6-28-13: Woodfall - WindStrike - 06-16-2013
I will be starting a split quest for both the high level party and the low level party starting Friday/Saturday, June 28th-29th. It will take place in Termina - Snowhead area is guaranteed; I can't guarantee what other areas will appear though. There will be one session per week per party, with a length of 3 hours per session. Estimated length of quest is 4 weeks. May be more, may be less; depends on multiple variables.
Also, a fair warning on this one - there will be thieves. And dear high level party - expect lots of Tier 2 level enemies.
RE: 6-28-13: Termina - WindStrike - 06-26-2013
Oh god, it's D&D! Just some mechanics that I'm giving you all the heads up on.
Perception Check - Roll your Wisdom stat and add successes equal to your total affinity levels. If it's higher than #, you notice something about the area.
- # = a set number for the quest
- If you fail a perception check, rerolling it won't do anything for you within the same area.
- Additionally, failing a perception check may cause you to be prone to hidden enemy attacks.
- Your successes when defending for that attack are decreased by the difference between successes from the perception check.
Spot Check - You've already noticed someone or something that's at least mostly hidden. A Spot Check can initiate a battle. Roll your Wisdom vs. their Wisdom.
- If you're successful, you get the jump on the target prior to rolling initiatives.
- If you're unsuccessful, target can do whatever he wants, be it attack, run, or something else.
- If you fail a Spot Check, rerolling it won't do anything for you within the same area.
Sometimes, a sneak attack will be fired at you with no previous notice. If something fires an attack at you spontaneously (before either a Perception Check or a Spot Check is made), do one of the following:
- Blocking - When an attack is fired at you, you can roll the average of your Power and Wisdom stats to block it with your shield. If you do though, there is no counterattack.
- Dodging - When an attack is fired at you, you can roll the average of your Courage and Wisdom stats to dodge it. Bonuses that help you block with your shield do not help you with this.
- If you're successful, you get to counterattack!
These can also start battles.
As noted previously, as much as others can sneak attack you, you can sneak attack them back.
- Whatever you attack with, the defending roll on it matters not. Enemies will get to Block or Dodge just like seen above.
- If someone rolls a Perception Check first and succeeds, his Spot Check will outrun a sneak attack.
If you're at a good enough distance, you can snipe enemies out with discrete, long-ranged attacks, namely bow and arrows or slingshot.
- You'll get bonus dice equal to your total affinity levels when attacking.
- Regardless of whether this hits or not, enemies in the area will use Perception Checks immediately and be on guard, meaning you won't get bonus dice if you choose to keep attacking.
- If you fire with something non-discrete, aka flashy and just about any spell, your position will be given away without the need for a Perception Check or Spot Check.
If you kill an enemy through sniping, you get the Experience, but you won't get any Rupees... unless you go and loot the corpse, assuming that's even a good idea. Same with random item drops.
- As noted in the Quest Discussion, you can actually command Moblins under your control. Though, you're going to need to bluff them a reason... or be completely serious about it.
- You also might be able to blackmail enemies into doing certain requests for you.
- If you're not in the same battle as said underlings, you don't gain Rupees or Experience. However, you'll be severely outnumbered, so it's recommended you use these distractions to your advantage.
Tools have many uses, both inside and outside of battles.
- For example, you can use an improved escape for your whole party if you bomb a nearby wall and escape through there.
- Hookshots can also provide improved escape techniques.
- In general, try stuff out and get creative, especially if the situation is desperate.
I'm using a D&D tile mapper to make maps. This'll be used mostly for mapping dungeons and similar areas. If anyone has something that might work for outdoor areas, let me know, cause that'd be awesome.
And finally, to answer a certain question...
Yeah, if it looks like the whole party is going to die, I'm not using my DM powers to save you. Anyhow, this is what happens...
- You'll all respawn with 3 Hearts each at a previous point. This won't be more than a battle back in most cases, unless your death was the result of getting swarmed by guards through repeated battles. Point is, you'll be in a relatively safe area.
- Your Magic will be set to whatever it was previously.
- You will not lose any Rupees or Experience.
There is a chance that you'll be respawned at a later point in time. This will usually only happen on a battle where I give you one shot at winning it, meaning that's kind of like a bonus for winning.
RE: 6-28-13: Termina - WindStrike - 06-30-2013
[box=Torch][list]
[*]This'll light the way for you. Seems like it'll last the night pretty well.
[*]Can swing it at a target.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage] / Damage is halved
[*]If the attack is successful, target takes an additional 2 burn damage (neutral).[/list][/list][/box]
Bargain with the Deku Scrub!
FOR SCIENCE!
- When used, recover half of your Maximum Hearts and Magic, and gain 3 dice when attacking and defending.
- This bonus lasts for the remainder of the battle.
At the start of each round, roll $2d3. Depending on the result, you'll get a different Affliction that stacks infinitely and lasts for the remainder of the battle.
Stat Drain:
At the start of each round, lose 2 Power, Courage, Wisdom, Hearts, and Magic.
Burning Agony:
Anytime you defend, you take 1 burn damage (neutral).
Blind Shot:
When you attack, roll $1d4. If it is a 1, the attack automatically misses.
When Blind Shot stacks, it decreases the number rolled until it drops to $1d2.
[box=Chemical Energy Vial]
[i]FOR SCIENCE![/i][list]
[*]When used, recover half of your Maximum [Hearts] and [Magic], and gain 3 dice when attacking and defending.[list]
[*]This bonus lasts for the remainder of the battle.[/list]
[*]At the start of each round, roll $2d3. Depending on the result, you'll get a different [u]Affliction[/u] that stacks infinitely and lasts for the remainder of the battle.[list=1]
[*][b]Stat Drain:[/b][list]
[*]At the start of each round, lose 2 [Power], [Courage], [Wisdom], [Hearts], and [Magic].[/list]
[*][b]Burning Agony:[/b][list]
[*]Anytime you defend, you take 1 burn damage (neutral).[/list]
[*][b]Blind Shot:[/b][list]
[*]When you attack, roll $1d4. If it is a 1, the attack automatically misses.
[*]When [b]Blind Shot[/b] stacks, it decreases the number rolled until it drops to $1d2.[/list][/list][/list][/box]
- Huh, what's with all of this... stuff? I don't even know what these are!
[box=Bunch of bottled stuff][list]
[*]Huh, what's with all of this... stuff? I don't even know what these are![/list]
[enemy Power=9 Courage=13 Wisdom=7 Hearts=1/1 Magic=0/0]
Nature (Level: 1), Shadow (Level: 1)
- Bees are extremely fast, and they have higher initiative rolls and increased evasiness.
- Roll $init 1d13 for initiative.
- Bees cannot get a bonus turn.
When defending, Bees’ roll is increased by 2 dice
Bees do not get this bonus when targeted by Light or Shadow attacks.
- Bees are only worth 5 experience.
- Requires Nature (Level: 1) and Shadow (Level: 1)
- Bees sting a target, doing light damage but inflicting a stacking poison.
- Roll your Courage +4 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target has Stung affliction:
- While Stung, target takes 1 poison damage (neutral) at the start of every round
- Stung will stack infinitely until the target is dead
Stung lasts for the remainder of the battle
[enemy Power=6 Courage=8 Wisdom=7 Hearts=9/9 Magic=5/5]
Origin: ZURPG
"Why, of course I would take your home if you left for even a second. It shows that clearly, you don't want it anymore, so it's mine now. Carry on now, I'm the king."
For a minion, these once-Hylians have lowered themselves to a level of pure greed. They act like they're kings, which also means they fight among themselves if Master Houen isn't around. And since they're minions of a mad scientist, they buff up their strength with some interesting concoctions. Fire (Level: 1), Water (Level: 1)
- Any bottled items held by Decadent Fool are actually in vials. When the contained item inside of a vial is used, the vial is used with it.
- Any unused bottled items are dropped when Decadent Fool is defeated.
[box=Vial of Deceit]
[i]Why are there two of you?[/i][list]
[*][Amount]1[/Amount]
[*]Consume this to create an illusion of yourself. When you are attacked, call 1 or 2. The attacker rolls $1d2.[list]
[*]If it is the number you picked, the attack goes through and hits you, erasing the illusion.
[*]If it is not the number you picked, you get to automatically escape from the battle.[/list][/list][/box]
[box=Vial of Mary]
[i]Mary? What's that?[/i][list]
[*][Amount]1[/Amount]
[*]Consume this vial to increase your strength greatly at the cost of getting woozy and knowing who it is you're attacking, including yourself.[list]
[*]Your [Power], [Courage], [Wisdom], [Hearts], and [Magic] (Current and Maximum) are increased by 3.
[*]When attacking, roll $1d#, where # is the number of players in the turn order. The # picked is the target picked for the attack.[/list]
[*]Vial of Mary lasts for the remainder of the battle.[/list][/box]
[box=Vial of Poison Gas]
[i]That's a pretty nasty vial of gas you got there. Just don't kill yourself when you use it.[/i][list]
[*][Amount]1[/Amount]
[*]When used, a poisonous fog covers the field, poisoning everyone.[list]
[*]At the start of each round, everyone takes 2 poison damage (neutral).[/list]
[*]The poisonous gas lasts for the remainder of the battle.[/list][/box]
- Decadent Fool can ingest any of his any of his potions or spells, taking damage but causing an effect of some kind.
- Due to the nature of this, the effect is up to DM's discretion.
- Requires Fire (Level: 1) and Water (Level: 1)
- Costs 4 Magic
- A superheated ball of Water explodes, hitting everyone with a searing steam attack.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals 3 burn damage (neutral)
- Requires Water (Level: 1)
- Costs 1 Magic
- A bolt of ice strikes a target, frosting the target.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals 2 frost damage (neutral)
- If the attack is successful, target is frosted and loses 2 dice on his next attack.
Why are there two of you?
- Amount: 1
- Consume this to create an illusion of yourself. When you are attacked, call 1 or 2. The attacker rolls $1d2.
- If it is the number you picked, the attack goes through and hits you, erasing the illusion.
- If it is not the number you picked, you get to automatically escape from the battle.
Mary? What's that?
- Amount: 1
- Consume this vial to increase your strength greatly at the cost of getting woozy and knowing who it is you're attacking, including yourself.
- Your Power, Courage, Wisdom, Hearts, and Magic (Current and Maximum) are increased by 3.
- When attacking, roll $1d#, where # is the number of players in the turn order. The # picked is the target picked for the attack.
Vial of Mary lasts for the remainder of the battle.
That's a pretty nasty vial of gas you got there. Just don't kill yourself when you use it.
- Amount: 1
- When used, a poisonous fog covers the field, poisoning everyone.
- At the start of each round, everyone takes 2 poison damage (neutral).
The poisonous gas lasts for the remainder of the battle.
[enemy Power=4 Courage=13 Wisdom=11 Hearts=7/7 Magic=0/0]
Origin: A Link to the Past
It's a pretty cool sight to see these beetles wave dashing across the Water so quickly, up until they slam into you.
- When defending, Aqua Beetle floats on top of the Water, allowing it to move quickly and dodge heavier attacks.
- All attacks against you do not get any damage or success bonuses when attacking you.
- Nature attacks will still get a success bonus against you.
- Everytime Aqua Beetle successfully hits a target, target gets the Waterlogged Affliction:
- Target has 2 less dice when attacking. Stacks infinitely.
Waterlogged lasts for the remainder of the battle.
- Aqua Beetle rapidly skis across the water towards a target, ramming it at high speeds.
- Roll your Courage +3 dice vs. targets' Courage dice / Damage is halved
- Requires Water (Level: 2)
- When there are at least two targets on the field with Waterlogged, you can erase all Waterlogged Afflictions to use Tidal Force, which hits all enemies.
- Roll your Wisdom -2 dice vs. targets' Wisdom dice
Origin: ZURPG
Wot? I'm just a grunt, I ain't got no brains! Gimme yer money n' weapons, or I'll keel you! Fire (Level: 1), Nature (Level: 1)
- Everytime you land an attack successfully, you are healed by 1 Heart.
- When Bandit Grunt is defeated, any equipped items are dropped, replacing the random item drop.
[box=Doran's Blade][list]
[*]Engraved on its handle are the words "Fields of Justice". Increases your maximum [Hearts] by 2.
[*]Can hit one target.[list]
[*][dice type-a=Courage amount-a=+2 type-b=Courage]
[*]If the attack is successful, you heal by [Heart]1[/Heart].[/list]
[*][b]Searing Flames:[/b][list]
[*]Requires [Fire 1]
[*]Gives the weapon [Fire] affinity.
[*]If weapon's attack is successful, do 1 extra burn damage (neutral).[/list][/list][/box]
[box=White Sword][list]
[*]Requires [Hearts]6[/Hearts]
[*]An enchanted blade painted white, this sword can hit one target and has the [b]Air Blade[/b] ability.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage] / Damage increased by 1[/list]
[*]Grants the [b]Air Blade[/b] ability:[list]
[*]Fires a blade of air at a target from afar. You must be at maximum [Hearts] to use this ability.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage][/list][/list]
[*][b]Electrocute:[/b][list]
[*]Requires [Nature 1]
[*]Does not give the weapon an affinity
[*]When you successfully hit a target, target gets the [b]Electrified[/b] [u]Affliction[/u]:[list]
[*]Target's armor loses 1 damage reduction.
[*]Target's armor cannot have negative damage reduction.[/list]
[*][b]Electrified[/b] lasts for the remainder of the battle.[/list][/list][/box]
[box=Dragonhide Tunic][list]
[*]Woven and developed from the hide of a dragon, this tunic provides good protection and increases your [Courage] slightly.[list]
[*]Damage taken is reduced by 2
[*]Your [Courage] is increased by 2[/list][/list][/box]
- Requires two swords equipped
- Slash a target with the standard attacks of both of your swords in a cross pattern. Rather than two separate rolls, the rolls are combined into one roll.
- Roll the average of the attack rolls vs. the average of the target's defense rolls. The damage modifier is whichever of the two damage modifiers was lower.
- If the attack is successful, any Passive Effects from both swords are applied to the target.
- Requires Fire (Level: 1)
- Costs 2 Magic
- Give yourself or an ally the Veil of Flames Buff:
- Anyone that fights the target in melee combat takes 1 burn damage (neutral) from Veil of Flames.
- Cannot use Veil of Flames on someone with Water affinity.
- If Veil of Flames is used on someone with Nature affinity, target takes 1 burn damage (neutral) at the start of each round.
Veil of Flames lasts for the remainder of the battle.
- Engraved on its handle are the words "Fields of Justice". Increases your maximum Hearts by 2.
- Can hit one target.
- Roll your Courage +2 dice vs. targets' Courage dice
- If the attack is successful, you heal by 1 Heart.
Searing Flames:
Requires Fire (Level: 1)
Gives the weapon Fire affinity.
If weapon's attack is successful, do 1 extra burn damage (neutral).
- 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
Electrocute:
Requires Nature (Level: 1)
Does not give the weapon an affinity
When you successfully hit a target, target gets the Electrified Affliction:
Target's armor loses 1 damage reduction.
Target's armor cannot have negative damage reduction.
Electrified lasts for the remainder of the battle.
- 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
Origin: ZURPG
Outta me way! I ain't got time fer you.
- When Bandit Meatshield is defeated, any equipped items are dropped, replacing the random item drop.
[box=Hylian Shield][list]
[*]The standard shield all Hylian Guards use, it defends well against attacks and can even deflect spells.[list]
[*]When defending, your roll is increased by 2 dice.
[*]Can use the [b]Deflect[/b] ability:[list]
[*]When you would normally have the opportunity to counterattack a spell, the spell can be [b]Deflected[/b] to any other chosen target.
[*]The [b]Deflected[/b] attack's successes are equal to what you used to block the attack.[/list][/list]
[*][b]Bubble:[/b][list]
[*]Requires [Water 1]
[*]You cannot take burn damage so long as the bubble is up.
[*]When defending, increase your roll by 3 dice.[list]
[*]Bubble pops after defending once.
[*]Bubble reforms after the battle ends.[/list][/list][/list][/box]
[box=Stout Shield][list]
[*]A small shield that helps reduce damage against physical attacks.[list]
[*]When defending, your roll is increased by 1 dice.
[*]Physical damage taken is reduced by 1.[/list]
[*][b]Liquid Film:[/b][list]
[*]Requires [Water 2]
[*]A liquid film covers the front of your shield, helping protect you against spells.
[*]Spell damage taken is reduced by 1.[/list][/list][/box]
[box=Soldier Platemail][list]
[*]Used by the lower ranked guards at Hyrule Castle, this armor protects well against light attacks.[list]
[*]Damage taken is reduced by 1[/list][/list][/box]
- 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
- Call out to an enemy and insult them to taunt him.
- Roll your highest stat vs. the target's highest stat / Deals no damage
- If the taunt is successful, target is Taunted:
- While Taunted, the target can only declare you as a target.
Taunt lasts until the end of your turn two rounds later.
- The standard shield all Hylian Guards use, it defends well against attacks and can even deflect spells.
- When defending, your roll is increased by 2 dice.
- Can use the Deflect ability:
- When you would normally have the opportunity to counterattack a spell, the spell can be Deflected to any other chosen target.
- The Deflected attack's successes are equal to what you used to block the attack.
Bubble:
Requires Water (Level: 1)
You cannot take burn damage so long as the bubble is up.
When defending, increase your roll by 3 dice.
Bubble pops after defending once.
Bubble reforms after the battle ends.
- A small shield that helps reduce damage against physical attacks.
- When defending, your roll is increased by 1 dice.
- Physical damage taken is reduced by 1.
Liquid Film:
Requires Water (Level: 2)
A liquid film covers the front of your shield, helping protect you against spells.
Spell damage taken is reduced by 1.
- Used by the lower ranked guards at Hyrule Castle, this armor protects well against light attacks.
- Damage taken is reduced by 1
Origin: ZURPG
Heheheheheh! Ah, I see you've got some rather fine items there. Would you kindly give them to me? If not, I'm sure your corpse will be more willing.
- When Bandit Thief is defeated, any equipped items are dropped, replacing the random item drop.
[box=Dagger][list]
[*]It's pretty gimp for attacking normally, but this dagger allows you backstab others. Can hit one target.[list]
[*][dice type-a=Courage amount-a=-2 type-b=Courage][/list]
[*]Can use the [b]Backstab[/b] ability:[list]
[*]Charge the first turn, taking time to conceal yourself.[list]
[*]During this time, you cannot be targetted or randomly targetted.
[*]If you take damage from an attack that hits everyone, the charge is cancelled.[/list]
[*]On your next turn, appear behind your target's back, ready to strike.[list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Wisdom] / Damage increased by 2[/list][/list][/list][/box]
[box=Daze Darts][list]
[*]Requires [Shadow 1]
[*]Fire a shadowy dart at a target that ignores damage reduction.[list]
[*][dice type-a=Courage amount-a=+2 type-b=Courage] / Damage is halved
[*]If the attack is successful, target gets the [b]Dazed[/b] [u]Affliction[/u]:[list]
[*]Target's movement becomes afflicted, lowering [Power] and [Courage] stats by 1.
[*][b]Dazed[/b] stacks infinitely.[/list]
[*][b]Dazed[/b] lasts for the remainder of the battle.[/list][/list][/box]
[box=Camou Armor][list]
[*]Requires the Camouflage Active Skill
[*]A lightweight armor that defends against light attacks and triggers Camouflage.[list]
[*]Damage taken is reduced by 1.
[*]When someone is unsuccessful when attacking you, Camouflage automatically activates.[list]
[*]If you are already concealed in some form, Camouflage does not activate.[/list]
[*]You also cannot counterattack.[/list][/list][/box]
Shh! I'm being sneaky. Go away!
- Camouflage in with your surroundings, becoming untargetable.
- During this time, your successes when defending are decreased by 5.
- If you get hit, Camouflage is deactivated.
When you attack someone, your roll is increased by dice equal to your (total affinity levels) * 1.5.
If the attack is unsuccessful, target gets to automatically counterattack.
Camouflage wears off after doing an action.
Camouflage lasts until the end of your turn two rounds later.
- Requires Shadow (Level: 2)
- Costs 3 Magic
- Imbue a selected physical weapon with poison. On the next successful hit with that weapon, the target gets the Disease Affliction:
- The target takes 2 poison damage (neutral) at the start of each round.
- Target's Courage, Power and Wisdom stats are reduced by 1.
Disease lasts until the end of your turn two rounds later.
- It's pretty gimp for attacking normally, but this dagger allows you backstab others. Can hit one target.
- Roll your Courage -2 dice vs. targets' Courage dice
Can use the Backstab ability:
Charge the first turn, taking time to conceal yourself.
During this time, you cannot be targetted or randomly targetted.
If you take damage from an attack that hits everyone, the charge is cancelled.
On your next turn, appear behind your target's back, ready to strike.
Roll your Wisdom +5 dice vs. targets' Wisdom dice / Damage increased by 2
- Requires Shadow (Level: 1)
- Fire a shadowy dart at a target that ignores damage reduction.
- Roll your Courage +2 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target gets the Dazed Affliction:
- Target's movement becomes afflicted, lowering Power and Courage stats by 1.
- Dazed stacks infinitely.
Dazed lasts for the remainder of the battle.
- Requires the Camouflage Active Skill
- A lightweight armor that defends against light attacks and triggers Camouflage.
- Damage taken is reduced by 1.
- When someone is unsuccessful when attacking you, Camouflage automatically activates.
- If you are already concealed in some form, Camouflage does not activate.
You also cannot counterattack.
[enemy Power=8 Courage=16 Wisdom=7 Hearts=10/10 Magic=4/4]
Origin: ZURPG
Wot? I'm just a grunt, I ain't got no brains! Gimme yer money n' weapons, or I'll keel you!
I guess err, me followin' you guys now. Name's Bob... err, nice to meetcha.
7-13-13 - Updated to NPC level, gaining base character stats and the ability to level up! Fire (Level: 1), Nature (Level: 1)
- Everytime you land an attack successfully, you are healed by 1 Heart.
- Requires two swords equipped
- Slash a target with the standard attacks of both of your swords in a cross pattern. Rather than two separate rolls, the rolls are combined into one roll.
- Roll the average of the attack rolls vs. the average of the target's defense rolls. The damage modifier is whichever of the two damage modifiers was lower.
- If the attack is successful, any Passive Effects from both swords are applied to the target.
- Requires Fire (Level: 1)
- Costs 2 Magic
- Give yourself or an ally the Veil of Flames Buff:
- Anyone that fights the target in melee combat takes 1 burn damage (neutral) from Veil of Flames.
- Cannot use Veil of Flames on someone with Water affinity.
- If Veil of Flames is used on someone with Nature affinity, target takes 1 burn damage (neutral) at the start of each round.
Veil of Flames lasts for the remainder of the battle.
- Engraved on its handle are the words "Fields of Justice". Increases your maximum Hearts by 2.
- Can hit one target.
- Roll your Courage +2 dice vs. targets' Courage dice
- If the attack is successful, you heal by 1 Heart.
Searing Flames:
Requires Fire (Level: 1)
Gives the weapon Fire affinity.
If weapon's attack is successful, do 1 extra burn damage (neutral).
- 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
Electrocute:
Requires Nature (Level: 1)
Does not give the weapon an affinity
When you successfully hit a target, target gets the Electrified Affliction:
Target's armor loses 1 damage reduction.
Target's armor cannot have negative damage reduction.
Electrified lasts for the remainder of the battle.
- Requires Light (Level: 1)
- Hope you're ready to face da pain of the shine! Hits one target.
- Roll your Courage dice vs. targets' Courage -3 dice
- If the attack is successful, target gets the Bleeding Blind Affliction:
- When the target attacks, he rolls $1d4.
- If its a 1, he takes 2 bleed damage (neutral) before the attack lands.
- If its a 4, his attack automatically misses.
Bleeding Blind lasts until the end of your turn one round later.
- It's a big frigin' shield... no really, it is. Oddly enough, it's light and doesn't defend very well.
- Allows you to use Cover at the start of your turn without it costing an action.
- When defending, your roll is increased by 1 dice.
- Passive
- See dis flag on me back? Dey ain't gonner mess wit me when I gots dat flag. It inspires me troops!
- You an' your allies 'ave deir damage reduction increased by 1.
- You an' your allies' attacks are also increased by 1 damage.
Enemies seem ta think dey can best me. Dat's good. Come on an' bring it!
Attacks that target you gain 2 successes.
RE: 6-28-13: Termina - WindStrike - 07-06-2013
[enemy Power=9 Courage=9 Wisdom=2 Hearts=9/9 Magic=0/0]
Origin: ZURPG
"My master desires all in this world. If it has value, than it shall be his. Take what he may from me, but I shall continue to fight under his command."
For a Minion of Greed, he seems practically stripped to the bone, save for some clothes, a club, and a shield. Not much to fight with.
- His items are so bare bones, he doesn't even deserve a replaced item drop. Just stick with the random item drop.
- Only gives 5 exp on death.
Anyone up for a club sandwich made from your remains?
- A basic club that hits one target.
- Roll your Courage +1 dice vs. targets' Courage dice
- A basic little shield that helps defend against attacks.
- When defending, your roll is increased by 1 dice.
[enemy Power=14 Courage=10 Wisdom=4 Hearts=7/7 Magic=0/0]
Origin: ZURPG
"My master has given me many things, and to repay him, I shall acquire more in his steed. Greed does not belong to one... it belongs to many!"
He appears to have a wealth of various items on him.
- When Mad Man of Avarice dies, all equipped items are dropped, replacing the random item drop.
[box=Axe of Jealousy]
[i]The axe is jealous? That's creepy.[/i][list]
[*]A handaxe that seems attracted by blood. Hits one target.[list]
[*][dice type-a=Power amount-a=+2 type-b=Courage] / Damage decreased by 2
[*]If the attack is successful, target gets the [b]Bleeding[/b] [u]Affliction[/u]:[list]
[*]Target takes 1 bleed damage (neutral) at the start of each round.
[*][b]Bleeding[/b] stacks infinitely.[/list]
[*][b]Bleeding[/b] lasts for the remainder of the battle.[/list]
[*]When you successfully hit someone that's [b]Bleeding[/b] with this axe, target takes additional bleed damage (neutral) equal to the number of [b]Bleeding[/b] stacks on the target.[list]
[*]This factors in after inflicting a stack of [b]Bleeding[/b].[/list][/list][/box]
[box=Shielded Shield]
[i]Redundant redundancy much?[/i][list]
[*]This shield appears to be protecting itself from its user with its own barrier. Weird.[list]
[*]The shield's barrier takes damage when the user takes damage. The barrier breaks when it takes 6 damage.
[*]Once the barrier breaks, the shield gives a large defensive bonus.[list]
[*]When defending, your roll is increased by 5 dice.[/list][/list]
[*]The barrier reforms at the start of a battle.[/list][/box]
[box=Null Talisman][list]
[*][i]Passive[/i]
[*]Costs [Magic]1[/Magic] at the start of each round to maintain
[*]A magical pendant that amplifies the user's stats.[list]
[*]Increase your [Power] and [Courage] stats by 1.
[*]Increase your [Wisdom] stat by 3.[/list][/list][/box]
[box=Vial of Insanity]
[i]Just looks like a vial of blood for vampires or something.[/i][list]
[*][Amount]1[/Amount]
[*]Consume this to gain lifeleech and an inability to die to physical attacks.[list]
[*]When you successfully hit someone, you recover [Hearts]2[/Hearts].
[*]Physical attacks cannot drop you below [Heart]1[/Heart].
[*]At the end of the battle, the insanity consumes you and kills you.[/list][/list][/box]
[box=Vial of the Vanquished]
[i]Is anything even in that vial?[/i][list]
[*][Amount]1[/Amount]
[*]Throw this vial at a target.[list]
[*][dice type-a=Courage type-b=Wisdom] / Deals no damage
[*]If the attack is successful, take control of the target's ghost when the target dies.[list]
[*]The ghost's [Hearts] are equal to its Current [Magic] and can only use spells. Likewise, it can only be hit by spells.
[*]The ghost's loses [Magic] equal half of his Maximum [Magic] at the start of each round.[/list][/list][/list][/box]
The axe is jealous? That's creepy.
- A handaxe that seems attracted by blood. Hits one target.
- Roll your Power +2 dice vs. targets' Courage dice / Damage decreased by 2
- If the attack is successful, target gets the Bleeding Affliction:
- Target takes 1 bleed damage (neutral) at the start of each round.
- Bleeding stacks infinitely.
Bleeding lasts for the remainder of the battle.
When you successfully hit someone that's Bleeding with this axe, target takes additional bleed damage (neutral) equal to the number of Bleeding stacks on the target.
This factors in after inflicting a stack of Bleeding.
Redundant redundancy much?
- This shield appears to be protecting itself from its user with its own barrier. Weird.
- The shield's barrier takes damage when the user takes damage. The barrier breaks when it takes 6 damage.
- Once the barrier breaks, the shield gives a large defensive bonus.
- When defending, your roll is increased by 5 dice.
The barrier reforms at the start of a battle.
- Passive
- Costs 1 Magic at the start of each round to maintain
- A magical pendant that amplifies the user's stats.
- Increase your Power and Courage stats by 1.
- Increase your Wisdom stat by 3.
Just looks like a vial of blood for vampires or something.
- Amount: 1
- Consume this to gain lifeleech and an inability to die to physical attacks.
- When you successfully hit someone, you recover 2 Hearts.
- Physical attacks cannot drop you below 1 Heart.
- At the end of the battle, the insanity consumes you and kills you.
Is anything even in that vial?
- Amount: 1
- Throw this vial at a target.
- Roll your Courage dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, take control of the target's ghost when the target dies.
- The ghost's Hearts are equal to its Current Magic and can only use spells. Likewise, it can only be hit by spells.
- The ghost's loses Magic equal half of his Maximum Magic at the start of each round.
Origin: ZURPG
"Aargh, I'm Da Big Boss! You ain't gonner mess wit me, and if'n ya do, I'll gut ye!"
Whereas your bandit companion was given a name, it seems God never got around to naming his boss. Instead, he's a fearsome Ork bandit leader that inspires his underlings by continuing to bring home the heads of those he kills. He does not, however, have any association with another "Big Boss" that wears an eyepatch, a ruffled voice, and awesome beard/hair due. Fire (Level: 2), Nature (Level: 2)
- When Da Big Boss lands a sucksessful hit, he an' 'is allies gain 2 Power, Courage, an' Wisdom.
- When either Da Big Boss or his allies fail to hit, dey all lose 1 Power, Courage, an' Wisdom.
- Random item drop is tripled.
- When Da Big Boss dies, any equipped items are dropped in addition to the random item drop.
[box=Thunda' Hammer][list]
[*][Level=10] and [Nature 2]
[*]A massive, [i]Two-Handed[/i] hamma that stroikes down me foes when I slam 'em into da ground. Hits one target.[list]
[*][dice type-a=Power type-b=Power] / Damage increased by 3
[*]If da attack is serksessfer *burp*, target's Maximum [Hearts] are reduced by an amount equal to da damage done.[list]
[*]Dis lasts fer da remainder o' da battle.[/list][/list][/list][/box]
[box=Grog 'n Armor][list]
[*]How do I carry mah giant 'ammar and drink da grog at da same time? It's simple. Da armor is drenched in da grog![list]
[*]Damage taken is reduced by 3
[*]I roll $1d3 when I attack. If'n it's a 1, I'm too drunk ter attack and 'it someone random instead with da $1d# (where # is the number of players in da turn orda').[/list][/list][/box]
[box=War Flag][list]
[*][i]Passive[/i]
[*]See dis flag on me back? Dey ain't gonner mess wit me when I gots dat flag. It inspires me troops![list]
[*]You an' your allies 'ave deir damage reduction increased by 1.
[*]You an' your allies' attacks are also increased by 1 damage.[/list]
[*]Enemies seem ta think dey can best me. Dat's good. Come on an' bring it![list]
[*]Attacks that target you gain 2 successes.[/list][/list][/box]
- Level 10, [Fire2], and Nature (Level: 2)
- Costs 6 Magic
- Da Big Boss slams an' jams da earth, causin' fissures dat hit everyone else.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Damage decreased by 2
- If'n da attack is suksessful, dey gets da Burnin' D'affliction:
- Targets don't actually burn. Why would dey?
- Instead, dey don't get 'ow logic works, cause neither do I! So dey lose 4 Wisdom.
Burnin' lasts fer da remainder o' da battle!
- Level 10 and Nature (Level: 2)
- A massive, Two-Handed hamma that stroikes down me foes when I slam 'em into da ground. Hits one target.
- Roll your Power dice vs. targets' Power dice / Damage increased by 3
- If da attack is serksessfer *burp*, target's Maximum Hearts are reduced by an amount equal to da damage done.
- Dis lasts fer da remainder o' da battle.
- How do I carry mah giant 'ammar and drink da grog at da same time? It's simple. Da armor is drenched in da grog!
- Damage taken is reduced by 3
- I roll $1d3 when I attack. If'n it's a 1, I'm too drunk ter attack and 'it someone random instead with da $1d# (where # is the number of players in da turn orda').
- Passive
- See dis flag on me back? Dey ain't gonner mess wit me when I gots dat flag. It inspires me troops!
- Da Big Boss an' his allies 'ave deir damage reduction increased by 1.
- Their attacks are also increased by 1 damage.
Enemies seem ta think dey can best me. Dat's good. Come on an' bring it!
Attacks that target the flagholder gain 2 successes.
Origin: ZURPG
These are the elite guard of Da Big Boss. They're not completely brainless, and as they get more hurt, they pack a bigger punch with their attacks. They bring the best of the meatshield and the standard bandit together into one package.
- As Vanguard takes more damage, he cares less about defense and more about beating the crap out of the enemy.
- For every 3 Hearts missing, Vanguard's dice when attacking is increased by 1.
- For every 6 Hearts missing, Vanguard's dice when defending is decreased by 1.
- When Vanguard dies, any replaced items are dropped, replacing the random item drop.
[box=Shiny Bleedy Blade][list]
[*]Requires [Light 1]
[*]Hope you're ready to face da pain of the shine! Hits one target.[list]
[*][dice type-a=Courage type-b=Courage amount-b=-3]
[*]If the attack is successful, target gets the [b]Bleeding Blind[/b] [u]Affliction[/u]:[list]
[*]When the target attacks, he rolls $1d4.[list]
[*]If its a 1, he takes 2 bleed damage (neutral) before the attack lands.
[*]If its a 4, his attack automatically misses.[/list][/list]
[*][b]Bleeding Blind[/b] lasts until the end of your turn one round later.[/list][/list][/box]
[box=Big Frigin' Shield (Shield)][list]
[*]It's a big frigin' shield... no really, it is. Oddly enough, it's light and doesn't defend very well.[list]
[*]Allows you to use [b]Cover[/b] at the start of your turn without it costing an action.
[*]When defending, your roll is increased by 1 dice.[/list][/list][/box]
- Requires Light (Level: 1)
- Hope you're ready to face da pain of the shine! Hits one target.
- Roll your Courage dice vs. targets' Courage -3 dice
- If the attack is successful, target gets the Bleeding Blind Affliction:
- When the target attacks, he rolls $1d4.
- If its a 1, he takes 2 bleed damage (neutral) before the attack lands.
- If its a 4, his attack automatically misses.
Bleeding Blind lasts until the end of your turn one round later.
- It's a big frigin' shield... no really, it is. Oddly enough, it's light and doesn't defend very well.
- Allows you to use Cover at the start of your turn without it costing an action.
- When defending, your roll is increased by 1 dice.
[enemy Power=8 Courage=9 Wisdom=23 Hearts=17/17 Magic=12/12]
Origin: Steins;Gate ZURPG
I AM MAD SCIENTIST. IS SO COOL. Water (Level: 1), Fire (Level: 1), Nature (Level: 1), Light (Level: 1), Shadow (Level: 1)
- Level 10, Light (Level: 1), and Nature (Level: 1)
- At the start of each round, recover 1 Heart and 1 Magic.
- Every time you are successful in anything, recover 1 Heart and 1 Magic.
- Level 10, Water (Level: 1), and Light (Level: 1)
- You recover Magic equal to half of the damage done by your spells.
- You cannot recover more than 3 Magic at once as a result of Spell Requiem.
- Level 10, Shadow (Level: 1), and Water (Level: 1)
- Once per round, if you would get hit by an Affliction, it is negated.
- The target that caused the Affliction recovers Magic equal to the cost to use the attack that the Affliction came with.
- Level 10, Fire (Level: 1), and Shadow (Level: 1)
- Your shadow surrounds you, burning anyone that gets near.
- Anyone that fights you in melee combat loses 2 Magic and takes burn damage (neutral) equal to the amount of Magic lost.
- Level 10, Nature (Level: 1), and Fire (Level: 1)
- When you successfully land a single-target attack, a shock spreads out like fire from the attack, hitting another target (if there is no other target, it fires back at yourself).
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals $1d3 burn damage (neutral)
- If the attack is successful, target takes shock damage (neutral) equal to his total damage reduction.
- (This does not count towards the passive skills)
- When Houen Kyomu is defeated, any equipped items are dropped, replacing the random item drop.
[box=Siphoning Wand]
[i]Souls... give me your SOULS![/i][list]
[*][Level=10]
[*]While it doesn't have much power, it makes up for it by allowing its beam to siphon [Magic] from one to another. Hits one target.[list]
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom] / Damage is halved
[*]If the attack is successful, you can siphon up to [Magic]5[/Magic] from the target to you or another target.[list]
[*]Alternatively, you can transfer up to [Magic]5[/Magic] from you to the target.[/list][/list][/list][/box]
[box=Overflowing Orb][list]
[*][Level=20], [Water 1], [Fire 1], [Nature 1], [Light 1], and [Shadow 1]
[*]While carrying this orb, you are able to equip up to five different [i]Passive Skills[/i]. However, some of them get disabled over the course of the battle.[list]
[*]You cannot equip a [i]Critical Hit Skill[/i] while carrying this orb.
[*]Anytime you are successful in doing anything, disable one of your [i]Passive Skills[/i].[list]
[*]A multi-hit attack or action will only disable one of your [i]Passive Skills[/i], even if it manages to hit multiple targets.[/list]
[*]Anytime you are unsuccessful in doing anything, re-enable one of your [i]Passive Skills[/i].[list]
[*]A multi-hit attack or action against you will only re-enable one of your [i]Passive Skills[/i], even if it strikes you multiple times.[/list][/list][/list][/box]
[box=Enchanted Platemail][list]
[*]A magically enchanted platemail that protects against all types of damage. It also lowers [Magic] costs.[list]
[*]All damage taken reduced by 1 (including neutral damages)
[*][Magic] Costs lowered by 1 (minimum cost of [Magic]1[/Magic])[/list][/list][/box]
- Level 10, Shadow (Level: 1), and Light (Level: 1)
- Costs 1 Magic
- Give someone the Reflecting Shadows Buff:
- The next instance of spell damage you take is reduced by 1.
- The next instance of physical damage you take is reduced by 1.
- The next instance of you take from a Status Effect is reduced by 1.
Reflecting Shadows lasts for the remainder of the battle.
- Level 10, Nature (Level: 1), and Shadow (Level: 1)
- Costs 5 Magic
- Give someone the Undying Buff:
- If the target would die, he instead drops to 1 Heart. He then loses Magic equal to any damage that he would've dropped him below 1 Heart.
- If the target runs out of Magic, he dies.
When this spell ends, the target automatically dies.
Undying lasts until the end of your turn one round later.
- Level 10, Water (Level: 1), and Nature (Level: 1)
- Costs 4 Magic
- Vines entangle the target, decreasing his ability to attack and defend while sapping away his energies.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the Vine Wrap Affliction:
- Target's rolls when attacking and defending are decreased by 2.
- When the target is unsuccessful when attacking or defending, 2 Hearts and 2 Magic are siphoned from the target to you.
- Vine Wrap burns off if the target is hit by a Fire attack.
Vine Wrap lasts until the end of your turn two rounds later.
- Level 10, Fire (Level: 1), and Water (Level: 1)
- Costs 6 Magic
- Causes Steam to crash as a result of summer and winter sales.
- An explosion of steam occurs, hitting everyone and causing a Field Effect.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals 4 burn damage (neutral)
- After the attack, the Heavy Fog Field Effect lingers on the field.
- All attack rolls are decreased by 3.
- All Water attacks are converted to Water Effect Damage.
- All burn damage (neutral) is halved.
Heavy Fog lasts until the end of your turn two rounds later.
- Level 10, Light (Level: 1), and Fire (Level: 1)
- Costs 3 Magic
- A beacon spawns over a target. At the end of the next round, the beacon fires a cannon of fiery light at the target with deadly accuracy.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
Souls... give me your SOULS!
- Level 10
- While it doesn't have much power, it makes up for it by allowing its beam to siphon Magic from one to another. Hits one target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, you can siphon up to 5 Magic from the target to you or another target.
- Alternatively, you can transfer up to 5 Magic from you to the target.
- Level 20, Water (Level: 1), Fire (Level: 1), Nature (Level: 1), Light (Level: 1), and Shadow (Level: 1)
- While carrying this orb, you are able to equip up to five different Passive Skills. However, some of them get disabled over the course of the battle.
- You cannot equip a Critical Hit Skill while carrying this orb.
- Anytime you are successful in doing anything, disable one of your Passive Skills.
- A multi-hit attack or action will only disable one of your Passive Skills, even if it manages to hit multiple targets.
Anytime you are unsuccessful in doing anything, re-enable one of your Passive Skills.
A multi-hit attack or action against you will only re-enable one of your Passive Skills, even if it strikes you multiple times.
- A magically enchanted platemail 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)
RE: 6-28-13: Woodfall - WindStrike - 08-02-2013
Origin: The Legend of Zelda
Found both on land and sea, Octoroks are tentacled, slimy beasts that prefer to stay hidden until they're ready to fire rocks at their opponents. They can also be quite handy with a mouthful of water...
- Damage taken is reduced by 2.
- Shock damage (neutral) taken is doubled.
- Octorok fires a rock at a target from its cannon-like mouth.
- Roll your Power +3 dice vs. targets' Power dice
- Requires Water (Level: 1)
- Costs 2 Magic
- A blast of Water is fired at a target.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Damage increased by 1
- If the attack is successful, knock the target's shield away from them.
- Target can spend a turn to reacquire the shield.
- Target can still use a +50% cost Support Spell.
Origin: The Ocarina of Time
These small scavengers don't just snatch leftovers; they're known to fly in flocks, diving from the sky to harass unsuspecting travelers.
- When Guay Flock x4 loses 2 Hearts, a Guay dies.
- The collective flock's stats drop down by -2 Power, -4 Courage, -1 Wisdom, and -1 maximum Magic.
- If there are multiple flocks, they can use an action to merge and get their stats back to full. A "Guay Flock x3" will max at x3, a "Guay Flock x5" will max at x5, and so on.
An attack that hits all targets will only hit the "Guay Flock x4" as one target.
- Requires Shadow (Level: 1)
- Guay Flock dives down on a target.
- Roll your Courage dice vs. targets' Courage dice / Damage increased by (# in flock)
- If the attack is unsuccessful, Guay Flock loses 1 Heart.
- Guay Flock swarms (annoyingly) around a target.
- Roll your Courage +3 dice vs. targets' Courage dice / Deals no damage
- If the attack is successful, the Guay Flock swarms around a target, lowering his ability to attack.
- Target's dice when attacking are decreased by 1 * (# in flock)
- Half of the damage done to the Guay Flock (from a different source) is dealt to the target
Swarm lasts until Guay Flock does a different action.
[enemy Power=10 Courage=10 Wisdom=4 Hearts=10/10 Magic=0/0]
Origin: ZURPG
"My master desires all in this world. If it has value, than it shall be his. Take what he may from me, but I shall continue to fight under his command."
For a Minion of Greed, he seems practically stripped to the bone, save for some clothes, a club, and a shield. Not much to fight with.
- His items are so bare bones, he doesn't even deserve a replaced item drop. Just stick with the random item drop.
- Only gives 5 exp on death.
Anyone up for a club sandwich made from your remains?
- A basic club that hits one target.
- Roll your Courage +1 dice vs. targets' Courage dice
- A basic little shield that helps defend against attacks.
- When defending, your roll is increased by 1 dice.
[enemy Power=17 Courage=13 Wisdom=5 Hearts=10/10 Magic=0/0]
Origin: ZURPG
"My master has given me many things, and to repay him, I shall acquire more in his steed. Greed does not belong to one... it belongs to many!"
He appears to have a wealth of various items on him.
- When Mad Man of Avarice dies, all equipped items are dropped, replacing the random item drop.
[box=Axe of Jealousy]
[i]The axe is jealous? That's creepy.[/i][list]
[*]A handaxe that seems attracted by blood. Hits one target.[list]
[*][dice type-a=Power amount-a=+2 type-b=Courage] / Damage decreased by 2
[*]If the attack is successful, target gets the [b]Bleeding[/b] [u]Affliction[/u]:[list]
[*]Target takes 1 bleed damage (neutral) at the start of each round.
[*][b]Bleeding[/b] stacks infinitely.[/list]
[*][b]Bleeding[/b] lasts for the remainder of the battle.[/list]
[*]When you successfully hit someone that's [b]Bleeding[/b] with this axe, target takes additional bleed damage (neutral) equal to the number of [b]Bleeding[/b] stacks on the target.[list]
[*]This factors in after inflicting a stack of [b]Bleeding[/b].[/list][/list][/box]
[box=Shielded Shield]
[i]Redundant redundancy much?[/i][list]
[*]This shield appears to be protecting itself from its user with its own barrier. Weird.[list]
[*]The shield's barrier takes damage when the user takes damage. The barrier breaks when it takes 6 damage.
[*]Once the barrier breaks, the shield gives a large defensive bonus.[list]
[*]When defending, your roll is increased by 5 dice.[/list][/list]
[*]The barrier reforms at the start of a battle.[/list][/box]
[box=Null Talisman][list]
[*][i]Passive[/i]
[*]Costs [Magic]1[/Magic] at the start of each round to maintain
[*]A magical pendant that amplifies the user's stats.[list]
[*]Increase your [Power] and [Courage] stats by 1.
[*]Increase your [Wisdom] stat by 3.[/list][/list][/box]
[box=Vial of Insanity]
[i]Just looks like a vial of blood for vampires or something.[/i][list]
[*][Amount]1[/Amount]
[*]Consume this to gain lifeleech and an inability to die to physical attacks.[list]
[*]When you successfully hit someone, you recover [Hearts]2[/Hearts].
[*]Physical attacks cannot drop you below [Heart]1[/Heart].
[*]At the end of the battle, the insanity consumes you and kills you.[/list][/list][/box]
[box=Vial of the Vanquished]
[i]Is anything even in that vial?[/i][list]
[*][Amount]1[/Amount]
[*]Throw this vial at a target.[list]
[*][dice type-a=Courage type-b=Wisdom] / Deals no damage
[*]If the attack is successful, take control of the target's ghost when the target dies.[list]
[*]The ghost's [Hearts] are equal to its Current [Magic] and can only use spells. Likewise, it can only be hit by spells.
[*]The ghost's loses [Magic] equal half of his Maximum [Magic] at the start of each round.[/list][/list][/list][/box]
The axe is jealous? That's creepy.
- A handaxe that seems attracted by blood. Hits one target.
- Roll your Power +2 dice vs. targets' Courage dice / Damage decreased by 2
- If the attack is successful, target gets the Bleeding Affliction:
- Target takes 1 bleed damage (neutral) at the start of each round.
- Bleeding stacks infinitely.
Bleeding lasts for the remainder of the battle.
When you successfully hit someone that's Bleeding with this axe, target takes additional bleed damage (neutral) equal to the number of Bleeding stacks on the target.
This factors in after inflicting a stack of Bleeding.
Redundant redundancy much?
- This shield appears to be protecting itself from its user with its own barrier. Weird.
- The shield's barrier takes damage when the user takes damage. The barrier breaks when it takes 6 damage.
- Once the barrier breaks, the shield gives a large defensive bonus.
- When defending, your roll is increased by 5 dice.
The barrier reforms at the start of a battle.
- Passive
- Costs 1 Magic at the start of each round to maintain
- A magical pendant that amplifies the user's stats.
- Increase your Power and Courage stats by 1.
- Increase your Wisdom stat by 3.
Just looks like a vial of blood for vampires or something.
- Amount: 1
- Consume this to gain lifeleech and an inability to die to physical attacks.
- When you successfully hit someone, you recover 2 Hearts.
- Physical attacks cannot drop you below 1 Heart.
- At the end of the battle, the insanity consumes you and kills you.
Is anything even in that vial?
- Amount: 1
- Throw this vial at a target.
- Roll your Courage dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, take control of the target's ghost when the target dies.
- The ghost's Hearts are equal to its Current Magic and can only use spells. Likewise, it can only be hit by spells.
- The ghost's loses Magic equal half of his Maximum Magic at the start of each round.
[enemy Power=8 Courage=11 Wisdom=10 Hearts=11/11 Magic=5/5]
Origin: ZURPG
"Why, of course I would take your home if you left for even a second. It shows that clearly, you don't want it anymore, so it's mine now. Carry on now, I'm the king."
For a minion, these once-Hylians have lowered themselves to a level of pure greed. They act like they're kings, which also means they fight among themselves if Master Houen isn't around. And since they're minions of a mad scientist, they buff up their strength with some interesting concoctions. Fire (Level: 1), Water (Level: 1)
- Any bottled items held by Decadent Fool are actually in vials. When the contained item inside of a vial is used, the vial is used with it.
- Any unused bottled items are dropped when Decadent Fool is defeated.
[box=Vial of Deceit]
[i]Why are there two of you?[/i][list]
[*][Amount]1[/Amount]
[*]Consume this to create an illusion of yourself. When you are attacked, call 1 or 2. The attacker rolls $1d2.[list]
[*]If it is the number you picked, the attack goes through and hits you, erasing the illusion.
[*]If it is not the number you picked, you get to automatically escape from the battle.[/list][/list][/box]
[box=Vial of Mary]
[i]Mary? What's that?[/i][list]
[*][Amount]1[/Amount]
[*]Consume this vial to increase your strength greatly at the cost of getting woozy and knowing who it is you're attacking, including yourself.[list]
[*]Your [Power], [Courage], [Wisdom], [Hearts], and [Magic] (Current and Maximum) are increased by 3.
[*]When attacking, roll $1d#, where # is the number of players in the turn order. The # picked is the target picked for the attack.[/list]
[*]Vial of Mary lasts for the remainder of the battle.[/list][/box]
[box=Vial of Poison Gas]
[i]That's a pretty nasty vial of gas you got there. Just don't kill yourself when you use it.[/i][list]
[*][Amount]1[/Amount]
[*]When used, a poisonous fog covers the field, poisoning everyone.[list]
[*]At the start of each round, everyone takes 2 poison damage (neutral).[/list]
[*]The poisonous gas lasts for the remainder of the battle.[/list][/box]
- Decadent Fool can ingest any of his any of his potions or spells, taking damage but causing an effect of some kind.
- Due to the nature of this, the effect is up to DM's discretion.
- Requires Fire (Level: 1) and Water (Level: 1)
- Costs 4 Magic
- A superheated ball of Water explodes, hitting everyone with a searing steam attack.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals 3 burn damage (neutral)
- Requires Water (Level: 1)
- Costs 1 Magic
- A bolt of ice strikes a target, frosting the target.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals 2 frost damage (neutral)
- If the attack is successful, target is frosted and loses 2 dice on his next attack.
Why are there two of you?
- Amount: 1
- Consume this to create an illusion of yourself. When you are attacked, call 1 or 2. The attacker rolls $1d2.
- If it is the number you picked, the attack goes through and hits you, erasing the illusion.
- If it is not the number you picked, you get to automatically escape from the battle.
Mary? What's that?
- Amount: 1
- Consume this vial to increase your strength greatly at the cost of getting woozy and knowing who it is you're attacking, including yourself.
- Your Power, Courage, Wisdom, Hearts, and Magic (Current and Maximum) are increased by 3.
- When attacking, roll $1d#, where # is the number of players in the turn order. The # picked is the target picked for the attack.
Vial of Mary lasts for the remainder of the battle.
That's a pretty nasty vial of gas you got there. Just don't kill yourself when you use it.
- Amount: 1
- When used, a poisonous fog covers the field, poisoning everyone.
- At the start of each round, everyone takes 2 poison damage (neutral).
The poisonous gas lasts for the remainder of the battle.
[enemy Power=10 Courage=10 Wisdom=4 Hearts=10/10 Magic=0/0]
Origin: ZURPG
Nolyghots has taken this one's soul! It is now property of the existential discrimination efforts to justify a possessive mangled goat.
- When Nolyghots possesses someone, the host gets a stat boost for the remainder of the battle, regardless of if Nolyghots stays in the host or not.
- Target gains # Wisdom, # Magic, and Shadow (Level: #).
- # = Red Enrics total affinity levels
The skills Possession, Soulbound, and Possess along with the spell Haunt transfer with Nolyghots whenever she possesses someone.
- Even if the host dies dies, Nolyghots will live on.
- However, if Red Enrics dies, Nolyghots fades away too, and anyone possessed by Nolyghots will return to their senses.
- Nolyghots can transfer from her current host to a new host.
- The new host must be equal to or lower than Red Enrics' level.
Hits one target.
Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals no damage
If the attack is successful, Nolyghots possesses the new target and takes over his turns.
The previous host returns to his senses and gains control of himself.
If the attack is unsuccessful, Nolyghots fails to possess the new host and is unable to return to the previous host.
She is then unable to do anything else for the remainder of the battle... except speak.
The previous host gets his turn right after Nolyghots' is done using Possess.
- Requires Shadow (Level: 1)
- Costs 1 Magic
- Nolyghots scares the crap out of someone!
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the Scared Affliction:
- Target's attacks are reduced by # successes, where # = Nolyghots' Shadow affinity level.
Scared lasts until the end of your turn two rounds later.
Anyone up for a club sandwich made from your remains?
- A basic club that hits one target.
- Roll your Courage +1 dice vs. targets' Courage dice
- A basic little shield that helps defend against attacks.
- When defending, your roll is increased by 1 dice.
Origin: ZURPG
All of the riches in this world are mine. Friends? Oh please, don't be ridiculous. If you are worthy, I will be your owner. What you wear and what you use are mine for you to borrow, nothing more. Now, if you will, empty your inventory and we will discuss what you can keep. After all, if it rightfully belongs to me, then it shall be mine. Water (Level: 3), Light (Level: 3)
- Roll $2d9 for initiative.
- Every time Greed King kills someone, he recovers Hearts and Magic equal to what the target had prior to death (up to a maximum of 5 each).
- Greed King also gets access to all items, spells, and skills (except Signature and Passive) owned by the target.
- When Greed King dies, everything stolen by him is returned to the respective players.
- When Greed King is defeated, the random item drop is increased to $5d12.
- Additionally, any equipped items are dropped.
[box=Frozen Devastator][list]
[*][Level=20] and [Water 3]
[*]This huge, [i]Two-Handed[/i] sword is capable of slicing multiple foes at once.[list]
[*]For every target this hits (in addition to the first one), its damage is reduced by 3[/list]
[*]Hits up to three targets at once.[list]
[*][dice type-a=Power type-b=Power] / Deals frost damage (neutral)
[*]If the target is hit, target(s) get the [b]Devastated[/b] [u]Affliction[/u]:[list]
[*]Target’s [Power], [Courage], [Wisdom], [Hearts], and [Magic] stats are reduced by 2.
[*]Target’s dice when defending is reduced by 2.
[*]Target’s damage reduction is reduced by 2.
[*]Target’s [Magic] Costs are increased by 1.[/list]
[*][b]Devastated[/b] lasts until the end of your turn one round later.[/list][/list][/box]
[box=Frost Hide][list]
[*][Level=10] and [Water 2]
[*]Costs [Magic]1[/Magic] at the start of each round
[*]It appears to be the hide of a lynel frosted over with [Magic]. It provides heavy protection to spell damage.[list]
[*]Spell damage taken is reduced by 4
[*]Physical damage taken is reduced by 1
[*]Burn damage (neutral) taken is increased by 2[/list][/list][/box]
[box=Bling Ring][list]
[*][Level=10]
[*]A gold and rather shiny ring embedded with several gems.[list]
[*]The [Rupees] drop amount is increased from $#d8 to $#d16.
[*]Double the amount of random item drops.[/list]
[*][b]Bling Ring[/b] breaks after use in 3 battles.[list]
[*][Amount]0[/Amount][/list][/list][/box]
- Dash quickly up to a target and knock him off his feet.
- Roll your Courage dice vs. targets' Courage dice / Deals no damage
- If the attack is successful, immediately follow-up with a different attack.
- Its successes are increased by amount equal to half of the difference in successes from Dash.
If either attack is unsuccessful, target gets to automatically Counterattack.
- Level 10 and Water (Level: 3)
- Costs 5 Magic
- A magic circle is summoned beneath a target. After a brief delay, a stalagmite of ice spawns from the circle, impaling the target.
- Roll your Wisdom -6 dice vs. targets' Wisdom dice / Damage increased by 6
At the start of the next round, the stalagmite explodes, hitting everyone with ice shards.
Roll your Wisdom dice vs. targets' Wisdom dice / Deals 3 frost damage (neutral)
- Level 10 and Light (Level: 3)
- Costs 4 Magic
- Give someone the Flash Armor Buff:
- A screen of Light surrounds you, giving people that successfully hit you the Blind Affliction:
- When target attacks, he rolls $1d4. If it’s a 1, target’s attack automatically misses. Blind then wears off.
Blind lasts until the end of your turn one round later.
Flash Armor lasts until the end of your turn two rounds later.
- Level 20 and Water (Level: 3)
- This huge, Two-Handed sword is capable of slicing multiple foes at once.
- For every target this hits (in addition to the first one), its damage is reduced by 3
Hits up to three targets at once.
Roll your Power dice vs. targets' Power dice / Deals frost damage (neutral)
If the target is hit, target(s) get the Devastated Affliction:
Target’s Power, Courage, Wisdom, Hearts, and Magic stats are reduced by 2.
Target’s dice when defending is reduced by 2.
Target’s damage reduction is reduced by 2.
Target’s Magic Costs are increased by 1.
Devastated lasts until the end of your turn one round later.
- Level 10 and Water (Level: 2)
- Costs 1 Magic at the start of each round
- It appears to be the hide of a lynel frosted over with Magic. It provides heavy protection to spell damage.
- Spell damage taken is reduced by 4
- Physical damage taken is reduced by 1
- Burn damage (neutral) taken is increased by 2
- Level 10
- A gold and rather shiny ring embedded with several gems.
- The Rupees drop amount is increased from $#d8 to $#d16.
- Double the amount of random item drops.
Bling Ring breaks after use in 3 battles.
Amount: 0
RE: 6-28-13: Woodfall - WindStrike - 09-06-2013
[Shady]: I got some weapons cooked up, just like you were supposed to be rewarded! Pick whichever one you want! And sorry, they're not artifacts - I'm just giving them to you before I put them up for sale in my shop later, though they'll cost quite a bit then.
- Level 10 and 20 Base Power
- Costs 4 Power per swing
- You will regain the Power at the end of the battle.
A hammer that uses your own Power to power its attacks. Hits one target.
Roll your Power dice vs. targets' Power dice / Damage increased by 3
If the attack is successful, target loses Power equal to the difference in successes.
This amount is capped at 6 Power per hit.
Target’s Power reduction lasts until Hammer of Power is unequipped. Re-equipping it will not re-reduce the target’s Power.
[box=Hammer of Power][list]
[*][Level=10] and 20 Base [Power]
[*]Costs 4 [Power] per swing[list]
[*]You will regain the [Power] at the end of the battle.[/list]
[*]A hammer that uses your own [Power] to power its attacks. Hits one target.[list]
[*][dice type-a=Power type-b=Power] / Damage increased by 3
[*]If the attack is successful, target loses [Power] equal to the difference in successes.[list]
[*]This amount is capped at 6 [Power] per hit.
[*]Target’s [Power] reduction lasts until [b]Hammer of Power[/b] is unequipped. Re-equipping it will not re-reduce the target’s [Power].[/list][/list][/list][/box]
- Level 10 and 20 Base Courage
- Costs 4 Courage per swing
- You will regain the Courage at the end of the battle.
A sword that uses your own Courage to power its attacks. Hits one target.
Roll your Courage +6 dice vs. targets' Courage dice
If the attack is successful, target loses Courage equal to the difference in successes.
This amount is capped at 6 Courage per hit.
Target’s Courage reduction lasts until Sword of Courage is unequipped. Re-equipping it will not re-reduce the target’s Courage.
[box=Sword of Courage][list]
[*][Level=10] and 20 Base [Courage]
[*]Costs 4 [Courage] per swing[list]
[*]You will regain the [Courage] at the end of the battle.[/list]
[*]A sword that uses your own [Courage] to power its attacks. Hits one target.[list]
[*][dice type-a=Courage amount-a=+6 type-b=Courage]
[*]If the attack is successful, target loses [Courage] equal to the difference in successes.[list]
[*]This amount is capped at 6 [Courage] per hit.
[*]Target’s [Courage] reduction lasts until [b]Sword of Courage[/b] is unequipped. Re-equipping it will not re-reduce the target’s [Courage].[/list][/list][/list][/box]
- Level 10 and 20 Base Wisdom
- Costs 4 Wisdom per swing
- You will regain the Wisdom at the end of the battle.
A wand that uses your own Wisdom to power its attacks. Fire a magical blast at one target.
Roll your Wisdom dice vs. targets' Wisdom dice / Successes increased by 2
If the attack is successful, target loses Wisdom equal to the difference in successes.
This amount is capped at 6 Wisdom per hit.
Target’s Wisdom reduction lasts until Wand of Wisdom is unequipped. Re-equipping it will not re-reduce the target’s Wisdom.
[box=Wand of Wisdom][list]
[*][Level=10] and 20 Base [Wisdom]
[*]Costs 4 [Wisdom] per swing[list]
[*]You will regain the [Wisdom] at the end of the battle.[/list]
[*]A wand that uses your own [Wisdom] to power its attacks. Fire a magical blast at one target.[list]
[*][dice type-a=Wisdom type-b=Wisdom] / Successes increased by 2
[*]If the attack is successful, target loses [Wisdom] equal to the difference in successes.[list]
[*]This amount is capped at 6 [Wisdom] per hit.
[*]Target’s [Wisdom] reduction lasts until [b]Wand of Wisdom[/b] is unequipped. Re-equipping it will not re-reduce the target’s [Wisdom].[/list][/list][/list][/box]
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