11-8-13 - Govanaus and the Forbidden Sword. - Orithan - 09-17-2013
On Friday 8th November 2013 CST (Saturday 9th AEST), I will be hosting a rather big (estimated 4+ sessions) quest involving the party who is levelled between Levels 25-30 and the party who is from Levels 18-24. Each session will run for approximately 2.5-3 hours each, running from 7:00 PM (11:00 AM) to 9:30-10:00 PM (1:30-2:00 PM).
Like usual, I will wait for 3 players to join by 7 PM (11 AM my time) or I will pass the session off to my next available time.
Client: Leroy Govanaus.
Story: "Dear adventurers.
You may have encountered the dangerous ghost flames known as Whispies in increasing numbers while exploring, causing great concern among the pheasantary, nobles, adventurers and the royality alike. We have discovered their source - In the heart of the Water Temple where a band of Keaton rebels lead by the notorious Keaton Magus Thouhter have recently taken over.
We have now confirmed that Thoughter or one of his close associates are in posession of the Whispy Sword - A very powerful but deadly sword what can turn the ghosts of the fallen into Whispies.
We would go in and defeat Thoughter and retrieve the sword ourselves but then we would get quickly overrun by the hordes of Keaton here. Fortunately, the Zoras are willing to help but we fear that they may be not enough to get the job done. This is where you come in. You will be working with us after the Zoras attack, keeping the majority of the Keaton busy while we come in and steamroll Thoughter and his guard. However, this needs to be done quickly or we could quickly get slaughtered by the remaining Keaton should they win.
We will have to fight him ourselves. Very few people stand a chance against him. Most of his minions are weak enough for you to handle.
We will provide the Blue Tunics and Hookshots required to traverse the Water Temple." ~ Leroy Govanaus.
Your objective: Help us reach and defeat Thoughter.
Reward: We can provide those who tag along with us until we defeat Thoughter with his his bounty (when we receive it) and some Time Crystals.
A brave team of Gurloz, Darte Fellshard, Kirran and Dex Eyegouger all met with the Govanaus Brothers and their familiars, Harry and Jake Wattson, on the shore of Lake Hyilia and geared up in preparation for plunging into the Water Temple where Thoughter and his Keaton held.
Early on, Gurloz and the Wattson brothers took a detour and ended up saving a Keaton by the name of Matilda and fought the Light Guardian. As a result, Gurloz obtained the Tide Medallion and learned Crippling Retribution.
Then the Wattson Brothers and Matilda split off from Gurloz to form a separate party to roam the temple and Gurloz re-merged with Kirran and Dex with Oliander and Red Enrics later joining them and continued through the temple.
They also encountered Silvio, who joined them as they continued their journey through the temple as Thoughter gave chase. They continued through the temple until, to their surprise, the Govanaus brothers descended upon them to arrest Silvio and begin their fight with Thoughter. Hank Cheshire briefly joined them to grab Silvio, bound in crystal rope, and take him to the Hylian Guard.
The party finished exploring the temple by ravaging Thoughter's office, seizing papers relating to a cancelled plan to attack Hyrule Castle.
However, Thoughter managed to escape by sweeping the Govanaus brothers up into a hurricane and then fleeing. The Govanaus brothers are still hot on his trail, pursuing him through almost anything he throws at him.
RE: 11-8-13 - Govanaus and the Forbidden Sword. - Orithan - 10-28-2013
Govanaus and the Forbidden Sword will commence on Friday 8th November at 6:00 PM CST (Saturday 9th November at 11:00 AM AEST).
RE: 11-8-13 - Govanaus and the Forbidden Sword. - Orithan - 11-09-2013
A day late, because Fire Seraphim's quest got in the way, but it will commence today at the time in the previous post.
Just a reminder: Even players with the Fire affinity (who can't equip the Blue Tunic) can participate in this quest. The way to do this is to wait until you get in-session for someone to use a special skill on you and then equip the Blue Tunic. However, bring several Empty Bottles along because you will need them! If you need any, they are being sold for just 20 Rupees each at the Zora shop.
Edit: For clarification, I won't gimp the lower-levelled portion by bringing in Hal like I did with Fire Seraphim's quest.
RE: 11-8-13 - Govanaus and the Forbidden Sword. - Orithan - 11-09-2013
This is being postponed (again) to either tomorrow or Friday. I will let you know later.
RE: 11-8-13 - Govanaus and the Forbidden Sword. - Orithan - 11-10-2013
The session is running today. Remember: 6:00 PM CST (11:00 AM AEST). Up to four can join.
- The hookshot fires a chained, miniature harpoon at a target which can reach up to 50 feet away.
- Can pull you towards a surface or a larger object.
- Can pull small objects towards you.
- The chain cannot lock.
The hookshot can also pull you towards a target to deal some extra damage.
Roll your Courage dice vs. targets' Courage dice / Deals no damage
If the attack is successful, reel towards the target.
When you get up to the target, you can follow up with a melee attack.
The melee attack will gain successes equal to your total affinity levels.
[box=Hookshot][list]
[*]The hookshot fires a chained, miniature harpoon at a target which can reach up to 50 feet away.[list]
[*]Can pull you towards a surface or a larger object.
[*]Can pull small objects towards you.
[*]The chain cannot lock.[/list]
[*]The hookshot can also pull you towards a target to deal some extra damage.[list]
[*][dice type-a=Courage type-b=Courage] / Deals no damage
[*]If the attack is successful, reel towards the target.[list]
[*]When you get up to the target, you can follow up with a melee attack.
[*]The melee attack will gain successes equal to your total affinity levels.[/list][/list][/list][/box]
- Restore your Hearts by 10.
[box=Red Potion][list]
[*]Restore your [Hearts] by 10.[/list][/box]
- Created from the scales of fallen Zora warriors, this tunic allows you to breathe underwater.
- Cannot use if you have Fire affinity.
- All Buffs that give you numerical bonuses cannot be erased.
[box=Blue Tunic, Level 1][list]
[*]Created from the scales of fallen Zora warriors, this tunic allows you to breathe underwater.[list]
[*]Cannot use if you have [Fire] affinity.
[*]All [u]Buffs[/u] that give you numerical bonuses cannot be erased.[/list][/list][/box]
- Level 30 and Water (Level: 6).
- Costs 10 Magic to use.
- A shiny magical medallion imbued with the power of the rising tides. When used, a torrent of water flows out from you, hitting everyone in the battle.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice / Damage increased by 1.
- If successful, the targets that were hit gain the Swept status Affliction:
- All status buffs are erased from the targets and is prevented from gaining buffs.
- For each buff the targets had, they lose 4 attacking dice. If any buffs had stacks, they lose an additional 2 attacking dice per additional stack.
Swept lasts for the remainder of the battle.
[box=Tide Medallion (Artifact)][list][*][level=30] and [Water 6].
[*]Costs [magic]10[/magic] to use.
[*]A shiny magical medallion imbued with the power of the rising tides. When used, a torrent of water flows out from you, hitting everyone in the battle.[list]
[*][dice type-a=Wisdom amount-a=+7 type-b=Wisdom] / Damage increased by 1.
[*]If successful, the targets that were hit gain the [b]Swept[/b] status [u]Affliction:[/u][list]
[*]All status buffs are erased from the targets and is prevented from gaining buffs.
[*]For each buff the targets had, they lose 4 attacking dice. If any buffs had stacks, they lose an additional 2 attacking dice per additional stack.[/list]
[*][b]Swept[/b] lasts for the remainder of the battle.[/list][/list][/box]
:
- Level 20 and at least 5 total affinity levels.
- Costs 7 Magic to cast.
- You cast an intense orb of light that flashes in the colours of all of the affinities over yourself or an ally, giving them the Affinity Overdrive Status Effect:
- The target temporarily loses all of their affinities. In exchange, they gain 2 dice while attacking per affinity level lost.
- It also takes neutral damage equal to the total affinity levels erased at the start of each round.
Affinity Overdrive lasts until the end of your turn 2 rounds later.
- Level 20 and Nature (Level: 4).
- Costs 6 Magic.
- Target one target and give it the Cellular Regeneration status Buff:
- The target's body is rapidly being repaired on the cellular level, healing 5 Hearts at the start of each round.
- Any affliction that deals damage over time is held off until Cellular Regeneration wears off.
Cellular Regeneration lasts until the start of your turn 3 rounds later.
[enemy Power=19 Courage=32 Wisdom=28 Hearts=16/16 Magic=15/15]
Origin: Ocarina of Time.
Unlike the clams you eat, this bivalve mollusc is an aggressive predator; ramming into targets with the numerous razor-sharp blades in the hinge-end of the shell and then eating their mutilated remains.
- Shellblade normally hides within its shell, making it very difficult to hurt.
- Shellblade takes no damage from physical attacks.
- Additionally, spell damage taken is halved.
- When successfully hit with a hammer, Shellblade's shell cracks a little bit. After three hits, Shellblade's shell shatters, killing it instantly.
- Shellblade attempts to ram one target, attempting to impale them on razor-sharp blades.
- Roll your Courage dice vs. targets' Courage dice / Damage increased by 2.
- The target gets to automatically counterattack this attack, regardless of wherever this is successful or not, and Shelled is deactivated for this counterattack.
- Requires Water (Level: 2).
- Costs 3 Magic.
- Shellblade attempts to trap a target by blowing a bubble on it to make it an easier target.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals no damage.
- If successful, the target gets the Bubbled status Affliction:
- The target is held in a bubble, severely reducing their mobility.
- Target can not use melee attacks while in the bubble.
- Target's defending dice are reduced by 5.
Bubbled lasts until the next time that the target gets hit.
- Requires Water (Level: 3) and 3 turns to charge.
- Shellblade slams its shell shut and begins charging to send a massive pulse of Water under massive pressure.
- Compress the water inside you and, when fully charged, you can shoot a highly pressurized blast of water at one target.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice / Damage increased by 3.
[enemy Power=35 Courage=25 Wisdom=23 Hearts=32/32 Magic=0/0]
Origin: Link to the Past.
Bari are electrically-charged jellyfish that float over the floor or in the water. Whatever you do, avoid touching them or you could be in for a nasty shock.
Water (Level: 3)
Nature (Level: 2)
- Requires Nature (Level: 1).
- Bari produces electricity, zapping anyone who engages it in melee combat.
- Anyone who engages Bari in melee combat automatically takes 4 Shock damage (Neutral) per attack.
- Bari's clear body prevents its stats from going down.
- Status effects or debuffs that lower Bari's stats have no effect on it.
- However, other numerical effects of debuffs (ie. damage) affect Bari twice as much.
- Requires Water (Level: 1).
- Bari wraps its stinging tentacles around one target or multiple targets to attack them, ignoring damage reduction and poisoning them.
- Concentrated:
- Roll your Power +3 dice vs. targets' Power dice / Damage increased by 1 Shock damage (neutral).
Dispersed:
Roll your Power dice vs. targets' Power dice / Damage is halved.
If either of these two attacks are successful, the target(s) who were hit get one stack of the Jellyfish Poisoning status Affliction per 4 damage taken:
Targets take 1 poison damage (neutral) at the start of each round. This stacks.
Targets also lose 1 dice to all stats with each stack.
This stacks infinitely.
Jellyfish Poisoning lasts until the start of your turn 2 rounds later.
- Requires Nature (Level: 2)
- Costs 2 Hearts per tentacle shot.
- Bari shoots one or two of its tentacles out at one target. Each is counted as a separate attack.
- Roll your Power dice vs. targets' Power dice.
- If successful, the target gets one stack of Jellyfish Poisoning status Affliction:
- Targets take 1 poison damage (neutral) at the start of each round. This stacks.
- Targets also lose 1 dice to all stats with each stack.
- This stacks infinitely.
Jellyfish Poisoning lasts until the start of your turn 2 rounds later.
Origin: ZURPG
Tektites are large, quadrupedal instectoids whose chief tactic in combat is to leap around seemingly at random. These Tektites like to live around water.
Nature (Level: 3)
Water (Level: 2)
- Requires Nature (Level: 1)
- Tektite jumps around constantly, sometimes hitting a target.
- Roll your Courage +2 dice vs. targets' Courage dice
- If the attack is successful, Tektite's next defensive roll will have +5 bonus dice.
- Tektite rapidly jumps from target to target, continually gaining speed.
- Roll your Courage +3 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, bounce to another target with the same roll and +3 bonus dice.
- Tektite can bounce up to two times.
- Level 20
- Requires Water (Level: 2) and Nature (Level: 2).
- Costs 5 Magic.
- Tektite jumps far away, positioning itself for it to shoot a huge jet of water out from its rear to hurl itself at the target, taking damage in the process.
- Roll your Courage -5 dice vs. targets' Courage dice / Damage increased by 7.
- If successful, Tekkite takes neutral damage equal to the total number of affinity levels it has.
- If unsuccessful, Tekkite takes that and the difference in successes as neutral damage.
[enemy Power=35 Courage=41 Wisdom=33 Hearts=14/26 Magic=8/15]
Origin: ZURPG.
A former enemy who has voluntarily joined Gurloz' party.
Water (Level: 4)
Light (Level: 2)
- 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 you are successful in attacking, roll $1d5.
- If the result is a 5, multiply the difference in successes by x1.5.
- Level 10.
- Status afflictions that have a set turn duration take half of their normal time to heal.
- Level 10
- If your Hearts are at 50% or higher and an attack hits you that would kill you, you can activate this skill.
- Your Hearts are reduced to 1 and your Magic is reduced to 0.
You can only activate Hanging On once per battle.
- Requires Water (Level: 1)
- Costs 1 Magic.
- A basic Water spell, PSI Blast hits one target.
- Roll your Wisdom dice vs. targets' Wisdom dice.
- 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.
- Requires Water (Level: 1)
- Costs 4 Magic
- Target someone that already has a Buff. Extend the duration of one of those Buffs by two rounds.
- Requires Light (Level: 1)
- Costs 2 Magic
- Give an ally the Boost Buff:
- Target gets a +4 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.
- Level 20
- A long curved sword made of a strange alloy that easily slices through the air. Can attack one target with any of these attacks:
- Slash:
- Roll your Courage +3 dice vs. targets' Courage dice.
- If successful, the target takes extra damage equal to 25% of their current Hearts (capped at 8, including damage reduction).
Stab:
Roll your Courage dice vs. targets' Courage dice / Damage increased by 3.
If successful, the target takes extra damage equal to 33% of their current Hearts (capped at 10, including damage reduction).
If unsuccessful, the target gets to automatically counterattack.
Sound Blade:
Costs 5 Magic
Can send a blade of pure sound at one target that phases straight through armor and barriers, ignoring any form of damage reduction.
Roll your Courage +10 dice vs. targets' Courage dice / Damage is halved.
- Level 20
- A small sturdy lightweight shield with a face of a Keaton painted on that enhances the agility of the wearer at the cost of lowering attack and defense.
- Increase your successes while attacking and defending by 4.
- Reduce the amount of damage dealt and increase damage taken by 2.
Liquid Film Bonus:
Requires Water (Level: 2)
A liquid film covers the front of your shield, helping protect you against spells.
Spell damage taken is reduced by 1.
- Created from the scales of fallen Zora warriors, this tunic allows you to breathe underwater.
- Cannot use if you have Fire affinity.
- All Buffs that give you numerical bonuses cannot be erased.
Origin: ZURPG.
A large Light spirit being chosen to challenge Gurloz in order to test his skills and abilities, to see if he is worthy of being granted powers
- Elemental Guardian gains dice as the fight progresses.
- At the start of each round except the first, Elemental Guardian gains 3 dice to all stats.
- Elemental Guardian's dice are capped at 40 in each stat.
During its turn, it can convert some of its dice into extra damage on its attack or into healing. This is done at the start of its turn, before it attacks.
For each die converted, the attack's damage is increased by 1 or Elemental Guardian heals 1 Heart or 1 Magic.
The amount of dice that can be converted into attacks is capped at 5 and the amount that can be converted into Hearts and/or Magic is capped at 10.
- Level 30 and Light (Level: 5)
- Costs 1 Magic
- A powerful spirit is briefly summoned, hitting one target.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- If the attack is successful, target's next spell costs an extra 2 Magic.
- Requires Light (Level: 5)
- Costs 5 Magic
- Elemental Guardian fires a destructive spear made of Light at one target.
- Roll your Wisdom dice vs. targets' Courage dice / Damage reduced by 1.
- If successful, the target takes an extra 1d# Burn damage (Neutral), where # is equal to your total affinity levels.
- Requires Light (Level: 5)
- Costs 8 Magic
- Elemental Guardian lets lose a powerful pulse of Light that devastates the whole room, sending objects flying around at everyone else. This attack deals physical damage.
- Roll your Wisdom dice vs. targets' Power dice / Damage increased by 4.
- 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.
- Requires Light (Level: 1)
- Costs 3 Magic
- Give a target the Barrier Buff:
- Target gets an ethereal barrier that protects the target from attacks by reducing damage.
- Barrier has 8 Hearts
- Any damage that goes through Barrier hits the target.
Barrier automatically falls after one attack or if its Hearts drop to 0.
RE: 11-8-13 - Govanaus and the Forbidden Sword. - Orithan - 12-20-2013
Keaton loot (For Oilander):
[box=Manji Battleaxe][list]
[*][Level=20] and 30 Base [Power]
[*]Crafted by Thoughter's minions, based on a mysterious axe known only to legend, this [i]Two-Handed[/i] axe shines a brilliant silver and is marked with the Manji symbol on the blade. It has a [i]Passive[/i] defensive bonus:[list]
[*]When defending, you gain 3 dice when defending against physical attacks and 1 dice when defending against magic attacks.[/list]
[*]It swing at one target, cleaving through if it kills.[list]
[*][dice type-a=Power amount-a=+2 type-b=Power] / Damage increased by 4
[*]If successful and the attack kills the target, the axe cleaves through and hits another target at the same success rate -4.[list]
[*]This continues until the hit misses or doesn't kill the target.[/list][/list][/list][/box]
[box=Blue Tunic, Level 1][list]
[*]Created from the scales of fallen Zora warriors, this tunic allows you to breathe underwater.[list]
[*]Cannot use if you have [Fire] affinity.
[*]All [u]Buffs[/u] that give you numerical bonuses cannot be erased.[/list][/list][/box]
[box=Gleeok Staff][list]
[*][Level=20] and at least two separate affinities
[*]A large, bulky, [i]Two-handed[/i] staff created by Thoughter's minions out of Gleeok bones and hide. It is capable of firing two separate blasts of magic at the same time at two targets or two blasts at one target in succession. Each blast uses a different affinity.[list]
[*][dice type-a=Wisdom type-b=Wisdom][/list][/list][/box]
[/hr]
Origin: ZURPG.
A contract assassin who is well known everywhere around the known world, bar Subrosia and Termina. This haddaken has been responsible for carrying out the murders of several of adventurers recently, some of whom were known enemies of Bloodwind. This suggests that Bloodwind may have hired him for the killings to help him cover his tracks. He has a distinctive silver fur coat, making him relatively easy to see even in a large crowd. Despite his distinguishing features, he is usually never seen unless hunting someone and almost never seen before he has actually carried out the killing. For this reason; his presence is often a indicator of a nearby murder which, of course, he committed.
- When he is defeated, Silvio will drop any items he had on him, replacing his random item drop.
- Silvio does not die, but you can apprehend him if he is defeated.
[box=Silvio's Longbow (Weapon)][list]
[*][Level=20]
[*]A special [i]Two-Handed[/i] 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.[list]
[*]Arrows fired by this bow can only be counterattacked with range and have +5 attacking dice.
[*]Can pull back very far, sacrificing accuracy for power.[list]
[*]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.[/list][/list][/list][/box]
[box=Flash Staff (Weapon)][list]
[*][Level=20] and [Light 4] to use.
[*]A powerful [i]Two-Handed[/i] staff that is infused with the power of [light].
[*]It can fire an intense burst of concentrated [Light] magic at one target.[list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Wisdom] / Damage increased by 2
[*]The damage counts as [light-color]Light Effect Damage[/light-color][/list]
[*]It can also let out a bright flash of [Light] magic that can hits all enemies.[list]
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom] / Deals no damage
[*]If the attack is successful, target(s) gets the [b]Dazed[/b] [u]Affliction[/u]:[list]
[*]Target's next spell will lose successes equal to half of the difference in the successes from the initial attack.[/list]
[*][b]Dazed[/b] lasts until the end of your turn one round later.[/list][/list][/box]
[box=Hammerhead][list]
[*][Level=10]
[*]With enough power to disintegrate a rock, this hammer is sure to leave quite a dent in anything it hits. Can hit one target.[list]
[*][dice type-a=Power amount-a=+1 type-b=Power] / Damage increased by 3[/list][/list][/box]
[box=Silver Arrows][list]
[*][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.[list]
[[*][dice type-a=Courage amount-a=+5 type-b=Courage]
[*]If the attack is successful, you and all of your allies recover [Hearts]5[/Hearts].
[*]If the attack is unsuccessful, everyone on the field is healed by [Hearts]5[/Hearts].[/list][/list][/box]
[box=Bomb Arrows][list]
[*][Level=10] and Bombs
[*]Stick a bomb you have in one of these arrows and somehow, it won’t explode. Can hit one target.[list]
[*][dice type-a=Courage amount-a=+6 type-b=Power]
[*]If the attack is successful, the bomb explodes, dealing 1 additional damage to all enemies.
[*]If the attack is unsuccessful, the bomb explodes, dealing 1 damage to everyone.[list]
[*]Explosions use original successes of the attack. Targets roll [Power] to defend.[/list][/list][/list][/box]
[box=Arrowstorm Arrows][list]
[*][Level=20]
[*]Costs [Magic]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.[list]
[*][dice type-a=Wisdom amount-a=+2 type-b=Courage] / 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.[list]
[*]This can only go off once per Arrowstorm Arrow.[/list][/list][/list][/box]
[box=Bombs][list]
[*][Amount]20[/Amount]
[*]It's just a bomb... GET DOWN, IT'S A BOMB! Can hit one target.[list]
[*][dice type-a=Power type-b=Power] / Damage increased by $1d3[list]
[*]If the attack is successful, the bomb explodes, dealing 1 additional damage to all enemies.
[*]If the attack is unsuccessful, the bomb explodes, dealing 1 damage to everyone.[/list]
[*]Explosions use original successes of the attack. Targets roll [Power] to defend.[/list][/list][/box]
[box=Magnet Gloves (Tool)][list]
[*][Level=10]
[*]A pair of magnetic gloves that change polarity with each use.[list]
[*]You can wield items over these gloves. However, while these are equipped, you cannot counterattack.[/list]
[*]By default, the gloves start out with [color=#FF5555]North[/color] polarity.[list]
[*]If the gloves are set to [color=#FF5555]North[/color] polarity, you can use them while defending against a melee attack to push the attacker away.[list]
[*]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 [color=#7777FF]South[/color] polarity.[/list]
[*]If the gloves are set to [color=#7777FF]South[/color] polarity, you can use it while using a melee attack to pull the target closer to you.[list]
[*]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 [color=#FF5555]North[/color] polarity.[/list][/list][/list][/box]
[box=Ether Medallion][list][*][level=30] and [Light 6].
[*]Costs [magic]8[/magic] to use.
[*]A powerful mysical medallion that shines in a bright light. When used, it drops a beam of pure light onto you which then blasts throughout the battlefield, affecting everyone except yourself.[list]
[*][dice type-a=Wisdom amount-a=+10 type-b=Wisdom] / Damage is halved.[list]
[*]The damage caused is not halved on [Shadow] affinity targets but it doesn't score a counter bonus against them.[/list]
[*]If successful, the target(s) that are hit get the [b]Ether Blindness[/b] [u]Affliction:[/u][list]
[*]When attacking, targets roll $1d4. If they roll a 1, they automatically miss.
[*]If they are of the [Shadow] affinity, they roll $1d2 instead.
[*]Targets also lose 3 successes when attacking.[list]
[*]If they are of the [Shadow], they lose 5 successes instead of 3.[/list][/list]
[*][b]Ether Blindness[/b] lasts for the remainder of the battle or until targets die.[/list][/list][/box]
- 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.
- 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 +5 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.
- Level 10
- With enough power to disintegrate a rock, this hammer is sure to leave quite a dent in anything it hits. Can hit one target.
- Roll your Power +1 dice vs. targets' Power dice / Damage increased by 3
- Amount: 20
- It's just a bomb... GET DOWN, IT'S A BOMB! Can hit one target.
- Roll your Power dice vs. targets' Power dice / Damage increased by $1d3
- If the attack is successful, the bomb explodes, dealing 1 additional damage to all enemies.
- If the attack is unsuccessful, the bomb explodes, dealing 1 damage to everyone.
Explosions use original successes of the attack. Targets roll Power to defend.
- 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 +5 dice vs. targets' Courage dice
- If the attack is successful, you and all of your allies recover 5 Hearts.
- If the attack is unsuccessful, everyone on the field is healed by 5 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 +6 dice vs. targets' Power dice
- If the attack is successful, the bomb explodes, dealing 1 additional damage to all enemies.
- If the attack is unsuccessful, the bomb explodes, dealing 1 damage to everyone.
- Explosions use original successes of the attack. Targets roll Power to defend.
- Level 20
- Costs 3 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 +3 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.
- 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.
- Level 30 and Light (Level: 6).
- Costs 8 Magic to use.
- A powerful mystical medallion that shines in a bright light. When used, it drops a beam of pure light onto you which then blasts throughout the battlefield, affecting everyone except yourself.
- Roll your Wisdom +10 dice vs. targets' Wisdom dice / Damage is halved.
- The damage caused is not halved on Shadow affinity targets but it doesn't score a counter bonus against them.
If successful, the target(s) that are hit get the Ether Blindness Affliction:
When attacking, targets roll $1d4. If they roll a 1, they automatically miss.
If they are of the Shadow affinity, they roll $1d2 instead.
Targets also lose 3 successes when attacking.
If they are of the Shadow, they lose 5 successes instead of 3.
Ether Blindness lasts for the remainder of the battle or until targets die.
Keaton enemies:
Origin: ZURPG.
Known for their short temper, the Keaton Beserker are easy to anger and will attack those who are not their allies after even the slightest provocation. They do not take kindly to being captured by enemies.
Water (Level: 5)
Light (Level: 2)
- When Keaton dies, it drops its equipped items; replacing it's random item drop.
[box=Manji Battleaxe][list]
[*][Level=20] and 30 Base [Power]
[*]Crafted by Thoughter's minions, based on a mysterious axe known only to legend, this [i]Two-Handed[/i] axe shines a brilliant silver and is marked with the Manji symbol on the blade. It has a [i]Passive[/i] defensive bonus:[list]
[*]When defending, you gain 3 dice when defending against physical attacks and 1 dice when defending against magic attacks.[/list]
[*]It swing at one target, cleaving through if it kills.[list]
[*][dice type-a=Power amount-a=+2 type-b=Power] / Damage increased by 4
[*]If successful and the attack kills the target, the axe cleaves through and hits another target at the same success rate -4.[list]
[*]This continues until the hit misses or doesn't kill the target.[/list][/list][/list][/box]
[box=Blue Tunic, Level 1][list]
[*]Created from the scales of fallen Zora warriors, this tunic allows you to breathe underwater.[list]
[*]Cannot use if you have [Fire] affinity.
[*]All [u]Buffs[/u] that give you numerical bonuses cannot be erased.[/list][/list][/box]
- 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 you are successful in attacking, roll $1d5.
- If the result is a 5, multiply the difference in successes by x1.5.
- Keaton Beserker gets angrier and angrier each time it gets hit by an attack, increasing its attacking dice and reducing its defending dice.
- You gain 2 attacking dice each time you are hit by an attack.
- You lose 1 defending dice each time you are hit by an attack
- Level 10
- If your Hearts are at 50% or higher and an attack hits you that would kill you, you can activate this skill.
- Your Hearts are reduced to 1 and your Magic is reduced to 0.
- You cannot counterattack or get Critical Hits for the remainder of the battle.
- Keaton Berserker can spend 5 Magic to counterattack an enemy that defeated one of its allies.
- Only one Keaton Beserker may Retaliate a target at a time.
- Level 20 and 30 Base Power
- Crafted by Thoughter's minions, based on a mysterious axe known only to legend, this Two-Handed axe shines a brilliant silver and is marked with the Manji symbol on the blade. It has a Passive defensive bonus:
- When defending, you gain 3 dice when defending against physical attacks and 1 dice when defending against magic attacks.
It swing at one target, cleaving through if it kills.
Roll your Power +2 dice vs. targets' Power dice / Damage increased by 4
If successful and the attack kills the target, the axe cleaves through and hits another target at the same success rate -4.
This continues until the hit misses or doesn't kill the target.
- Created from the scales of fallen Zora warriors, this tunic allows you to breathe underwater.
- Cannot use if you have Fire affinity.
- All Buffs that give you numerical bonuses cannot be erased.
Origin: ZURPG.
The mages of Thoughter's army of bandits, the Keaton Sorcerers are intelligent and meticulous, often thinking out elaborate strategies to help smite their enemies or steal their belongings. Wherever they work or not depends on if their allies are willing to follow their instructions.
Water (Level: 3)
Light (Level: 3)
- When Keaton dies, it drops its equipped items; replacing it's random item drop.
[box=Gleeok Staff][list]
[*][Level=20] and at least two separate affinities
[*]A large, bulky, [i]Two-handed[/i] staff created by Thoughter's minions out of Gleeok bones and hide. It is capable of firing two separate blasts of magic at the same time at two targets or two blasts at one target in succession. Each blast uses a different affinity.[list]
[*][dice type-a=Wisdom type-b=Wisdom][/list][/list][/box]
[box=Blue Tunic, Level 1][list]
[*]Created from the scales of fallen Zora warriors, this tunic allows you to breathe underwater.[list]
[*]Cannot use if you have [Fire] affinity.
[*]All [u]Buffs[/u] that give you numerical bonuses cannot be erased.[/list][/list][/box]
- 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 you are successful in attacking, roll $1d5.
- If the result is a 5, multiply the difference in successes by x1.5.
- Keaton Sorcerer is protected by a mystical barrier reduces damage taken by up to 8.
- This barrier consumes 5 Magic whenever it activates
- If Keaton Sorcerer drops to 0 Magic at any time, this skill is deactivated for the rest of the battle.
- Level 10
- If your Hearts are at 50% or higher and an attack hits you that would kill you, you can activate this skill.
- Your Hearts are reduced to 1 and your Magic is reduced to 0.
- You cannot counterattack or get Critical Hits for the remainder of the battle.
- 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 Water (Level: 3)
- Costs 6 Magic
- Field Effect - Summon a cloud of mist that envelops the entire field and all of its players.
- All Fire attacks do 2 less damage and all Nature attacks do 2 extra damage.
- At the start of each round, select a target. The mist conforms around that target.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, select a Status Effect on that player. That Status Effect is then shared with every player in the mist cloud.
Mist Cloud lasts for the next two rounds. When it dissipates, all shared Status Effects are dispelled.
- Level 10, Water (Level: 1) and Light (Level: 1)
- Costs 5 Magic
- Place a target in stasis, removing the target from harm or harming others.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the Stasis Status Effect:
- While in Stasis, target cannot do any actions. However, target cannot take damage from any source.
- Charge-up moves will break through Stasis, automatically hitting the target and doing half damage.
Stasis lasts until the end of your turn one round later.
- Requires Light (Level: 2)
- Costs 4 Magic
- Give a target the Haste Buff:
- Target gains +3 dice when attacking or defending.
- Additionally, all numerical values from any Affliction that the target has are doubled.
Haste lasts for the remainder of the battle.
- Level 20 and at least two separate affinities
- A large, bulky, Two-handed staff created by Thoughter's minions out of Gleeok bones and hide. It is capable of firing two separate blasts of magic at the same time at two targets or two blasts at one target in succession. Each blast uses a different affinity.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Created from the scales of fallen Zora warriors, this tunic allows you to breathe underwater.
- Cannot use if you have Fire affinity.
- All Buffs that give you numerical bonuses cannot be erased.
- Level 30 and at least 30 Maximum Magic.
- A golden vest of armor, decorated with various precious stones, that creates a barrier when hit by a spell attack.
- Damage taken is reduced by 3.
- When hit by a spell attack, you can then expend Magic equal to the Magic cost of the attack to create a barrier around yourself.
- This barrier gives you further damage reduction equal to half of the Magic cost of the attack.
- This lasts until the end of your turn 1 round later.
[box=Spellbinding Plate]
[list][*][level=30] and at least 30 Maximum [Magic].
[*]A golden vest of armor, decorated with various precious stones, that creates a barrier when hit by a spell attack.[list]
[*]Damage taken is reduced by 3.
[*]When hit by a spell attack, you can then expend [Magic] equal to the [Magic] cost of the attack to create a barrier around yourself.[list]
[*]This barrier gives you further damage reduction equal to half of the [Magic] cost of the attack.
[*]This lasts until the end of your turn 1 round later.[/list][/list][/list][/box]
RE: 11-8-13 - Govanaus and the Forbidden Sword. - Orithan - 03-21-2014
Quest Reward (Zora's Part):
Reward for the Water Temple quest:
500 Rupees, 2 Heart and Magic containers and a Silver Scale each.
- Passive
- Level 20
- A silver Zora scale contained in a veil of mystical water. It gives non-Zora people the ability to remain underwater for a longer period of time and increases their swim speed. It also enables the use of the Blue Tunic by those who have the Fire affinity.
- Doubles the amount of time you can hold your breath underwater and increases your swim speed by 20%.
- This effect does not stack with the effects of any other Zora scale.
[box=Silver Scale][list][*][i]Passive[/i]
[*][level=20]
[*]A silver Zora scale contained in a veil of mystical water. It gives non-Zora people the ability to remain underwater for a longer period of time and increases their swim speed. It also enables the use of the [b]Blue Tunic[/b] by those who have the [Fire] affinity.[list]
[*]Doubles the amount of time you can hold your breath underwater and increases your swim speed by 20%.
[*]This effect does not stack with the effects of any other Zora scale.[/list][/list][/box]
List of eligible characters:
- Kirran
- Darte Fellshard
- Dex Eyegouger
- Gurloz
- Red Enrics
- Oliander (APC)
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