1-19-13 Under the Well - WindStrike - 01-20-2013
[enemy power=3 courage=10 wisdom=5 hearts=6/6 magic=2/2]
Origin: The Legend of Zelda Shadow (Level: 1), Water (Level: 1)
- Sewer Keese are covered in filth that gives off a poisonous stench. All players without Water affinity take 1 poison damage (neutral) at the start of each round.
- Contaminate is inactive during the first round and does not stack with other Sewer Keese's Contaminate.
- Contaminate cannot drop anyone below 1 Heart.
- When defending, Keese’s roll is increased by 2 dice.
- Lightning attacks (Nature sub-type) gain 4 dice when attacking Keese.
- Requires Shadow (Level: 1)
- Keese slashes a target with its sharp wings.
- Roll your Courage dice vs. targets' Courage dice
- Requires Water (Level: 1)
- Costs 1 Magic
- Keese's filth contaminates its attacks, poisoning the target.
- Roll your Wisdom +1 dice vs. targets' Wisdom dice
- If the attack is successful, target gets the Poison Affliction:
- Target's Power, Courage and Wisdom stats are reduced by 1.
- Target takes 1 damage at the start of each round.
- Poisoned stacks infinitely.
Poisoned lasts for the remainder of the battle.
[enemy Power=2 Courage=3 Wisdom=11 Hearts=5/5 Magic=4/4]
Shadow (Level: 1), Light (Level: 1)
- When damage is taken, Shadow Wisp can expend 1 Magic for any 1 Heart lost in its place.
- Requires Shadow (Level: 1)
- Shadow Wisp shoots an orb of Shadow out, hitting all enemies.
- Roll your Wisdom -1 dice vs. targets' Wisdom dice / Deals 3 Shadow Effect Damage
- Requires Light (Level: 1)
- Costs all Hearts and Magic
- Shadow Wisp explodes in an explosion of Light, hitting everyone.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target takes damage equal to the total cost of Repulse.
[enemy Power=8 Courage=8 Wisdom=4 Hearts=5/5 Magic=0/0]
Origin: The Adventure of Link
"A light-weight, living suit of armor capable of surprisingly agile maneuvers. They’re easy to dispatch, but they always come in groups or with other enemies."
- Roll $init 1d12 for your initiative roll.
- A short knife, ideal for quickly attacking. Can hit one target.
- Roll your Courage +2 dice vs. targets' Courage dice / Damage is halved
- Appropriately, the Tinsuit has a suit of armour, made of tin.
- Damage taken is reduced by 2
- Once the Tinsuit has been successfully attacked once, the armor is destroyed.
- When Tinsuit dies, any equipped items are dropped, replacing the random item drop.
[box=Short Dagger (Ethereal)][list]
[*]When you use this weapon to attack, it is destroyed after one successful attack.
[*]A short knife, ideal for quickly attacking. Can hit one target.[list]
[*][dice type-a=Courage amount-a=+4 type-b=Courage] / Damage is halved[/list][/list][/box]
[enemy Power=3 Courage=12 Wisdom=4 Hearts=4/4 Magic=2/2]
Origin: The Ocarina of Time
"While they may simply seem like Keese unfortunate enough to have caught flame, Fire Keese aren't harmed by the blaze, and indeed even have a great deal of control over it."
- Anyone who attacks Fire Keese by melee (successful or not) will take 1 burn damage (neutral).
- Requires Fire (Level: 1)
- Costs 1 Magic
- Fire Keese slashes at a target with its burning wings.
- Roll your Courage dice vs. targets' Courage dice
- Requires Fire (Level: 2)
- Fire Keese superheats its wings, doing a large amount of Fire damage.
- Roll your Courage +3 dice vs. targets' Courage dice
- At the end of the attack, Fire Keese incinerates and dies.
[enemy Power=16 Courage=6 Wisdom=0 Hearts=3/3 Magic=0/0]
Origin: Majora's Mask
"Unlike the mechanical Bombchu that you buy in shops, these suicidal rats come carening in carrying lethal bombs, blowing up anyone they don't like."
- Roll $1d5 for initiative.
- Upon death (by enemy attack), Rogue Bombchu explodes, dealing moderate damage to everyone.
- Roll your Power dice vs. targets' Power dice / Damage decreased by 1
- Rogue Bombchu seeks in on a target, blowing the target up.
- Roll your Power dice vs. targets' Power dice / Damage increased by 3
- Bombchu explodes upon attack (it just dies, it doesn't use explosion).
[enemy Power=9 Courage=6 Wisdom=6 Hearts=5/5 Magic=4/4]
Origin: The Legend of Zelda
"Found both on land and sea, Octoroks are tentacled, slimy beasts that prefer to stay hidden until they're ready to fire rocks at their opponents. They can also be quite handy with a mouthful of water..."
- Damage taken is reduced by 2.
- Shock damage (neutral) taken is doubled.
- Octorok fires a rock at a target from its cannon-like mouth.
- Roll your Power +3 dice vs. targets' Power dice
- Requires Water (Level: 1)
- Costs 2 Magic
- A blast of Water is fired at a target.
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / Damage increased by 1
- If the attack is successful, knock the target's shield away from them.
- Target can spend a turn to reacquire the shield.
- Target can still use a +50% cost Support Spell.
[enemy Power=9 Courage=8 Wisdom=2 Hearts=8/8 Magic=0/3]
Origin: The Ocarina of Time
(blah) Shadow (Level: 1), Nature (Level: 1)
- Gibdo attempts to latch onto a target in an effort to leech out its lifeforce.
- Roll your Power +2 dice vs. targets' Power dice / Damage is halved
- If the attack is successful, Gibdo manages to latch onto the target:
- Target may attempt to roll out using base Power or base Courage stat against the original successes of the attack. Consumes an action.
- If the attempt is unsuccessful, Gibdo steals a bit of target's lifeforce by 3 Hearts and 1 Magic.
While latched onto a target, both Gibdo and the target cannot do anything else.
- If Gibdo has 3 Magic and is latched onto a target by the start of Gibdo's turn, target is Gibdo-fied! and dies instantly.
- Gibdo's Magic counter cannot be modified by anything except Leech.
- Damage taken is halved.
- Fire attacks set the wrappings on Fire, burning them off.
- Gibdo (and any target it is latched to) takes 3 Fire Effect Damage.
Mummy Wrappings only work on Gibdos.
[enemy Power=5 Courage=17 Wisdom=9 Hearts=4/4 Magic=0/0]
- At night, the Creeper does not have to be listed in the turn order to be a part of the battle. However, it will not do anything during the first round of the battle.
- Due to its silence, it is undetectable unless a bright light shines during the battle that is enough to illuminate it. At that point, it will automatically pick a target and charge it.
- If a Creeper manages to sneak up on someone before being detected, the Creeper gets +7 dice on its attack.
- That'sssss a very nice sssssword you've got there... It'd be a ssssshame if anything were to happen to it. Hits one target.
- Roll your Courage dice vs. targets' Wisdom dice
- The Creeper dies automatically as a result of the attack.
[enemy Power=3 Courage=4 Wisdom=11 Hearts=5/5 Magic=7/7]
Origin: Zelda Classic
(blah)
- Firerobe gains 2 Magic at the start of each round.
- Requires Fire (Level: 1)
- Costs 1 Magic
- A bolt of Fire is cast forth, striking a target.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage increased by 1
- Requires Fire (Level: 2)
- Costs 3 Magic
- An orb of Fire spawns and explodes, hitting all enemies with a fiery shockwave.
- Roll your Wisdom +1 dice vs. targets' Wisdom dice
- Firerobe transfers Magic to an ally.
- For every 2 Magic recovered from Siphon, the target heals by 1 Heart.
- Cannot transfer more than 4 Magic in a single Siphon.
---
[enemy Power=12 Courage=8 Wisdom=5 Hearts=8/8 Magic=2/2]
- Poisoned Debirando is covered in filth that gives off a poisonous stench. Debirando and all players without Water affinity take 1 poison damage (neutral) at the start of each round.
- Contaminate is inactive during the first round.
- Contaminate cannot drop anyone below 1 Heart.
- When it is not Debirando's turn, it will be submerged by sand.
- Damage taken is reduced by 3.
- Debirando reaches out and grabs a victim to bring to its sinkhole.
- Roll your Power +2 dice vs. targets' Power dice
- If successful, target is brought into Debirando's sinkhole:
- Target takes 2 damage (neutral) at the start of each round.
- Target's dice when attacking is reduced by 2.
- Target may only attack Debirando with either physical attacks or Nature spells. Anyone inside of the sinkhole bypasses Debirando's Tunneling and Contaminate skills.
Debirando cannot attack any target within its sinkhole.
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