Zelda Universe RPG

5-9-20: Invasion - Printable Version

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5-9-20: Invasion - WindStrike - 05-04-2020

Since the beginning of ZURPG, many new threats have emerged, but time and again, the intrepid Adventurers have risen to defeat them. Agahnim, the Followers of Wisdom, the Old Sheikah, the Keaton bandit king Thoughter, the Nightmares of Koholint, the Dark Interlopers, and even Dark Link and Ganondorf have all been defeated.

The Adventurers have grown extremely powerful in their ventures, enough to be called Heroes of the land that rival or even surpass the Hero of Time, Link. But despite all the victories earned by them, a few great evils still remain…

The Happy Mask Man seeks to return the world to a state of chaos and destruction, as he unleashes a massive invasion against all of Hyrule. Bloodwind, a personal antagonist to the players, still roams at large, his next target and appearance unknown. And even with both Agahnim and the Interlopers gone, the Great Fairy remains corrupted.

But hope remains. Though scattered across the land, these heroes, if united, can finally end the threats and destruction brought about by the old gods Majora & Fierce Deity and bring peace to the land, once and for all. But should they fail, the old gods will prevail, and Hyrule - and all other lands on this world - will fall into eternal darkness.

The war to end all wars… has begun.





Logs
Invasion, Part 1 - Blasting through Kakariko
Invasion, Part 2 - Rise of Papa Palpatine
Invasion, Part 3 - The Forest Burns
Invasion, Part 4 - Soul Searching
Invasion, Part 5 - Descent
Invasion, Part 6 - Siege of the New Deku Tree
Invasion, Part 7 - Defiance
Invasion, Part 8 - Rise of Corsava
Invasion, Part 9 - Gravity of the Situation
Invasion, Part 10 - Trials Evolution
Invasion, Part 11 - When Fish Fly
Invasion, Part 12 - You Missed One
Invasion, Part 13 - Isolation
Invasion, Part 14 - Making Friends with Enemies
Invasion, Part 15 - A Taxing Discussion
Invasion, Part 16 - In Reflection
Invasion, Part 17 - Barreling Down Death Mountain
Invasion, Part 18 - The Toaster Parade
Invasion, Part 19 - Incarnate
Invasion, Part 20 - Explosions, Goro!
Invasion, Part 21 - Catch a Ride!
Invasion, Part 22 - Family Matters



RE: 5-9-20: Invasion - WindStrike - 05-10-2020

Spoils of war!



Permagrip Pincers
  • REQUIREMENTS: Two-Handed
  • DESCRIPTION: A pair of pincers pried from the corpse of a Gohma. When snapped together, it snaps onto your hands, but whatever they're attached to, they won't let go until you or the target dies. Can hit one target.
    • Roll your Power +10 dice vs. targets' Power dice
      • Damage: +10
      • EFFECT: If it hits, clamp you and the pincers to the target.
        • Once clamped, you are unable to let go or do anything except defend and cast Support Spells.
        • Target is dragged down by you, losing 5 Courage, and they lose 5 Successes on all rolls.
        • DURATION: Until you or the target dies, at which point, the pincers unclamp from both you and the target.
Add Permagrip Pincers to your Weapons
Dragon Bomb
  • Amount: 1
  • DESCRIPTION: The remains of a Dodongo after the air inside of it has exploded. The husk that remains has shriveled inwards to form a tight ball, one that's still quite combustive. If it hits something with enough of an impact, it'll explode big-time. Can be thrown at one target.
    • Throw:
      • Roll your Power +15 dice vs. targets' Power dice
        • Damage: +5
        • EFFECT: If it hits and deals at least 30 Damage in one hit (before Armor), the Dragon Bomb instead explodes, hitting everyone in the area.
        • IF FAIL: The Dragon Bomb is instead pocketed into the target’s inventory. Unexploded, of course.
    • Explosion:
      • Roll your Power +30 dice vs. targets' Power dice
        • Damage: +10
Add 1 Dragon Bomb to your Weapons
Dark Powder Keg
  • Amount: 1
  • DESCRIPTION: A keg of high-yield explosive powder that, after a period of time, explodes, hitting everyone and potentially destroying parts of the battlefield. This particular monster has been imbued by Ganondorf’s powers, drastically amplifying its explosive potential. First, set the keg down.
    • The keg has 50 Hearts and it starts your team's side of the field.
    • The keg can be kicked to the other side for the cost of a Support Action by anyone.
    • DURATION: Powder Keg explodes when its Hearts reach 0 or at the end of the second round after dropping it. Either way, the explosion hits everyone!
      • Roll your Power +20 dice vs. targets' Power dice
        • Damage:
          • 50 Damage to those for the side it’s on.
          • 25 Damage to those for the side it’s not on.
          • EFFECT: Anyone that takes at least 20 Damage from this (after Armor is calculated) is sent flying in a random direction, removing 1 Combat Action off their next turn, assuming they’re not dead.
Add 1 Dark Powder Keg to your Weapons
Crossbow Pistol
  • DESCRIPTION: A smaller, one-handed variant of the Crossbow, with an intricate loading system that supports all of your Arrows & Bolts, and a sight on it that makes it easier to aim. Can Shoot a target, or use Aim to gain a dice bonus:
    • Shoot:
      • Roll your Courage dice +8 vs. targets’ stat that the arrow hits
        • Damage: Uses the arrow’s Damage Modifier +0
    • Aim:
      • EFFECT: Focus through the sights at your target, guaranteeing a better shot.
        • Your next shot from this Crossbow Pistol gains 8 Dice.
Add Crossbow Pistol to your Weapons
Keesarang
  • Amount: 1
  • DESCRIPTION: A boomerang shaped like a Keese, with particularly sharp wings. You’re worried that simply holding it may cut you. Can be thrown at a target.
    • Roll your Courage +10 dice vs. targets' Courage dice
      • Damage: Halved
      • EFFECT: If it hits, target receives Bleeding Stacks equal to the difference in successes.
        • After hitting once, the Keesarang’s wings become dulled on the blood of its victim, causing it to shrivel up and become useless.
Add Keesarang to your Weapons
Hyper Deku Stick
  • Amount: 1
  • DESCRIPTION: The half-dead stalk of a once-living Deku Baba. You can still feel Magic coursing through its still pulsing veins… yeesh. Can hit one target.
    • Roll your Courage +5 dice vs. targets' Courage dice
      • Damage: +0
      • EFFECT: If it hits, the Hyper Deku Stick breaks, giving the target Magic Bleeding Stacks equal to the difference in successes.
      • IF FAIL: The Enchanted Deku Stick breaks and releases a wave of Magic, causing everyone to recover 10 Magic.
Add Hyper Deku Stick to your Weapons
Tracking Boomerang
  • DESCRIPTION: A thin blade that’s been warped into the shape of a boomerang, with a handle intended for throwing it. It’s been imbued with a special poison with a particularly sweet scent, which lingers on its victims for quite a while, even after the battle ends. Can hit one target.
    • Roll your Courage +15 dice vs. targets' Courage dice
      • Damage: +0
      • EFFECT: If it hits, target starts smelling abnormally sweet:
        • Anyone attacking the target gains 3 Dice on their attack.
        • The sweet scent will be trackable by anyone with a keen nose.
        • DURATION: Until the target is dunked in Water. Lingers outside of battle.
Add Tracking Boomerang to your Weapons
Homing Bombchu
  • Amount: 1
  • RESTRICTIONS: It can’t hit something that’s flying
  • DESCRIPTION: A devious little device that’ll seek in on a specific, programmed point, dealing critical damage! Unfortunately, it’s not infallible...
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: x2
      • IF FAIL: Target disables the Homing Bomchu and is able to immediately reprogram it to aim at a target of their choosing.
        • After three failed attempts, this little fella fails and dies a horrible, quiet death.
Add 1 Homing Bombchu to your Weapons
Bombchopter
  • Amount: 1
  • DESCRIPTION: A devious little device that’ll seek in on a specific, programmed point, dealing critical damage! It’ll fly its way over, and blast them to smithereens! Unfortunately, it’s not infallible...
    • Roll your Wisdom +5 dice vs. targets' Wisdom dice
      • Damage: x2
      • EFFECT: If it hits, target starts smelling abnormally sweet:
        • Anyone attacking the target gains 3 Dice on their attack.
        • The sweet scent will be trackable by anyone with a keen nose.
      • IF FAIL: This little fella returns to your loving arms and promptly explodes, dealing 5 Neutral Damage to your face and giving yourself the above EFFECT.
Add 1 Bombchopter to your Weapons
Soul Lantern v2
  • DESCRIPTION: An upgraded variant of the original Soul Lantern, this one possesses the ability to attract souls, either to be absorbed, or released into the night. How that last function works, you’re not entirely sure. When lit, it emits an ethereal flame with a greenish hue, allowing anyone to see the souls of everyone nearby, even without Spirit Vision. Can use Charge, Soul Defense, Attract Souls, Absorb Souls, and Release Souls.
    • Defense Dice: +5
    • Charge:
      • Whirl the Soul Lantern around, and let its flame guide you to strike a target!
      • Roll your Wisdom +15 dice vs. targets' Courage dice
        • Damage: +0
    • Soul Defense:
      • COSTS: 5 Wisdom
      • EFFECT: When defending, you can override your defending stat with Wisdom.
        • Note this is done after the cost.
    • Attract Souls:
      • COSTS: 5 Magic
      • EFFECT: All souls in the area that aren’t attached to a living being will gravitate towards your Soul Lantern.
        • After 1 Round, they’ll reach your Soul Lantern, at which a glass cage puts itself up and encases them within it.
    • Absorb Soul:
      • EFFECT: Absorb one of the contained souls you have, giving you a boost in stats, depending on the nature of the soul.
        • Warning, if you absorb a more dangerous soul, you’ll be required to roll against it, based on DM’s discretion. If you lose, the soul will take control over you for the remainder of the battle.
    • Release Souls:
      • DESCRIPTION: Supposedly, these can release souls into the night, but the process is unclear to you. It’ll require a Poe’s knowledge to figure this one out.
Add Soul Lantern v2 to your Shields
Spiked Dragonhide
  • DESCRIPTION: An enhanced Dragonhide Armor with spikes jutting out, striking back at melee attackers.
    • Courage: +5
    • Armor: +5
    • EFFECT: Anyone that strikes you in melee combat is automatically struck by the spikes, gaining Bleeding x5.
Add 1 Spiked Dragonhide to your Armors
Magic Manipulator
  • INFORMATION: This is a Legendary Artifact.
  • REQUIREMENTS: Water, Fire, Nature, Light, Shadow, & Spirit
  • DESCRIPTION: A small box with a single button on it, and a small Twili Gemstone at its front. It can be used to interact with Gossip Stones the same way that Twili do, but it requires great magical attunement. It can also be used to temporarily bypass Magic Costs, but it comes with a cost of its own. Can use Unlock Gossip Stone or Magic Bypass.
    • Unlock Gossip Stone:
      • EFFECT: Point the remote it at a Gossip Stone and press the button, activating its Twili Magic Circuits.
        • From there, you can interact with them the Twili way, allowing you to transport yourself or others between other Gossip Stones.
          List of Available Locations
    • Magic Bypass:
      • COSTS: Your Magic Stat, dropping it to 0
      • EFFECT: Temporarily remove yourself of petty Light World limitations and become attuned to your inner self.
        • You now bypass all Heart & Magic Costs of any ability, as if they didn’t exist in the first place.
        • All Charge Times are reduced by 1 Action
        • DURATION: At the end of your turn two rounds later, at which point your Magic Stat and all of your Affinities remain stripped for the remainder of the battle, even if you die.
          • This part of the effect cannot be blocked or bypassed in any way.
Add Magic Manipulator to your Tools
Magical Bone Dust
  • Amount: 1
  • DESCRIPTION: A bottle of magical bone dust from the remains of a Stalchild.
    • EFFECT: Pour it over a dead target to bring them back to life with 1 Heart.
Add Magical Bone Dust to your Consumables
Stalheart
  • Amount: 1
  • DESCRIPTION: A lively beating heart, ripped straight from the core of a dead Stalfos! How that works, you’re not sure, but you decide not to question it. Can be… eaten, to gain a hearty bonus.
    • EFFECT 1: Gain 10 Hearts.
    • EFFECT 2: If an attack would kill you, you’re instead dropped to 1 Heart.
    • DURATION: For the remainder of the battle.
Add Stalheart to your Consumables
Chaos Bacon
  • Amount: 1
  • DESCRIPTION: A big hunk of charred meat, ripped from the husk of a Chaos Boar. Though grotesque and horrid looking, it smells like perfectly cooked bacon, with an intense, meaty smell, and coated in a caramelized glaze. Chaos Bacon is absolutely irresistible to any beast.
    • EFFECT: Throw it somewhere to automatically lure all nearby beasts to feast on it.
      • Other beings might be allured, but there's no guarantee.
Add Chaos Bacon to your Consumables
Shadow Steak
  • Amount: 1
  • DESCRIPTION: Wreathed in shadows itself, this steak was skinned and pulled from the corpse of a Wolfos. It's a tough and chewy steak, but after munching it down, you'll be bathed in the same shadows that surround Wolfos.
    • EFFECT: Consume this to recover 10 Hearts and submerge yourself in a cloak of shadows, giving you a natural Camouflage for some time. Anyone without Shadow Affinity loses 5 Successes when trying to attack you.
      • DURATION: 2 Rounds
Add Shadow Steak to your Consumables
Burning Dragonheart
  • Amount: 1
  • DESCRIPTION: The still-beating heart of a dragon, filled with a burning, lukewarm fire. Give it a grill and eat it, and you’ll become Fire-proof, even allowing you to swim through lava for a little while!
    • EFFECT: Consume it to recover to your Maximum Hearts and become immune to the damage and effects of all Fire-based attacks, spell & abilities.
      • DURATION: 2 Rounds
Add Burning Dragonheart to your Consumables
Bokoblin Bait
  • Amount: 1
  • DESCRIPTION: A particularly crispy piece of fatty bacon, with a hint of maple in the smell, made from the burning remains of firework-fried Bokoblins. Doesn't cannibalism feel great? You can Eat It! or Throw It!:
    • Eat It!:
      • EFFECT: You can eat the bait to recover 15 Hearts.
    • Throw It!:
      • DESCRIPTION: You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.
      • Roll your Wisdom +15 dice vs. targets' Wisdom dice
        • Damage: None
        • EFFECT: Any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.
          • This counts as using a Support Action.
          • Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.
Add 1 Bokoblin Bait to your Consumables
Chaos Mask of Truth
  • Amount: 1
  • INFORMATION: This item is afflicted with Majora’s Madness. For most people, simply touching it will invoke madness to the target, sending them into disarray.
  • DESCRIPTION: A white and red mask that resembles the Sheikah’s Eye of Betrayal symbol. Supposedly, putting it on allows you see the truth in something, but this version has been imbued with Majora’s Madness by the Mask Man. If you force it onto someone, it will trigger a Primal Incarnation, fusing the mask onto their face. Can force it onto one target.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: If it hits, transform the target into their primal state, turning them into a feral mess.
        • Target loses control of themself.
        • The transformation’s other effects differ from target to target.
        • DURATION: Until the target dies or their madness is absorbed from them
      • IF FAIL: You transform into your primal state instead.
Add Chaos Mask of Truth to your Masks
Subterranean Flower
  • Amount: 1
  • DESCRIPTION: A magical seed covered in spikes, making it a slight pain to even carry. However, once planted and given a bit of water, it’ll quickly sprout and bloom underground, creating a pit trap. If someone walks over it, they’ll fall into the pit and land onto a carnivorous flower!
    • The flower immediately wraps its vines around the target. At the start of each round, the target loses 5 Hearts.
    • They can try to climb out of the pit with a Support Action, rolling their Power against 30 Dice.
      • If they succeed, they’re able to overpower the flower and escape the pit, causing the flower to die.
      • If they fail, they lose another 5 Hearts.
Add Subterranean Flower to your Misc
Mega Subterranean Flower
  • Amount: 1
  • DESCRIPTION: A magical bundle of seeds covered in many spikes, making it a slight pain to even carry. However, once planted and given a bit of water, it’ll quickly sprout and bloom underground in all directions, forming an underground crater of nearly 50 feet in diameter. If someone walks over it, they’ll fall into the pit and land onto a carnivorous flower, which straight up tries to eat them!
    • The flower immediately wraps its vines around the target. At the start of each round, the target loses 10 Hearts.
    • They can try to climb out of the pit with a Support Action, rolling their Power against 40 Dice.
      • If they succeed, they’re able to overpower the flower and escape the pit.
      • If they fail, they lose another 10 Hearts.
Add Mega Subterranean Flower to your Misc
Phase Blanket
  • Amount: 1
  • DESCRIPTION: A white see-through blanket that you can drape over furniture to make it look spooky! Or you can drape it over yourself and then freely phase through a wall:
    • You will continue to remain phased as long as you remain inside of a wall/structure of some kind.
    • If you run into any source of Magic (other than yourself), you will immediately unphase, regardless of whether you’re inside or not.
    • DURATION: Until you exit whatever physical construct you’re phased into, at which point the Phase Blanket fades away
Add Phase Blanket to your Misc
Vial of Dragon Ink
  • Amount: 1
  • DESCRIPTION: A dragonhide-vial formed from the remains of a dragon, containing a true black ink, the likes of which can only come from a dragon's heart. You can feel the ink within the vial pulse with your own heartbeat. Anything written with or stained by this ink is permanent, and can only be removed by being seared off in the molten lavas of Death Mountain.
    • EFFECT: If you mark a target with this ink, you'll feel the target's heartbeat when they're nearby, and that ink becomes incapable of going invisible or being Camouflaged.
Add Vial of Dragon Ink to your Misc
Skulltula Skull
  • Amount: 1
  • DESCRIPTION: The skull of a creepy crawly Skulltula, except without the creepy crawly legs or body. Still, just looking at it makes your skin crawl! You're not sure what you can do with it now, but it's hard enough to be used as a nifty crafting material. Now you just need to find someone that can actually craft or smith it into something!
Add Skulltula Skull to your Misc
Black Scales
  • Amount: 1
  • DESCRIPTION: A set of black scales forcefully pried off of a Dinalfos named Gorash, after blasting him with a Bombchucopter. Scarred and blackened by Goron ashes over many years, these scales are extraordinarily hard. Perhaps they can be used to forge something…
Add Black Scales to your Misc



RE: 5-9-20: Invasion - WindStrike - 06-11-2020

I'll reorganize this later. For now, have some profiles, which I've revised slightly.

Gerudo Invasion Force
Kokiri Invasion Force


Zola
  • Power: 26 (+0)
  • Courage: 18 (+0)
  • Wisdom: 24 (+0)
  • Hearts: 20/20 (+0)
  • Magic: 10/10 (+0)
  • Initiative: $init 1d10
  • Attack Dice: 0
  • Defense Dice: 5
  • Armor: 6
 
Affinities: Water, Fire
Description
Origin: The Legend of Zelda
A violent and aggressive variant of the Zoras. Little is known about this sub-culture, except that it’s known to viciously lash out at its foes. It’s unknown if they’re just beasts or have other motives.
x1 Shock Trident, and a team drop of 200 Rupees.

Add Shock Trident to your Weapons
Skills
In the Water
  • RESTRICTIONS: This is an Innate Skill. Only Zolas can learn and use this skill.
  • DESCRIPTION: Although Zolas are perfectly capable of being on land, they’re ultimately Water-based creatures. As long as they’re swimming, they have drastically increased agility. They also naturally recover Magic in here.
    • EFFECT: When you’re in the water, gain the following bonuses:
      • Courage: +5
      • Defense Dice: +5
      • Magic Regen: x5
Shock Resistant
  • RESTRICTIONS: This is an Innate Skill. Only Zolas can learn and use this skill.
  • DESCRIPTION: The scales of a Zola naturally produce a static discharge, making them particularly resistant to static and lightning.
    • Armor: +6
    • EFFECT: You are unaffected by the EFFECTS of any Static/Shock/Lightning-based abilities. You also take half damage from them.
Piranha Bite
  • DESCRIPTION: Although Zolas prefer their victims to first be cooked, should they lose their weapon, they can at least use their sharp, pointy teeth. And they bite like this! Hits one target.
    • Roll your Courage +5 dice vs. targets' Courage dice
      • Damage: +0
      • EFFECT: If it hits, enjoy a chunk of flesh off the target, siphoning 5 Hearts from them to you.
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
Boilblast
  • REQUIREMENTS: Water and Fire
  • COSTS: 5 Magic
  • DESCRIPTION: Superheat a ball of Water and launch it at a target, wetting them with boiling water!
    • Roll your Wisdom +4 dice vs. targets' Wisdom dice
      • Damage: +4
      • EFFECT: If it hits, target gets Boiled:
        • Every time the target moves, does any action, or defends, they take 2 Neutral Damage.
Steamblade
  • REQUIREMENTS: Water and Fire
  • COSTS: 5 Magic
  • DESCRIPTION: Form a shield of water around someone’s weapon, then superheat the water into the weapon, creating a blade of steam around it!
    • EFFECT: Give the target weapon Steamblade:
      • Any attacks from that weapon deals an additional 5 Neutral Damage.
      • Also, if it happens to kill the target, boil the target from the inside out and sear their skin, turning them into a perfectly delectable dish!
Items
Shock Trident
  • REQUIREMENTS: Two-Handed
  • DESCRIPTION: Decorated from the scales of Zolas past, this trident has been dipped in blood and sharpened by its victims’ bones. It contains a natural paralysis effect, and it can also steal the essence of its opponent. Can hit someone with Cleave or Stab.
    • Defense Dice: +5
    • Cleave:
      • Roll your Power +8 dice vs. targets' Power dice
        • Damage: +0
        • EFFECT: If it hits, target becomes Immobilized:
          • Target cannot move or use any melee attacks.
          • DURATION: One round
    • Stab:
      • Roll your Power dice vs. targets' Power dice
        • Damage: +8
        • EFFECT: If it hits, siphon 6 of the target’s highest stat to you.
        • IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Clawshot
  • DESCRIPTION: The Clawshot shoots a long chain with a claw at the end of the chain, with the intention of pulling things towards you, using a chain that reaches up to 50 feet away. Can also use Get Over Here! on a target.
    • EFFECT: The claw can be used to pull objects out of supporting structures to potentially collapse them.
    • Get Over Here!:
      • Roll your Power +5 dice vs. targets' Power dice
        • Damage: None
        • EFFECT: If it hits, target reels towards you.
          • When the target gets up to you, you can follow up with a melee attack, and the target loses 5 Dice when defending for this attack.
Boiled and Seared Meat
  • Amount: 1
  • DESCRIPTION: A delectable dish of meat, boiled from the inside, given a nice crispy sear, and salted with… salt. Its rich protein is sure to give an adrenaline boost. How delightfully devilish!
    • EFFECT: Eat it to recover 15 Hearts and gain 5 Attack Dice.



RE: 5-9-20: Invasion - Orithan - 07-12-2020

Bosses, Kokiri Invasion



RE: 5-9-20: Invasion - WindStrike - 07-13-2020

Description
Origin: Death
It’s Fran, he doesn’t deserve a written description, only death itself.
Skills
Chaos Stats
  • RESTRICTIONS: This is an Innate Skill. Only Fran can learn and use this skill.
  • DESCRIPTION: A master of explosions and death, Fran doesn’t have a stat line. Instead he rolls for his rolls. It’s much more of a surprise that way!
    • EFFECT: Each time you defend, roll $1d50. The result is your Successes.
Explosions For Days
  • RESTRICTIONS: This is an Innate Skill. Only Fran can learn and use this skill.
  • DESCRIPTION: Surrounding Fran is series of explosions, constantly emitting and constantly in flux! They serve to protect and destroy.
    • EFFECT: You start with 6 Explosion Layers.
      • Each time you defend, it expends an Explosion Layer.
        • If a defense fails, you can use another layer to defend. And another. And another. Until you’re out.
      • At the start of each round, you recover all your Explosion Layers.
      • If you happen to die, you’ll respawn a round later, but you’ll be permanently reduced to 4 Explosion Layers.
Explode!
  • COSTS: 1 Explosion Layer
  • DESCRIPTION: Point at a target, make them go kablooey! Perhaps they’ll ascend to the heavens and meet Michael Bay along the way!
    • $1d50 vs. targets’ Courage stat
      • Damage: +10
      • EFFECT: If it kills the target, they then exploding, hitting everyone in the area with another $1d50 attack, dealing half damage.
Rocketman
  • COSTS: 2 Explosion Layers
  • DESCRIPTION: Use a powerful blast to send someone flying, away and away! Potentially…
    • $1d70 vs. targets’ Power stat
      • Damage: +0
      • EFFECT: If it hits, launch the target flying so far, they’re launched out of the battle!
Chaos Suite
  • COSTS: 1 Explosion Layer per action charged
  • CHARGE: # Actions
    • Begin charging by pulling in an Explosion Layer. As you charge, pull in more layers, compounding the musical composition of sweet harmonies and dissident chords you’ll be producing! … Explosively.
  • DESCRIPTION: Once charged (to your satisfaction), unleash a series of explosions, hitting everyone else, multiplying the number of times this hits by the number of Explosion Layers expended. Targets’ hit roll once to defend.
    • $1d50 vs. targets’ Wisdom stat
      • Damage: +0
      • NOTE: Each attack counts as separate damage, so Armor will factor in on each hit.
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).
Lava Boss Baba
  • Power: 30 (+0)
  • Courage: 35 (+0)
  • Wisdom: 15 (+0)
  • Hearts: 300/300 (+0)
  • Magic: 50/50 (+0)
  • Initiative: $init 1d10
  • Attack Dice: 0
  • Defense Dice: 15
  • Armor: 0
 
Affinities: Fire, Nature
Description
Origin: Ocarina of Time

These khaki-green plants with large distinctive purple-blue heads are the source of Deku Sticks, Deku Nuts, and the high prices of both. Its carnivorous nature and ground-level height often makes it difficult to notice - until it tries to take a bite out of your leg and continues attempting to do so from a range thanks to its long stalk. And even if you do manage to walk far enough away, as long as you’re in sight, it’ll launch fiery balls of death as it hungers for your charred, crispy flesh.

This particular Deku Baba was originally tamed by Darte Fellshard. It was able to feast on a number of enemies, turning into a Boss Baba, but in an altercation with Chaos Fran, it was defeated by explosions and thought to be dead. It would seem that’s not quite the case, as it’s now dripping with lava and under the control of the Happy Mask Man.
Skills
Long Stalk
  • RESTRICTIONS: This is an Innate Skill. Only Deku Babas can learn and use this skill.
  • DESCRIPTION: The long stalk that attaches the Deku Baba’s head to the ground is both sturdy and malleable, allowing it to quickly reach anything within its range. However, it’s vulnerable to sharp weapons.
    • Defense Dice: +15
    • EFFECT 1: Automatically Cover all allies that are near you.
    • EFFECT 2: Attackers can first roll their Base Courage vs. your Base Courage.
      • If they succeed, they can follow up with an attack from a sharp weapon, ignoring its Bonus Defense Dice.
      • If either their roll or their attack fails, you get to automatically Counterattack them with +15 Dice.
Lavaplant
  • RESTRICTIONS: This is an Innate Skill. Only Deku Babas can learn and use this skill.
  • DESCRIPTION: Courtesies of experiencing the awesome power of Fran’s explosions, and the Mask Man’s powers, the Lava Boss Baba not only spews lava, but it’s immune to lava.
    • EFFECT: You are immune to the damage and effects of all Fire-based attacks & abilities.
Lava Chomp
  • REQUIREMENTS: Fire
  • DESCRIPTION: Lava Boss Baba gleefully chomps on a target, complete with a mouth full of Armor-melting lava.
    • Roll your Courage +10 dice vs. targets' Courage dice
      • Damage: +10
      • EFFECT: If it hits, reduce the target’s Armor by 10.
Launched Lavaball
  • REQUIREMENTS: Fire
  • COSTS: 5 Magic
  • DESCRIPTION: The Lava Boss Baba, hungry for its prey, uses its own Magic to heat up the inside of its mouth, molding the burning flames into a Lavaball. It then tracks its target from afar, and using complex math, it launches the Fireball at the target, even outside of a battle!
    • Roll your Power +15 dice vs. targets' Wisdom dice
      • Neutral Damage: 15
      • EFFECT: If it hits, target loses 5 Magic.
        • If the target has no Magic remaining, double the amount of Neutral Damage dealt.
Lavafield
  • REQUIREMENTS: Fire
  • COSTS: 20 Magic
  • CHARGE: 3 Actions
    • Begin charging overcharging several Lavaballs in your own mouth. During this time, you can’t do any other attacks.
  • DESCRIPTION: Once charged, spew out a field of lava across the whole ground, hitting everyone else!
    • Roll your Power +10 dice vs. targets' Wisdom dice
      • Neutral Damage: 20
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).
Happy Mask Man
  • Power: 10 (+0)
  • Courage: 26 (+0)
  • Wisdom: 52 (+0)
  • Hearts: 28/28 (+0)
  • Magic: 300/250 (+50)
  • Initiative: $init 1d10
  • Attack Dice: 0
  • Defense Dice: 5
  • Armor: 4
 
Affinities: Light, Shadow, Spirit
Description
Origin: Majora’s Mask

It’s the Happy Mask Man! If you’re fighting him, you’ve met with a terrible fate.
Skills
Chaos Warp Shield
Masked Man
Hylian Innates
(4) Hanging On
  • Stat Point Cost: 4
  • 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.
Chaos Block (Reactive Action)
Madness Teleport
Chaos Orb
Force Mask
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
Warp Tag
  • REQUIREMENTS: Shadow & Spirit
  • COSTS: 6 Magic
  • DESCRIPTION: Places a soul sticker on a target. If it’s an ally, the roll can be skipped and this can be used as a Support Action. Hits one target.
    • Roll your Wisdom +12 dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: If it hits, target gets a Soul Sticker stuck to their soul:
        • At any time, you can freely switch places with the target.
          • If you switch during your turn, it costs nothing.
          • If you switch outside of your turn, it’ll cost a Support Action off your next turn.
        • DURATION: Until the end of your turn 2 Rounds later
Soul Rend
  • REQUIREMENTS: Shadow & Spirit
  • COSTS: 10 Magic
  • DESCRIPTION: Extend a spiritual hand from your own soul, reach into someone else’s soul, and rip it out! Hits one target.
    • 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
      • Neutral Damage: +0
      • EFFECT: If it hits, siphon Magic (Stat) from the target to you, equal to the difference in successes.
Misdirect Shield
  • REQUIREMENTS: Light & Spirit
  • COSTS: 8 Magic
  • DESCRIPTION: Apply a shield on someone that redirects the next attack on them to a completely random target, even possibly themselves!
    • EFFECT: Give a target the Misdirect Shield:
      • The next single-target attack aimed at the target automatically gets redirected to a random target in the battle, using $1d#, where # = the number of participants in the battle, including the target themself.
      • DURATION: Until the end of your turn 2 Rounds later
Shadow Realm
  • REQUIREMENTS: Shadow
  • COSTS: 6 Magic
  • DESCRIPTION: Shadows encompass the entire field, allowing anyone to briefly manipulate the result of an action.
    • EFFECT: Summon the Reversal Field Effect:
      • Overwrite any current Field Effect in play.
      • Each round, everyone receives 1 Temporary Reroll Point, which automatically expires at the end of the round.
Soul Split
  • REQUIREMENTS: Spirit
  • COSTS: 15 Magic
  • DESCRIPTION: Split your very soul into two, creating an identical clone of yourself! No one, not even someone with Spirit Vision will be able to distinguish the two halves!
    • EFFECT: Create a clone of yourself, with everything you have, adding it with $init j:
      • Both you and your clone are reduced to half your Hearts & Magic Stats.
      • Both of you share the same pool of Consumables.
      • Neither of you can recast this spell as long as it’s active.
      • If either you or the clone dies, the spell ends, reverting you to a single body, still with your Hearts & Magic Stats halved.
      • DURATION: For the remainder of the battle
Illusion of Invisibility
  • REQUIREMENTS: Light
  • COSTS: Any amount of Magic
  • DESCRIPTION: Bend the Light around an object, tethering the illusion to it.
    • EFFECT: Cause an object to become invisible.
    • DURATION: Until the object touches anything or is otherwise damaged.
Illusion of Creation
  • REQUIREMENTS: Shadow
  • COSTS: Any amount of Magic
  • DESCRIPTION: Use the power of Shadow to create false shadows, causing images by tethering the illusion to the area.
    • EFFECT: Create a 3D image of something and place it anywhere in the area.
      • The image has no physical presence, so anything touching it will pass right through it.
    • DURATION: Until you leave the room or area.
Items
Phase Cane
  • REQUIREMENTS: Shadow
  • DESCRIPTION: A pink, ethereal cane, based off the Cane of Lalakar. Used by certain Wizzrobes, it can temporarily phase them out of existence, though they can’t do anything else during this time. Can use Self Phase and Double Phase Out.
    • Self Phase:
      • COSTS: 5 Magic
      • DESCRIPTION: Become part of the spiritual plane, becoming immune to the physical realm, though at the cost of being unable to do anything yourself.
        • EFFECT 1: You become immune to all attacks and other effects, except Spirit-based Abilities.
        • EFFECT 2: You are unable to do any actions, including reactions.
        • DURATION: Until the end of your turn 1 Round later
    • Double Phase Out:
      • COSTS: 12 Magic
      • DESCRIPTION: Rip your enemy out from the physical plane of existence. Can either hit two targets, or hit the same target twice.
        • Roll your Wisdom dice vs. targets' Wisdom dice
          • Damage: +5
          • EFFECT: If it hits, target gets Phased Out:
            • If any of the target’s stats hits 0, except Magic, the target instantly dies.
Soul Lantern v2
  • DESCRIPTION: An upgraded variant of the original Soul Lantern, this one possesses the ability to attract souls, either to be absorbed, or released into the night. How that last function works, you’re not entirely sure. When lit, it emits an ethereal flame with a greenish hue, allowing anyone to see the souls of everyone nearby, even without Spirit Vision. Can use Charge, Soul Defense, Attract Souls, Absorb Souls, and Release Souls.
    • Defense Dice: +5
    • Charge:
      • Whirl the Soul Lantern around, and let its flame guide you to strike a target!
      • Roll your Wisdom +15 dice vs. targets' Courage dice
        • Damage: +0
    • Soul Defense:
      • COSTS: 5 Wisdom
      • EFFECT: When defending, you can override your defending stat with Wisdom.
        • Note this is done after the cost.
    • Attract Souls:
      • COSTS: 5 Magic
      • EFFECT: All souls in the area that aren’t attached to a living being will gravitate towards your Soul Lantern.
        • After 1 Round, they’ll reach your Soul Lantern, at which a glass cage puts itself up and encases them within it.
    • Absorb Soul:
      • EFFECT: Absorb one of the contained souls you have, giving you a boost in stats, depending on the nature of the soul.
        • Warning, if you absorb a more dangerous soul, you’ll be required to roll against it, based on DM’s discretion. If you lose, the soul will take control over you for the remainder of the battle.
    • Release Souls:
      • DESCRIPTION: Supposedly, these can release souls into the night, but the process is unclear to you. It’ll require a Poe’s knowledge to figure this one out.
Warp Armor
  • DESCRIPTION: An armor that projects your own Magic into a shield around you, giving you Warp Shield.
    • Armor: +4
    • EFFECT: When you take damage, instead of losing Hearts, you can choose to lose Magic equal to the damage taken instead.
      • If you choose to lose any amount of Magic, your Armor is not factored in until Warp Shield is deactivated.
      • If you run out of Magic, Warp Shield deactivates for the remainder of the battle.
Starlit Robes
  • INFORMATION: This is a Mythical Artifact.
  • REQUIREMENTS: Light & Shadow
  • DESCRIPTION: A deep violet robe, studded with white specks, which glow like stars in the night when it’s particularly dark. Grants you the ability to see in the dark, as well as incredible Magic regeneration. Can use the Starlight Fade ability.
    • Magic Regen: x10
      • This is doubled if you’re in a dark area.
    • EFFECT: You have Night Vision and can see in the dark.
    • Starlight Fade:
      • REQUIREMENTS: You must be in a dark area
      • COSTS: 20 Magic
      • DESCRIPTION: When submerged in darkness, the light of the stars on your robe shine brightest. Use it to change the area itself:
        • EFFECT 1: Summon the Sea of Stars Field Effect:
          • Engulf the entire area in a sea of stars, as if you were in space itself. Those with both Light & Shadow Affinities become aligned with the stars.
            • All numerical effects caused by Light and/or Shadow Spells are doubled.
            • DURATIONS caused by Light and/or Shadow Spells last 2 Rounds longer.
          • This Field Effect cannot be overwritten by another.
          • DURATION: Until the end of your turn 2 Rounds later
        • EFFECT 2: As long as the Sea of Stars Field Effect is up, you remain Camouflaged and cannot be the target of any Single-Target attacks, even if you yourself attack.
Augmented Hookshot
  • INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
  • DESCRIPTION: The Hookshot fires a chained, miniature harpoon at a target, which can reach up to 50 feet away. Can fire a Reel at a target.
    • EFFECT: This harpoon can pull you towards objects or vice versa.
      • Can pull you towards any wooden surface, soft surface, or Hookshot Target.
      • Can pull Small Objects towards you.
      • The chain cannot lock.
    • Reel:
      • Roll your Courage +11 dice vs. targets' Courage dice
        • Damage: None
        • EFFECT: If it hits, reel towards the target.
          • When you get up to the target, you can follow up with a melee attack with +5 Dice.
Chateau Romani
  • Amount: 10
  • 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..
Super Rejuvenation Potion
  • Amount: 2
  • 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.
Keaton Spirit Mask
  • DESCRIPTION: A special white mask that only covers the face from the eyes and nose up, resembling the top half of a Keaton’s face. It takes on different colours depending on the user’s mood, and it glows when its powers are tapped into. However, there seems to be some slight cracks around the mask, as if it’s been imbued with too much power.
    • Magic: +50/50
    • EFFECT: Gain Spirit Affinity while wearing this.
    • Overseer:
      • COSTS: 10 Magic
      • DESCRIPTION: Imbue your own Spirit Vision with extra power, letting you see further than before.
        • EFFECT: Become aware of all souls in a half-mile radius. If any are of particular interest, you can specifically seek in on one soul with a bird’s-eye view:
          • You’ll get greater detailed visual details that target’s soul and of those around them
          • However, as long as you keep this active, you lose 15 Defense Dice.
          • DURATION: Until you end it manually (for no cost) or take damage