and any Camouflage you have wears off.
DESCRIPTION: Once charged, release a massive pulse of spiritual energy that pulses through the entire room or area.
EFFECT: The souls of everyone in the room shine with with a bright light that is visible from even behind objects and dispelling all Camouflage, revealing them to everyone.
DURATION: One round.
- REQUIREMENTS: A melee weapon
- CHARGE: 2 Actions
- Charge by pouring your energy into both of your weapons, each of which emits a blue glow.
- If you have two melee weapons equipped, you can Charge for 1 Action instead.
DESCRIPTION: Once charged, you can spin rapidly with both of your weapons, causing a tidal wave of energy to hit all enemies.
This uses your weapon’s standard attack roll + 15 dice
Damage: Halved
EFFECT: Select an attack from one of the weapons, and add both its Dice & Damage Modifiers to the attack.
- REQUIREMENTS: A sword that has a Slash or Slice attack.
- CHARGE: 1 Action
- DESCRIPTION: Crush and cleave your opponent with your sword? Do it with such brute force that the target has to use their strength to block it!
- EFFECT: Use a sword’s standard Slash attack, but with the following adjustments:
- The target defends using Power instead of Courage
- If the sword’s Slash attack has any bonus Dice Modifier, it is converted to and added to its Damage Modifier before the attack begins
- IF FAIL: Target gets to Counterattack, regardless of requirements.
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Fling a large chunk of ice at a target, reducing their speed.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +3
- EFFECT: If it hits, target loses 5 Courage.
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Wrap the target in a frozen bubble, nullifying the bonuses their attacks gain.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target gets Numbed:
- Target’s Combat Actions have their Dice & Damage Modifiers removed.
- DURATION: Two rounds.
- REQUIREMENTS: Water
- CHARGE: 1 Action
- Begin charging by generating a veil of cold air over your body
COSTS: 13 Magic
DESCRIPTION: Once charged; freeze someone in a pack of permafrost ice, drastically cutting their attack power and making it difficult to recover it. Hits one target
Roll your Wisdom +10 dice vs. targets' Wisdom dice
Damage: +0
EFFECT 1: If it hits, target loses 10 Attack Dice.
EFFECT 2: If it hits, target also gets Half Bonus:
Any Bonuses the target gets are halved.
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Form a blade of red Light rays, and strike a target!
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +5
- EFFECT: If it hits, target loses 5 Wisdom.
- REQUIREMENTS: Light
- COSTS: 8 Magic
- DESCRIPTION: Fire a spear of Light at a target, which carries a pulse that can disengage an ability they have.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +5
- EFFECT: Select an Active Skill or a Spell the target has and disable it for the remainder of the battle.
- For Bosses, this only lasts one round.
- CHARGE: 1 Action
- Begin charging by gazing into space. Even when the sky is blocked, you can still gaze into space this way.
REQUIREMENTS: Light
COSTS: 12 Magic
DESCRIPTION: Once charged; send a shower of star fragments down on all enemies, causing severe damage to their mana pools. Hits all enemies.
Roll your Wisdom +20 dice vs. targets' Wisdom dice
Damage: Halved
EFFECT: If it hits, target(s) hit get Magic Bleeding x7
- REQUIREMENTS: Shadow
- COSTS: 5 Magic
- DESCRIPTION: Call upon the soul of the lord of Shadow and use it to strike a target.
- Roll your Wisdom +12 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: This attack can be rerolled once for free.
- REQUIREMENTS: Shadow
- COSTS: 8 Magic
- DESCRIPTION: Create a series of voids along a path and fling a target across them.
- Roll your Wisdom +15 dice vs. targets' Power dice
- Damage: 6
- EFFECT: If it hits, continue rolling against the target with -5 and no Magic cost.
- For each successful roll after the first, the damage caused by this attack is multilied by 1.5.
- Round the current number up before multiplying.
- Anything that boosts damage is added to the total damage dealt, not to the base damage.
This continues until the roll fails.
- REQUIREMENTS: Spirit
- COSTS: 3 Magic
- DESCRIPTION: Grapple onto a targets' soul and exhaust them, preventing them from charging up
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: If it hits, cancel anything the target is Charging for.
- EFFECT 2: Additionally, target gets Exhausted:
- Target can not use any actions that involve Charging.
- REQUIREMENTS: Spirit
- COSTS: 4 Magic
- DESCRIPTION: Grab a target in a soul lock and forcefully rend their Magic pool, severely damaging the foe's ability to cast Magic.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 7 Magic (Stat)
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Set up a blockade of Water, suppressing a nasty power produced by an attack.
- EFFECT: Target gains Effect Block:
- Negate the next EFFECT to the target caused by a Combat Action, which then removes Effect Block.
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Protect someone with a sponge, softening the impact of the next attack that hits them.
- EFFECT: Target gains Shield:
- Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Bathe someone in a shower of Wisdom, enlightening them.
- EFFECT: Target gains 5 Wisdom
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Create a mirage of a target, giving them a chance to completely dodge attacks.
- EFFECT: Target gains Disillusion:
- Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, Disillusion is removed.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Strengthen a target’s Shadow into steel, powering them up… somehow.
- EFFECT: Target gains 5 Power.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Target becomes more in sync with their own Shadow, gaining its speed.
- EFFECT: Target gains 5 Courage.
- REQUIREMENTS: Spirit
- COSTS: 4 Magic
- DESCRIPTION: By drawing power from your soul, recover the ground taken from you by enemy attack.
- EFFECT: Remove one Negative Bonus from yourself or an ally.
- REQUIREMENTS: Spirit
- COSTS: 5 Magic
- DESCRIPTION: Draw the spiritual energy that exists around you and then use it to form a field; granting everyone else the ability to draw Magic more efficiently.
- EFFECT: Summon the Mana Complex Field Effect:
- Overwrite any current Field Effect in play.
- The Magic Costs for everyone is reduced by 1 Magic.
- INFORMATION 1: This item is a Mythical Artifact
- INFORMATION 2: This item is afflicted by Fierce Deity's Influence. The longer you have it, the more it exerts influence over you.
- INFORMATION 3: This is permanently equipped to Thoughter. This cannot be unequipped through any means until Thoughter is dead.
- DESCRIPTION: A large teal and black scimitar bearing Twili circuitry criss-crossing its blade. The spirit inside having been reawoken, these lines glow brightly. But there is still something missing from the pommel. Oh well, its still a very powerful sword. It can Slash someone, Stab someone or shoot Shadow Orbs at all enemies.
- Slash:
- Roll your Courage +12 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits; target gets Lifeforce Wave:
- When target dies; you and all allies recover Hearts equal to 25% of targets' Maximum Hearts. After then, remove Lifeforce Wave.
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +12
EFFECT: If it hits; target gets Deathforce Wave:
When target dies; their allies take Neutral Damage equal to 25% of targets' Maximum Hearts. After then, remove Deathforce Wave.
Shadow Orbs:
REQUIREMENTS: Shadow
COSTS: 5 Magic
DESCRIPTION: Fire a stream of red shadowy orbs at a target; surrounding them in a veil of darkness that isolates their spirit
Roll your Wisdom +10 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: If it hits, target gets Support Blocked:
The next support action to affect target gets negated, removing Support Blocked.
- INFORMATION: This item is a Legendary Artifact
- REQUIREMENTS: Only Thoughter Salvadman can equip this shield
- DESCRIPTION: A highly ornate white shield with what appears to be permafrost coating its face; this shield chills you to tbe bone on the touch, seemingly only Thoughter can safely equip this shield. It offers modest protection on its own but it has two enchantments which it can switch between: Celestial Stargazer and Comet Armor
- Defense Dice: +8
- Comet Armor:
- INFORMATION 1: This can be set once with no Action Cost anytime during your turn.
- INFORMATION 2: This gets overwritten by Celestial Stargazer
- COSTS: 3 Magic
- DESCRIPTION: The ice on the face of the shield grows bigger, partially covering yourself from attack and blocking the nasty effects of Fire.
- Armor: +6
- Magic Costs: -2 (to Water spells only)
- EFFECT: You are immune to all EFFECTS from Fire spells.
Celestial Stargazer:
INFORMATION 1: This can be set once with no Action Cost anytime during your turn.
INFORMATION 2: This gets overwritten by Comet Shield
COSTS: 3 Magic
DESCRIPTION: The face of your shield glows brightly, almost to the point where it is blinding. It also blocks the nasty effects of Shadow
Defense Dice: +5
Magic Costs: -2 (to Light spells only)
EFFECT: You are immune to all EFFECTS from Shadow spells.
- INFORMATION: This item is a Mythical Artifact
- DESCRIPTION: A small and slender platemail decorated with numerous motifs of the eagle with feathers lining the shoulder plates. While it provides modest protection against damage, it provides you a powerful speed boost.
- Armor: +4
- Courage: +10
- EFFECT: Once per battle, you can override your defending roll with Courage
- INFORMATION 1: This item is a Mythical Artifact
- INFORMATION 2: This item is afflicted by Fierce Deity's Influence. The longer you have it, the more it exerts influence over you.
- DESCRIPTION: A large set of spiritual robes which glow in an eerie crystal blue aura; bearing a dulled symbol of the Keaton Army embroided on it. Said to contain the soul of the old Bandit King, it appears to have been corrupted by the influence the Twilight Scimitar held on Thoughter into a powerful tool of influence and dominion.
- Basic Protection:
- EFFECT: Anyone attacking you with a positive Dice Modifier has it reduced by 6 (down to a minimum of 0)
Augmented Protection:
COSTS: 5 Magic to maintain at the start of each round
EFFECT: Anyone attacking you loses their positive Dice Modifier
Keaton Command:
DESCRIPTION: The spirit of the robe flares out, hitting everyone else in the area. This power forces everyone else to respect the power of the Bandit King
Roll your Wisdom +5 dice vs. targets' Power dice
Damage None
EFFECT 1: Target(s) hit lose 6 Dice when targeting you on their next turn.
EFFECT 2: Additionally, any Keaton hit are forced to obey your orders on their next turn
- INFORMATION 1: This item is a Mythical Artifact
- INFORMATION 2: This item is afflicted with Majora’s Madness. For most people, simply touching it will invoke madness to the target, sending them into disarray.
- INFORMATION 3: This is permanently equipped to Thoughter. This cannot be unequipped through any means until Thoughter is dead.
- DESCRIPTION: A pulsing crimson red mask with thorns radiating out from its edges, its thorns gradually transitioning to a sickly yellow. Said to be a lesser version of Majora's Mask; this mask anchors to your soul for the remainder of your life. While it prevents removal, it grants a big boost to your health and protects your Magic from being stolen.
- Hearts: +25/25
- EFFECT 1: Your Magic cannot be drained or siphoned from as the result of enemy actions.
- EFFECT 2: All Keaton in your party other than yourself gain 5 Attack Dice & 5 Defense Dice
- Amount: 5
- DESCRIPTION: A golden coin that can be flicked at any roll to rewind time for a moment and force a redo.
- EFFECT: Once per turn, immediately after someone rolls for something, you can flick a Reroll Point at the target to force them to reroll it. Then, choose which roll the target uses.
- Amount: 3
- DESCRIPTION: A mystical and very potent potion, capable of restoring most normal people back to their prime.
- EFFECT: Consume this to recover to Maximum Hearts & Magic.
- INFORMATION: This item is a Passive Artifact. Having it in your inventory is enough for its effects
- DESCRIPTION: A small bangle glowing in starlight. This helps you cast Light spells.
- Magic Costs: -1 (to Light spells only)
- INFORMATION: This item is a Passive Artifact. Having it in your inventory is enough for its effects
- DESCRIPTION: A pendant that reeks of Wizzrobe powers that enables you to do Wizzrobe things. It seems to have a limited capacity for phasing shenanigans
- Attack Dice: +3
- EFFECT: Once per battle, you can partially phase into any non-Magic attack at the cost of your integrity:
- You take half damage. If the attack already did halved damage, it doesn't get halved again.
- However, you get Phased Out:
- If any of your stats reach 0 (except Magic), you die instantly.
RE: 9-??-19 - Sunset in the Dream - Orithan - 12-02-2019
Origin: Link's Awakening
The great Nightmare plaguing the Windfish' dream and a direct underling of Majora. It is the source of all the Nightmares and Nightmare Beasts that have been plaguing the minds of people and the land of Hyrule. It seeks to trap the Windfish in a Nightmare for long enough for it to destroy every last sanity in his brain. If this happens, the god will go utterly insane and will cause nightmares in those who try to dream.
Do note that, while killing The Nightmare will save the Windfish from the nightmare and allow him to wake up, it will also consequently destroy Koholint and everyone inside. It will take some time for the Windfish to wake up; allowing some time for people to escape.
The Nightmare will assume several different forms each with very different stat spreads and skillsets.
- Power: 6 (+0)
- Courage: 36 (+0)
- Wisdom: 27 (+0)
- Hearts: 60/60 (+0)
- Magic: 4000/5000 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 17
- Armor: 12
Affinities: Fire, Water, Shadow
Origin: ZURPG.
Origin: Dan Kaze
“Oh come on, you know who I am, don’t think we need to spell this one out now, do we? Well, except for the fact that I'm dark and all nightmary now. Wait, you're telling me that I'm not even the real deal?”
This form takes the appearance, skills and abilities of Bloodwind based on Darte's memories. Unlike the real Bloodwind, his passives are replaced by nightmare passives and he takes on a totally not edgelord form of pitch black shadow with glowing red lights where his eyes would be and emits a violent red aura of dread and devastation.
All of the equipment is modeled after the real Bloodwind's equipment and what Darte remembers of it, but it is tweaked to suit the Nightmare.
All of the following are imitations. They vanish after Nightmare Bloodwind dies.
- Weapon: Nightmare Helix Blade
- Shield: Nightmare Mirror
- Armor: Nightmare's Wrath
- Robe: Cloak of Nightmares
- Tools: Nightmare Rings
- Soulbound: Your items cannot be stolen. If your items are forcibly knocked out of your hands, they become unequipped for the remainder of the battle.
- Nightmare's Wrath: Grants a permanent Thorns effect.
- Cloak of Nightmares, Red: When you're hit by an attack, the robe can absorb either half the damage done or one of the attack's EFFECTS. Afterwards it turns black.
- Nightmare Rings: Once a round when you are by an attack, reduce attackers' highest stat out of Power, Courage or Wisdom by 5. This negates its defensive bonus for the remainder of the round.
- Ringing Blast - Target rolls Courage vs your Courage+25 dice. If it hits, deal +0 Damage and siphon 5 Magic from target to you or inflict 5 Neutral Damage.
- Spiral Nightmare (3 Actions, 20 Magic) - Begin charging by causing the helix on the blade to unwind and spiral out of control, drawing in and gathering any madness that exists in the air. While this is charging or charged, everyone not afflicted by madness lose 3 Attack Dice & Defense Dice
- When fully charged and you have an Offensive Action, unleash the madness in this all out attack. Everyone not afflicted by madness, including those behind cover, are sucked into a vortex of madness. Roll Base Courage vs targets' Base Power. Those hit take Halved Neutral Damage and become Disarrayed.
- Disarrayed: Whenever you make an action that doesn't target yourself; it is redirected to someone else randomized with $1d# where # = number of participants in the turn order.
Ice Beam (Water, 8 Magic): Fire a beam of ice, freezing anything it hits. Roll Wisdom+8 vs targets' Wisdom. Deals full damage and inflicts Numbed on hit.
Numbed: Target’s Combat Actions have their Dice & Damage Modifiers removed.
DURATION: Two rounds.
Hellfire (Fire, 5 Magic): Subject the target to a hellish green fire which burns their Magic pool. Roll Wisdom+3 vs targets' Wisdom. Deals +0 Damage and inflicts Cursed if it hits.
Cursed: Anytime the target spends Magic, they take Neutral Damage equal to the amount spent.
Fatal Flames (Fire, 2 Actions, 12 Magic): Begin charging by producing a raging flame in your hands.
Once fully charged, trap the target in a swirling vortex of fire that burns their life away. Roll Wisdom+5 vs Wisdom. Deals +10 Damage and inflicts Fatal Burn if it hits.
Fatal Burn: Target takes 1/3 of their current Hearts as Neutral Damage (max of 33) the start of every round
Suffocating Veil (Shadow, 7 Magic): Intensify the darkness around a target until nothing remains. You roll Wisdom vs targets' Wisdom. Deals Halved damage, inflicts Bleeding x6 and Support Blocked on target if it hits:
Support Blocked: Negate the next EFFECT to the target caused by a Support Action, which then removes Support Blocked
Shadow Feint (Shadow, 8 Magic): Fire two bolts of shadow. You roll Wisdom+10 twice vs targets' Wisdom. Deals full damage. If both attacks would hit, choose only one to hit with and reduce any of targets' stats by 5.
- Block (Water, 4 Magic): Grants Effect Block to someone.
- Effect Block: Target can negate the next EFFECT to them caused by a Combat Action, which then removes Effect Block.
Shadow Speed (Shadow, 4 Magic): Grants Courage +5 to someone
Steel Shadows (Shadow, 4 Magic): Grants Power +5 to someone
Cloak of Nightmares, Black (No action cost): Add either the damage or the EFFECT the cloak has absorbed to your next attack. Afterwards, the cloak turns red.
If the attack hits multiple targets, the numerical values of what is added are halved.
Nightmare Reflection (30 Hearts (Stat)): Tear a large chunk of your shadows off which form into a copy of yourself. Both you and your copy are linked by soul - All copies of you must die in order for this form to be killed.
- Power: 7 (+0)
- Courage: 27 (+0)
- Wisdom: 36 (+0)
- Hearts: 300/300 (+0)
- Magic: 2900/5000 (+0)
- Initiative: $init 2d9
- Attack Dice: 8
- Defense Dice: 8
- Armor: 0
Affinities: Water, Nature, Light, Shadow
Origin: Final Fantasy VII.
“...over... It's over... ...everything... Everyone...everything... It's all over... Now everything will begin with me!!”
This takes on the form which Sephiroth held during the final confrontation between him and Strife. He wears two halos interconnected with each other, his hair forming a solid spike reaching up to the heavens, his lower body replaced by a set of six angelic wings and his right arm replaced by a crimson wing. Unlike the memories of the fight, this version of Sephiroth is black all over with red eyes and exudes a strong red aura that slowly saps away the strength of everyone else. The only non-black part of his actual body being his crimson wing.
The battle is modeled after Strife's (fading) memories of Sephiroth in his Safer-Sephiroth form, plus that of the Masamune. What abilities the Nightmare added are all drawn from Strife's memory as well. None of these are taken from Shady's interpretations of these moves.
All of the following are imitations. They vanish after Nightmare Sephiroth dies.
- Weapon: Nightmare's Masamune
- Calm: Your stat reductions are halved, rounded down.
- Status Protection: You can block a Named Effect that would hit you once per round.
- Soulbound: Your items cannot be stolen. If your items are forcibly knocked out of your hands, they become unequipped for the remainder of the battle.
- Double Turn: Initiative: $2d9
- Seven-Winged Angel: Melee attacks cannot hit from the ground, complete immunity to grounded attacks. Attack Dice & Defense Dice+8. Enables Nova Darts to be used as a reaction.
- Nova Darts: Once per round, when you are hit by an attack, you can automatically counterattack with Nova Darts. However, Nova Darts's damage is fixed to 1 Neutral Damage in this case.
- Nova Darts - Send a series of dart-shaped feathers from your crimson wing down upon a target, bypassing Cover. Target rolls Courage vs your Courage+15. Deals halved damage and cancels any Charge target has and any channeled moves they have.
- Break (Nature, 8 Magic) - Turn a target to stone; petrifying them for a brief moment. Target rolls Power vs your Wisdom+6. Deals +0 Damage and removes 1 Action off targets' next turn.
- Dispel (Shadow, 9 Magic) - Break supporting powers that protect the target by using the force of their own shadow. Target rolls Base Wisdom vs your Base Wisdom dice without bonus Attack Dice. If it hits, ignore and remove all positive Bonuses and Named Effects target has.
- Shadow Flare (Shadow, 12 Magic) - Ignite a deep crimson flame within the target. Target rolls Wisdom vs your Wisdom+6 Dice. If it hits, deals +5 Damage and inflicts Bleeding x10.
- Slash (Nightmare's Masamune) - Slash the foe with the Masamune. Target rolls Courage vs your Courage+22 dice. If it hits, deal +0 Damage. It cannot be counterattacked at all.
- Heartless Heartless Angel (Nightmare's Masamune, 5 Actions, 30 Magic) - Begin charging by channeling power to the tip of the Masamune, causing it to vibrate at extreme speeds and naturally shatter glass in the area. While this is charging, an intense red aura of madness emanates from the tip of the blade.
- When fully charged, you can extinguish the aura to send all enemies up in a violent blaze of crimson and green flames. Roll Wisdom+10 vs targets' Wisdom. Deals Neutral Damage equal to target(s) Current Hearts-1 and drains targets' Magic to 0.
- Esuna (Water, 4 Magic): Removes a Named Effect or up to 6 Points of a specified Negative Bonus.
- Wall (Light, 10 Magic): Grants +4 Armor and Shield.
- Shield: Target takes half damage from the next Combat Action they are hit by, which then removes Shield.
- Power: 50 (+0)
- Courage: 10 (+0)
- Wisdom: 30 (+0)
- Hearts: 450/450 (+0)
- Magic: 1800/5000 (+0)
- Initiative: $init 2d9
- Attack Dice: 12
- Defense Dice: 10
- Armor: 40
Affinities: Light, Shadow, Spirit
Origin: Link's Awakening.
This is The Nightmare's true and final form. It appears a shadowy blob dominated by a singular white eye with a blood red pupil. A set of angelic wings tipped with blood red sprout from its back and a pair of shadowy arms also tipped with blood red sprout from the sides of its body. As its eye opens, the madness within flares up to truly unbearable levels.
Defeating this form will kill The Nightmare for real.
- Main Body: 450 Hearts. 40 Armor
- Eye: Health pool is shared with Main Body. Does not count as a separate target to main body.
- Wings (x2): 45 Hearts Each. 10 Armor. +10 Defense Dice
- Arms (x4): 28 Hearts Each. 10 Armor. -10 Power, -5 Wisdom (when defending only)
If The Nightmare is defeated; it drops 7,500 Rupees for every player, 3 Stat Points for every player, 2 Ascended Spell Scrolls, 1 Ascended Skill Scroll, the Great Nightmare scroll and the satisfaction that another of the great bosses of ZURPG is finally dead.
- Double Turn: Initiative: $2d9
- Body Parts: +3 Attack Dice for every living arm, +5 Defense Dice for every living wing, +40 Armor on main body only. Whenever a body part dies, everyone that contributed to the attack with an Offensive Action receives one stack of Madness:
- Target slowly starts becoming mad through the destructive influence of Majora's Madness. For each stack of madness target has; they gain 3 Attack Dice but lose 5 Defense Dice
- If target has 4 or more stacks of Madness, The Nightmare's takes control of one of targets' actions on all of their turns.
- Anything that would remove Madness removes all stacks of it.
Nightmare Conduit: Any Negative Bonus or Named Effect you have can be applied to anyone who attacks the affected part. This cannot occur on the same attack you receive this EFFECT.
- Nightmare Adapt: You can copy the properties of any attack used to Nightmare's Fury; including EFFECTS.
- This also includes Charge durations.
Blood Spit (10 Hearts): Any time your main body is hit, you can send a bloody feedback pulse back at everyone who contributed to the attack with an Offensive Action. Roll your Power vs attacker(s)' Power. Foe takes Neutral Damage equal to half the damage you took from the attack and inflicts one stack of Madness.
- Flail Arms - Club a number of targets equal to the amount of arms you have. You roll your Power vs target(s)' Power. Deals Halved damage, +0 Damage if two or more arms hit a target.
- Nightmare's Fury (10 Magic) - Fire a series of pulses from your eye which explode on contact with the target, dealing significant damage and transferring the properties of a copied attack. You roll Wisdom+15 vs foe's Wisdom, using the properties of attacks that have been copied with Nighmare Adept. Deals +0 damage on hit.
- Bloody Spear (8 Hearts) - Take a portion of your own blood and fire it as a spear, dealing heavy damage using your core strength. Roll your Power+10 vs target's Courage. Deals +5 Damage. If it hits, you and all allies recover 5 Hearts
- Spear of Light (Light, 7 Magic) - Fire a spear of light which explodes in the target, disengaging an ability they have. Roll your Wisdom+5 vs foe's Wisdom. Deals +0 Damage and disables an Active Skill or Spell target has for the remainder of the battle.
- Suffocating Veil (Shadow, 7 Magic) - Intensify the darkness around a target until they no longer remain. Roll your Wisdom vs foe's Wisdom. Deals Halved Damage, inflicts Bleeding x6 and Support Blocked on foe if it hits.
- Support Blocked: Block the next Support Action to hit target, which then removes Support Blocked.
Void Drop (Shadow, 7 Magic) - Form a void underneath the target and drop them in, depositing them at a high place. Roll Wisdom+5 vs target's Courage. Deals $3d5 Neutral Damage if it hits.
Rend Mana (Spirit, 4 Magic) - Rip open the target's magic pool, severely compromising it. Roll your Wisdom+7 vs foe's Wisdom. Deals +0 Damage and reduces target's Magic (Stat) by 7/7 on hit.
Great Nightmare (Shadow, 3 Actions, 20 Magic) - Begin charging by surging chaotic energy to your eyes. During this time any eyes you have become a sickly crimson in colour. While this is charging, bonus Attack Dice & Defense Dice for both you and foes are negated when attacking you.
Once fully charged, plunge everyone else into a pit of sheer darkness; trapping them in a nightmare. This bypasses Cover.
Roll Base Wisdom vs target(s)' Base Power. Those hit take 10 Neutral Damage and become afflicted with Great Nightmare:
Affected targets fall asleep and cannot move, act or even defend.
DURATION: 2 rounds or they drop to 1 Heart. If they remain asleep for the full 2 rounds, they come under your control until they die.
This spell is afflicted with Majora’s Madness. For most people, simply trying to learn it will invoke madness into them, sending them into complete disarray.
- Close (varying amount of Hearts): Close your eye, rendering your Eye untargetable. At the start of your first turn next round, recover from all Negative Bonuses and negative Named Effects that weren't caused by a charge-up attack. After then, you may spend Hearts equal to the total of the missing Hearts all your Arms and Wings have to revive them to full Hearts.
- Cover Arms: Up to two of your arms Cover your eye
- Enrage (3 Hearts): Next attack you make gains 5 Dice.
- Second Chance (Shadow, 4 Magic): Grants ally 2 Temporary Reroll Points.
- Haste (Spirit, 3 Magic): Grants yourself or ally Quick Charge.
- Quick Charge: Reduce the Charge time of ally's next charge move by 1 Action. If this goes down to 0 Actions, the charging phase of the move is skipped entirely.
- DURATION: Until ally uses a charge move.
RE: 9-??-19 - Sunset in the Dream - Orithan - 01-06-2020
- Amount: 3
- SELL VALUE: 200 Rupees
- DESCRIPTION: A large red-capped mushroom speckled with white polka dots and bears what appears to be eye-like markings on its stalk. It can be consumed to literally grow and increase your physical mass. This isn't a toadstool... right?
- EFFECT: Consume this to grow bigger for a moment; gaining 5 Power (up to a maximum of +8 Power) and 8 Hearts (Stat) (up to a maximum of +12 Hearts)
[box=Red Mushroom]
[list]
[*][b]SELL VALUE[/b]: [rupees]200[/rupees]
[*][b]DESCRIPTION[/b]: A large red-capped mushroom speckled with white polka dots and bears what appears to be eye-like markings on its stalk. It can be consumed to literally grow and increase your physical mass. This isn't a toadstool... right?[list]
[*][b]EFFECT[/b]: Consume this to grow bigger for a moment; gaining [b]5 [Power][/b] (up to a maximum of +8 [Power]) and [b]8 [Hearts] (Stat)[/b] (up to a maximum of +12 [Hearts])
[/list][/list]
[/box]
- Amount: 3
- SELL VALUE: 200 Rupees
- DESCRIPTION: A large green-capped mushroom speckled with white polka dots and bears what appears to be eye-like markings on its stalk. It can be consumed to literally grow your magical power. This looks a bit sketchy to eat...
- EFFECT: Consume this to cause your soul to grow for a moment; gaining 5 Wisdom (up to a maximum of +8 Wisdom) and 5 Magic (Stat) (up to a maximum of +8 Magic)
[box=Green Mushroom]
[list]
[*][b]SELL VALUE[/b]: [rupees]200[/rupees]
[*][b]DESCRIPTION[/b]: A large green-capped mushroom speckled with white polka dots and bears what appears to be eye-like markings on its stalk. It can be consumed to literally grow your magical power. This looks a bit sketchy to eat...[list]
[*][b]EFFECT[/b]: Consume this to cause your soul to grow for a moment; gaining [b]5 [Wisdom][/b] (up to a maximum of +8 [Wisdom]) and [b]5 [Magic] (Stat)[/b] (up to a maximum of +8 [Magic])
[/list][/list]
[/box]
- Power: 20 (+0)
- Courage: 7 (+0)
- Wisdom: 30 (+0)
- Hearts: 15/15 (+0)
- Magic: 20/17 (+3)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 3
- Armor: 5
- Stat Points: 0
- Stat Points (Used): 88
- Heart Containers: 10
- Rupees: 9,200
Affinities: Water, Spirit
- Weapons: Windfish Grand Bells
- Armor: Enchanted Platemail
- Robes: Waterscale Robes
- Tools: Sea Lilly's Bell,
- Consumables: Full Rejuvenation Potion x2
- Misc: Seashell Earrings
- Perseverance: +3 Attack Dice & Defense Dice if Hearts are at or below 50% of Maximum Hearts
- Flashstep: +$0d8, cannot get Bonus Turn
- Dragon Blood's Armor: +5 Armor, 3/3 Magic
- Waterscale Robes: Regen x5
- Seashell Earrings: You can freely defend while playing music
- Augmented Protection (Waterscale Robes, Magic4[/magic): If any instance of damage would kill you, halve the damage taken. Lasts for the remainder of the round.
- Clanging Bell (Windfish Grand Bells): Clang the bells in sync, producing harmful sound waves which hits all enemies. Roll Wisdom+12 without Attack Dice bonuses vs targets' Wisdom. If it hits, deal halved damage to all enemies and causes them to lose 3 Attack Dice.
- Crescendo Charge (Windfish Grand Bells): Roll half of Power and add the successes as dice to your next attack using Windfish Grand Bells.
- Restoration Bubble (Water, 2 Magic): Grants Regen x5 to someone.
- Block (Water, 1 Magic): Grants Effect Block to someone.
- Effect Block: Target can negate the next EFFECT to them caused by a Combat Action, which then removes Effect Block.
Sponge (Water, 2 Magic): Grants Shield to someone.
Shield: Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
Spirit Mana (Spirit, 5 Magic): Summon the Mana Complex Field Effect:
Overwrite any current Field Effect in play.
The Magic Costs for everyone is reduced by 1 Magic.
Divine Cure (Waterscale Robes, 6 Magic): You and all allies heal Hearts equal to the total amount of stacks of Regen you have (max of 10). Can only be cast once per round.
Ballad of the Windfish (Sea Lilly's Bell): Allows you to enter dreams. Also inflicts -5 Attack Dice and Penumbra's Curse on The Nightmare while it is being played
Penumbra's Curse: Target rolls twice anytime they defend, and they’re forced to take the lower roll.
RE: 9-??-19 - Sunset in the Dream - Orithan - 05-06-2020
Backed with the help of Mima and a gang of Moblins, the adventurers; Darte Fellshard, Melizea Fiametta, Sephiroth and Strife, charged head-first into Thoughter's Fortress to put an end to the Salvadman Army once and for all and to storm into the Windfish Temple Depths through there. Following the waste and devastation being laid to the fortress; the adventurers breached into the Temple Depths to confront and defeat Gradius and Thoughter. With Gradius and Thoughter finally slain and Marin and Mima being freed, the adventurers got the word that the Nightmares are all being caused by The Nightmare in Koholint and marched onwards to save the residents of Koholint and bring it down once and for all. After Sephiroth getting lost on the dream island and a series of epic battles against Nightmare Strife and then the Nightmare itself, the Nightmare eventually shattered though not without losing Strife for good. The Nightmare finally dead, the remaining party members went on to meet the newly-freed Windfish and escaped Koholint before it turned to nothingess.
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