9-7-13: Rayne's Present - WindStrike - 09-07-2013
- Ooh, that's a big heart! And it's still beating... creepy.
[box=Heart of a Big Dodongo][list]
[*]Ooh, that's a big heart! And it's still beating... creepy.[/list][/box]
- I'm not sure I want to know how explosive this stuff is.
[box=Mysterious Bag of Power][list]
[*]I'm not sure I want to know how explosive this stuff is.[/list][/box]
- A nifty torch to light the way. Can hit one target.
- Roll your Courage +2 dice vs. targets' Courage dice / Deals 2 burn damage (neutral)
[box=Torch][list]
[*]A nifty torch to light the way. Can hit one target.[list]
[*][dice type-a=Courage amount-a=+2 type-b=Courage] / Deals 2 burn damage (neutral)[/list][/list][/box]
- A long, blue vine with small flowers growing off of it that spark when lit. It's like a firecracker when you light the whole thing.
[box=Blue Bomb Flower Fuse][list]
[*]A long, blue vine with small flowers growing off of it that spark when lit. It's like a firecracker when you light the whole thing.[/list][/box]
- Amount: 1
- It's just a fuse, nothing special.
[box=Bomb Flower Fuse][list]
[*][Amount]1[/Amount]
[*]It's just a fuse, nothing special.[/list][/box]
- An especially long bomb flower fuse.
[box=Long Bomb Flower Fuse][list]
[*]An especially long bomb flower fuse.[/list][/box]
[enemy Power=3 Courage=3 Wisdom=3 Hearts=3/3 Magic=3/3]
Origin: The Wind Waker
These walking blobs of gel appear bizarre and even comical, but this belies the nasty shock they deliver when touched.
- Costs 1 Magic for Zzap! Shield to work.
- Anyone who attacks a Static ChuChu by melee (successful or not) will take 1 shock damage (neutral).
- Requires Nature (Level: 1)
- The Static ChuChu counterattacks with a Lightning attack (Nature sub-type) every time someone attacks it.
- Roll your Courage +2 dice vs. targets' Courage dice
- Select a target to use Cover on.
- Anyone targeting the selected target will instead hit you.
- Attacks that hit multiple targets can bypass Cover.
If you are unsuccessful in defending any attack, Cover wears off.
Cover lasts until you're hit or until you use Cover on someone else.
[enemy Power=8 Courage=3 Wisdom=1 Hearts=3/3 Magic=0/0]
Origin: The Legend of Zelda
Crafty and subterranean, the carnivorous Red 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 2.
- Additionally, Fire attacks will not get an affinity 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.
Origin: The Legend of Zelda
A Gleeok is a dragon that can have any number of heads, from one up to as many as twenty. Each time a head is cut off, it turns into a detached head that floats around, continuing to assail on its victims until the main body is destroyed. A Gleeok will fall when either its body dies or all of its heads have been cut off.
- 3-Headed Gleeok can die when one of the following conditions are met:
- The main body of the Gleeok dies, which has a total of 12 Hearts and is covered by an armor plating.
- All three heads of the Gleeok are cut off. Each head has 7 Hearts and count as separate targets.
- 3-Headed Gleeok rolls $init 3d9 for initative.
- Gleeok's second and third turns in the turn order are placeholders. Its second turn will only be active if it has lost one head, and its third turn will only be active if it has lost two heads.
All of Gleeok's attacks can hit a number of targets up to the number of heads that are attached to the main body.
Severed heads will only be able to hit one target each.
- When a head has been severed, the severed head gains a bonus in Wisdom equal to the difference in successes from the attack that cut off the head.
- Severed heads are invulnerable.
- A severed head can fire a ball of Fire at a target.
- Requires Fire (Level: 1)
- Roll your Wisdom dice vs. targets' Wisdom dice
- Gleeok's attached heads sweep through the air and hit their targets head-on (APPLY DIRECTLY TO THE FOREHEAD!):
- Roll your Power +2 dice vs. targets' Power dice
- Gleeok's attached heads move backwards briefly before they dart at their targets with venomous fangs.
- Roll your Courage +1 dice vs. targets' Courage dice
- If the attack is successful, target(s) gets the Venomous Decay Afflicition:
- Target takes 1 poison damage at the start of the next round.
- Target takes 2 poison damage at the start of the round following that round.
- Target takes 3 poison damage at the start of the round following that round.
Venomous Decay lasts for the next three rounds.
- Requires Fire (Level: 2)
- Costs 1 Magic x # of attached heads
- Gleeok's attached heads fire suppressive flames at their targets.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, the next time the target(s) attempts to attack, he will take 2 burn damage (neutral) before the attack activates.
- This only lasts until the start of Gleeok's (the main body's) next turn.
- An armor plating covers the Gleeok's main body, protecting it from a limited amount of damage.
- Dragon Plating reduces damage by 1 and can absorb up to a maximum of 6 damage.
- After it's absorbed 6 damage, the Dragon Plating is destroyed.
Dragon Plating can only be equipped by Gleeoks.
Origin: The Legend of Zelda
With the head of a man and the body of a lion, these centaur-like creatures roam around mountains, hunting down unsuspecting prey. They carry tridents and are able to blind their foes with blasts of Light.
- Physical damage taken reduced by 1
- Spell damage taken reduced by 2
- When Lynel’s Hearts are less than or equal to 3, he is in Fierce Combat mode.
- Courage is increased by 3, Power is increased by 2, and Wisdom is increased by 2.
- Light Blast costs 1 Magic
- When Lynel dies, any equipped items are dropped, replacing the random item drop.
[box=Silver Trident][list]
[*]A gleaming, [i]Two-Handed[/i] silver trident that helps block attacks.[list]
[*]When defending, your roll is increased by 1 dice.[/list]
[*]It also fires silver beams at a target target.[list]
[*][dice type-a=Courage type-b=Courage]
[*]If the attack is successful, target gets the [b]Silver Sliver[/b] [u]Status Effect[/u]:[list]
[*]The next person that attacks the target will recover [Hearts] equal to half of his Current [Hearts].
[*]As a result, the target will then take damage equal to half of that amount.[/list]
[*][b]Silver Sliver[/b] lasts until the end of your turn one round later.[/list][/list][/list][/box]
- Requires Light (Level: 2)
- Costs 3 Magic
- Lynel fires a blast of Light at a target, causing partial blindness.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- If the attack is successful, target gets the Partial Blindness Affliction:
- Target's Courage stat is decreased by 3.
- 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.
Partial Blindness lasts until the end of your turn one round later.
- Lynel carries a gleaming, Two-Handed silver trident that helps it block attacks.
- When defending, your roll is increased by 1 dice.
It also fires silver beams that can hit one target.
Roll your Courage dice vs. targets' Courage dice
If the attack is successful, target gets the Silver Sliver Status Effect:
The next person that attacks the target will recover Hearts equal to half of his Current Hearts.
As a result, the target will then take damage equal to half of that amount.
Silver Sliver lasts until the end of your turn one round later.
Origin: The Ocarina of Time
Baby Dodongos are nowhere near as massive when young, though they still maintain their explosively vicious behavior.
- Damage taken is reduced by 1
- Baby Dodongo leaps at a target, hitting with the full force of its weight.
- Roll your Power +2 dice vs. targets' Power dice
- Whether the attack is successful or not, Baby Dodongo loses 1 Heart.
- When Baby Dodongo dies, it explodes, which hits everyone.
- Roll your Courage dice vs. targets' Courage dice / Damage increased by 1
- Requires Fire (Level: 1)
- Costs 1 Magic
- Baby Dodongo breaths Fire at an enemy, dealing damage and burning destructible items.
- Roll your Courage dice vs. targets' Wisdom dice / Damage increased by 1
- If the attack is successful, the attack instantly destroys any item susceptible to destruction by burn damage.
Origin: Majora's Mask
A member of the ChuChu family, these slimy beasts sap away at their opponents, excreting absorbed magic to its allies. Their gelly exterior causes attacks to bounce off, making them very difficult to harm directly.
- Unless Green ChuChu would die from a single hit, Green ChuChu takes a maximum of 2 damage from physical attacks.
- Spell damage taken is reduced by 1
- Green ChuChu glomps a target, stealing Hearts and Magic.
- Roll your Courage +2 dice vs. targets' Courage dice / Deals no damage
- If the attack is successful, steal 2 Hearts and 2 Magic from the target.
- Green ChuChu transfers Magic to an ally.
- Cannot transfer more than 3 Magic in a single Siphon.
Origin: Ocarina of Time
WELL WE'RE SCREWED, BYE GUYS! Maybe it's easier to get this thing's heart, though.
- Damage taken is reduced by 2
- Burn damage taken (neutral) is reduced by 1.
- Anyone that is unsuccessful in attacking Big Dodongo gets counterattacked by Tail Whack.
- Roll your Power +1 dice vs. targets' Power dice / Damage is halved
- When Dodongo dies, it explodes, hitting everyone.
- Roll your Courage +2 dice vs. targets' Courage dice / Damage increased by 1
- Requires Fire (Level: 1)
- Big Dodongo breaths Fire at an enemy, dealing damage and burning destructible items.
- Roll your Courage dice vs. targets' Wisdom dice / Damage increased by 1
- If the attack is successful, the attack instantly destroys any item susceptible to destruction by burn damage.
- Big Dodongo spends a turn to roll up into a ball.
- While he's in this state, he cannot defend, but his damage reduction is increased from 2 to 5.
- Additionally, Tail Whack is inactive.
Big Dodongo can then roll over an enemy.
Roll your Power dice vs. targets' Courage dice / Damage increased by 1
If the attack is successful, Big Dodongo gains speed and runs over a different target with +1 success. This continues until Big Dodongo has hit everyone or until is unsuccessful.
If the attack is unsuccessful, Big Dodongo automatically gets counterattacked.
For this counterattack, Big Dodongo cannot defend and has 0 damage reduction.
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