Zelda Universe RPG

9-??-19 - Sunset in the Dream - Printable Version

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9-??-19 - Sunset in the Dream - Orithan - 08-26-2019

Following the better part of a year in hiatus...



Premise
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.
Starting equipment
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.
Quest Ruleset
  • 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

Salvadaman Mage
  • 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
Description
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.

Augmented Spirit Robe
  • 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
Add this Robe to your robes
Skills
Magic Regeneration
  • DESCRIPTION: You naturally recover Magic over time.
    • EFFECT: You gain Magic Regen x2.
Hanging On
  • 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.
Spirit Sense
  • 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.
Innate Knowledge
  • 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.
Spiritual Resistance
  • 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.
Spirit Dive
  • 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.
Will O' Wisp
  • 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.
Soul Echolocation
  • 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.
Cover
  • REQUIREMENTS: Being able to move
  • DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
    • Cover:
      • EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
        • If you are unsuccessful in defending any attack, Cover wears off.
        • DURATION: Cover lasts until you're hit or until you use Cover on someone else.
    • Reverse Cover:
      • EFFECT: Hide behind an ally, causing them to use Cover on you.
Hide
  • RESTRICTIONS: This will only work in combat if you're Camouflaged
  • DESCRIPTION: Hide behind a nearby object large enough to conceal you.
    • EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
    • EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
      • This can stack up to three times.
Basic Counter
  • RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
  • DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
    • CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
Two Hands for One
  • DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
    • EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
Punch
  • REQUIREMENTS: A free hand
  • DESCRIPTION: Swords not good enough? Punch a target with your fist!
    • Roll your Power +5 dice vs. targets' Power dice
      • Damage: Halved
Bash
  • REQUIREMENTS: A shield
  • DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
    • Roll your Power +3 dice vs. targets' Power dice
      • Damage: -2
Throw
  • REQUIREMENTS: A free hand
  • DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
    • ATTACK 1: Roll your Power dice vs. targets' Power dice
      • Damage: None
      • IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
    • ATTACK 2: Target rolls Courage dice to defend
      • Target Damage: +0
      • Projectile Damage: Halved and based on difference in successes from ATTACK 1
Kick
  • REQUIREMENTS: Two legs
  • DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
    • Roll your Courage +5 dice vs. targets' Courage dice
      • Damage: Halved
Escape
  • REQUIREMENTS: Being able to move
  • DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
    • Outrun:
      • Roll your Courage +3 dice vs. targets' Courage dice
        • Damage: None
        • EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
    • Outwit:
      • Roll your Courage +3 dice vs. targets' Wisdom dice
        • Damage: None
        • EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
Sneak-Up
  • RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
  • DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
    • EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
    • Roll your Courage dice vs. targets' Wisdom dice
      • Damage: None
      • IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
        • If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
      • IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Taunt
  • REQUIREMENTS: Being able to speak in the same language as the target
  • DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
    • Roll your Wisdom +3 dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: If it works, target gets Taunted:
        • Target’s single-target Combat Actions can only target you.
        • DURATION: One round.
Stealth Strike
  • RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
  • DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
    • EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: None
      • IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
        • If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
      • IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Spells
Ice Blast
  • 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.
Icicle Blade
  • 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
Block
  • 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.
Untouchable
  • 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
Sponge
  • 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.
Lava Beam
  • 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.
Eruption
  • 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
Scorch
  • 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
Burning Blade
  • REQUIREMENTS: Fire
  • COSTS: 3 Magic
  • DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
    • EFFECT: Target gains 3 Attack Dice.
Flare Up
  • 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.
Kindle
  • 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.
Barrier Breaker
  • 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.
Thunder Roar
  • 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.
Overwhelm
  • 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
Great Rejuvenation
  • 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.
Earth Shield
  • REQUIREMENTS: Nature
  • COSTS: 3 Magic
  • DESCRIPTION: A mold of earth covers a target in a protective shell.
    • EFFECT: Target gains 2 Armor.
Fairy Beam
  • 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.
Crimson Light
  • 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.
Spiral Light
  • 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.
Mass Blind
  • 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.
Extend
  • REQUIREMENTS: Light
  • COSTS: 4 Magic
  • DESCRIPTION: Feed some lifeforce into a target, increasing their health.
    • EFFECT: Target gains 5/5 Hearts (Stat).
Enlighten
  • REQUIREMENTS: Light
  • COSTS: 4 Magic
  • DESCRIPTION: Bathe someone in a shower of Wisdom, enlightening them.
    • EFFECT: Target gains 5 Wisdom
Mirage
  • 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.
Penumbra's Rift
  • 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.
Penumbra's Curse
  • 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.
Repression
  • 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.
Second Chance
  • 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.
Steel Shadows
  • REQUIREMENTS: Shadow
  • COSTS: 4 Magic
  • DESCRIPTION: Strengthen a target’s Shadow into steel, powering them up… somehow.
    • EFFECT: Target gains 5 Power.
Shadow Speed
  • REQUIREMENTS: Shadow
  • COSTS: 4 Magic
  • DESCRIPTION: Target becomes more in sync with their own Shadow, gaining its speed.
    • EFFECT: Target gains 5 Courage.
Items
Voodoo Staff
  • 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.
Thorns Armor
  • 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.
Augmented Spirit Robe
  • 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
Caster's Staff
  • REQUIREMENTS: Two-Handed
  • DESCRIPTION: A large staff covered in ancient Hylian markings. Regardless of wherever or not you can understand it, simply equipping it gives you a large boost to your ability to cast offensive spells.
    • EFFECT: The Dice Modifiers on all Offensive Spells you have are increased by 6.
Book of Magic
  • REQUIREMENTS: Two-Handed
  • DESCRIPTION: A book written in mimicry of Ancient Hylian. No one has a clue what even the fake writing says, but it certainly helps when casting stronger spells.
    • Magic Costs: -2 to Spells only (down to a minimum of 1 Magic).
Chateau Romani
  • 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..
Salvadaman Sentinel
  • 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
Description
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.

Augmented Protective Robes
  • 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
Add this Robe to your weapons
Skills
Super Cover
  • 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).
Spirit Sense
  • 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.
Innate Knowledge
  • 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.
Spiritual Resistance
  • 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.
Parry Bash
  • 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.
Double Bash
  • 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.
Swordbeam
  • 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.
Deep Breath
  • 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.
Guard
  • 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.
Rally
  • 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.
Spirit Dive
  • 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.
Will O' Wisp
  • 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.
Soul Echolocation
  • 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.
Cover
  • REQUIREMENTS: Being able to move
  • DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
    • Cover:
      • EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
        • If you are unsuccessful in defending any attack, Cover wears off.
        • DURATION: Cover lasts until you're hit or until you use Cover on someone else.
    • Reverse Cover:
      • EFFECT: Hide behind an ally, causing them to use Cover on you.
Hide
  • RESTRICTIONS: This will only work in combat if you're Camouflaged
  • DESCRIPTION: Hide behind a nearby object large enough to conceal you.
    • EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
    • EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
      • This can stack up to three times.
Basic Counter
  • RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
  • DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
    • CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
Two Hands for One
  • DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
    • EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
Punch
  • REQUIREMENTS: A free hand
  • DESCRIPTION: Swords not good enough? Punch a target with your fist!
    • Roll your Power +5 dice vs. targets' Power dice
      • Damage: Halved
Bash
  • REQUIREMENTS: A shield
  • DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
    • Roll your Power +3 dice vs. targets' Power dice
      • Damage: -2
Throw
  • REQUIREMENTS: A free hand
  • DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
    • ATTACK 1: Roll your Power dice vs. targets' Power dice
      • Damage: None
      • IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
    • ATTACK 2: Target rolls Courage dice to defend
      • Target Damage: +0
      • Projectile Damage: Halved and based on difference in successes from ATTACK 1
Kick
  • REQUIREMENTS: Two legs
  • DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
    • Roll your Courage +5 dice vs. targets' Courage dice
      • Damage: Halved
Escape
  • REQUIREMENTS: Being able to move
  • DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
    • Outrun:
      • Roll your Courage +3 dice vs. targets' Courage dice
        • Damage: None
        • EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
    • Outwit:
      • Roll your Courage +3 dice vs. targets' Wisdom dice
        • Damage: None
        • EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
Sneak-Up
  • RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
  • DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
    • EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
    • Roll your Courage dice vs. targets' Wisdom dice
      • Damage: None
      • IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
        • If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
      • IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Taunt
  • REQUIREMENTS: Being able to speak in the same language as the target
  • DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
    • Roll your Wisdom +3 dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: If it works, target gets Taunted:
        • Target’s single-target Combat Actions can only target you.
        • DURATION: One round.
Stealth Strike
  • RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
  • DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
    • EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: None
      • IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
        • If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
      • IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Items
White Sword
  • DESCRIPTION: A white blade enchanted with the power of wind. Can Slash, Stab, or Air Blade one target.
    • Slash:
      • Roll your Courage +6 dice vs. targets' Courage dice
        • Damage: +0
    • Stab:
      • Roll your Courage dice vs. targets' Courage dice
        • Damage: +6
        • IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
    • Magical Blade:
      • REQUIREMENTS: You being at Maximum Hearts
      • DESCRIPTION: Fire a magical blade of air, powered by your Hearts, at a target.
      • Roll your Courage +9 dice vs. targets' Courage dice
        • Damage: +0
Soul Blade
  • 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.
Deku Stick
  • 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.
Invigorating Shield
  • 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.
Invigorating Shield
  • 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.
Soldier Platemail
  • DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
    • Armor: +4
Augmented Protective Robes
  • 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
Magic Feather
  • INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
  • COSTS: 2 Magic per jump
  • DESCRIPTION: If I add Magic to a feather, does that suddenly make it useful? A blue, magical feather that lets you use Magic to jump higher than before.
    • EFFECT: When you pay the Magic Cost, gain the following effects:
      • Defense Dice: +3
      • Your Jump Distance is doubled, meaning for every Success you get when jumping, you cover 2 Feet of distance.
      • Any fall damage you would take from any source is halved.
      • DURATION: Until the end of the turn.
Red Potion
  • 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.
Magic Jar
  • 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.
Keaton Dreadnaught
  • 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
Description
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.

Augmented Spirit Robe
  • 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
Add this Robe to your robes
Augmented Mini-Ballista
  • 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).
Add this Mini-Ballista to your weapons
Skills
Spirit Sense
  • 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.
Innate Knowledge
  • 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.
Spiritual Resistance
  • 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.
Absorb
  • 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.
Command
  • 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.
Spirit Dive
  • 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.
Will O' Wisp
  • 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.
Soul Echolocation
  • 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.
Cover
  • REQUIREMENTS: Being able to move
  • DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
    • Cover:
      • EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
        • If you are unsuccessful in defending any attack, Cover wears off.
        • DURATION: Cover lasts until you're hit or until you use Cover on someone else.
    • Reverse Cover:
      • EFFECT: Hide behind an ally, causing them to use Cover on you.
Hide
  • RESTRICTIONS: This will only work in combat if you're Camouflaged
  • DESCRIPTION: Hide behind a nearby object large enough to conceal you.
    • EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
    • EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
      • This can stack up to three times.
Basic Counter
  • RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
  • DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
    • CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
Two Hands for One
  • DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
    • EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
Punch
  • REQUIREMENTS: A free hand
  • DESCRIPTION: Swords not good enough? Punch a target with your fist!
    • Roll your Power +5 dice vs. targets' Power dice
      • Damage: Halved
Bash
  • REQUIREMENTS: A shield
  • DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
    • Roll your Power +3 dice vs. targets' Power dice
      • Damage: -2
Throw
  • REQUIREMENTS: A free hand
  • DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
    • ATTACK 1: Roll your Power dice vs. targets' Power dice
      • Damage: None
      • IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
    • ATTACK 2: Target rolls Courage dice to defend
      • Target Damage: +0
      • Projectile Damage: Halved and based on difference in successes from ATTACK 1
Kick
  • REQUIREMENTS: Two legs
  • DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
    • Roll your Courage +5 dice vs. targets' Courage dice
      • Damage: Halved
Escape
  • REQUIREMENTS: Being able to move
  • DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
    • Outrun:
      • Roll your Courage +3 dice vs. targets' Courage dice
        • Damage: None
        • EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
    • Outwit:
      • Roll your Courage +3 dice vs. targets' Wisdom dice
        • Damage: None
        • EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
Sneak-Up
  • RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
  • DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
    • EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
    • Roll your Courage dice vs. targets' Wisdom dice
      • Damage: None
      • IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
        • If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
      • IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Taunt
  • REQUIREMENTS: Being able to speak in the same language as the target
  • DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
    • Roll your Wisdom +3 dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: If it works, target gets Taunted:
        • Target’s single-target Combat Actions can only target you.
        • DURATION: One round.
Stealth Strike
  • RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
  • DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
    • EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: None
      • IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
        • If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
      • IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Spells
Efficient Glacial Ice
  • 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.
Ice Blast
  • 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.
Nullify
  • 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.
Block
  • 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.
Sponge
  • 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.
Items
Augmented Mini-Ballista
  • 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).
Metal Tipped Arrows
  • 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
Impact Arrows
  • 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.
Voodoo Staff
  • 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.
Red Platemail
  • DESCRIPTION: A red colored platemail with steel so dense, it’ll heavily mitigate physical attacks.
    • Armor: +8 against non-Magic-based attacks
Augmented Protective Robes
  • 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
Book of Magic
  • REQUIREMENTS: Two-Handed
  • DESCRIPTION: A book written in mimicry of Ancient Hylian. No one has a clue what even the fake writing says, but it certainly helps when casting stronger spells.
    • Magic Costs: -2 to Spells only (down to a minimum of 1 Magic).
Red Medicine
  • 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.
Chateau Romani
  • 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..
Reroll Points
  • Amount: 5
  • DESCRIPTION: A golden coin that can be flicked at any roll to rewind time for a moment and force a redo.
    • EFFECT: Once per turn, immediately after someone rolls for something, you can flick a Reroll Point at the target to force them to reroll it.



RE: 9-??-19 - Sunset in the Dream - Orithan - 09-30-2019

Keaton Dreadnaught



RE: 9-??-19 - Sunset in the Dream - Orithan - 10-07-2019

Ultima Nightmare
Nightmare Materia



RE: 9-??-19 - Sunset in the Dream - Orithan - 10-21-2019

Ultima Weapon
  • 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.
Add Ultima Weapon to your Weapons
Alexander Materia
  • 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.
Add Alexander Materia to your Weapons
Ultima Materia
  • 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
Add Ultima Materia to your Weapons
Gravity Materia
  • 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.
Add Gravity Materia to your Weapons
Heal Materia
  • 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.
Add Heal Materia to your Tools

Skybreak Driver
  • 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.
Add this to your Weapons
Enchant Cartridge
  • 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.
Add this to your Tools

Eyegore, Green



RE: 9-??-19 - Sunset in the Dream - Orithan - 10-28-2019

Bottled White Fire
  • 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.
Add Bottled White Fire to your Consumables

Phantom Master
Plasam Wizzrobe
Phantasm Knight



RE: 9-??-19 - Sunset in the Dream - Orithan - 11-11-2019

Gradius
Dark Bandit King Thoughter



RE: 9-??-19 - Sunset in the Dream - Orithan - 12-02-2019

The Nightmare (QUEST BOSS)



RE: 9-??-19 - Sunset in the Dream - Orithan - 01-06-2020

Red Mushroom
  • 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)
Add Red Mushroom to your Consumables
Green Mushroom
  • 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)
Add Green Musroom to your Consumables

Marin



RE: 9-??-19 - Sunset in the Dream - Orithan - 05-06-2020

Basic Summary of Sunset in the Dream
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.