7-26-13: Identity Thieves - Orithan - 07-05-2013
Starting on 8:00 PM Friday 26th July 2013 EST (or 10:00 AM Saturday 27th July 2013 AEST, which is my time), I will be hosting a medium-sized quest for the high-levelled players consisting of 2-3 sessions after the Termina Quest has ended. As usual, I will wait for three players to join or I will pass the session over to my next available timeslot. However, there will be up to 5 players joining this quest at the max to prevent problems with me being overwhelmed like I did when I hosted Mima's Nightmare.
Client: Silvio
Location: Geurdo Desert.
Story: "Help, I had my identity stolen by a strange freak in a sheet while I was exploring a small mansion shortly to the south of the Spirit Temple! As just a shadow, I can't speak at all and I can't recall my name. Please retrieve my identity from that freak and return me to normal." ~ ???
Your objective: Defeat the strange "freak in a sheet" and return the client to normal.
Reward: Each participating player is given the choice of: 750 Rupees, 4x Rare Rings (yet to be appraised) or 3 fairies.
If there is a scheduling clash with this quest, I will notify everyone at least a day before this quest is scheduled to start.
There will be a small sidequest for 1 or 2 of our lower-levelled players. It will only span one 3 hour session at the most and I will notify when i will be hosting it. Keep in mind that it will run in a very different direction to the main quest, but it is still related to the client. Tier 1 variations of the various Tier 2-3 enemies from the main quest will be present in this quest to give to our lower-levelled players a chance at survival out there.
Results for the main quest:
A brave team of adventurers braved the Gerudo Desert. They made it to the mansion where they faced Duplighosts and Whispies and a Kandokyan. They eventually made it up to Doopliss and defeated him without too much trouble. Fireblast and Sephiroth didn't claim their rewards because they were disgusted at Silvio's shocking attitude towards Hal. This was still successful.
RE: (7-26-13) Identity Thieves - Orithan - 07-24-2013
I have confirmed the date which I will be running this quest on. While Termina Quest is still running during this time, Windstrike has mentioned that he will be allowing my quest to run at this time due to him not having internet for the weekend.
RE: 7-26-13: Identity Thieves - Orithan - 07-26-2013
[enemy Power=35 Courage=24 Wisdom=17 Hearts=24/24 Magic=8/8]
Origin: The Legend of Zelda
Crafty and subterranean, the carnivorous Blue Leever flora remain burrowed in the sand, springing up to catch their unwary prey. Even if the adventurer manages to escape the initial snap, the massive plant will often give chase, sweeping across the ground rapidly.
- Leever is underground, except when it is being counterattacked.
- While Leever is underground, damage taken is reduced by 6.
- Additionally, Fire attacks will not get a counter bonus against Leever unless it's above ground.
- Leever spikes a target from underground.
- Roll your Power dice vs. targets' Wisdom dice
- If the attack is unsuccessful, it can be counterattacked.
- If the target is successful at counterattacking using a Hookshot, Lever will be pulled above ground and Tunneling will be deactivated until the start of its next turn.
- Requires Nature (Level: 2).
- Costs 4 Magic.
- Blue Leever, while submerged, starts an earthquake underneath the enemy that ignores damage reduction.
- It can be a small, concentrated quake beneath one target:
- Roll your Power +5 dice vs. targets' Wisdom dice.
It can also be a wide, dispersed quake beneath all targets:
Roll your Power +3 dice vs. targets' Wisdom dice / Damage is halved.
- Requires Nature (Level: 2).
- Costs 2 Magic.
- Leever, after having been pulled above ground by a Hookshot, can counterattack any attack by hurling its petals at the attacker.
- Roll your Courage dice vs. targets' Courage dice / Successes increased by 4.
[enemy Power=29 Courage=34 Wisdom=19 Hearts=20/20 Magic=12/12]
Origin: ZURPG.
Cousins of the common Red Seraph, these large white beetles with blue markings fly around the desert near lakes or their dried-up remains. Their hard, shiny shells can sponge magic. Water (Level: 2)
Light (Level: 3)
- When defending, Seraph’s roll is increased by 4 dice.
- Lightning attacks (Nature sub-type) gain 8 dice when attacking Seraph.
- It gains 6 Wisdom dice when defending against spell attacks.
- When Seraph successfully defends against a magic attack, it absorbs the magic and stores it in its shell for later use.
- When successfully defending against a magic attack, it gains charges equal to the number of successes the caster's spell had in its shell.
- It can store a maximum of 30 charges in its shell.
Seraph can expend its charges during its turn or when defending:
Light Wave ability:
Seraph can counterattack by firing a wave of Light affinity magic at the attacker with successes equal to the number of charges it currently has.
Seraph can counterattack using this ability regardless of wherever it successfully defended against the attack or not.
The attacker rolls its Wisdom stat against the wave's successes.
Seraph's charges are reduced to 0.
Restoration ability:
During its turn, Seraph can restore Hearts and Magic equal to the number of charges it has in its shell, distributed equally between the two stats (Hearts take priority in the case of there being a remainder). Counts as an action.
Seraph's charges are reduced to 0.
- Seraph slashes the target with its front legs using the power of Light.
- Roll your Courage dice vs. targets' Courage dice / Damage increased by 2.
- Level 10 and Light (Level: 2)
- Costs 3 Magic + 2 Magic per additional stack
- Target someone that has an Affliction that's capable of stacking.
- A ray of Light descends upon the target, removing all stacks of that particular Affliction.
- For each stack of the Affliction removed, the target heals by 2 Hearts.
- Requires Water (Level: 2)
- Costs 4 Magic
- A mystical rain storm affects everyone on the field. Counts as a field effect.
- All players with Water affinity gain +1 Magic at the start of each round.
- All Fire attacks do -1 damage. Does not include burn damage (neutral).
- If a Lightning attack (Nature sub-type) hits someone with a Water affinity, the attack's damage is increased by 2.
Rain lasts for the remainder of the battle.
[enemy Power=23 Courage=41 Wisdom=25 Hearts=26/26 Magic=0/0]
Origin: A Link to the Past.
Scavengers of the desert, they normally feed on dead or dying animals. However, they may also attack travelers for any food or water they have.
- By nature, Vultures feed on dead or dying animals. This also applies to any players who are low on Hearts.
- If there are any players in the battle who are at or below 25% of their maximum Hearts, Vultures must attack them first.
- Vultures gain 5 dice when attacking these players.
- If a player dies to a Vulture, that Vulture gains Hearts equal to the amount that player had before they were killed.
- When defending, Vulture’s roll is increased by 4 dice.
- Lightning attacks (Nature sub-type) gain 8 dice when attacking Vulture.
- Vulture flies down to peck one target with its filthy beak that may cause infection.
- Roll your Courage +2 dice vs. targets' Courage dice / Damage increased by 1.
- If successful, roll $1d2. If the result is a 1, then the target gets the Fester Wound status affliction:
- Target takes 2 neutral damage at the start of the next round.
- At the start of the next round, 4 neutral damage, then 6 neutral damage, and so on.
- Target cannot use any spells while affected by Fester Wound.
Fester Wound lasts for the remainder of the battle.
- During its turn, a Vulture may call other Vultures over to help it and have a dinner party with the players' corpses when everyone is dead.
- Roll $1d4. If the result is a 1, then another Vulture joins the battle.
- If there are any players who are dead or are at or below 25% of their maximum Hearts, then a Vulture will always join the battle when this skill is used.
- This skill can not be used if there are already 3 or more enemies in the battle.
[enemy Power=19 Courage=32 Wisdom=24 Hearts=20/20 Magic=20/20]
Origin: Paper Mario.
Ghosts that appear as freaky sheets at first glance. However they have a habit of mimicking people by transforming into copies of them and should be treated with caution
- Costs 10 Magic.
- Duplighost chooses one target to mimic, copying their equipped weapons and base stats.
- Duplighost transforms into the target, copying their base stats and equipped items. Duplighost retains its current Hearts and Magic.
- This skill can only be used once per battle.
- Requires Shadow (Level: 5).
- Duplighost attempts to latch onto a target in an effort to leech out its lifeforce and transform into that target.
- Roll your Power +2 dice vs. targets' Power dice / Damage is halved
- If the attack is successful, Duplighost manages to latch onto the target:
- Target may attempt to roll out using base Power or base Courage stat against the original successes of the attack.
- If the roll is unsuccessful, Doopliss steals a bit of target's lifeforce by 3 Hearts.
While latched onto a target, both Duplighost and the target cannot do anything else.
If Duplighost remains on the target for 3 rounds, it automatically transforms into that target at no Magic cost.
- Duplighost floats in the air high above the ground and uses the momentum granted by the altitude to charge one target, causing considerable damage if it hits.
- [dice type-a=Power amount-a=+5 type-b=Power] / Damage increased by 2.
- If unsuccessful, the target gets an automatic counterattack.
- 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
- Fires a bolt of energy that leaps from shadow to shadow to reach the enemy. It does not actually hit until after the target's next turn has ended.
- The bolt then fires from the target's shadow and ignores damage reduction.
- Roll your Wisdom dice vs. targets' Wisdom -3 dice
- Requires Shadow (Level: 2)
- Costs 3 Magic
- Places a barrier of shadows around a target.
- Roll your Courage +2 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the Shadow Veil Affliction:
- The next 6 damage dealt by the target is mitigated.
Shadow Veil lasts until the end of your turn two rounds later.
- Level 10 and Shadow (Level: 3)
- Costs 3 Magic
- Eliminate one Buff that you have. In exchange, you can dispel any Status Effect on anyone.
[enemy Power=17 Courage=26 Wisdom=36 Hearts=18/18 Magic=18/18] Origin: The Leaklon Chronices.
A whispy whose soul is in an advanced stage of corruption. While it can now possess living bodies, it has a very limited ability to do so. It burns a sickly green. Shadow (Level: 3)
Fire (Level: 2)
- Using its developing ability to possess bodies, the Whispy possess a living a dead ally or enemy and takes control of it.
- You take control of a dead target (ally or enemy). The target will be revived with -3 dice to all stats and your remaining Hearts and Magic + 2.
- That target will be under your control for the rest of the battle until it dies.
You can not possess other Whispies.
The Whispy can also possess a living ally, taking control of it for one turn before the Whispy fades away and dies and the ally is freed from it.
Roll your Wisdom -5 dice vs. targets' Courage dice / Deals no damage.
If successful, you use $removeme and that target gets the Possessed status affliction:
You are being possessed by the enemy that used this on you and you must carry out the actions the enemy messages you to make.
You gain 5 dice when attacking.
This affliction lasts until the end of your turn one round later
You may only use skills/magic/items that your target is carrying.
You can not be targeted while possessing any target.
- Requires Fire (Level: 1).
- Upon death; the Whispy explodes, dealing burn damage to all enemies.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage.
- If successful; any enemies that are hit roll $1d#, where # equals to the total number of your affinity levels.
- The result is dealt as Fire effect damage to that enemy.
- Requires Fire (Level: 2)
- The Whispy's body is essentially a flame. It is really hot.
- Enemies who engage you in mele combat take Fire effect damage equal to the total number of affinity levels you have, regardless of wherever they are successful or not.
- This skill consumes 2 Magic whenever it activates.
- If Whispy has insufficient Magic to attack, Whispy automatically dies by using Whispy Explosion, granting only half of the experience.
- Requires 10 Magic and Shadow (Level: 3).
- Using the power of the ghosts, you create a ring of fires around the target, begging the enemy party to bear a grudge.
- You receive the Grudge status buff:.
- If you die, the selected target loses 10 dice to all their stats.
- Grudge can only affect one target at a time. If cast again, the older target will no longer be affected.
This buff lasts for the remainder of the battle.
This can be cast again for no extra Magic cost.
- Level 10 and Fire (Level: 2)
- Costs 4 Magic
- Create a pillar of flames that hits one target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Damage decreased by 3
- If the attack is successful, the pillar of flames spew onto the field, causing the Lingering Flames Field Effect:
- At the start of every round, Lingering Flames hits everyone at the original success rate, dealing 2 burn damage (neutral) if successful. Targets roll Wisdom to defend.
Lingering Flames lasts for the next two rounds.
- 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.
[enemy Power=39 Courage=22 Wisdom=28 Hearts=15/15 Magic=10/10]
Origin: Oracle of Ages.
Monsters that look like candles. Their bodies are made out of wax and have a small wick on the top, making them almost impervious to attack... unless you can light them up. Nature (Level: 2)
Light (Level: 3)
- Kyandokyan's wax body is solid and hard, making it almost impervious to attack, but it may break down eventually.
- Damage taken is reduced by 8.
- Each time it gets hit by an attack, it loses 1 damage reduction.
The wax also insulates it against electricity
Kyandokyan is immune to Shock damage.
- Kyandokyan has a wick on the top of its body that can be lit up for... explosive results.
- When Kyandokyan is hit by a Fire affinity attack, its wick lights up and it runs like crazy during its next turn, running into 3 other enemies or players to cause damage.
- Roll $3d#, where # is the number of participants in the battle defined by the turn order.
- If any rolls result in selecting yourself or any target(s) twice or three times, reroll that dice.
- Any targets selected roll their Power dice vs. your Power dice. If unsuccessful, they take damage equal to the difference in number of successes.
During its following turn, it selects a target to explode on, killing itself and dropping half EXP.
Roll your Courage +10 dice vs. targets' Courage dice / Deals Burn (Fire) damage.
During this time, Kyandokyan gains a Fire affinity.
If hit by a Water affinity attack during this time, Kyandokyan's flame is snuffed out and returns to normal, losing its Fire affinity.
- Requires Nature (Level: 2).
- Kyandokyan flings a blob of wax at one target, dealing damage and sealing them in a coat of wax.
- Roll your Power +2 dice vs. targets' Wisdom dice / Damage reduced by 3.
- If successful, the target gains the Wax Prison status affliction:
- Targets will be unable to move from where they were trapped, preventing the use of mele attacks.
- However, targets also gain 2 damage reduction.
Wax Prison lasts until the end of your turn 2 rounds later.
Successful or not, you lose 1 damage reduction.
- Requires Light (Level: 3).
- Costs 5 Magic.
- Kyandokyan emits a non-incandescent light from its wick, making enemies target it.
- Gives Kyandokyan the Beacon status buff:
- All enemies are forced to target you.
- All enemies lose 2 dice when attacking you.
- If there are multiple allies with Beacon, enemies can target any of them.
- Attacks that hit multiple targets bypass Beacon.
Beacon lasts until the start of your turn 2 rounds later.
- Amount: 1.
- Level 10
- A strange card imbued with mystical powers capable of deflecting attacks.
- When used while defending against an attack, Roll your half of your base Courage stat and add half of the successes to your defending roll.
- You can not counterattack while using this item.
[box=Spiritual Strike Talisman (Misc)][list][*][amount]1[/amount].
[*][Level=10][list]
[*]A strange card imbued with mystical powers capable of deflecting attacks.
[*]When used while defending against an attack, Roll your half of your base [Courage] stat and add half of the successes to your defending roll.
[*]You can not counterattack while using this item.[/list][/list][/box]
- Amount: 1
- Level 10 and Water (Level: 1)
- What is this? A frog incased in ice? Well, this appears to be a handy tool to use in defence.
- When used, it jumps onto the middle of the arena to cover the ground in ice.
- Everyone who is on the ground loses 3 successes when attacking in melee.
- These effects last until the end of the user's turn two rounds later.
[box=Frozen Frog (Misc)][list][*][amount]1[/amount]
[*][Level=10] and [Water 1]
[*]What is this? A frog incased in ice? Well, this appears to be a handy tool to use in defence.
[*]When used, it jumps onto the middle of the arena to cover the ground in ice.[list]
[*]Everyone who is on the ground loses 3 successes when attacking in melee.
[*]These effects last until the end of the user's turn two rounds later.[/list][/list][/box]
[enemy Power=25 Courage=40 Wisdom=45 Hearts=35/35 Magic=30/30]
Origin: Paper Mario: The Thousand Year Door.
Aka. "Freak in a Sheet", Doopliss has recently appeared in Hyrule to cause mischief. It is not known how he got there, but it is suspected that he got in through a teleporter discovered deep within Lost Woods that has since been malfunctioning. He, while able to use powerful Shadow Magic, feels most comfortable with disguising himself as other people as that's when he can cause the most havoc. Legend has it that he tormented an entire town of villagers by turning them into pigs at the chime of a bell. This is Doopliss taking Silvio's form.
- Level 20.
- Ignores enemy cover when attacking.
- This also ignores the effects of Reverse Cover.
- Level 30
- This is a Critical Hit Skill. You may only have one Critical Hit Skill active at a time. All others must be set to (Disabled).
- When attacking with a bow, roll $1d100. Subtract the result by half your Wisdom stat.
- If the end result is 1 or below, multiply the successes of your attack by 1.5.
- 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 you will hit that target instead.
- Attacks that hit multiple targets can bypass Reverse Cover.
If you are unsuccessful in defending any attack, Cover wears off.
Cover lasts until you're hit or until you use Cover on someone else.
- Allows you (specifically) to escape from the current battle. 'Hits' all enemies.
- Roll your Courage dice vs. targets' Wisdom dice
- If successful, you (specifically) escape from the battle.
- Level 20 and Light (Level: 4)
- Costs 9 Magic
- A mass of lasers are spawned from your hand, instantly hitting all enemies and ignoring damage reduction.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, the target(s) takes extra burn damage (neutral) equal to his damage reduction.
- Level 10 and Light (Level: 3)
- Costs 4 Magic
- Fires a beam of Light that can reflect off targets’ shields, gaining successes on every bounce. Hits one target at a time.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- If successful and the target has a shield, you can nullify the attack and bounce the beam at another target.
- Reroll the attack roll, but add +3 successes. Stacks until the total success counter is at +6.
- You cannot hit the same target twice
- Level 20 and Light (Level: 3)
- Costs 5 Magic
- Creates a clone of Light of yourself that gives you a chance to automatically dodge the next action aimed at you.
- When someone targets you, he rolls $1d3. If it is a 3, he hits the clone instead.
- If it a charged attack, it will go through the clone and hit you still, but it will only do half damage.
You cannot have more than one clone from Disillusioned.
The clone is not a Status Effect, but it can be dispelled like one.
Disillusioned lasts until the clone is attacked or until you (the caster) dies.
- Requires Light (Level: 2)
- Costs 4 Magic
- Give a target the Haste Buff:
- Target gains +4 dice when attacking or defending.
- Target takes 2 extra damage when hit.
- Additionally, all numerical values from any Affliction that the target has are doubled.
Haste lasts for the remainder of the battle.
- Level 20
- A special Two-Handed longbow that can only be used by Silvio. It is made of an alloy of iron, silver and tungsten carbide, giving it its characteristic bright shine when exposed to light as well as incredible strength and flexibility.
- Arrows fired by this bow can only be counterattacked with range and have +2 attacking dice.
- Can pull back very far, sacrificing accuracy for power.
- Dice can be reduced by 3 to increase the arrow's damage by 2, up to a maximum of 9 dice reduced for +6 damage.
- Level 20 and Light (Level: 4) to use.
- A powerful Two-Handed staff that is infused with the power of light.
- It can fire an intense burst of concentrated Light magic at one target.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice / Damage increased by 2
- The damage counts as Light Effect Damage
It can also let out a bright flash of Light magic that can hits all enemies.
Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage
If the attack is successful, target(s) gets the Dazed Affliction:
Target's next spell will lose successes equal to half of the difference in the successes from the initial attack.
Dazed lasts until the end of your turn one round later.
- It may be small, but it still packs a punch! Can hit one target.
- Roll your Power dice vs. targets' Power dice / Damage increased by 1
- Level 20 and a bow to fire
- Silver dust covers the field upon firing these arrows, granting different effects depending on if the arrow hits. Can hit one target.
- Roll your Courage +3 dice vs. targets' Courage dice / Damage increased by 1
- If the attack is successful, you and all of your allies recover 3 Hearts.
- If the attack is unsuccessful, everyone on the field is healed by 3 Hearts.
- Level 10 and Bombs
- Stick a bomb you have in one of these arrows and somehow, it won’t explode. Can hit one target.
- Roll your Courage +3 dice vs. targets' Power dice / Damage increased by 1
- If the attack is successful, the bomb explodes at the target's feet. Add the result of $1d3 for additional damage.
- If the attack is unsuccessful, the bomb explodes, dealing 1 damage to everyone.
- Explosions use original successes of the attack.
- Level 20
- Costs 5 Magic
- Fire an arrow into a sky. At the start of the next round, the arrow returns as a storm of arrows, hitting everyone.
- Roll your Wisdom +2 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful against at least two targets, another storm of arrows will hit all enemies at the start of the following round.
- This can only go off once per Arrowstorm Arrow.
- Amount: 20
- These bombs, while not all powerful, can still cause a bit of a havoc. Can hit one target.
- Roll your Power dice vs. targets' Power dice
- If the attack is successful, the bomb explodes at the target's feet. Add the result of $1d3 for additional damage.
- If the attack is unsuccessful, the bomb explodes, dealing 1 damage to everyone.
- Explosions use original successes of the attack.
- Level 10
- A pair of magnetic gloves that change polarity with each use.
- You can wield items over these gloves. However, while these are equipped, you cannot counterattack.
By default, the gloves start out with North polarity.
If the gloves are set to North polarity, you can use them while defending against a melee attack to push the attacker away.
Roll $2d#, where # is equal to your total affinity levels. The result is the number of successes taken away from the attacker's successes.
The Magnet Gloves then change to the South polarity.
If the gloves are set to South polarity, you can use it while using a melee attack to pull the target closer to you.
Roll $1d#, where # is equal to your total affinity levels. The result is the number of successes taken away from the target's defending successes.
The Magnet Gloves then change to the North polarity.
RE: 7-26-13: Identity Thieves - WindStrike - 07-28-2013
For anyone that participated in this quest, your changes will immediately transfer over to the Termina quest. Since the Termina quest is halted at a save point currently, everyone should be back to Maximum Hearts/Magic.
Great thanks to Orithan for running this quest in my absence. From feedback, I hear it was pretty awesome, and looking at the enemy designs, I can tell a lot of work went into this one. Great job to him!
RE: 7-26-13: Identity Thieves - Orithan - 07-28-2013
I may be bashing myself, but I felt this was weaker than my previous quest, especially towards the end of the second session where I really rushed it. Confusing enemy traits (by my standard) for Green Whispy. Indentation errors, especially in the boss.
Author's notes: Doopliss was originally going to be a much harder boss as I was going to have him call minions - I disabled that because of how late it was and that our players were too weak to handle the full fight (that Mass Laser attack did heavy damage to everybody, including defeating Hal).
There is one enemy that I had prepared for the quest that I never ended up using - The Light Spirit, which would have been the bane of Sephiroth.
Light Spirit here:
[enemy Power=30 Courage=18 Wisdom=40 Hearts=16/16 Magic=15/15]
Origin: ZURPG.
A ghost clad in light that phases through objects. It isn't normally aggressive, but it can and will attack to defend its allies. It will also never kill anybody directly.
- Light Sprites never kill their targets.
- If Light Sprite makes an attack that would kill a target, that target hangs on with 1 Hearts and 0 Magic.
- However, the Light Sprite recovers Hearts and Magic equal to the Hearts and Magic that target had before being hit by that attack in exchange for not being a able to kill.
- Physical damage taken is halved.
- If the attack already does half damage, it doesn’t get cut down a second time.
Shadow attacks fired at Light Sprite get double the counter bonus.
- Light Sprite emits a flash of Light magic that targets two enemies with no Magic cost.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage reduced by 4.
- This attack scores double the counter bonus on Shadow affinity enemies.
- Level 20 and Light (Level: 4)
- Costs 5 Magic
- A ray of Light descends from the sky to surround a target in a prism of light.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- If the attack is successful, target gets the Prism Affliction:
- Target takes half of the initial damage dealt at the start of each round, ignoring damage reduction.
- During this time, all offensive spells that hit the target only do half damage and cannot ignore damage reduction.
Prism lasts for the next two rounds.
- Level 10 and Light (Level: 2)
- Costs 5 Magic
- An orb of Light is summoned in the middle of the field.
- While the orb exists, everyone loses 3 dice when attacking.
- The orb can be dispelled as if it were a Status Effect.
At the end of the next round, the orb explodes, healing allies (including yourself) by 4 Hearts and damaging all enemies.
Roll your Wisdom +3 dice vs. targets' Wisdom dice / Damage is halved
If the attack is successful and the target has Shadow affinity, its level is decreased by 1 for the remainder of the battle.
- Level 20 and Light (Level: 3)
- Costs 5 Magic
- Creates a clone of Light of yourself that gives you a chance to automatically dodge the next action aimed at you.
- When someone targets you, he rolls $1d3. If it is a 3, he hits the clone instead.
- If it a charged attack, it will go through the clone and hit you still, but it will only do half damage.
You cannot have more than one clone from Disillusioned.
The clone is not a Status Effect, but it can be dispelled like one.
Disillusioned lasts until the clone is attacked or until you (the caster) dies.
Annd because we defeated Doopliss, I might as well just reveal what he had in his original form:
[enemy Power=35 Courage=45 Wisdom=40 Hearts=40/40 Magic=20/20]
Origin: Paper Mario: The Thousand Year Door.
Aka. "Freak in a Sheet", Doopliss has recently appeared in Hyrule to cause mischief. It is not known how he got there, but it is suspected that he got in through a teleporter discovered deep within Lost Woods that has since been malfunctioning. He, while able to use powerful Shadow Magic, feels most comfortable with disguising himself as other people as that's when he can cause the most havoc. Legend has it that he tormented an entire town of villagers by turning them into pigs at the chime of a bell. This is Doopliss in his original form.
- Doopliss regenerates 3 Magic at the start of each round.
- A Duplighost joins the battle to assist Doopliss at the start of every round.
- A Duplighost will not join if there are already three or more enemies currently in the battle.
- A maximum of 8 Duplighosts can join the battle in this way.
- Costs 10 Magic.
- Doopliss chooses one target to mimic completely, including their Hearts and Magic.
- Doopliss transforms into the target, copying all their stats, spells and skills.
- If Doopliss reaches 0 Hearts while transformed, he reverts back to his original form with the Hearts and Magic he had at the time of transformation.
- This skill can only be used once per battle.
- Requires Shadow (Level: 5).
- Doopliss attempts to latch onto a target in an effort to leech out its lifeforce and transform into that target.
- Roll your Power +4 dice vs. targets' Power dice / Damage is halved
- If the attack is successful, Doopliss manages to latch onto the target:
- Target may attempt to roll out using base Power or base Courage stat against the original successes of the attack.
- If the roll is unsuccessful, Doopliss steals a bit of target's lifeforce by 5 Hearts.
While latched onto a target, both Doopliss and the target cannot do anything else.
If Doopliss remains on the target for 3 rounds, he automatically transforms into that target at no Magic cost.
- Requires Shadow (Level: 2).
- Costs 4 Magic.
- Doopliss taunts one target into a rage, causing them to only use attacks but increases their damage output.
- Roll your Wisdom -2 dice vs. targets' Wisdom dice / Deals no damage.
- If successful, the target gets the Taunted status affliction:
- Targets can only use attacks and they must be used on the caster.
- Targets deal 3 extra damage.
Taunted lasts until the start of your turn two rounds later.
- Doopliss floats in the air high above the ground and uses the momentum granted by the altitude to charge one target, causing considerable damage if it hits.
- Roll your Power dice vs. targets' Power dice / Damage increased by 3.
- If unsuccessful, the target gets an automatic counterattack with +3 successes.
- 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
- Fires a bolt of energy that leaps from shadow to shadow to reach the enemy. It does not actually hit until after the target's next turn has ended.
- The bolt then fires from the target's shadow and ignores damage reduction.
- Roll your Wisdom dice vs. targets' Wisdom -3 dice
- Requires Shadow (Level: 7).
- Costs 10 Magic.
- Doopliss uses his sheet to create a blanket of darkness that envelopes the battle as a Field effect.
- All players, including Doopliss, gain two Shadow affinity levels.
- All neutral magic attacks and effects that deal damage gain the Shadow affinity.
- Shadow affinity attacks and effects deal 2 extra damage while Light affinity attacks and effects deal 2 less damage.
- All players, including Doopliss, lose 5 Courage dice.
Shadow Blanket lasts for the remainder of the battle.
- Requires Shadow (Level: 2)
- Costs 3 Magic
- Places a barrier of shadows around a target.
- Roll your Courage +2 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the Shadow Veil Affliction:
- The next 6 damage dealt by the target is mitigated.
Shadow Veil lasts until the end of your turn two rounds later.
- Level 10 and Shadow (Level: 3)
- Costs 3 Magic
- Eliminate one Buff that you have. In exchange, you can dispel any Status Effect on anyone.
- Level 20 and Shadow (Level: 3)
- Costs 6 Magic
- Your shadow attacks a target's shadow. What a shady move.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, turn target’s shadow into steel, immobilizing the target.
- The steel shadow has half your Current Hearts and half of your total damage reduction
- Target's attacks have -2 damage.
Until the Steel Shadow is destroyed, target will remain immobilized.
RE: 7-26-13: Identity Thieves - Orithan - 10-10-2013
While this is late, partly because of personal issues making me unavailable as DM for a while, I will be hosting the lower-levelled portion of the quest this weekend. It will start on Friday 11th October 1:30 - 2:00 PM CST (Saturday 12th October 5:30 - 6:00 AM AEST) and will run for approximately 3 hours.
I will be waiting for 2-4 players who are Level 8 or under to come in. If less than 4 turn up, I will be bringing in Harvey.
RE: 7-26-13: Identity Thieves - Orithan - 10-11-2013
Due to an issue with the calender that I'm currently sorting out with Windstrike, this session is being held off until tomorrow. Sorry about this.
Edit - New starting time: Saturday 12th October 1:30 - 2:00 PM CST (Sunday 13th October 5:30 - 6:00 AM AEST) and will run for approximately 3 hours.
RE: 7-26-13: Identity Thieves - Orithan - 10-12-2013
Origin: The Leaklon Chronicles.
A red ghostly flame that can appear out of nowhere and attack unsuspecting travelers. It is an unfortunate soul that is in the early stages of becoming corrupted by an unknown evil force. It is yet to develop the ability to possess living creatures.
- When Whispy dies, it drops a Shadow Whispy Soul that can be kept in a bottle.
- An ominous Shadow Soul that is left of a Whispy after it is defeated. It is not wise to drink it. Each bottle can contain up to 3 Whispy Souls.
[box=Whispy Soul][list][*][amount]1[/amount] of 3.
[*]An ominous [Shadow] [b]Soul[/b] that is left of a [b]Whispy[/b] after it is defeated. It is not wise to drink it. Each bottle can contain up to 3 [b]Whispy Souls.[/b][/list][/box]
Shadow (Level: 1)
Fire (Level: 1)
- Using its developing ability to possess bodies, the Whispy possess a dead ally or enemy and takes control of it.
- You take control of a dead target (ally or enemy). The target will be revived with -5 dice to all stats and your remaining Hearts and Magic.
- That target will be under your control for the rest of the battle until it dies.
- Once that target dies again, you die too.
You can not possess other dead Whispies.
You may only use skills/magic/items that your target is carrying.
- Requires Fire (Level: 1).
- Upon death; the Whispy explodes, dealing burn damage to all enemies.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage.
- If successful; any enemies that are hit roll $1d#, where # equals to the total number of your affinity levels.
- The result is dealt as Burn damage (neutral) to that enemy.
- Requires Fire (Level: 1)
- Costs 2 Magic whenever activated.
- The Whispy's body is a flame. It isn't too hot yet though.
- Enemies who engage you in melee combat take burn damage (neutral) equal to the total number of affinity levels you have, regardless of wherever they are successful or not.
- If the Whispy has insufficient Magic to use a magic attack by the start of its turn, it automatically dies by using Whispy Explosion, granting only half of the experience.
- Requires Shadow (Level: 1).
- Costs 3 Magic.
- Using the power of the ghosts, the Whispy attacks a target with a beam of shadows, attempting to cause it to lose dice.
- Roll your Wisdom dice -2 vs. your opponent's most recent stat rolled / deals no damage.
- If successful, that target loses dice on the stat that their most recent attack used equivalent to your total affinity levels.
- Requires Fire (Level: 1)
- Costs 3 Magic
- Shoot a slow moving ball of fire at a target.
- Roll your Wisdom -3 dice vs. targets' Wisdom dice / Damage increased by 1
- If the attack is successful, the fireball explodes in a rain of sparks that hit all enemies at the same success rate.
- Sparks do 2 Fire Effect Damage each.
Origin: The Legend of Zelda.
These huge red armored centipedes snake around on the ground searching for prey. They ram into their enemies at great speed, tearing them apart with their sharp claws and mandibles. Unlike Moldorms, they are adept at selecting individual targets to attack.
- When Lanmola dies, it drops a set of Nature Mandibles.
- A set of sharp Mandibles that are pried out of the exoskeleton of a large insect after death. Their sharp cutting edges and light weight makes them a good material for Nature blades.
[box=Large mandibles (Drop)][list][*][amount]1[/amount].
[*]A set of sharp [b]Mandibles[/b] that are pried out of the exoskeleton of a large insect after death. Their sharp cutting edges and light weight makes them a good material for [Nature] blades.[/list][/box]
Nature (Level: 2)
Light (Level: 1)
- Lanmola consists of 4 parts from head to tail. Each part has 2 Hearts and must be attacked starting from the tail. When the tail goes down, the next part becomes vulnerable, and so on until the head is the only one remaining. Lanmola only counts as one target.
- If a part takes more than 2 damage from a single hit, it does not carry over to the next part.
- An attack that hits multiple times simultaneously can hit multiple parts at once, but only if it kills them in that attack.
- No more than three segments can be killed at once.
- If Lanmola has allies and is above ground, opponents must hit and can only hit Lanmola until its dead.
- If there are multiple Lanmolas, they can all be attacked.
An attack that hits multiple targets cannot hit Lanmola’s allies until Lanmola is dead.
- Lanmola has different levels of damage reduction for each of the segments.
- Lanmola gains 1 damage reduction for every two segments killed.
- Each time it is successfully hit by a Power-based weapon, it loses 1 damage reduction.
- Lanmola can not go below 0 damage reduction.
- Lanmola is weighed down by its heavy body, reducing its ability to attack and defend.
- For every segment (except its head) remaining, Lanmola loses 1 dice while attacking and defending.
- Requires Light (Level: 1)
- Lanmola rams into a target at full force cloaked in light in attempt to cut it to shreds with its sharp legs.
- Roll your Power +5 dice vs. targets' Courage dice / Damage is halved.
- If successful, roll your half of your Courage stat and increase the damage caused by the successes from that roll.
- Requires Nature (Level: 2)
- Lanmola digs below the surface on the first turn and attempts to mount a surprise attack on one target on the next turn.
- During the time that Lanmola is underground, it can not be targeted and In the way is inactive.
- On the second turn, Lanmola attacks one target.
- Roll your Courage dice vs. targets' Courage -5 dice
When digging with a shovel while Lanmola is underground, roll $1d2 before you roll to dig up a treasure. A result of 1 will dig up the Lanmola and cancel its attack. Lanmola also loses 5 dice when defending until the end of its next turn and is forced to $endturn during that turn as a result.
If there are multiple Lanmolas underground, only one will be dug up on a result of 1.
- Costs 2 Magic.
- Lanmola regrows one of its segments, restoring 2 Hearts.
Origin: Zelda's Last Wish (Zelda Classic).
The common Red Seraph. These large red beetles fly around basically anywhere where there have been a source of water in the past, scrounging up water wherever they go. They are major pests in areas of the Gerudo Desert where people have built wells to obtain water.
- When Seraph dies, it drops a pair of Light Sponge Wing Cases.
- A pair of shiny red Light wing cases that are capable of absorbing Magic.
[box=Sponge Wing Cases (Red)][list][*][amount]1[/amount].
[*]A pair of shiny red [Light] wing cases that are capable of absorbing [Magic].[/list][/box]
Water (Level: 1)
Light (Level: 1)
- When defending, Seraph’s roll is increased by 2 dice.
- Lightning attacks (Nature sub-type) gain 7 dice when attacking Seraph.
- It gains an extra 3 Wisdom dice when defending against spell attacks.
- When Seraph successfully defends against a magic attack, it absorbs the magic and stores it in its shell for later use.
- When successfully defending against a magic attack, it gains charges equal to the number of successes the caster's spell had in its shell.
- It can store a maximum of 10 charges in its shell.
Seraph can expend its charges during its turn or when defending:
Light Wave ability:
Seraph can counterattack by firing a wave of Light affinity magic at the attacker with successes equal to the number of charges it currently has.
Seraph can counterattack using this ability regardless of wherever it successfully defended against the attack or not.
The attacker rolls its Wisdom stat against the wave's successes.
Seraph's charges are reduced to 0.
Restoration ability:
During its turn, Seraph can restore Hearts and Magic equal to the number of charges it has in its shell, distributed equally between the two stats (Hearts take priority in the case of there being a remainder). Counts as an action.
Seraph's charges are reduced to 0.
- Seraph slashes the target with its front legs using the power of Light.
- Roll your Courage dice vs. targets' Courage dice / Damage increased by 1.
- Requires Water (Level: 1)
- Costs 3 Magic
- Rapidly freeze the air around a target, making him more vulnerable to Fire attacks. Frost is an Ice attack (Water sub-type).
- Roll your Wisdom -1 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target gets the Frosted Affliction:
- While Frosted, if the target is hit by a Fire attack, all damages from that Fire attack are increased by 2 (including immediate burn damage).
- Target is no longer Frosted after being hit by a Fire attack.
Frosted lasts until the end of your turn two rounds later
- Requires Light (Level: 1)
- Costs 3 Magic
- Give a target the Barrier Buff:
- Target gets an ethereal barrier that protects the target from attacks.
- Barrier has 8 Hearts
- Any damage that goes through Barrier hits the target.
Barrier automatically falls after 2 attacks or if its Hearts drop to 0.
RE: 7-26-13: Identity Thieves - Orithan - 10-20-2013
First of all, I would like to apologize about not writing a conclusion at the end of the quest. There was nothing I could do about it: My laptop battery was running at critical by the time when we finished the boss battle and I had no way of charging it underneath the radar on this particular occasion. I was actually quite surprised it didn't drop out when I was running the drops and whatnot after the battle. Eventually, I will get a second battery which I can change so I can participate in sessions without having to charge. Just watch out for when I AFK to change batteries.
Fortunately, things are quickly getting better on my end as I will be moving soon. This may mean that I may become able to run quests at our normal time of 6:00 PM CST (10:00 AM next day AEST) in the immediate future on a weekly basis. No more of these ridiculous early PM (AM next day) starting times! Additionally, for the time being after I move, I will be also available on Sundays CST.
Anyways, results (Levels 8 and under):
A team of four brave adventurers; Dhoo, Emlicia, Green Enrics and Harvey set out to meet the client at Gerudo Fortress. It turns out that he was nobody other than the contract assassin, Silvio Hunter, and demanded that they venture out into the desert to bring Koume to him so he could kill her. They met the Warden of Life, Leroy Govanaus, along the way and followed his directions: Bring Koume to the Spirit Temple. Traveling with the Wandering Poe, they eventually made it to Koume and fought a Red Lanmola.
As a result, Koume was safely taken to the Spirit Temple while Leroy dealt with Silvio. Silvio managed to escape Leroy by momentarily blinding him with a Flash Trap as he ran and has not been heard from or seen since then.
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