8-17-13: Kicked out the window - WindStrike - 08-17-2013
Improv session where Sephiroth randomly and spontaneously kicks people out the window, causing various, random, and wacky effects.
[enemy Power=20 Courage=9 Wisdom=7 Hearts=14/14 Magic=0/0]
Origin: ZURPG
A giant golem constructed of random rocks and stones? What sort of wizardy is this? It's difficult to kill, but it's slow and takes an extra turn to use its attacks.
- Rock Golem's body is heavily resistant to all attacks, especially physical attacks.
- Physical damage taken halved
- Spell damage taken reduced by 3
- Rock Golem slowly raises its foot. During this time, its roll when defending is decreased by 4 dice.
- On his next turn, Rock Golem's foot slams into the ground, causing a shockwave that hits everyone on the ground.
- Roll your Power +3 dice vs. targets' Power dice / Damage is halved
- If the attack is successful, target(s) are flung back into the nearest tree/wall and take extra damage.
- Damage is Rock Golem's Courage roll.
- Rock Golem spreads his arms apart. On his next turn, Rock Golem's arms slam together, causing even the air to rumble. Hits everyone.
- Roll your Power dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target(s) get the Rumbled Affliction:
- Target's damage is decreased by 2 on all attacks
- Target's roll when defending is decreased by 3 dice
Rumbled lasts until the start of Rock Golem's turn two rounds later.
[enemy Power=14 Courage=18 Wisdom=5 Hearts=13/13 Magic=0/0]
Origin: The Adventure of Link
An Armored Stalfos is equipped with armor, a sword, and shield, all made from its own bones. It's just as skeletal as Skeletor its lesser brethren, though its innate abilities to infect and reanimate aren't active due to its equipment.
- All of Armored Stalfos' items are made from its own bones, and thus, can only be used by Armored Stalfos.
- When Armored Stalfos dies, the items are destroyed with it.
- Charge one turn. On your next turn, attack using your primary weapon's standard attack.
- If the attack is successful, multiply the result of your successes by x1.5.
- Requires a shield
- When you have your shield out, you can bash a target, effectively dealing some damage.
- Roll your Power +2 dice vs. targets' Power dice / Damage is halved
- A blade melded with hardened bone, Skeletal Blade is lightweight yet deadly. Hits one target.
- Roll your Courage +1 dice vs. targets' Courage dice / Damage increased by 1
- If the attack is successful, target gets the Spine Control Affliction:
- Anytime that the afflicted player chooses an enemy as a target, Armored Stalfos can force the player to target a different enemy.
Spine Control lasts until the end of your turn two rounds later.
- The shield is made entirely of bone, allowing Armored Stalfos to move quickly while keeping a good defense up.
- When attacking, your roll is increased by 1 dice
- When defending, your roll is increased by 2 dice
- Armored Stalfos is covered in a plating that absorbs extra damage.
- Plating has 6 Hearts and reduces damage taken by 2
- When Plating reaches 0 Hearts, it falls off.
Once the Plating is off, any attack that would kill Armored Stalfos instead drops it to 1 Heart.
This effect will only work once per battle.
[enemy Power=7 Courage=17 Wisdom=16 Hearts=10/10 Magic=0/0]
Origin: Minecraft
He is relentless. He will find you. He will hunt you. He may flee, but he will return. And he won't stop until you're dead.
- Enderman moves very quickly, almost to the point of shifting out of reality at times.
- Ranged attacks and abilities used against Enderman are reduced by 2 successes.
- When Enderman is targeted for an attack, he can teleport and switch with an ally before the roll is made.
- After Swap is used, Enderman's Phase Shift ability is inactive until the end of his turn one round later.
- Enderman can only use Swap once per round.
- Enderman is allergic to Water and takes an extra +2 damage from Water attacks.
- If it starts raining, Enderman will automatically flee from the battle, exhausting itself from using repeated teleports to escape.
- It WILL return though.
- When Enderman dies, it drops an Ender Pearl, replacing the random item drop.
[box=Ender Pearls][list]
[*][Amount]1[/Amount]
[*]A rare pearl that looks like a turquoise void trapped in a bubble. Can be thrown at one target.[list]
[*][dice type-a=Courage amount-a=+2 type-b=Courage] / Deals no damage
[*]If the attack is successful, you are teleported to the target's location, taking damage equal to the difference in successes. However, you get to attack the target with any non-charge move.[list]
[*]The target's dice roll on this defense is halved.[/list]
[*]If the attack is unsucessful, you are teleported to wherever the Ender Pearl actually hits, taking damage equal to the difference in successes.[/list][/list][/box]
- Requires Shadow (Level: 3)
- Enderman teleports up to a target, striking him quickly and then quickly backing out. Hits one target.
- Roll your Courage +5 dice vs. targets' Wisdom dice
- If the attack is unsuccessful and the target gets to counterattack, the counterattack will be reduced by 3 successes.
- If the target's counterattack fails, Enderman will automatically counterattack the target again with Telestrike.
- Using his phase shifting hands, Enderman picks up a block of whatever the nearby terrain is and throws it at a target.
- Roll your Courage dice vs. targets' Courage dice
- It is up to the DM (or co-DM) what bonuses are applied to the block of terrain, depending on what it is.
[enemy Power=20 Courage=14 Wisdom=3 Hearts=14/14 Magic=3/3]
Origin: The Legend of Zelda
Red Darknuts may be extremely powerful, capable of knocking out foes with ease, but they're completely mindless and only seek to destroy.
- All Darknuts have absurd strength and are thus able to carry Two-Handed items with one hand instead.
- Darknut attacks also deal impact damage to those that successfully block their attacks.
- Targets that successfully defend Darknut attacks take damage equal to their bonus dice when defending.
- When Darknut dies, any equipped items are dropped, replacing the random item drop.
[box=Claymore][list]
[*]A large, [i]Two-Handed[/i] sword, the Claymore can cut through anything in your path.[list]
[*][dice type-a=Courage type-b=Courage] / Damage increased by 3[/list][/list][/box]
[box=Tower Shield][list]
[*]A large, [i]Two-Handed[/i] shield that helps defend against attacks and mitigate damage.[list]
[*]When defending, your roll is increased by 2 dice. Additionally, damage taken is reduced by 2 (on top of your armor).
[*]If you are unsuccessful when attacking, target automatically gets to counterattack.[list]
[*]While anyone is counterattacking you, Tower Shield is disabled.[/list][/list][/list][/box]
[box=Soldier Platemail][list]
[*]Damage taken is reduced by 1[/list][/box]
- Darknut charges at a target with its shield. The shield must not be disabled to use Collision.
- Roll your Courage +3 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target loses all bonus dice when defending.
- This lasts until the end of Darknut's turn one round later.
If the attack is unsuccessful, Darknut's Tower Shield is disabled.
This lasts until the end of Darknut's turn round later.
- Level 10 and Shadow (Level: 2)
- Costs 3 Magic
- Give an ally the Berserk Affliction:
- Target is forced to use melee attacks.
- Target gains +3 damage on all attacks, excluding neutral and affinity effect damage.
- Target takes +2 damage from all attacks, excluding neutral and affinity effect damage.
Berserk lasts until the end of your turn two rounds later.
- The Darknut wields a mighty Two-Handed claymore in one hand, effectively using it to deal great damage to opponents. Can hit one target.
- Roll your Courage dice vs. targets' Courage dice / Damage increased by 3
- A large, Two-Handed shield that helps defend against attacks and mitigate damage.
- When defending, Darknut's roll is increased by 2 dice. Additionally, damage taken is reduced by 2 (on top of Soldier Platemail).
- If Darknut is unsuccessful when attacking, target automatically gets to counterattack.
- While anyone is counterattacking Darknut, Tower Shield is disabled.
- Damage taken is reduced by 1
[enemy Power=11 Courage=16 Wisdom=9 Hearts=8/8 Magic=6/6]
Nature (Level: 2), Shadow (Level: 1)
- Roll $init 1d12 for your initiative roll.
- When defending, your roll is increased by 2 dice.
- An aura of shadows bathes the field, affecting everyone without Shadow affinity.
- Courage is reduced by 3
- When attacking, your roll is decreased by 2 dice
Only one Shadowosken can be active at a time.
- Requires Shadow (Level: 1)
- Wolfos' claws slash a target, lowering his defenses.
- Roll your Courage +1 dice vs. targets' Courage dice
- If the attack is successful, target gets the Defense Down Affliction:
- When target is defending, target's roll is decreased by 2 dice. Stacks infinitely.
Defense Down lasts for the remainder of the battle.
- Requires Nature (Level: 2)
- Costs 3 Magic
- Wolfos claws become ridden with disease that infects its victims when it hits. Can hit one target.
- Roll your Power dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target gets the Fester Wound 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.
Fester Wound lasts for the remainder of the battle.
[enemy Power=8 Courage=11 Wisdom=15 Hearts=8/8 Magic=8/8]
Origin: Zelda Classic
Firerobes are pyromaniacs that just love to set the world on Fire. They won't take orders from someone else unless they're promised something they can burn to death in their spare time. While they're not ambitious as Stormrobes, Firerobes are easily just as crazy.
- Firerobe gains 2 Magic at the start of each round.
- Firerobe is surrounded by a barrier of Fire that converts mitigated damage to feedback flames.
- Firefield reduces damage by an amount equal to the difference between Firerobe's Current Hearts and Maximum Hearts, up to a maximum damage reduction of 6.
- Damage that is mitigated by Firefield is instead converted to a flaming feedback pulse that's fired back at the attacker with the same successes rate that Firerobe used to defend the attack.
- Target rolls Wisdom to defend.
- If the attack is successful, it deals burn damage (neutral) equal to the damage mitigated
- Firerobe can transfer Magic to an ally.
- Cannot transfer more than 4 Magic in a single Siphon.
- Requires Fire (Level: 1)
- Costs 1 Magic
- A bolt of Fire is cast forth, striking a target.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage increased by 1
- Requires Fire (Level: 2)
- Costs 4 Magic
- An orb of Fire spawns and explodes, hitting all enemies with a fiery shockwave.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Damage is halved
[enemy Power=0 Courage=8 Wisdom=28 Hearts=8/8 Magic=6/6]
Origin: The Legend of Zelda
Probably the most central of the Wizzrobe family, the Red Wizzrobe teleports around from one place to another, blasting everything to oblivion with its wand.
- 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 Red Wizzrobe get double the counter bonus.
- If Red Wizzrobe is hit by an attack and has at least half of its Maximum Magic remaining, it can teleport away at the last moment.
- Hearts are reduced to 1 and Wisdom is reduced to 15.
- Costs all of Red Wizzrobe's Magic.
Escape Teleport can only be used once per battle.
- When Red Wizzrobe dies, any equipped items are dropped, replacing the random item drop.
[box=Wizzrobe Wand][list]
[*]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.[list]
[*][b]Dispersed:[/b][list]
[*][dice type-a=Wisdom amount-a=+1 type-b=Wisdom] / Damage is halved[/list]
[*][b]Focused:[/b][list]
[*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom][/list][/list][/list][/box]
- Requires Shadow (Level: 3)
- Costs 5 Magic
- Red Wizzrobe phases into the body of a target in an attempt to take control of the target.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, Red Wizzrobe takes control of the target.
- At the start of target's turns, target may roll Power, Courage, or Wisdom against the original successes of the attack.
- If he is successful, the target breaks free of Control, and Red Wizzrobe takes neutral damage equal to the difference in successes.
Otherwise, target cannot take action, and Red Wizzrobe has full control of the target's actions on Red Wizzrobe's turn.
Control lasts until the end of your turn two rounds later.
- 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
[enemy Power=7 Courage=18 Wisdom=15 Hearts=10/10 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 Aqua Beetle do not get any damage or success bonuses when attacking you.
- Nature attacks will still get a Counter Bonus.
- 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: 3)
- 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 dice vs. targets' Wisdom dice
The origin of Grammar Nazi is 4chan. Nuff said. Grammar Nazi has a Shadow affinity level of 3.
- Grammar Nazi rolls 2d9 for his initiative roll.
- 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 5 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 lots of typos in his lines.
- Failure to incorporate these typos will lower your dice when defending on the next attack by 4.
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
- 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 10 and Shadow (Level: 3)
- 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 +4 dice
- Target rolls $1d5 to determine what he rolls to defend.
- Power dice
- Courage dice
- Wisdom dice
- Maximum Hearts dice
- Maximum Magic dice
RE: 8-17-13: Kicked out the window - WindStrike - 08-24-2013
8-24-13: More kicking frenzy...
[enemy Power=0 Courage=0 Wisdom=0 Hearts=100/100 Magic=0/0]
Origin: Origin is a crappy system devised by EA and should just admit that Steam is superior, suckers.
- DM can redirect any attack from Kefka that's sent at him towards someone else using $1d#, where # is the number of players in the turn order.
- Just cause the DM dies doesn't mean the session ends. It just means he can't abuse Kefka to redirect attacks how he pleases.
[enemy Power=10 Courage=10 Wisdom=10 Hearts=50/50 Magic=1000/1000]
Origin: The corrupted depths of Sephiroth's mind
Use $help to find out for yourself.
- Roll $1d6 at the start of each round.
- If the result is a 1, you gain Water (Level: 5).
- If the result is a 2, you gain Fire (Level: 5).
- If the result is a 3, you gain Nature (Level: 5).
- If the result is a 4, you gain Light (Level: 5).
- If the result is a 5, you gain Shadow (Level: 5).
- If the result is a 6, you gain Arcane (Level: 5).
If he rolls an affinity he already has, he rerolls until he gets a different one.
This is additive until he gains every affinity.
- When Kefka says something, this may cause an effect of some sort (DM's discretion).
- When DM says what effect Kefka gains, Kefka will naturally say something again. This does not cause an effect.
- Every time Kefka attacks or defends, he rerolls his stats.
- Roll $1d30. Add the result to your base stats.
- Using one of Kefka's commands counts as using an action for your turn. The following commands can be used on Kefka:
- $convert
- I have no idea.
$fortune
$google
I really have no idea.
$lovecalc
Kefka's other commands can be used, just not directly on Kefka. Some of them may do something; some may be completely useless.
Using $help to figure out what a command does doesn't take an action and can be done at any time.
- $help
- In addition to giving the target a list of all commands, Kefka drives an ambulance to over the target.
- Roll your Power dice vs. targets' Power dice
- If Kefka kills the target with the ambulance, he will then place the target in the ambulance.
- Target is revived at the end of the next round with 5 Hearts and has all of Kefka's Passive effects from Simon says what Kefka says.
- Kefka throws a boot at someone's head.
- Roll your Courage dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, Kefka recovers Hearts equal to the damage done.
- If the attack is unsuccessful, target gets to eat ice cream for the rest of the battle, recovering 4 Hearts and 4 Magic at the start of each round.
- $lovecalc
- Use the $lovecalc command to target two people, rolling against both of them. This is a forced roll, meaning you and the targets cannot opt to not roll.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage
- If both rolls are successful, the targets' Hearts percentage are set to what Kefka spits out, rounded up.
- $pie
- If someone is hit by a pie, that target gets an effect based on the type of pie.
- $fortune
- Target gets an effect based on the fortune applied.
- Level 10 and Water (Level: 3)
- Costs 7 Magic
- A large wave of Water engulfs the field, hitting everyone that doesn't have Water affinity.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- If the attack is successful, any target that was hit gets the Soaked Affliction:
- Erase one Buff 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.
- Level 20 and Fire (Level: 3)
- Costs 7 Magic
- Summon a pit of flames that hits all enemies at the start of each round.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals 6 burn damage (neutral)
- Flame Pit is not a Status Effect, but it can be dispelled like one.
Flame Pit lasts for the next two rounds.
- Level 20 and Nature (Level: 3)
- Costs 5 Magic
- Knock out the Power on the field by using an electrifying pun attack that hits everyone, including yourself.
- Roll your Power dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, all targets hit lose 5 Power for the remainder of the battle.
- This is not a Status Effect, and it cannot stack.
- 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 Shadow (Level: 3)
- Costs 5 Magic
- Summon a cloud of darkness that slowly attacks more and more targets. The shroud attacks at the start of each round, starting at one target.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- If the attack is successful, the next attack hits two targets. This grows until it hits every player on the field.
- If any of the attacks are unsuccessful, the spell is cancelled.
- Level 20 and Arcane (Level: 3)
- Costs 9 Magic
- A bomb of pure Magic is summoned and destabilizes, causing a devastating shockwave that hits everyone.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target(s) lose Magic equal to the difference in successes.
- After the initial hit, the remaining energies from the shockwave linger around on the field.
- This Ion Destabilization counts as a Field Effect.
At the end of the next round, the Ion Destabilization explodes and hits everyone again.
Roll your Wisdom -3 dice vs. targets' Wisdom dice / Deals no damage
If the attack is successful, target(s) hit take damage equal to the difference between their Maximum and Current Magic.
- Level 30, Water (Level: 1), Fire (Level: 1), Nature (Level: 1), Light (Level: 1), Shadow (Level: 1), and Arcane (Level: 1)
- Costs 15 Magic
- Fire a rainbow beam of your affinities' at a target.
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- If the attack is successful, target gets the following Afflictions:
- Cold:
- Target loses 4 successes on all of his attacks.
- If target is hit by a Fire affinity attack, Cold wears off.
Shocked:
While Shocked, target's damage reduction is reduced by 2.
Suppressive Flames:
When the target uses a spell, he will take burn damage (neutral) equal to the Magic cost of the spell.
Blinded:
If target tries to use an action or counterattack that targets someone else, afflicted target rolls $1d3 first. If the result is a 1, the action/counterattack misses.
Actions or counterattacks that hit everyone on the field are not included.
Suffocating Veil:
Target takes 2 damage at the start of the next round, 4 damage on the one after, then 8, then 16, and so on (2^# power, where # = number of rounds passed since the spell was cast)
During this time, target cannot use supports spells.
No Charge:
Target may not charge up.
Additionally, if the target was already charging up, the charge is cancelled.
All of the Afflictions last for the remainder of the battle.
RE: 8-17-13: Kicked out the window - WindStrike - 08-31-2013
8-31-13: Even more kicking frenzy...
Origin: ZURPG
A powerful and fearsome dragon that changes affinities when hit. A prototype boss design for something to come later.
The DM appears to have tinkered with this dragon. If you look deep into its eyes, its pupils have been replaced by awesome faces.
- Every time you are hit by an attack, roll $1d5. Each number listed is the corresponding result.
- Your affinity changes to Fire (Level: 5) and gain splash damage.
- When you successfully land a single-target attack, all other enemies automatically take 2 burn damage (neutral).
- You gain 6 Courage, but you lose 4 Power and 2 Wisdom
Your affinity changes to Nature (Level: 5) and shocks enemies with a feedback pulse.
When you are hit (before the $1d5 is rolled), the attacker automatically takes 3 shock damage (neutral).
You gain 4 Wisdom, but you lose 2 Power and 2 Courage.
Your affinity changes to Water (Level: 5) and freezes enemies.
When you successfully land a single-target attack, the target’s attacking and defending rolls are decreased by 4 dice until the end of your turn one round later.
You gain 8 Wisdom, but you lose 8 Power.
Your affinity changes to Light (Level: 5) and provides an aura that affects all enemies.
All Magic costs are increased by 2.
Anyone with Light affinity is immune to this.
You gain 5 Power, but you lose 5 Wisdom.
Your affinity changes to Shadow (Level: 5) and provides an aura that affects all enemies.
Courage is reduced by 5.
Anyone with Shadow affinity is immune to this.
You gain 4 Courage and 2 Power, but you lose 6 Wisdom.
- If Affinity Change ends up rolling the same affinity multiple times in a row, the effect stacks until the affinity changes.
- Time to bite someone’s limbs off! Hits one target.
- Roll your Courage +3 dice vs. targets' Courage dice / Damage increased by 1
- If the attack is successful, target gets the Bleeding Affliction:
- Target takes 2 bleed damage (neutral) at the start of each round.
- This stacks infinitely.
Bleeding lasts for the remainder of the battle.
- Your tail sweeps out and hits all enemies, knocking them down.
- Roll your Power +2 dice vs. targets' Power dice / Damage is halved
- If the attack is successful, target(s) get the Power Down Affliction:
- Target’s Power is reduced by 3.
- This stacks up to three times.
Power Down lasts for the remainder of the battle.
- Uses your current affinity
- I'MMA FIRIN' MAH LAZOR, BLAAARRRGH! Hits one target for massive damage.
- Roll your highest stat vs. target's highest stat / Damage increased by 8
Afterwards, your next turn is skipped.
- Uses your current affinity
- Costs 4 Magic
- Shoot a breath of fresh trolling into the air, causing all numerical amounts from current Field Effects to be doubled.
- Uses your current affinity
- Costs 5 Magic
- Stare deeply into someone’s eyes with a magical stare that will piece their innocence.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Deals no damage… physically
- If the stare is successful, target is mentally damaged on multiple levels.
- Target’s Wisdom is reduced by 6.
- Target is afraid of you and loses 3 dice when defending against you. Additionally, target is too afraid to attack you.
This lasts until the end of your turn two rounds later.
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