5-3-13: Strange Doc's Strange Request - WindStrike - 05-03-2013
[enemy Power=9 Courage=7 Wisdom=10 Hearts=14/21 Magic=7/7]
As one of the Strange Brothers, Doc is essentially a troll. His speech resembles that of a parrot on crack, and often times, it's impossible to tell just what he's saying. Doc keeps using his "stethoscope" on everything, commentating on the living condition of even an Ore Chunk or a Rupee. In actuality, his stethoscope is just a rock tied to a necklace made of lavarope.
He has been known to trick a Moblin into thinking it was sick, at which point Doc bashed the Moblin's head with the stethoscope. "This treatment rocks! It took care of this fellow's disease with ease." Doc is quite possibly the only living being with jokes as bad Smithy's jokes. Oddly enough, he rhymes better than his brother Hat does. Fire (Level: 1), Nature (Level: 2)
- As you gain more Hearts, your skin hardens, protecting you against damage better.
- For every 20 Hearts that you have (Maximum), damage taken is reduced by 1.
- This is a Cover Skill. You may only have one Cover skill active at a time. All others must be set to (Disabled).
- Select an ally to use Reverse Cover on.
- Anyone targeting you will instead hit the selected target, coward.
- Attacks that hit multiple targets can bypass Reverse Cover.
If the selected target is unsuccessful in defending any attack, Reverse Cover wears off.
Reverse Cover lasts until you're hit or until you use Cover (any type) on someone else, jerk.
- Requires two shields
- Attack a target twice in one turn with two small bashes.
- Roll your Power dice vs. targets' Power dice / Damage is halved
- Requires Nature (Level: 2)
- Costs 5 Magic
- Give yourself or an ally the Cage Buff:
- Target becomes automatically caged in a cell of roots and vines, which has 15 Hearts and "9 dice" for its defending stat.
- Target gains 3 Hearts and 3 Magic at the start of each of each round.
- Until Cage ends, target is forced to automatically end his turn, unable to use any action or defense.
- Any carryover damage that breaks through Cage goes to the target as neutral damage
Cage lasts until the end of your turn two rounds later.
- Requires Fire (Level: 1)
- Costs 2 Magic
- Target yourself or an ally to use Veil of Flames on
- Anyone that attacks the target by melee (successful or not) takes 1 burn damage from Veil of Flames
- Cannot use Veil of Flames on someone with Water affinity
- If used on someone with Nature affinity, target takes 1 burn damage (neutral) at the start of each round from Veil of Flames
Veil of Flames lasts for the remainder of the battle.
- It's considerably heavier than most shields, but consider yourself safe while using it.
- When defending, your roll is increased by 4 dice.
- While this shield is equipped:
- Roll $init 1d9 for initiative.
- You cannot get critical hits or use counterattacks.
- It's considerably heavier than most shields, but consider yourself safe while using it.
- When defending, your roll is increased by 4 dice.
- While this shield is equipped:
- Roll $init 1d9 for initiative.
- You cannot get critical hits or use counterattacks.
- This tunic, having been enchanted by fairies over a long period of time, allows you to transcend time control the airflow around you to a small extent.
- Cannot use if you have Water affinity
- Damage taken is reduced by 1
- Afflictions that last for the remainder of the battle do not affect you.
Origin: Zelda Classic
(blah)
- Firerobe gains 2 Magic at the start of each round.
- When damage is taken, Stormrobe can expend 1 Magic for any 1 Heart lost in its place.
- 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.
- Cannot transfer more than 4 Magic in a single Siphon.
[enemy Power=9 Courage=12 Wisdom=5 Hearts=10/10 Magic=4/4]
Origin: The Legend of Zelda
(blah)
- Physical damage taken reduced by 2
- Spell damage taken reduced by 1
- When Lynel’s Hearts are less than or equal to 4, he is in Fierce Combat mode.
- Courage is increased by 3, Power is increased by 2, and Wisdom is increased by 1.
- Light Blast costs 1 Magic
- Requires Light (Level: 2)
- Costs 3 Magic
- Lynel fires a blast of Light at a target, causing partial blindness.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- If the attack is successful, target gets the Partial Blindness Affliction:
- Target's Courage stat is decreased by 3.
- If target tries to use an action or counterattack that targets someone else, afflicted target rolls $1d3 first. If the result is a 1, the action/counterattack misses.
- Actions or counterattacks that hit everyone on the field are not included.
Partial Blindness lasts until the end of your turn one round later.
- Lynel carries a gleaming, Two-Handed silver trident that fires silver beams. Can hit one target.
- Roll your Courage +2 dice vs. targets' Courage dice
When defending, your roll is increased by 1 dice.
[enemy Power=5 Courage=18 Wisdom=5 Hearts=5/5 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).
- Costs 1 Magic
- Requires Fire (Level: 1)
- 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=7 Courage=7 Wisdom=7 Hearts=7/7 Magic=7/7]
Origin: Majora's Mask
"Another member of the ChuChu family, these slimy beasts sap away at their opponents, excreting absorbed magic to its allies. Their gelly exterior causes attacks to bounce off, making them very difficult to harm directly."
- Unless Green ChuChu would die from a single hit, Green ChuChu takes a maximum of 3 damage from physical attacks.
- Spell damage taken is reduced by 1
- Green ChuChu glomps a target, stealing Hearts and Magic.
- Roll your Courage +2 dice vs. targets' Courage dice / Deals no damage
- If the attack is successful, steal 2 Hearts and 2 Magic from the target.
- Green ChuChu transfers Magic to an ally.
- Cannot transfer more than 4 Magic in a single Siphon.
He appears to be a survivor from his group of rogues. Something or someone seems to have killed some of his comrades. His eyes are red and wide opened, as if possessed.
A note about rogues - they used to be adventurers like you, but then they took an arrow to the knee, but they decided to attack others at the request of greater powers, usually as a result of being threatened. That said, their stats include a player's starting stats. Light (Level: 2), Fire (Level: 1)
- Requires a shield
- When you have your shield out, you can bash a target, effectively dealing some damage.
- Roll your Power +2 dice vs. targets' Power dice / Damage is halved
- Costs 4 Magic
- Use a spin attack on a target using your primary weapon. Must be a melee weapon.
- If the attack is successful, a wave of energy hits all enemies, including the one you just hit.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage is halved
- Requires Fire (Level: 1)
- Costs 1 Magic
- A basic Fire spell, PSI Flare hits one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Requires Fire (Level: 1)
- Costs 3 Magic
- Shoot a slow moving ball of fire at a target.
- Roll your Wisdom -3 dice vs. targets' Wisdom dice / Damage increased by 1
- If the attack is successful, the fireball explodes in a rain of sparks that hit all enemies at the same success rate.
- Sparks do 2 Fire Effect Damage each.
- Requires Light (Level: 1)
- Costs 2 Magic
- Fire an inaccurate focused beam of Light at a target.
- Roll your Wisdom -3 dice vs. targets' Wisdom dice / Damage increased by 3
- Requires Light (Level: 1)
- Costs 2 Magic
- Give an ally the Boost Buff:
- Target gets a +3 stat boost to whatever the caster's highest stat is.
- If this is for Hearts or Magic, it increases both the current and maximum.
Boost lasts for the remainder of the battle.
- Requires 6 Hearts
- An enchanted blade painted white, this sword can hit one target and has the Air Blade ability.
- Roll your Courage +3 dice vs. targets' Courage dice / Damage increased by 1
Grants the Air Blade ability:
Fires a blade of air at a target from afar. You must be at maximum Hearts to use this ability.
Roll your Courage +5 dice vs. targets' Courage dice
- Requirements Unknown
- Costs Unknown
- It appears to be the left half of Majora's Mask, converted into the form of an asymmetrical shield. An evil aura is being emitted from it.
- Increases dice when defending by +7
- Shockwave:
- The aura is compressed briefly and then explodes, hitting everyone except the user.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target(s) gets the Subdued Affliction:
- While Subdued, you cannot perform any actions.
- If you are hit by anything, you wake up and are able to defend against it with a -5 dice penalty.
Subdued lasts until the end of your turn one round later.
- Woven and developed from the hide of a dragon, this tunic provides good protection and increases your Courage slightly.
- Damage taken is reduced by 2
- Your Courage is increased by 2
He wears a black cloak stained in blood. A veil of darkness covers his face. Most of his abilities and stats appear to be invisible.
- Allows you (specifically) to escape from the current battle. 'Hits' all enemies.
- Roll your Courage dice vs. targets' Wisdom dice
- If successful, you (specifically) escape from the battle.
- Requires Shadow (Level: 5)
- Costs 8 Magic and half of your Maximum Hearts
- Part of your blood is summoned from your body into deadly rain above a target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- If the attack is successful and the target dies, the target explodes, and his blood is siphoned back to you.
- Recover Hearts equal to the target's Maximum Hearts.
- A black cloak stained in the blood of the wearer's victims.
- All damage taken reduced by 3 (including neutral damage)
- ???
RE: 5-3-13: Strange Doc's Strange Request - WindStrike - 05-05-2013
- Roll $init 1d13 for your initiative roll.
- You will only get a bonus turn if you get a 10.
- Requires a shield
- When you have your shield out, you can bash a target, effectively dealing some damage.
- Roll your Power +2 dice vs. targets' Power dice / Damage is halved
- This is a Cover Skill. You may only have one Cover skill active at a time. All others must be set to (Disabled).
- Select a target to use Cover on.
- Anyone targeting the selected target will instead hit you.
- Attacks that hit multiple targets can bypass Cover.
If you are unsuccessful in defending any attack, Cover wears off.
Cover lasts until you're hit or until you use Cover on someone else.
- Allows you (specifically) to escape from the current battle. 'Hits' all enemies.
- Roll your Courage dice vs. targets' Wisdom dice
- If successful, you (specifically) escape from the battle.
- Requires Fire (Level: 1)
- Costs 1 Magic
- A basic Fire spell, PSI Flare hits one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- A basic yew bow that can shoot arrows.
- Arrows fired by this bow can only be counterattacked by range.
- Requires a bow to shoot
- These arrows are fairly basic with metal tips. Can hit one target.
- Roll your Courage +1 dice vs. targets' Courage dice
- Requires a bow to shoot
- These arrows are blunt but heavy and powerful. They can ignore damage reduction and cause damage to armor, reducing effectiveness. Can hit one target.
- Roll your Power +1 dice vs. targets' Power dice / Damage is halved
- If the attack is successful, inflict one stack of Armor Damage:
- Target's damage reduction from armor is reduced by 1
- Armor Damage can stack until target's damage reduction from armor drops to 0.
- Armor must be fixed in order to return to full effectiveness.
- It doesn't do as much damage as other hammers, but it disables the effects of shields.
- Roll your Power dice vs. targets' Power dice / Damage increased by 1
- If the attack is successful and the target is using a shield, the shield's bonuses and effects are nullified.
- This lasts until the end of your turn one round later.
- While this version of the Deku Shield has been enforced with metal plating, it's still just as vulnerable to burn damage.
- When defending, your result is increased by 2 successes.
- Deku Shield gets destroyed after the wearer takes a total of 3 burn damage.
- Woven and developed from the hide of a dragon, this tunic provides good protection and increases your Courage slightly.
- Damage taken is reduced by 2
- Your Courage is increased by 2
Nature (Level: 2), Shadow (Level: 1)
- Requires a shield
- When you have your shield out, you can bash a target, effectively dealing some damage.
- Roll your Power +2 dice vs. targets' Power dice / Damage is halved
- This is a Cover Skill. You may only have one Cover skill active at a time. All others must be set to (Disabled).
- Select a target to use Cover on.
- Anyone targeting the selected target will instead hit you.
- Attacks that hit multiple targets can bypass Cover.
If you are unsuccessful in defending any attack, Cover wears off.
Cover lasts until you're hit or until you use Cover on someone else.
- Allows you (specifically) to escape from the current battle. 'Hits' all enemies.
- Roll your Courage dice vs. targets' Wisdom dice
- If successful, you (specifically) escape from the battle.
- Requires Nature (Level: 1)
- Costs 1 Magic
- A basic Nature spell, PSI Quake hits one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Requires Shadow (Level: 1)
- Costs 3 Magic
- Give a target the Death Leech Affliction:
- When that target dies, you (the caster) gain 6 Hearts and 6 Magic.
Death Leech lasts for the remainder of the battle or when either the target or caster dies.
- Requires Nature (Level: 1)
- Costs 2 Magic
- Heal any target by 5 Hearts.
- Requires Nature (Level: 2)
- Costs 3 Magic
- A bolt of Lightning (Nature sub-type) strikes a target, doing inconsistent damage.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals $1d8 Nature Effect Damage
- A magically enchanted cloak that protects against all types of damage. It also lowers Magic costs.
- All damage taken reduced by 1 (including neutral damages)
- Magic Costs lowered by 1 (minimum cost of 1 Magic)
- Requires Level 10
- Costs 1 Defense Unit
- A shield with minimal protection, it is able to strip affinities from its attackers.
- When defending, your result is increased by 1 success
- When you are successfully hit by someone, the attacker gets the Affinity Loss Affliction:
- Target loses his highest level affinity.
- If it is a tie, you may select one within the tie.
Affinity Loss lasts for the remainder of the battle.
- Requires 6 Hearts
- An enchanted blade painted white, this sword can hit one target and has the Air Blade ability.
- Roll your Courage +3 dice vs. targets' Courage dice / Damage increased by 1
Grants the Air Blade ability:
Fires a blade of air at a target from afar. You must be at maximum Hearts to use this ability.
Roll your Courage +5 dice vs. targets' Courage dice
He's the leader of Rogue Squadron these rogues. His level appears to be a bit higher than theirs. Light (Level: 2), Water (Level: 1)
- Requires a shield
- When you have your shield out, you can bash a target, effectively dealing some damage.
- Roll your Power +2 dice vs. targets' Power dice / Damage is halved
- This is a Cover Skill. You may only have one Cover skill active at a time. All others must be set to (Disabled).
- Select a target to use Cover on.
- Anyone targeting the selected target will instead hit you.
- Attacks that hit multiple targets can bypass Cover.
If you are unsuccessful in defending any attack, Cover wears off.
Cover lasts until you're hit or until you use Cover on someone else.
- Allows you (specifically) to escape from the current battle. 'Hits' all enemies.
- Roll your Courage dice vs. targets' Wisdom dice
- If successful, you (specifically) escape from the battle.
- Requires Water (Level: 1)
- Costs 1 Magic
- A basic Water spell, PSI Blast hits one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Requires Water (Level: 1)
- Costs 3 Magic
- Fire a spray of 3 Water bullets at a target. Each counts as a separate attack, but they're all rolled as one attack.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, each Water bullet does 2 Water Effect Damage.
- If there is a critical, it only applies to one of the Water bullets.
- Bullet Spray cannot do more than 5 damage per bullet (including damage reduction).
- Level 10 and Light (Level: 2)
- Costs 5 Magic
- Gives an ally the Reverse Polarity Affliction:
- Gravimetric forces distort around the target, multiplying the target's damage reduction by -1.
- The next person to attack that target will STEAL the Affliction.
- The next person to attack that person will STEAL the Affliction.
- This can go on infinitely.
Reverse Polarity lasts for the remainder of the battle.
- Forged from the fires of Mount Doom Death Mountain, the Red Tunic allows you to walk through fire without taking damage.
- Cannot use if you have Nature affinity.
- Damage taken is reduced by 1
- You are immune to burn damage (neutral) while wearing this.
- It's considerably heavier than most shields, but consider yourself safe while using it.
- When defending, your roll is increased by 4 dice.
- While this shield is equipped:
- Roll $init 1d9 for initiative.
- You cannot get critical hits or use counterattacks.
- A mysterious crystalline ball that amplifies the user's spells.
- Magic Costs of Spells reduced by 1 (minimum of 1)
- Successes when casting a spell increased by 1
Heaven's Spark
Requires Fire (Level: 2) OR Light (Level: 2)
Costs 4 Magic
Fires an illustrious beam of light at a target.
Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals 3 burn damage (neutral)
If the attack is successful, one of the target's items gets the Light Wrap Affliction.
This item is disabled so long as Light Wrap is in place. This means all passive and active effects and abilities are nullified. If it has a basic attack, it's still usable.
Light Wrap lasts for the remainder of the battle.
- For the remainder of the battle, you get the following Buffs:
- All of your attacks are increased by +6 successes.
- All of your attacks do 3 extra burn damage (neutral).
- All of your attacks do splash damage.
- When your single-target attacks are successful, flames spread and hit all enemies (except that target) at the same success rate and half of the damage.
- The splash damage does not inflict the extra burn damage.
The flames increase your speed, increasing your successes when defending by +6.
When someone attacks you in melee, successful or not, they take 3 burn damage (neutral).
RE: 5-3-13: Strange Doc's Strange Request - WindStrike - 05-05-2013
The following items were dropped but not picked up:
- Dragonhide Tunic
- Enchanted Robes
- Magic Blockade
- Red Tunic, Level 1 (it goes to Level 2 w/ YOUR stat points, fyi)
- Heavy Shield
If anyone wants these items, prod me in IRC or by PM. Fyi, Magic Blockade requires Level 10 to use.
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