5-10-13: Attack on Death Mountain - WindStrike - 05-07-2013
Starting Friday, May 10th at 9pm EST, I will be starting a large quest of undetermined length. It may end in two weeks, it may take a month, I can't say for certain. I will attempt to conduct a session every Friday and Saturday night, starting no earlier than 9pm EST and starting no later than 11pm EST. If there are three or more people around, I will start it. Otherwise, we'll pass on that day and try the next Friday/Saturday.
There may be sidequests within the main quest (might, there are no guarantees). These sidequests will be designed for those that have trouble making it in with the main quest, so they're supposed to accommodate 1-2 players. At most, they'll only be 1-2 hours in length each. These sidequests will be related to the main quest and might even influence the main quest.
I will let everyone know at least a full day in advance using this thread if I (the DM) have a scheduling conflict.
A heads up, this quest will involve more roleplaying than previous quests have. I'm aware you may not be the most experienced roleplayers, but try to play along the best you can. I've been trying to expand this aspect of ZURPG for a while, and hopefully, it'll work out well for this quest.
RE: 5-10-13: Unknown Quest - WindStrike - 05-10-2013
[enemy Power=10 Courage=15 Wisdom=13 Hearts=8/8 Magic=4/4]
Origin: Ocarina of Time
Did you know? A Kokiri who never finds his way in the forest... never finds his way in life.
These nomadic Skull Kids roam the Lost Woods, eager to find more to join their cause. They cause trouble for anyone passing through the Lost Woods, be it just some simple harassment or actually capturing their victims. It's unknown what they really want. Nature (Level: 2), Shadow (Level: 1)
- Skull Kids hide in forest brush and foliage and are thus not visible, save for their eyes, which glow in the dark.
- When defending, your roll is increased by 5 dice
If someone decides to hit the tree that Skull Kid is in with a Power roll, Skull Kid can roll Courage to try and hang onto the tree. If Skull Kid is unsuccessful, he's dropped from the tree, losing Woodland Camouflage.
- If multiple Skull Kids are in a battle, and one Skull Kid is knocked out of a tree or killed, the rest of the Skull Kids and Voodoo Kids can choose to flee from the battle automatically.
- Requires Nature (Level: 1)
- Costs 2 Magic
- Roots appear from beneath the target, forcibly grabbing him in an attempt to keep him from moving.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage decreased by 2
- If the attack is successful, target gets the Rooted Affliction:
- While Rooted, target cannot move or perform melee attacks. This includes Cover Skills and Escape.
- If target is hit by a Fire spell during this time, the roots burn off, removing Rooted.
Rooted lasts until the end of your turn two rounds later.
- Requires Nature (Level: 1)
- Costs 2 Magic
- Heal any target by 5 Hearts.
- Requires Nature (Level: 1) and Shadow (Level: 1)
- Costs 4 Magic
- Field Effect - Summons a veil of poisonous fog that covers the field. Anyone with Shadow affinity is immune to Fog.
- Everyone takes 1 poison damage (neutral) at the start of each round
- Everyone loses 3 dice when attacking
- Requires Shadow (Level: 1)
- Skull Kid fires a shadowy dart of poison at a target that ignores damage reduction.
- Roll your Courage +4 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target gets the Poisoned Affliction:
- Target's Power, Courage, and Wisdom stats are reduced by 2
- Target takes 1 poison damage (neutral) at the start of each round
- Poisoned stacks infinitely.
Poisoned lasts for the remainder of the battle.
- A crude cloak covered in Deku leaves and Deku bark, enhancing the user's abilities.
- All damage taken reduced by 1 (including neutral damages)
- At the start of each round, recover 1 Magic
- Increases your Courage stat by 3
If the Deku Cloak is hit by a Fire attack, it burns off instantly.
- A shield that floats in front of its user.
- When defending, your roll is increased by 2 dice.
If an ally would be attacked, Skull Kid may move his shield in the way, increasing the target's defending roll by 2 dice.
If the defense is unsuccessful, Floating Shield is knocked away and doesn't return to Skull Kid until the start of his next turn.
[enemy Power=19 Courage=11 Wisdom=9 Hearts=16/16 Magic=0/0]
Origin: ZURPG
A golem constructed of random rocks and stones? What sort of wizardy is this? It's difficult to kill, but it's slow and takes an extra turn to use its attacks.
- Rock Golem's body is resistant to all attacks, especially physical attacks.
- Physical damage taken halved
- Spell damage taken reduced by 4
- Rock Golem slowly raises its foot. During this time, its roll when defending is decreased by 3 dice.
- On his next turn, Rock Golem's foot slams into the ground, causing a shockwave that hits everyone on the ground.
- Roll your Power +3 dice vs. targets' Power dice / Damage is halved
- If the attack is successful, target(s) are flung back into the nearest tree/wall and take extra damage.
- Damage is Rock Golem's Courage roll.
- Rock Golem spreads his arms apart. On his next turn, Rock Golem's arms slam together, causing even the air to rumble. Hits everyone.
- Roll your Power dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target(s) get the Rumbled Affliction:
- Target's damage is decreased by 3 on all attacks
- Target's roll when defending is decreased by 3 dice
Rumbled lasts until the start of Rock Golem's turn two rounds later.
[enemy Power=5 Courage=14 Wisdom=19 Hearts=6/6 Magic=11/11]
Origin: ZURPG
A skull kid that specializes in... voodoo, Voodoo Kid sits behind his Skull Kid allies, and thus is difficulty to get to. His spells specialize in crippling targets.
- Voodoo Kid stays behind his allies, even further into the trees. Until his allies fall, his position is unknown and thus can't be targeted.
- Voodoo Kid's position can be revealed by rolling your base Wisdom stat vs. his base Wisdom stat.
- If you're successful, Voodoo Kid is revealed for the remainder of the battle.
Additionally, if Voodoo Kid is counterattacked, he is revealed for the remainder of the battle.
- Voodoo Kids hide in forest brush and foliage and are thus not visible, save for their eyes, which glow in the dark.
- When defending, your roll is increased by 5 dice
If someone decides to hit the tree that Voodoo Kid is in with a Power roll, Voodoo Kid can roll Courage to try and hang onto the tree. If Voodoo Kid is unsuccessful, he's dropped from the tree, losing Woodland Camouflage.
Voodoo Kid must first be revealed before you can hit the tree he's in.
- Requires Shadow (Level: 2)
- Costs 4 Magic
- Voodoo Kid tries to stop a target's movements.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the Paralyzed Affliction:
- While Paralyzed, target cannot move or perform melee attacks. This includes Cover Skills and Escape.
- Target's roll when defending is decreased by 4
Paralyzed lasts for the remainder of the battle.
- Requires Shadow (Level: 3)
- Costs 6 Magic
- Attack a target's mind directly through focused telepathy, ignoring damage reduction and lowering the target's Wisdom.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage decreased by 2
- If the attack is successful, target gets the Severely Repressed Affliction:
- Target's Wisdom stat is reduced by 8
Severely Repressed lasts for the remainder of the battle.
- Requires Shadow (Level: 2)
- Costs 2 Magic
- Voodoo Kid can use the soul of an ally to suppress his enemies. Requires a fallen ally and hits one target.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals 2 damage (neutral)
- If the attack is successful, the fallen soul is attached to the target's legs.
- Target's Power is reduced by 2
- Target's Courage is reduced by 3
This is not a status effect, but it will dissipate if Voodoo Kid dies.
- 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)
- A Two-Handed staff lined with ornaments and rings, its ability to damage is nonexistent. However, it can recover the Magic of enemies to restore the Magic of allies. Hits all enemies.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, Magic is drained from target(s) equal to the difference in successes.
- This Magic is then siphoned into Voodoo Kid and his allies. He can distribute this however he wants to.
[enemy Power=8 Courage=14 Wisdom=22 Hearts=14/14 Magic=12/12]
Origin: ZURPG
A figure covered in a while cloak is at the center of the lake. He doesn't appear to be powerful enough to be the cause of the mass freeze, but his presence is certainly related. The field of ice itself seems to have adverse effects to anyone that touch it. Water (Level: 3), Light (Level: 1)
- Requires Level 10
- When you drop to 5 Hearts or less, select a target.
- That player loses attack dice equal to the number of Hearts you have left.
If you have more than 5 Hearts, the effect deactivates.
- Ice Mage hovers over the ground, making him immune to anything that affects the ground and giving him greater maneuverability.
- When defending, your roll is increased by 3 dice.
- Ice Mage concentrates his energies into a burst and fires it at one target.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, drain the target’s Current Magic and Hearts equal to Ice Mage’s Current Magic.
- Both amounts are reduced by damage reduction.
- Requires Water (Level: 3)
- Costs 6 Magic
- Fire a flurry of Ice Missiles (Water sub-type) at all enemies.
- Roll your Wisdom -1 dice vs. targets' Wisdom dice / Damage decreased by 2
- If attack is successful, any target hits gets the Cold Affliction:
- Target loses 2 successes on all of his attacks.
- If target is hit by a Fire affinity attack, Cold wears off.
Cold lasts until the end of your turn two rounds later.
- 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.
- Level 10 and Light (Level: 1)
- A Two-Handed staff blessed by archangels, it enhances the Magic capabilities of its user.
- When defending, your roll is increased by 2 dice.
- Magic Costs lowered by 2 (minimum cost of 2 Magic)
- This overrides a minimum Magic Cost of 1 Magic
Can beat someone over the head with this.
Roll your Courage +2 dice vs. targets' Courage dice / Damage is halved
- 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)
Origin: Ocarina of Time
These wolf-like creatures roam in packs of at least two with a permanent Shadowosken aura that affects everyone that doesn't have Shadow affinity. They can leap at targets or slowly wear down their targets with their claws.
- An aura of shadows bathes the field, affecting everyone without Shadow affinity.
- Courage is reduced by 3
- When attacking, your roll is decreased by 2 dice
Only one Shadowosken can be active at a time.
- Wolfos is covered in thick fur, protecting itself primarly from spells.
- Physical damage taken reduced by 1
- Spell damage taken reduced by 3
- Burn damage taken reduced by 1
- When Wolfos is successful in defending against anything, Wolfos automatically leaps back at the attacker as a counterattack. Leap can also be used manually to hit one target.
- Roll your Power dice vs. targets' Power dice / Damage increased by 2
- Requires Shadow (Level: 2)
- Wolfos' claws are coated with its own Shadowosken. Hits one target.
- Roll your Courage +2 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target gets the Shadowosken Minor Affliction:
- Target's Courage is reduced by 3.
- This can stack up to two times.
Shadowosken Minor lasts for the remainder of the battle.
- 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.
Origin: Ocarina of Time
Skulltulas drop from the ceiling, hanging off a thread that's harder to break than a brick wall reinforced by steel. They do absolutely nothing but cover for their allies, counterattacking anyone who attacks them.
- 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.
- Skulltula's frontside is covered in a hard shield that protects it from damage.
- Damage taken reduced by 6
Skulltula's backside is not covered by anything though.
- When anyone attacks Skulltula, successful or not, Skulltula swings backwards and then quickly retaliates with a counterattack at the attacker.
- Roll your Courage +5 dice vs. targets' Courage dice
If the attack is unsuccessful, Skulltula is automatically counterattacked.
For this counterattack, Skulltula is switched to its backside.
[/list] [*]*Skulltula's skull breaks as it enjoys the dance of the tula tula, which translates to "Dance of the Intrepid Dead". I think I'm drunk if I seriously just wrote that death line.*
[enemy Power=23 Courage=16 Wisdom=10 Hearts=6/6 Magic=5/5]
Origin: ZURPG
A Wolfos made of crystal? What in the world? Shadow (Level: 2), Light (Level: 1)
- A crystalline armor protects the Crystal Wolfos from non-crystalline attacks.
- Damage taken reduced by 3
- When Crystal Wolfos is successful in defending against anything, Crystal Wolfos automatically leaps back at the attacker as a counterattack. Leap can also be used manually to hit one target.
- Roll your Power dice vs. targets' Power dice / Damage increased by 2
- Requires Shadow (Level: 1) and Light (Level: 1)
- Crystal Wolfos's claws are laced in crystal fragments, imbedding its victims with the fragments.
- Roll your Courage +2 dice vs. targets' Courage dice
- If the attack is successful, target gets the Crystalline Shadows Affliction:
- Target's shadow begins to crystallize. For each stack of Crystalline Shadows, target's dice when attacking and defending are decreased by 3.
- Target's attacks become crystalline as well, increasing damage dealt by 2 for each stack.
- This stacks up to 3 times. On the third time, the target turns to crystal and shatters, dying instantly.
Crystalline Shadows lasts for the remainder of the battle.
- Requires Shadow (Level: 1)
- Costs 2 Magic
- Strike a target with a ranged, physical Shadow attack. Does not count as spell damage.
- Roll your Courage -3 dice vs. targets' Wisdom dice / Damage increased by 1
- 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.
[enemy Power=8 Courage=10 Wisdom=18 Hearts=8/8 Magic=10/10]
Origin: The Legend of Zelda
A part of the Wizzrobe family, Blue Wizzrobes phase through walls at will and are considerably resilient to attacks. They fire blasts of ice and shadow at their targets, freezing them and phasing straight through armor. Shadow (Level: 2), Water (Level: 1)
- If Blue Wizzrobe depletes its Magic to 0 by using its own spells, Blue Wizzrobe fades away and automatically dies, granting only half of the experience.
- If someone else depletes Blue Wizzrobe to 0 Magic, Fade Away does not activate.
- Physical damage taken is reduced by 5.
- When defending, Blue Wizzrobe can choose to activate Phase Counter:
- Blue Wizzrobe rolls Wisdom against a physical attack.
- If the defense is successful, Blue Wizzrobe immediately counterattacks.
- If the defense is unsuccessful, Blue Wizzrobe takes full damage from the attack.
- 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.
- Requires Shadow (Level: 1) and Water (Level: 1)
- Costs 4 Magic
- Fires a phased-out bolt of ice at a target, ignoring damage reduction.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- If the attack is successful, target gets the Frost Bite Affliction:
- The next attack the target is hit by is increased by 5 damage.
- If Frost Phase Bolt hits a target with Frost Bite, the target takes the extra 5 damage, and then Frost Bite is reapplied.
Frost Bite lasts for the remainder of the battle.
- Requires Shadow (Level: 2)
- Costs 2 Magic
- Attempts to phase a target out of existence temporarily.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target is phased out of existence.
- Target's next turn is skipped.
- Target is unaffected by everything, including regeneration and damage over time effects.
Phase Out lasts until the end of Blue Wizzrobe's next turn.
Origin: The Legend of Zelda
These creepy, detached hands come from out of nowhere. Before they land, a shadow begins to expand on a target.
- Wallmaster hides above the ceiling, where it cannot be hit by anything until it uses Descend.
- If Wallmaster's allies fall before Descend's actual attack goes off, then Wallmaster will escape from the battle automatically.
- Mark a target. A shadow begins to form around that target.
- On your next turn, descend on that target, rolling all three of your stats.
- Roll your Power dice vs. targets' Power dice
- Roll your Courage dice vs. targets' Courage dice
- Roll your Wisdom dice vs. targets' Wisdom dice
- If any of the attacks are successful, Wallmaster grabs the target and takes him through the floor, transporting him to an unknown location.
- This removes both Wallmaster and the target from the battle.
- Wallmaster can spend a turn to prepare to ascend.
- During this time, Wallmaster cannot defend, but damage taken is reduced by Wallmaster's Current Magic.
- Each time Wallmaster takes damage, its Current Magic is reduced by 5.
On Wallmaster's next turn, Wallmaster ascends to the ceiling, where it automatically escapes from battle.
Origin: ZURPG
A smaller version of the giant, crystalline Wolfos, akin to the size of a normal Wolfos, Crystal Minions continue to spawn from the Giant Wolfos. They seem to be a little bit stronger than the one you ran into earlier.
Crystal Minions are listed as Boss enemies so as to not cause an experience abuse issue. There is a set experience amount for this battle regardless of the number of minions you kill. A crystal minion spawns at the start of each round. Shadow (Level: 2), Light (Level: 2)
- A crystalline armor protects the Crystal Minions from non-crystalline attacks, though unlike the Giant Wolfos, it's much weaker.
- Damage taken reduced by 3
- When Crystal Minion is successful in defending against anything, Crystal Minion automatically leaps back at the attacker as a counterattack. Leap can also be used manually to hit one target.
- Roll your Power dice vs. targets' Power dice / Damage increased by 2
- Requires Shadow (Level: 1) and Light (Level: 1)
- Crystal Minion's claws are laced in crystal fragments, imbedding its victims with the fragments.
- Roll your Courage +2 dice vs. targets' Courage dice
- If the attack is successful, target gets the Crystalline Shadows Affliction:
- Target's shadow begins to crystallize. For each stack of Crystalline Shadows, target's dice when attacking and defending are decreased by 3.
- Target's attacks become crystalline as well, increasing damage dealt by 2 for each stack.
- This stacks up to 3 times. On the third time, the target turns to crystal and shatters, dying instantly.
Crystalline Shadows lasts for the remainder of the battle.
- Requires Shadow (Level: 1)
- Costs 2 Magic
- Strike a target with a ranged, physical Shadow attack. Does not count as spell damage.
- Roll your Courage -3 dice vs. targets' Wisdom dice / Damage increased by 1
- 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.
[enemy Power=42 Courage=35 Wisdom=15 Hearts=119/119 Magic=23/23]
Origin: ZURPG
Holy crap, this Wolfos is huge! It could bulldoze straight through an Aquamentus. It appears to have a blue shard imbedded in its forehead and crystalline armor of sorts. Seems like it's possessed or something. Sounds similar to what happened to a Gohma from a while back... except that this guy seems to be a lot stronger.
Unlike normal Wolfos, it doesn't appear to have Shadowosken, but instead a different aura. Only a handful of its skills appears to be visible... must have something to do with the level difference. Shadow (Level: 4), Light (Level: 4)
- Until all of Giant Wolfos' minions are defeated, Giant Wolfos is impervious to damage from non-crystalline attacks.
- Crystal fragments fire at everyone, inflicting 2 neutral damage and a stack of Crystalline Shadows if successful.
- Roll your Courage dice vs. targets' Courage dice / Deals 2 damage (neutral)
- When Giant Wolfos is successful in defending against anything, Giant Wolfos automatically leaps back at the attacker as a counterattack. Leap can also be used manually to hit one target.
- Roll your Power dice vs. targets' Power dice / Damage increased by 4
- Requires Shadow (Level: 2) and Light (Level: 2)
- Giant Wolfos' claws have merged with the crystal fragments, increasing its offensive ability substantially.
- Roll your Courage +4 dice vs. targets' Courage dice
- If the attack is successful, target gets the Crystalline Shadows Affliction:
- Target's shadow begins to crystallize. For each stack of Crystalline Shadows, target's dice when attacking and defending are decreased by 5.
- Target's attacks become crystalline as well, increasing damage dealt by 3 for each stack.
- This stacks up to 3 times. On the third time, the target turns to crystal and shatters, dying instantly.
Crystalline Shadows lasts for the remainder of the battle.
- Requires Light (Level: 4)
- Costs 15 Magic
- ???
- 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.
RE: 5-10-13: Attack on Death Mountain - WindStrike - 05-25-2013
OH GOD, THERE'S STUFF, AND WE'RE IN A CAVE!
[box=Farore's Wind Fragment][list]
[*]It's very tiny, but it shines brightly. Should illuminate the path ahead of you at least.
[*]Damage taken for the user is decreased by 1.[/list][/box]
[enemy Power=12 Courage=32 Wisdom=6 Hearts=6/6 Magic=4/4]
Origin: Zelda Classic
Bats are essentially Keese, except far deadlier. Their wings are hard and sharp, yet light and airy, increasing Bats' ability to dodge while still maintaining their ability to slash their enemies to pieces.
- Bat moves around like crazy, in an often erratic pattern, almost as if it's drunk.
- When defending, dice are increased by 6.
Bats are vulnerable to lightning attacks (Nature sub-type) and do not get a bonus when defending against them.
Shock damage taken (neutral) is increased by 2.
- Bat fires a flurry of blades from its wings at a target.
- Bat rolls Courage. Target may roll either Courage or Power to defend. Damage is increased by 3.
- Bat attacks its target twice with its bladed wings.
- Roll your Courage dice vs. targets' Courage dice
- If the first attack is successful, Bat comes around for another pass.
- If either attack is unsuccessful, the target automatically gets to counterattack.
- Requires Nature (Level: 2)
- Costs 4 Magic
- Field Effect - Bat moves in a circle, increasing speed until a light whirlwind affects the field.
- When Bat attacks someone, the winds move in its direction, decreasing the attack dice of all enemies by 4.
- After Bat successfully dodges an attack, the winds move against Bat, decreasing the attack dice of Bat by 4.
[enemy Power=21 Courage=16 Wisdom=14 Hearts=19/19 Magic=0/0]
Origin: The Legend of Zelda
The "standard dragon" of Zelda (so to speak), the Aquamentus is a boss-like foe that hits all of its enemies with nearly every strike. Given its massive size, even when it steps on someone, the Aquamentus shakes the earth. Its wings allows it to fly into the air, and its skin makes it resistant to all forms of attacks.
- Aquamentus' skin is highly resistant to attacks, though it is a bit weak to lightning and ice attacks.
- Damage taken is reduced by 3
- Burn and poison damage taken (neutral) is reduced by 1
- Frost and shock damage taken (neutral) is increased by 2
- Aquamentus can fly high into the air, preventing it from being hit by melee attacks and increasing its maneuverability.
- When defending, Aquamentus' dice are increased by 4
- If Aquamentus is hit while in Flight, he takes an additional 3 damage.
On the following turn, Aquamentus may then use Mega Stomp or Dive Bomb.
Mega Stomp:
Aquamentus falls from the sky and slams into the ground, taking 4 impact damage (neutral), but it causes a shockwave to ripple through the ground and hit everyone.
Roll your Power +3 dice vs. targets' Courage dice
If the attack is successful, target(s) will do 3 less damage on their next attack.
Dive Bomb:
Aquamentus dives directly at a target in an attempt to break the target under the sheer force and velocity of the attack.
Roll your Courage +8 dice vs. targets' Courage dice / Damage is increased by 3
- Requires Fire (Level: 3)
- Aquamentus fires a swarm of Fire bolts at up to three different targets. A target cannot be hit by multiple Fire bolts from a single swarm.
- Roll your Courage +4 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target(s) takes 2 burn damage (neutral).
- With only a few seconds of flight (does not actually use Flight), Aquamentus stomps on a target, crushing the target into the ground.
- Roll your Power dice vs. targets' Power dice / Damage is increased by 3
- If the attack is successful, a small shockwave erupts and hits all enemies at the same success rate.
- Targets roll Courage to defend. Damage from the shockwave is halved.
[enemy Power=10 Courage=25 Wisdom=14 Hearts=6/6 Magic=0/0]
- At night, the Creeper does not have to be listed in the turn order to be a part of the battle. However, it will not do anything during the first round of the battle.
- The Creeper is automatically added at the end of the turn order of the second round, at which point it will make its move.
Due to its silence, it is undetectable unless a bright light shines during the battle that is enough to illuminate it. At that point, it will automatically pick a target and charge it.
If a Creeper manages to sneak up on someone before being detected, the Creeper gets +7 dice on its attack.
- That'sssss a very nice sssssword you've got there... It'd be a ssssshame if anything were to happen to it. Hits one target.
- Roll your Courage dice vs. targets' Wisdom dice
- The Creeper dies automatically as a result of the attack.
[enemy Power=15 Courage=15 Wisdom=15 Hearts=24/24 Magic=6/6]
Origin: The Legend of Zelda
A Gleeok is a dragon that can have any number of heads, from one up to as many as twenty. Each time a head is cut off, it turns into a detached head that floats around, continuing to assail on its victims until the main body is destroyed. A Gleeok will fall when either its body dies or all of its heads have been cut off.
- 3-Headed Gleeok can die when one of the following conditions are met:
- The main body of the Gleeok dies, which has a total of 24 Hearts and is covered by an armor plating.
- All three heads of the Gleeok are cut off. Each head has 8 Hearts and count as separate targets.
- 3-Headed Gleeok rolls $init 3d9 for initative.
- Gleeok's second and third turns in the turn order are placeholders. Its second turn will only be active if it has lost one head, and its third turn will only be active if it has lost two heads.
All of Gleeok's attacks can hit a number of targets up to the number of heads that are attached to the main body.
Severed heads will only be able to hit one target each.
- When a head has been severed, the severed head gains a bonus in Wisdom equal to the difference in successes from the attack that cut off the head.
- Severed heads are invulnerable.
- A severed head can fire a ball of Fire at a target.
- Requires Fire (Level: 1)
- Roll your Wisdom dice vs. targets' Wisdom dice
- Gleeok's attached heads sweep through the air and hit their targets head-on (APPLY DIRECTLY TO THE FOREHEAD!):
- Roll your Power +4 dice vs. targets' Power dice
- Gleeok's attached heads move backwards briefly before they dart at their targets with venomous fangs.
- Roll your Courage +2 dice vs. targets' Courage dice / Damage is increased by 2
- If the attack is successful, target(s) gets the Venemous Decay Afflicition:
- Target takes 3 poison damage at the start of the next round.
- Target takes 4 poison damage at the start of the round following that round.
- Target takes 5 poison damage at the start of the round following that round.
Venemous Decay lasts for the next three rounds.
- Requires Fire (Level: 2)
- Costs 1 Magic x # of attached heads
- Gleeok's attached heads fire suppressive flames at their targets.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, the next time the target(s) attempts to attack, he will take 4 burn damage (neutral) before the attack activates.
- This only lasts until the start of Gleeok's (the main body's) next turn.
- An armor plating covers the Gleeok's main body, protecting it from a limited amount of damage.
- Dragon Plating reduces damage by 3 and can absorb up to a maximum of 10 damage.
- After it's absorbed 10 damage, the Dragon Plating is destroyed.
Origin: Final Fantasy
It sees you. It wants you. You will die... eventually.
- Tonberry moves veeery slow and has an initiative of only $init 1d2.
- When Tonberry declares an action, it will happen two rounds later due to taking that long to walk up to the target.
- IT DOESN'T MATTER WHERE YOU RUN OR HIDE. HE WILL GET YOU.
- A standard cloak that provides minimal protection against all types of damage.
- All damage taken (including neutral) is decreased by 1.
- A dimly-lit lantern carried by Tonberry. It leads the way to death.
- When Lantern of Doom is carried by Tonberry, his Knife's dice when attacking is increased by 100.
- When Lantern of Doom is carried by a player, it siphons 1 Magic from all enemies to the user at the start of each round.
- It's just a little knife. Why are you frightened, my friend? Scared, are you? Then come closer. Let me hug you. Hits one target.
- Roll your Courage +2 dice vs. targets' Courage dice
[box=Lantern of Doom (Tool)][list]
[*]A dimly-lit lantern originally carried by Tonberry. It leads the way to death.[list]
[*]When Lantern of Doom is carried by Tonberry, his Knife's dice when attacking is increased by 100.
[*]When Lantern of Doom is carried by a player, it siphons [Magic]1[/Magic] from all enemies to the user at the start of each round.[/list][/list][/box]
- Level 5
- A Level 5 Bombplant can be picked up with a Power roll.
- If the Power roll exceeds 5 successes, the Bombplant is picked up.
GET DOWN, IT'S GONNA BLOW! I mean, throw it at a target.
Roll your Power dice vs. targets' Power dice / Deals 5 damage
- Level 10
- A Level 10 Bombplant can be picked up with a Power roll.
- If the Power roll exceeds 10 successes, the Bombplant is picked up.
GET DOWN, IT'S GONNA BLOW! I mean, throw it at a target.
Roll your Power dice vs. targets' Power dice / Deals 10 damage
- Level 15
- A Level 15 Bombplant can be picked up with a Power roll.
- If the Power roll exceeds 15 successes, the Bombplant is picked up.
GET DOWN, IT'S GONNA BLOW! I mean, throw it at a target.
Roll your Power dice vs. targets' Power dice / Deals 15 damage
RE: 5-10-13: Attack on Death Mountain - WindStrike - 05-31-2013
[enemy Power=26 Courage=20 Wisdom=18 Hearts=43/43 Magic=17/17]
Origin: ZURPG
Bathed in the dark energies of the new Dark Fairy Fountain, this Darknut is no longer a mindless drone under the control of someone else. Although it serves Lord Aghanim, it adapts to situations and creates its own strategies to counteract its foes. It appears to be capable of speaking as well, though it usually only responds to Aghanim.
Fairy Darknut is equipped with a claymore and armor, though unlike normal Darknuts, it seems to have gone without the tower shield. It prefers mobility over defense, especially given how powerful its armor is already. Shadow (Level: 3), Fire (Level: 2)
- Roll $init 2d9 for initiative.
- All Darknuts have absurd strength and are thus able to carry Two-Handed items with one hand instead.
- Darknut attacks also deal impact damage to those that successfully block their attacks.
- Targets that successfully defend Darknut attacks take damage equal to their bonus dice when defending.
- Fairy Darknut's shadows cover the field, allowing him a second chance to dodge attacks.
- Once per round, Fairy Darknut may reroll any roll while defending.
- This does not work against charge-up attacks.
- This does not work against Light and Shadow attacks.
- When Fairy Darknut dies, all equipped items are dropped, replacing the random item drop.
[box=Death's Edge][list]
[*][Level=20] and [Shadow 3]
[*]A large, [i]Two-Handed[/i] claymore imbued with Agahnim's dark energies that infects everything it touches. Hits one target.[list]
[*][dice type-a=Power type-b=Courage] / Damage increased by 4
[*]If the attack is successful, the target is plagued by the [b]Suppressive Shadows[/b] [u]Affliction[/u]:[list]
[*]Target's next two spells cost twice as much [Magic].
[*]The user of Death's Edge is also plagued and takes neutral damage equal to the original [Magic] cost of the spell.[/list]
[*][b]Supressive Shadows[/b] lasts until the end of your turn two rounds later.[/list][/list][/box]
[box=Voidmail][list]
[*][Level=20] and [Shadow 2]
[*]Bathed in flames and shadows, this Darknut's standard platemail has been forged into a unique armor.[list]
[*]Every time you cast a spell, your armor gains a barrier with [Hearts] equal to twice of the spell's original [Magic] cost.[list]
[*]The barrier can only reduce a maximum of 4 damage at a time. The rest of the damage goes through to you.
[*]Casting additional spells while a barrier already exists will simply increase the existing barrier's [Hearts].[/list][/list]
[*][b]Void Shockwave:[/b][list]
[*]When you run out of [Magic], the barrier becomes unstable and explodes in a shockwave, hitting everyone else.[list]
[*][dice type-a=Wisdom type-b=Wisdom] / Successes increased by barrier's [Hearts]
[*]You take neutral damage equal to the barrier's [Hearts] at the time of the explosion.[/list]
[*]Once [b]Void Shockwave[/b] has activated, Voidmail is nullified for the remainder of the battle and cannot be reactivated in any way.[/list][/list][/box]
- Level 10 and Shadow (Level: 2)
- Costs 3 Magic + potential cost of attack
- Create a shady clone of a target that follows behind him. After the target’s next attack, the clone will then attack the target using the exact same attack with Shadow affinity.
- If the attack had a Magic cost on it, it will drain your Magic as well. If you don’t have the sufficient Magic to do that attack, the clone will fade away, cancelling Stalker.
- The attack that is cloned cannot be a charge-up attack.
- Stalker can be dispelled by being attacked.
Stalker lasts until the target's next attack or is attacked.
- Level 10 and Fire (Level: 2)
- Costs 5 Magic
- Fry the target, burning the target’s skin and causes the target to take damage for everything he does.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target gets the Fried Affliction:
- Target takes 1 burn damage (neutral) for each defense, counterattack, and action done by the target.
Fried lasts until the end of your turn two rounds later.
- Level 10 and Fire (Level: 2)
- Costs 3 Magic
- A generic magic missle of doom. Hits one target.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Damage increased by 1
- If the attack is successful, target gets the Sparkly Affliction:
- "I'm attacking the darkness!"
- A Shadow attack that hits someone with Sparkly will do 4 extra damage.
Sparkly lasts for the remainder of the battle.
- Requires Fire (Level: 2)
- Costs 4 Magic
- Give yourself the Charge Buff:
- Increase the damage of all your attacks by 2
- Does not include neutral damage or affinity effect damage
Charge lasts for the remainder of the battle.
- 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.
- Level 20 and Shadow (Level: 3)
- A large, Two-Handed claymore imbued with Agahnim's dark energies that infects everything it touches. Hits one target.
- Roll your Power dice vs. targets' Courage dice / Damage increased by 4
- If the attack is successful, the target is plagued by the Suppressive Shadows Affliction:
- Target's next two spells cost twice as much Magic.
- The user of Death's Edge is also plagued and takes neutral damage equal to the original Magic cost of the spell.
Supressive Shadows lasts until the end of your turn two rounds later.
- Level 20 and Shadow (Level: 2)
- Bathed in flames and shadows, this Darknut's standard platemail has been forged into a unique armor.
- Every time you cast a spell, your armor gains a barrier with Hearts equal to twice of the spell's original Magic cost.
- The barrier can only reduce a maximum of 4 damage at a time. The rest of the damage goes through to you.
- Casting additional spells while a barrier already exists will simply increase the existing barrier's Hearts.
Void Shockwave:
When you run out of Magic, the barrier becomes unstable and explodes in a shockwave, hitting everyone else.
Roll your Wisdom dice vs. targets' Wisdom dice / Successes increased by barrier's Hearts
You take neutral damage equal to the barrier's Hearts at the time of the explosion.
Once Void Shockwave has activated, Voidmail is nullified for the remainder of the battle and cannot be reactivated in any way.
After getting word that Death Mountain was under some sort of attack, a party of four - Gurloz, Ramsey, Darte, Hal, and Shane - set out with a group of Kokiri allies to get some assistance. They went to the Forest Temple where Saria was, who was fighting a giant, crystallized Wolfos. With their combined efforts, they managed to take it down and find a Nayru's Love Shard in the process. From there, they went to Death Mountain from Lost Wood's entrance. It seems many Gleeoks, Bats, Aquamentos, and various other mountain creatures were storming Goron City. The group managed to get to the top of Death Mountain, where they found Agahnim. He was channeling some sort of poison into the fairy fountain. When the group arrived, he summoned a Darknut infused with his energies. The group prevailed, and then Saria and Impa showed up. They fought Agahnim off, though he managed to escape.
The aftermath from his poison caused all fairy fountains in Hyrule to be sealed, endangering fairies everywhere. These fountains would have to be unsealed one at a time, with unknown dangers lurking under each one.
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