7-7-13: Raid on Gerudo Fortress - WindStrike - 07-07-2013
[enemy Power=18 Courage=32 Wisdom=27 Hearts=15/15 Magic=8/8]
Origin: Majora's Mask
A standard Gerudo pirate carries two scimitars and is extremely agile. While oddly not well clothed in terms of armor, Gerudo pirates make up for it with lots of firepower.
- When Gerudo Pirate is defeated, any equipped items are dropped, replacing the random item drop.
[box=Dual Scimitars][list]
[*][Level=20] and [Water 4]
[*]Two scimitars with blades naturally pressurized by intense flow of [Water] are sure to bring death to what they slice. Hits one target twice.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage]
[*]If both attacks are successful, wipe one [b]Buff[/b] that the target has.[list]
[*]Additionally, deal neutral damage to the target equal to the [Magic] Cost of the [b]Buff[/b].[/list][/list][/list][/box]
[box=Gerudo Chestplate][list]
[*][Level=20]
[*]A chestplate that reduces damage taken and recovers [Magic].[list]
[*]Damage taken is reduced by 3
[*]You recover Current [Magic] equal to the amount of damage reduced by this armor.[/list][/list][/box]
- Gerudos are naturally agile, increasing their ability to dodge and attack.
- When defending, Gerudo's roll is increased by 4 dice.
- When attacking, Gerudo's roll is increased by 2 dice.
- When an ally is attacked, Gerudo Pirate can leap in and attempt to deflect the hit with her blades.
- Extreme Agility is inactive for this defense.
- Gerudo Pirate's roll for this defense is decreased by 3 successes.
- Level 20, Water (Level: 3), and two swords
- Costs 4 Magic
- When Gerudo Pirate is attacked by a ranged attack, she can spin rapidly and stave the attack off with her swords.
- Gerudo Pirate rolls half of her Courage stat. Half of the successes from that roll are added to her normal defense.
- Level 20 and Water (Level: 4)
- Costs 6 Magic
- A flurry of water blades is fired, hitting all enemies twice.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage is halved
- Level 20 and Water (Level: 4)
- Two scimitars with blades naturally pressurized by intense flow of Water are sure to bring death to what they slice. Hits one target twice.
- Roll your Courage +3 dice vs. targets' Courage dice
- If both attacks are successful, wipe one Buff that the target has.
- Additionally, deal neutral damage to the target equal to the Magic Cost of the Buff.
- Level 20
- A chestplate that reduces damage taken and recovers Magic.
- Damage taken is reduced by 3
- You recover Current Magic equal to the amount of damage reduced by this armor.
[enemy Power=14 Courage=29 Wisdom=32 Hearts=12/12 Magic=15/15]
Origin: ZURPG
It's a Gerudo wearing the Mask of Truth. Oddly, these Gerudo seem to have command and control over other Gerudo.
- When Masked Gerudo is defeated, any equipped items are dropped, replacing the random item drop.
[box=Drain Blade][list]
[*][Level=20]
[*]A rather dull sword that turns the lifeforce of its victims into a [Magic] barrier on the user.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Wisdom] / Damage is halved
[*]If the attack is successful, the damage that is dealt is converted into the [b]Magic Barrier[/b] [u]Buff[/u]:[list]
[*]The barrier has [Magic] and [Hearts] equal to the damage dealt by [b]Drain Blade's[/b] attacks.
[*]You can draw [Magic] from the barrier to cast your spells.[/list]
[*][b]Magic Barrier[/b] lasts until the end of your turn two rounds later, but it refreshes when converted damage is added to its [Hearts] and [Magic].[/list][/list][/box]
[box=Arcane Shield][list]
[*][Level=20]
[*]Costs [Magic]3[/Magic] at the start of each round to maintain
[*]A floating shield of [Magic] floats in mid-air, controlled by you. It can be moved to yourself or any ally to mitigate attacks at any time.[list]
[*]Target's roll when defending is increased by 3 dice.
[*]Spell damage taken by the target is reduced by 3.[/list][/list][/box]
[box=Gerudo Chestplate][list]
[*][Level=20]
[*]A chestplate that reduces damage taken and recovers [Magic].[list]
[*]Damage taken is reduced by 3
[*]You recover Current [Magic] equal to the amount of damage reduced by this armor.[/list][/list][/box]
[box=Mask of Truth][list]
[*]Bearing the insignia of the Eye of Truth, simply equipping this mask forces you to roll [Wisdom] vs. the [Wisdom] of whoever the current "Master" is.[list]
[*]If you are unsuccessful, you must automatically heed the "Master's" commands.
[*]If you are successful, you manage to ignore the commands, but you periodically hear voices in your head.[list]
[*]Depending on the voices, you may get various voices, depending on DM's discretion.[/list][/list][/list][/box]
- Level 20 and Water (Level: 4)
- Costs 7 Magic
- Roll Wisdom and create a highly pressurized bubble of Water. The result of that roll is the Water Bomb's Hearts * 2.
- If by the end of the next round that the Water Bomb has not been destroyed yet, it overloads from the pressure and explodes, shooting high speed Water Bolts at everyone.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Damage increased by 2
- Damage counts as Water Effect Damage
- If you (the caster) are hit by the bomb, you only take half damage.
- Everyone else that is hit takes full damage.
- Level 10 and Water (Level: 2)
- Costs 4 Magic
- Fires a lance made of pressurized Water at a target, ignoring damage reduction.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice / Damage is halved
- Requires Water (Level: 2)
- Costs 5 Magic
- Give yourself the Magic Shell Buff:
- Spell damage taken is reduced by 2
- When you are affected by an Affliction that deals damage over time, the Affliction is negated, cancelling Magic Shell.
Magic Shell lasts for the remainder of the battle.
- Level 20
- A rather dull sword that turns the lifeforce of its victims into a Magic barrier on the user.
- Roll your Courage +5 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, the damage that is dealt is converted into the Magic Barrier Buff:
- The barrier has Magic and Hearts equal to the damage dealt by Drain Blade's attacks.
- You can draw Magic from the barrier to cast your spells.
Magic Barrier lasts until the end of your turn two rounds later, but it refreshes when converted damage is added to its Hearts and Magic.
- Level 20
- Costs 3 Magic at the start of each round to maintain
- A floating shield of Magic floats in mid-air, controlled by you. It can be moved to yourself or any ally to mitigate attacks at any time.
- Target's roll when defending is increased by 3 dice.
- Spell damage taken by the target is reduced by 3.
- Level 20
- A chestplate that reduces damage taken and recovers Magic.
- Damage taken is reduced by 3
- You recover Current Magic equal to the amount of damage reduced by this armor.
- Bearing the insignia of the Eye of Truth, simply equipping this mask forces you to roll Wisdom vs. the Wisdom of whoever the current "Master" is.
- If you are unsuccessful, you must automatically heed the "Master's" commands.
- If you are successful, you manage to ignore the commands, but you periodically hear voices in your head.
- Depending on the voices, you may get various bonuses, depending on DM's discretion.
[enemy Power=40 Courage=38 Wisdom=15 Hearts=27/27 Magic=0/0]
Origin: Ocarina of Time
This giant, armored warrior carries a massive sword with the power of a Goron-built hammer. Its attacks usually knock foes senseless after one strike, but its slow swings allow enemies to counterattack if it misses.
- As strong as Darknuts are, not even they could wield a Goliath. Iron Knuckles are insanely strong, allowing them to carry items that no one else in the world can.
- Iron Knuckle's attacks naturally cleave:
- If the hit kills a target, the attack continues to go through to another enemy at the same success rate -5.
- This continues until the hit misses or doesn't kill a target.
- Requires Immense Strength Passive
- A Two-Handed sword larger than an adult Hylian that can smash through shields. Takes a little while to swing though. Hits one target.
- Roll your Power -5 dice vs. targets' Power dice / Damage increased by 6
- If the attack is successful, inflict three stacks of Shield Damage:
- Target's bonus dice when defending from a shield is reduced by 3
- Shield Damage can stack until target's bonus dice when defending from a shield drops to 0.
- The shield must be fixed in order to return to full effectiveness.
- Several layers of armor plating are pinned to Iron Knuckle (cannot be stolen), slowing his movements and preventing him from counterattacking.
- When Iron Knuckles attacks are unsuccessful, targets get to automatically counterattack.
- Iron Knuckle cannot take damage until the armor plating is destroyed.
- Amor plating reduces damage taken to the plating by 6, and the plating can take up to a maximum of 12 damage.
When the plating is destroyed, his rage consumes him, increasing his movement speed considerably.
When attacking or defending, Iron Knuckle's roll is increased by 5 dice.
- Amount: 1
- It's a key! Wherever could this go?
[box=Small Key][list]
[*][Amount]1[/Amount]
[*]It's a key! Wherever could this go?[/list][/box]
[enemy Power=28 Courage=28 Wisdom=28 Hearts=16/16 Magic=0/0]
The origin of Grammar Nazi is 4chan. Nuff said. Grammar Nazi has Shadow affinity level of 5.
- Grammar Nazi will automatically counterattack anyone that uses incorrect grammar in any way, regardless of the time and situation.
- If Grammar Nazi ever uses incorrect grammar, he will lose 6 Hearts.
- Grammar Nazi fires a flurry of typos at a target.
- Roll your Courage +4 dice vs. targets' Courage dice
- If the attack is successful, target gets the Typo Fever Affliction:
- Target must incorporate exactly 10 typos in each of his lines.
- Failure to incorporate these typos will lower your dice when defending on the next attack by 5.
Typo Fever lasts for the remainder of the battle.
- Grammar Nazi uses a commanding sentence to bash someone's head in.
- Roll your Power +2 dice vs. targets' Power dice / Damage increased by 2
- If the attack is successful, target gets the I COMMAND THEE! Affliction:
- Target's lines must be entirely in imperative sentences, even when doing actions.
- If the target does not use an imperative sentence, Grammar Nazi gets to control the target's next turn.
- If it is currently the target's turn, Grammar Nazi will then take over the rest of it.
I COMMAND THEE! lasts for the remainder of the battle.
- Level 20 and Shadow (Level: 5)
- Question Mark can only be used by Grammar Nazis.
- Grammar Nazi illogically wields a deadly question mark that makes absolutely no sense. Hits one target.
- Roll your Wisdom +6 dice
- Target rolls $1d5 to determine what he rolls to defend.
- Power dice
- Courage dice
- Wisdom dice
- Maximum Hearts dice
- Maximum Magic dice
Origin: The Adventure of Link
Mounted on a horse with a lance, this heavily armored foe is known as Rebonack, though it seems there are multiple Iron Knuckles with the name "Rebonack", suggesting that Rebonack is a name given to the most elite of Iron Knuckles. While he's on the ghostly armored horse, his firepower remains unmatched. Even when he's knocked off his horse, his horse attacks others on its own. Light (Level: 4), Fire (Level: 4)
- Ghostly Horse's turn is replaced by Rebonack's turn so long as he's mounted.
- Rebonack's Piercing Fang gains an additional 7 attack dice while he's mounted.
- Attacks that specifically target Rebonack while he's mounted lose 6 dice.
- Rebonack is knocked off the Ghostly Horse if he or the Ghostly Horse takes 10 damage in a single hit.
- Rebonack can remount Ghostly Horse on either his or Ghostly Horse's turn, costing the turn.
- The random item drop reward from defeating Rebonack and Ghostly Horse is tripled.
- When Rebonack is defeated, any equipped items are dropped, in addition to the random item drop.
[box=Piercing Fang (Weapon)]
[i]Yours is a fang that will pierce the heavens![/i][list]
[*][Level=20] and [Light 4]
[*]This lance was built from the fang of a powerful Lynel, allowing it to pierce enemies and cleanse them of life. The lance pierces straight through the target's armor, ignoring damage reduction. Hits one target.[list]
[*][dice type-a=Power amount-a=+4 type-b=Courage]
[*]If the attack is successful, all [u]Status Effects[/u] on the target are cleansed:[list]
[*]For each [u]Status Effect[/u] cleansed, target takes 4 neutral damage.
[*]If there are stacks of a [u]Status Effect[/u], each additional stack will cause 2 neutral damage.[/list][/list][/list][/box]
[box=Desolator]
[i]Desolation awaits the victims of this blade.[/i][list]
[*][Level=20] and [Fire 4]
[*]Costs [Magic]1[/Magic] per swing
[*]A burning sword that magically burns layers of armors off of its victims. Hits one target.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage] / Damage increased by 2 burn damage (neutral)
[*]If the attack is successful, target gets the [b]Desolate[/b] [u]Affliction[/u]:[list]
[*]Target's damage reduction is reduced by 3.[list]
[*]This does not include neutral damage reduction.[/list][/list]
[*][b]Desolate[/b] lasts until the end of your turn one round later.[/list][/list][/box]
[box=Invigorating Kite Shield][list]
[*][Level=20]
[*]A large shield that recovers [Magic] by blocking attacks, though its actual defensive power only shines when covering allies.[list]
[*]When defending, your roll is increased by 2 dice[list]
[*]If you are covering an ally, your roll when defending is increased by an additional 3 dice[/list]
[*]When you successfully defend an attack, you recover [Magic] equal to half of the difference in successes.[/list][/list][/box]
[box=Armor of Defiance (Armor)]
[i]I defy you by ignoring you.[/i][list]
[*][Level=30]
[*]A thick, steel-plated armor that protects you from small attacks.[list]
[*]If an attack would do 6 or less damage to you (or if the difference in successes is 6 or less), the attack is negated, including any effects it would have.
[*]If an attack would do 7 or more damage to you (or if the difference in successes is 7 or more), the attack's damage is reduced by 2.[/list][/list][/box]
- Requires Fire (Level: 1)
- Costs 3 Magic
- A gentle flame graces a target, removing an Affliction.
- As a result of an affliction being removed, the target takes 2 burn damage (neutral).
- Level 10 and Fire (Level: 3)
- Costs 2 Magic to activate
- Costs 2 Magic at the start of each round while active
- Start a trail of flames that burn behind you.
- When someone attacks you and you are successful in defending, target gets engulfed in flames, taking 3 burn damage (neutral).
- 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.
- 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.
- Level 20 and Light (Level: 4)
- Costs 5 Magic
- Give an ally the Boost Buff:
- Target gets a +7 stat boost to whatever the caster's highest stat is.
- If this is for Hearts or Magic, it increases both the current and maximum.
Boost lasts for the remainder of the battle.
Yours is a fang that will pierce the heavens!
- Level 20 and Light (Level: 4)
- This lance was built from the fang of a powerful Lynel, allowing it to pierce enemies and cleanse them of life. The lance pierces straight through the target's armor, ignoring damage reduction. Hits one target.
- Roll your Power +4 dice vs. targets' Courage dice
- If the attack is successful, all Status Effects on the target are cleansed:
- For each Status Effect cleansed, target takes 4 neutral damage.
- If there are stacks of a Status Effect, each additional stack will cause 2 neutral damage.
Desolation awaits the victims of this blade.
- Level 20 and Fire (Level: 4)
- Costs 1 Magic per swing
- A burning sword that magically burns layers of armors off of its victims. Hits one target.
- Roll your Courage +5 dice vs. targets' Courage dice / Damage increased by 2 burn damage (neutral)
- If the attack is successful, target gets the Desolate Affliction:
- Target's damage reduction is reduced by 3.
- This does not include neutral damage reduction.
Desolate lasts until the end of your turn one round later.
- Level 20
- A large shield that recovers Magic by blocking attacks, though its actual defensive power only shines when covering allies.
- When defending, your roll is increased by 2 dice
- If you are covering an ally, your roll when defending is increased by an additional 3 dice
When you successfully defend an attack, you recover Magic equal to half of the difference in successes.
I defy you by ignoring you.
- Level 30
- A thick, steel-plated armor that protects you from small attacks.
- If an attack would do 6 or less damage to you (or if the difference in successes is 6 or less), the attack is negated, including any effects it would have.
- If an attack would do 7 or more damage to you (or if the difference in successes is 7 or more), the attack's damage is reduced by 2.
Origin: The Adventure of Link
The Ghostly Horse is Rebonack's mount, which is the phantom of a steed. It remains loyal and soulbound to its master. The Ghostly Horse is also equipped with a fair amount of armor, which, oddly enough, doesn't phase right through its ghostly body.
- When Rebonack dies, Ghostly Horse (or if it's Ghostly Head) dies too.
- Additionally, any items equipped by Ghostly Horse are bound to it and cannot be removed or stolen.
- These items are destroyed when Ghostly Horse dies.
- When a melee attack successfully hits Ghostly Horse, target gets the Poisoned Affliction:
- Target takes 2 poison damage (neutral) at the start of each round. This stacks infinitely.
Poisoned lasts for the remainder of the battle.
When a ranged attack successfully hits Ghostly Horse, target gets the Despaired Affliction:
Target loses 2 Magic at the start of each round. This stacks infinitely.
Despaired lasts for the remainder of the battle.
- Hecarim the Ghostly Horse rampages through the battlefield, directly charging at a target.
- Roll your Courage +8 dice vs. targets' Courage dice
When Ghostly Horse charges a target, it releases a ghostly shockwave, hitting everyone else (except Rebonack and itself).
Roll your Wisdom +3 dice vs. targets' Wisdom dice / Damage is halved
If the attack is successful, target gets the Feared Affliction:
Target cannot target Ghostly Horse.
Feared lasts until the end of your turn one round later.
You don't stand a GHOST of a chance!
- When Ghostly Horse dies, it revives as Ghostly Head, which floats around and shoots Shadow Bolts.
- Ghostly Head has 16 Hearts and is immune to physical damage.
- When Ghostly Head runs out of Magic, its remaning Hearts are siphoned to Rebonack.
- Requires Ghostly Head form and Shadow (Level: 2)
- Costs 3 Magic
- Ghostly Head fires a shadowy bolt at a target that ignores damage reduction.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Level 20
- Ghostly Horse is covered in war armor with a rather phantom look to it.
- Physical damage taken is reduced by 3
- Phantom Armor absorbs up to 15 spell damage, after which the armor will break.
- As a result, Rebonack cannot mount Ghostly Horse.
RE: 7-7-13: Raid on Gerudo Fortress - WindStrike - 08-09-2013
[enemy Power=30 Courage=30 Wisdom=30 Hearts=30/30 Magic=30/30]
Origin: Fireblast
A reflection of Fireblast that's bent on being superior to the original. She's also a totally adorable female Subrosian with pointy ears.
- When Fireblast dies, Waterblast dies too.
- Additionally, any items equipped by Waterblast are bound to it and cannot be removed or stolen.
- These items are destroyed when Waterblast dies.
- Requires Water (Level: 1)
- Costs 1 Magic
- A basic Water spell, PSI Blast hits one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Level 10 and Water (Level: 2)
- Costs 4 Magic
- Fires a lance made of pressurized Water at a target, ignoring damage reduction.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice / Damage is halved
- Level 20 and Water (Level: 4)
- Costs 7 Magic
- Roll Wisdom and create a highly pressurized bubble of Water. The result of that roll is the Water Bomb's Hearts * 2.
- If by the end of the next round that the Water Bomb has not been destroyed yet, it overloads from the pressure and explodes, shooting high speed Water Bolts at everyone.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Damage increased by 2
- Damage counts as Water Effect Damage
- If you (the caster) are hit by the bomb, you only take half damage.
- Everyone else that is hit takes full damage.
- Requires Water (Level: 1)
- Costs 3 Magic
- Splash a target with freezing water, eliminating a Status Effect that the target has.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage decreased by 2
- If the attack is successful, target has the Soaked Affliction:
- Erase one Status Effect that the target has.
- While Soaked, shock damage (neutral) is increased by 1 against the target.
Soaked lasts until the end of your turn two rounds later.
- Requires Water (Level: 1)
- Costs 4 Magic
- Give an ally the Bounce Buff:
- The next time the target successfully defends against a spell, that spell is bounced back at the caster as if the target casted it.
- Bounce does not work on charge-up spells
- Bounce does not require your ally to repay the cost.
- Level 20 and 20 Hearts
- An enchanted sword with much power, but it can only be wielded by those of great Heart. Can hit one target.
- Roll your Courage +4 dice vs. targets' Courage dice / Damage increased by 2
When your Hearts are within 5 of maximum, you can fire a Sword Beam at one target:
Roll your Courage +8 dice vs. targets' Courage dice / Damage is halved
If the attack is successful, the sword beam drains 4 Magic from the target.
Sweeping Bonus:
Level 20 and Water (Level: 4)
If this weapon's attack is successful, you get the Uplifting Currents Buff:
Your next defensive roll is increased by 5 dice
Uplifting Currents lasts until the end of your turn one round later.
- Level 10 and can only be used by Waterblast
- When defending, your roll is increased by 2 dice.
- When you successfully defend against a physical attack with Hex Shield, its force is absorbed and adds a Charge to it.
- Cleansing Waterfall:
- Level 10 and Water (Level: 3)
- Costs 8 Hearts
- Hex Shield lets loose a waterfall on you and your allies.
- You all recover Hearts and Magic equal to the # of charges on this shield * 4
- Additionally, if there were two charges on this shield, one Status Effect on each of you is wiped can be wiped.
- Level 20
- Crafted from the hide of a strong dragon, this armor provides good protection and a decent bonus to your Courage.
- Damage taken is reduced by 3
- Your Courage is increased by 4
- Burn and Poison damage taken is reduced by 1
- Frost and Shock damage taken is increased by 1
- If you die, anyone that's soulbound to you will have his Hearts reduced to the amount of Hearts you had right before you died.
COME! SHOW ME WHAT PASSES FOR FURY UPON YOUR MISGOTTEN KIND!
- Level 10
- Transform into the brash main character of any Shounen anime, giving you the determination to push through everything at the cost of intelligence.
- Your Courage is increased by #
- Your Wisdom is decreased by #
- # = your total affinity levels
Never give up, never surrender!
When an attack would normally kill you, you can counterattack someone with your last dying breath, reducing your Magic to 0.
If the counterattack is successful, you hang on with 1 Heart.
If the counterattack is unsuccessful, you look like a fool and you die in a pitiful manner.
You cannot be revived for the remainder of the battle, and you not get Experience or Rupees if your party wins.
[enemy Power=37 Courage=37 Wisdom=37 Hearts=25/25 Magic=30/30]
Origin: Sephiroth
A reflection of Sephiroth that's bent on being superior to the original. He believes that his enlightenment has made him more powerful.
- When Sephiroth dies, Enlightened Sephiroth dies too.
- Additionally, any items equipped by Enlightened Sephiroth are bound to it and cannot be removed or stolen.
- These items are destroyed when Enlightened Sephiroth dies.
- If you are at 1 Heart and someone uses Poke on you, you lose 1 Magic instead.
- If you don't have 1 Magic when this happens, you die.
- Level 20
- Costs 6 Magic
- DOCTOR OCTOGONAPUS, BLAAARRRGH! Fire a lazor from your mouth that hits all enemies.
- Roll your Power +2 dice vs. targets' Wisdom dice / Damage increased by 2
- If the attack is successful against two or more targets, the damage is halved (calculated after damage reduction).
- Requires Light (Level: 1)
- Costs 1 Magic
- A basic Light spell, PSI Flash hits one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Level 10 and Light (Level: 2)
- Costs 4 Magic
- A thread of Light pierces all enemies.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target(s) get the Marked Affliction:
- If any of the Marked targets get the chance to counterattack, the Light intensifies in every Marked target, doing 4 burn damage (neutral) before the counterattack can go off.
Marked lasts for the remainder of the battle or until it is used.
- 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 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.
- 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 Level 10
- Can only be used by Enlightened Sephiroth
- A short dagger that strikes and sets up Leap of Faith. Hits one target.
- Roll your Courage +6 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, you can choose to start charging Leap of Faith (without an additional action cost).
Leap of Faith:
Costs 4 Magic
Charge the first turn. On your next turn, leap and strike a random enemy with $1d#, where # is the number of players in the battle.
Roll your Power +13 dice vs. targets' Power dice
Atomic Edge Bonus:
Requires Light (Level: 2)
The edge of your blade is intensified even more, giving your weapon Light affinity and allowing you to slice through a target at the atomic level.
When you successfully hit someone with this weapon, you can opt to nullify the damage.
At the end of your turn two rounds later, the target takes damage equal to half of his Current Hearts.
Atomic Edge cannot affect the same person twice.
- Level 10 and Light (Level: 3)
- An energy shield made of Light, it protects against spells.
- When defending against spells, your roll is increased by 1 dice.
- Spells damage taken is reduced by 2 (on top of your armor).
- Level 20 and Light (Level: 2)
- A reflection of Voidmail that has been empowered for use by Enlightened Sephiroth.
- Damage taken is reduced by 2
- Every time you're hit by an attack, you recover Magic equal to half the damage taken.
- When you cast a spell, you recover Hearts equal to half of the Magic cost.
When you die, everyone on the field recovers Magic equal to your Current Magic.
[enemy Power=22 Courage=26 Wisdom=40 Hearts=20/20 Magic=25/25]
Origin: Hal
A reflection of Hal that's bent on being superior to the original. He acts like a Black Mage and just blows everything up.
- When Hal dies, Haldoken dies too.
- Additionally, any items equipped by Haldoken are bound to it and cannot be removed or stolen.
- These items are destroyed when Haldoken dies.
- When you are successful in attacking, roll $1d5.
- If the result is a 5, multiply the difference in successes by x1.5.
- Requires Nature (Level: 1)
- Costs 1 Magic
- A basic Nature spell, PSI Quake hits one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Requires Nature (Level: 1)
- Costs 2 Magic
- Fire off a small orb of Lightning (Nature sub-type) that deals neutral damage based on target's damage reduction. Hits one target.
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, deal 2 shock damage (neutral) to the target per point of damage reduction the target has.
- Level 10 and Nature (Level: 2)
- Costs 3 Magic
- Shoot a channeled stream of Lightning at an enemy.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals $1d10 Nature Effect Damage
- If the attack is successful, target is under the effect of Lightning Stream:
- Target loses 5 dice when attacking.
Lightning Stream's effect lasts until you do an action or defend.
Alternatively, you can shoot a channeled stream of Lightning at an ally.
Target is under the effect of Lightning Stream.
Target gains 5 dice when attacking.
Lightning Stream's effect lasts until you do an action or defend.
- Level 20 and Nature (Level: 3)
- Costs 7 Magic
- Field Effect - Casts a field of Lightning that surrounds the field.
- During this time, all shock damage (neutral) is doubled.
- At the start of each of your turns, you take damage equal to your total affinity levels. This counts as spell damage.
Lightning Field lasts for the next two rounds.
- Requires Nature (Level: 1)
- Costs 2 Magic
- Heal any target by 5 Hearts.
- The rounded base of this wand rotates, giving the wielder two different casting modes.
- Can fire either a large but dispersed magic blast that hits all enemies, or a small but focused magic blast at a single target.
- Dispersed:
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / Damage is halved
Focused:
Roll your Wisdom +4 dice vs. targets' Wisdom dice
Electrocute Bonus:
Requires Nature (Level: 2)
Gives the weapon Nature 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.
- 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.
Hardened Bonus:
Level 20 and Nature (Level: 3)
A layer of rock and earth forms on the front of your shield at the start of a battle.
Its Hearts are equal to half of your Current Magic.
Physical damage taken is reduced by 2.
For every 2 physical damage reduced by the extra layer, its Hearts reduce by 4.
- Level 20
- A chestplate that reduces damage taken and recovers Magic.
- Damage taken is reduced by 3
- You recover Current Magic equal to the amount of damage reduced by this armor.
Origin: Agahnim
Hmm, I wonder if this is a reflection of Agahnim, similar to your reflections from earlier? Shadow (Level: 8), Fire (Level: 5)
- Phantom depends on its Magic for life. If its Magic hits 0, it dies.
- When Phantom's Hearts reach 0, 25 Magic is siphoned from its Current Magic to its Current Hearts.
- Physical damage taken is halved.
- If the attack already does half damage, it doesn’t get cut down a second time.
Light attacks fired at Phantom have twice the affinity bonus.
- Phantom is permanently floating in mid-air, increasing his dice when defending by 4.
- Phantom is immune to anything that only affects things on the ground.
- Warp to a different dimension for a brief period of time, becoming invulnerable to everything.
- Anything that occurs over time will still affect you (Passives and Status Effects mainly).
Phase Shift lasts until the start of your next turn.
- Level 30 and Fire (Level: 5)
- Costs 9 Magic
- Agahnim fires three spheres of Fire in an arc, hitting up to three targets.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- The spheres explode on contact, singing everyone with its heat.
- If one attack is successful, everyone takes 1 burn damage (neutral) automatically.
- If two attacks are successful, everyone takes 2 burn damage (neutral) automatically.
- If three attacks are successful, everyone takes 3 burn damage (neutral) automatically.
- Level 40 and Shadow (Level: 7)
- Costs 15 Magic
- A rip in reality is formed, sucking everyone on the field into it.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice / Deals no damage
- This repeats again at the end of the next round. Those that are hit by both hits are pulled into the void.
- Targets pulled in collide with each other at high speeds, taking damage equal to 10 * #, where # is the number of targets pulled in.
- If only a single target is pulled in, he takes no damage.
Targets pulled into the void can only hit others that are inside the void.
At the end of the following round, targets are spit back out of the void.
- Level 30, Fire (Level: 3) and Shadow (Level: 3)
- Costs 8 Magic
- Engulf a target in black flames.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice / Deals 5 burn damage (neutral)
- If the attack is successful, target gets the Black Flames Affliction:
- Target takes 5 burn damage (neutral) at the start of each round.
- When the target comes in melee combat with anyone, the Black Flames Affliction spreads and affects them as well.
- If the target hits any of his allies with anything, Black Flames spreads to them as well.
Black Flames lasts for the remainder of the battle.
- Requires Fire (Level: 1)
- Costs 3 Magic
- A gentle flame graces a target, removing an Affliction.
- As a result of an affliction being removed, the target takes 2 burn damage (neutral).
- Level 30 and Shadow (Level: 5) or Light (Level: 5)
- A veil of space and stars surrounds you, delaying damage done to you.
- When you are hit, you do not take the damage until the end of your next turn.
- If you have Shadow (Level: 5), half of the damage you deal is turned into a barrier that reduces up to 4 damage from incoming attacks.
- If you have Light (Level: 5), half of the damage you take is turned into a barrier that reduces up to 4 damage from incoming attacks.
- These barriers are merged into one if you have Shadow (Level: 5) and Light (Level: 5), allowing it to reduce up to 8 damage from incoming attack.
After hearing about the Happy Mask Man causing chaos at Gerudo Fortress (Termina), a group was sent there to investigate. Another group arrived shortly afterwards - Sephiroth, Darte, Shane, Fireblast, Hal, and Silker (NPC) - and while the first group caused havoc, the player group sneaked through the fortress. They encountered multiple Gerudo Pirates, a few Iron Knuckles, and even a psychotic group of Grammar Nazis, as if the fourth wall finally gave up due to the number of times the group kept breaking the fourth wall. At the end of the fortress was a knight by the name of Rebonack. He rode a Ghostly Horse, and after a grueling battle, the group managed to take them down.
However, the fortress was not it. The group took an elevator that took them to a rather space-like area with an icy path. They went on this path and eventually fought several clones of themselves and acquired signature moves in the process. Afterwards, they fought a phantom of Agahnim and defeated him. The Happy Mask Man was nowhere to be seen, but they did see a vision at the end - a dark, shadowy figure with red, glowing eyes was walking towards Hyrule Castle, and as the vision ended, he looked up at you, smiling maliciously. The group finds out from Shady that it was a Dark Interloper, one part of a group that brought Hyrule to its knees during the Hyrulean Civil War before they were supposedly wiped out.
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