ZURPG Behind the Scenes: Good ideas in 2017, bad ideas in 2022 - Orithan - 05-29-2022
- INFORMATION: This item is an Artifact
- REQUIREMENTS: Only Kooker can equip and wield this shield.
- DESCRIPTION: A large golden shield, it’s face being armored with plates that resemble a tortoiseshell pattern. It provides good defense against regular attacks, but it is powerful at protecting yourself against Magic.
- Defense Dice: +3
- EFFECT: Magic attacks aimed at you lose half their positive Dice & Damage Modifiers.
This was going to be carried by a boss minion in the Nightmare campaign and designed to be fought by a team of low level players. Naturally, this would throw everything out of whack if it was introduced today because, well, you can see what the Pendant of Warding did every time it showed up.
- INFORMATION: These gauntlets are an Artifact
- REQUIREMENTS: Two free hands and only Bush can equip them
- DESCRIPTION: A pair of steel gauntlets that were specifically designed to be worn over Bush hands. They are large and bulky, with each digit of the gauntlets ending in a razor-sharp red claw that is more than capable of slicing through bone. These claws can also be enchanted with Magic, lending their EFFECTS to it’s attacks.
- EFFECT: Before you attack, you can opt to enchant the claws by casting an Offensive Spell onto them at the cost of your Support Action. Any attacks using these claws then gain any EFFECTS that spell had.
- Until the end of your turn or the EFFECTS are applied once.
Swipe:
DESCRIPTION: Swipe a target twice, raking them with the gauntlets’ sharp claws. You roll twice while the target rolls only once to defend.
Roll your Power +8 dice vs. targets' Power dice
Damage: Halved
EFFECT: If both swipes hit, the second swipe deals +0 Damage instead of Halved Damage
Crush:
DESCRIPTION: Grab a target and crush whatever part of them you are holding by gripping them in the claws; tearing large chunks out as you dislodge your claws.
Roll your Power dice vs. targets' Power dice
Damage: +0
EFFECT: If it hits, the target loses 7 Hearts (Stat).
IF FAIL: Target gets an automatic counterattack.
This was Bush Bao's, a character we saw only once at the very beginning of the Temple of the Windfish, personal weapon. While I never gave him spells (his allies would have been enchanting spells onto it), it's enchant ability would have been real nutty with stat dropping spells in the lategame. The caveat being that you would've had to get him to tag along with you or find a way to get him killed.
- INFORMATION: This item is an Artifact
- DESCRIPTION: A large Poe Lantern; which is now brimming with dark magical flames burning strongly within. You can sell part of your soul to override your defense with Wisdom or you can Brand yourself and a target to BURN.
- Defense Dice: +4
- Soul Defense:
- RESTRICTIONS: This can only be used once per battle
- COSTS: 2 Magic
- EFFECT: When defending, you can override your defending stat with Wisdom.
Brand:
REQUIREMENTS: Fire
DESCRIPTION: Brand both yourself and the target with a light flame… which reacts to other flames.
Roll your Wisdom +4 dice vs. targets' Wisdom dice
Neutral Damage: 5
Self Neutral Damage: 2
EFFECT: If it hits, the next instances of Neutral Damage you and the target receive are doubled.
A lantern Penelope, Hal's supposed "rival" and also made the same appearance Bush did, had. Doubling anything is a bad idea. This was written during a time where Neutral Damage was supposed to be kept to low levels and I thought it would have been fine. I would not want to imagine what Melizea could have gotten up to with this...
- INFORMATION: This is a Mythical Artifact.
- REQUIREMENTS: Shadow
- DESCRIPTION: A shiny magical medallion with a powerful curse locked inside of it. Can use the Great Curse ability.
- Magic: +3/3
- Magic Costs: Halved for any Shadow Spell that you use, but not other Shadow abilities
- Great Curse:
- COSTS: 10 Magic
- DESCRIPTION: With a couple of brief flashes, the Cursed Medallion churns out a sphere of hate and grudge. hitting everyone in the battle without the Shadow Affinity.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: Everyone hit gets Support Blocked:
- Negate the next EFFECT to the target caused by a Support Action, which then removes Support Blocked.
In the same vein as the Ether Medallion Silvio carried and Darte's Tide Medallion, this had a powerful hit all effect. This would have needed to get nerfed like the Tide Medallion was. It was going to be carried by a mysterious NPC who probably would have made it into the Abei & Ama campaign as an ally.
- INFORMATION: This is a Mythical Artifact.
- DESCRIPTION: Created by Marlo, the Magic Armor is a large suit of magical armor that renders the wearer almost impervious to damage… as long as they have money to maintain it!
- Armor: +16
- EFFECT 1: Whenever you get hit by an attack, this armor consumes 30 Rupees per point of damage blocked by this armor.
- Magic Armor’s Armor bonus is factored in after all other forms of Armor you have.
- If you run out of Rupees while wearing this armor, you become perpetually Immobilized and unable to defend against attacks until you unequip the armor.
EFFECT 2: This can not be unequipped until either the battle ends or you run out of Rupees.
When was this Rupee cost ever relevant in the lategame?
Profiles:
- Power: 6 (+0)
- Courage: 29 (+0)
- Wisdom: 17 (+0)
- Hearts: 8/8 (+0)
- Magic: 7/7 (+0)
- Initiative: $init 1d18
- Attack Dice: 0
- Defense Dice: 0
- Armor: 4
- Stat Points: 0
- Stat Points (Used): 75
- Heart Containers: 0
- Rupees: 1,500
Affinities: None
- Whenever someone hits you with a non-Magic attack, they take damage equal to your Armor.
- You can not get Bonus Turns
- You gain 12 Defense Dice when defending against Magic attacks.
- You gain 8 Armor when defending against non-Magic attacks.
- At the start of the round, you can pay 4 Magic to gain 5 Courage for that round.
- If you choose to Escape by outrunning, it is considered to be automatic. (I would let you guys roll, but good luck beating a $174d10+ roll)
None
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: Lizalfos, regardless of their size, have rather large tails, and they can be quite effective as weapons. When hitting someone with it, you can Whack An Arm!, Whack A Leg!, or Whack A Head!
- Whack An Arm!:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, target loses 2 Power.
Whack A Leg!:
Roll your Courage dice vs. targets' Courage dice
Damage: +2
EFFECT: If it hits, target loses 2 Courage.
Whack A Head!:
Roll your Courage -3 dice vs. targets' Courage dice
Damage: +4
EFFECT: If it hits, target loses 2 Wisdom.
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: They may not be dragons, but they’re pretty closely related. Lizalfos are able to heat up their insides in order to cough up and spew a bunch of burning flames at one target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If the target dies, the flames completely melt the target, preventing the target from being revived.
- RESTRICTIONS: This is an Innate Skill. Only Edgeclaw Lizalfos can learn and use this skill.
- DESCRIPTION: Spikes shoot out of your skin for a moment as you do a sweeping kick to a target while also lacerating them with a whirl from your spikes.
- Roll your Courage dice vs. targets' Courage dice
- Damage: Halved
- EFFECT 1: If it hits, target gets Bleeding x2.
- EFFECT 2: Additionally, target is also Delayed:
- Target’s next attack is delayed by 2 Turns, which then removes Delayed.
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: The skin of a Lizalfos is covered in thick scales that ward off minor attacks.
- Armor: +4
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: Lizalfos have highly increased agility, allowing them to move way faster than other people, especially in a footrace, and quite especially over any terrain.
- EFFECT 1: You can move 3 feet per Success from a Courage roll.
- EFFECT 2: You suffer no penalties when moving across rough terrain.
- RESTRICTIONS: This is an Innate Skill. Only Edgeclaw Lizalfos can learn and use this skill.
- DESCRIPTION: Edgeclaws are naturally tall and intimidating, causing most people to fear them.
- EFFECT: You gain a 5 Dice bonus when doing anything to someone that’s afraid of you.
- SELL VALUE: 250 Rupees
- Stat Point Cost: 5
- DESCRIPTION: Your armor becomes a weapon, using the force it takes and sending it back to the attacker.
- EFFECT: Once per turn, when someone successfully hits you with a non-Magic-based attack, they take Damage equal to your Armor.
- SELL VALUE: 150 Rupees
- Stat Point Cost: 3
- DESCRIPTION: You enter battles in a flash, though it's too fast for an extra move.
- Initiative: +0d8
- EFFECT: If you get a Bonus Turn, it's skipped.
- SELL VALUE: 75 Rupees
- 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
- SELL VALUE: 100 Rupees
- 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.
- SELL VALUE: 125 Rupees
- DESCRIPTION: An eerie, pitch-black shield that absorbs elemental power from attacks that touch it, giving you a huge defense bonus against them. However, it’s useless against all other attacks.
- Defense Dice: +6 against Magic-based attacks
- SELL VALUE: 125 Rupees
- DESCRIPTION: An eerie, pitch-black shield that absorbs elemental power from attacks that touch it, giving you a huge defense bonus against them. However, it’s useless against all other attacks.
- Defense Dice: +6 against Magic-based attacks
- SELL VALUE: 100 Rupees
- DESCRIPTION: A red colored platemail with steel so dense, it’ll heavily mitigate physical attacks.
- Armor: +8 against non-Magic-based attacks
- SELL VALUE: 100 Rupees
- DESCRIPTION: A green robe that seems to flicker while you move, making your position unclear to enemies. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Courage: +2
Augmented Mode:
COSTS: 4 Magic at the start of each round
Courage: +7
- SELL VALUE: 100 Rupees
- DESCRIPTION: A thin sliver of metal coats this robe, protecting you from attacks. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Armor: +1
Augmented Mode:
COSTS: 4 Magic at the start of each round
Armor: +5
- Amount: 1
- SELL VALUE: 25 Rupees
- DESCRIPTION: A tasty Heart that can be devoured to recover your Hearts! ... that doesn't sound right.
- EFFECT: Consume this to recover 6 Hearts.
- Amount: 1
- SELL VALUE: 25 Rupees
- 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 6 Magic.
- Amount: 1
- SELL VALUE: 25 Rupees
- 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.
- Amount: 1
- DESCRIPTION: A lively Fairy, waiting in a bottle for your death! Isn't she just so kind?
- EFFECT: If you use the Fairy manually, you are restored to Maximum Hearts.
- If you die, the Fairy will automatically be used, reviving you and restoring you to 3 Hearts.
- SELL VALUE: 25 Rupees
- DESCRIPTION: A small cream headband adorned with long rabbit ears sticking out. When worn, you get a boost in speed… including when falling.
- EFFECT 1: You can run significantly faster and jump significantly higher than normal, giving you 2 Feet per 1 Success for covering both distance and height.
- EFFECT 2: Any fall damage you take is doubled.
One day I decided to make a joke NPC based off Sonic the Hedgehog and, boy, he would have been a terrible idea in modern ZURPG with all of the stuff he could have contributed to fights even with his non-fight statline.
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