9-18-13: To Saria Town - WindStrike - 09-18-2013
Origin: Final Fantasy
It sees you. It wants you. You will die... eventually. Curse you arthritis.
- Tonberry moves veeery slow and has an initiative of only $init 1d2.
- When Tonberry declares an action, it will happen two rounds later due to taking that long to walk up to the target.
- IT DOESN'T MATTER WHERE YOU RUN OR HIDE. HE WILL GET YOU.
- When Tonberry dies, any equipped items are dropped, replacing the random item drop.
[box=Knife][list]
[*]It's just a little knife. Why are you frightened, my friend? Scared, are you? Then come closer. Let me hug you. Hits one target.[list]
[*][dice type-a=Courage amount-a=+2 type-b=Courage][/list][/list][/box]
[box=Lantern of Doom][list]
[*]A dimly-lit lantern that siphons [Magic] from enemies, allowing it to grow brighter.[list]
[*]At the start of each round, [Magic]1[/Magic] is siphoned from each enemy to the user.[/list][/list][/box]
[box=Cloak][list]
[*]A standard cloak that provides minimal protection against all types of damage.[list]
[*]All damage taken (including neutral) is decreased by 1.[/list][/list][/box]
- It's just a little knife. Why are you frightened, my friend? Scared, are you? Then come closer. Let me hug you. Hits one target.
- Roll your Courage +2 dice vs. targets' Courage dice
- A dimly-lit lantern carried by Tonberry. It leads the way to death.
- When Lantern of Doom is carried by Tonberry, his Knife's dice when attacking is increased by 100.
- When Lantern of Doom is carried by a player, it siphons 1 Magic from all enemies to the user at the start of each round.
- A standard cloak that provides minimal protection against all types of damage.
- All damage taken (including neutral) is decreased by 1.
Origin: The Legend of Zelda
The "standard dragon" of Zelda (so to speak), the Aquamentus is a boss-like foe that hits all of its enemies with nearly every strike. Given its massive size, even when it steps on someone, the Aquamentus shakes the earth. Its wings allows it to fly into the air, and its skin makes it resistant to all forms of attacks.
- Aquamentus' skin is highly resistant to attacks, though it is a bit weak to lightning and ice attacks.
- Damage taken is reduced by 2
- Burn and poison damage taken (neutral) is reduced by 1
- Frost and shock damage taken (neutral) is increased by 1
- Aquamentus can fly high into the air, preventing it from being hit by melee attacks and increasing its maneuverability.
- When defending, Aquamentus' dice are increased by 3
- If Aquamentus is hit while in Flight, he takes an additional 2 damage.
On the following turn, Aquamentus may then use Mega Stomp or Dive Bomb.
Mega Stomp:
Aquamentus falls from the sky and slams into the ground, taking 2 impact damage (neutral), but it causes a shockwave to ripple through the ground and hit everyone.
Roll your Power +2 dice vs. targets' Courage dice
If the attack is successful, target(s) will do 2 less damage on their next attack.
Dive Bomb:
Aquamentus dives directly at a target in an attempt to break the target under the sheer force and velocity of the attack.
Roll your Courage +3 dice vs. targets' Courage dice / Damage is increased by 2
- Requires Fire (Level: 2)
- Aquamentus fires a swarm of Fire bolts at up to three different targets. A target cannot be hit by multiple Fire bolts from a single swarm.
- Roll your Courage dice vs. targets' Wisdom dice / Damage is halved
- With only a few seconds of flight (does not actually use Flight), Aquamentus stomps on a target, crushing the target into the ground.
- Roll your Power dice vs. targets' Power dice / Damage is increased by 1
- If the attack is successful, a small shockwave erupts and hits all enemies at the same success rate.
- Targets roll Courage to defend. Damage from the shockwave is halved.
Origin: The Legend of Zelda
These bipedal beasts have the appearance of wolves. A closer examination would reveal a more eldritch origin - that is, if you can get close enough to examine them without being struck in the back by their wicked boomerangs.
- After Goriya attacks someone (successful or not), he mimics the target's movement and gains bonus dice when defending equal to the target's bonus dice when defending.
- This only changes after Goriya attacks a different target or until the original target is dead.
- When Goriya dies, any equipped items are dropped, replacing the random item drop.
[box=Spiked Boomerang][list]
[*]If someone is unsuccessful in hitting you in melee combat, the attacker takes 2 damage.
[*]You can throw the Spiked Boomerang at a target.[list]
[*][dice type-a=Power type-b=Power]
[*]If the attack is successful, the Spiked Boomerang bounces off and directs itself towards another target:[list]
[*][dice type-a=Power amount-a=-4 type-b=Power][/list][/list]
[*][b]Golden Throw:[/b][list]
[*]Charge the first turn. On your next turn, your boomerang is thrown and teleports, hitting a target from behind.[list]
[*][dice type-a=Power type-b=Wisdom amount-b=-4] / Damage increased by 2[/list][/list][/list][/box]
- If someone is unsuccessful in hitting the Goriya in melee combat, the attacker takes 2 damage.
- Goriya can throw the Spiked Boomerang at a target.
- Roll your Power dice vs. targets' Power dice
- If the attack is successful, the Spiked Boomerang bounces off and directs itself towards another target:
- Roll your Power -4 dice vs. targets' Power dice
Golden Throw:
Charge the first turn. On your next turn, your boomerang is thrown and teleports, hitting a target from behind.
Roll your Power dice vs. targets' Wisdom -4 dice / Damage increased by 2
Origin: None
Dark Souls are souls that have been corrupted over time and serve the one corrupting them. They are casters, often amplifying their allies with support spells and hiding in the bodies of allies, boosting their Wisdom stats by a bit.
- Dark Soul siphons 1 Magic from all enemies at the start of each round.
- Mass Siphon is inactive if Dark Soul is hidden inside an ally's body.
- Costs 1 Magic
- Dark Soul hides inside of an ally's body, boosting the target’s Wisdom stat by 5.
- If the host body dies while hiding in it, the Dark Soul will also die.
- Dark Soul cannot use any other actions while hiding.
Hide does not count as using an action.
- Requires Shadow (Level: 1)
- Costs 3 Magic
- Give a target the Shifting Shadows Buff:
- The next time that target is attacked, he can reroll his defending roll.
- Shifting Shadows does not work when defending against charge-up attacks
- If he cannot or decides not to reroll on that attack, Shifting Shadows wears off anyways.
- Requires Shadow (Level: 1)
- Costs 1 Magic
- Fire a blast of energy at a target.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage increased by 1
Origin: The Ocarina of Time
While they may simply seem like Keese unfortunate enough to have caught flame, Fire Keese aren't harmed by the blaze, and indeed even have a great deal of control over it.
- Anyone who attacks Fire Keese by melee (successful or not) will take 1 burn damage (neutral).
- Costs 1 Magic
- Requires Fire (Level: 1)
- Fire Keese slashes at a target with its burning wings.
- Roll your Courage dice vs. targets' Courage dice
- Requires Fire (Level: 1)
- Fire Keese superheats its wings, doing a large amount of Fire damage to a target.
- Roll your Courage +3 dice vs. targets' Courage dice / Deals 4 Fire Effect Damage
- At the end of the attack, Fire Keese incinerates and dies.
- Requires Fire (Level: 1)
- Costs 2 Magic
- Give yourself or an ally the Veil of Flames Buff:
- Anyone that fights the target in melee combat takes 1 burn damage (neutral) from Veil of Flames.
- Cannot use Veil of Flames on someone with Water affinity.
- If Veil of Flames is used on someone with Nature affinity, target takes 1 burn damage (neutral) at the start of each round.
Veil of Flames lasts for the remainder of the battle.
What.
- It's a Dhooby Snack! Eat it, and you'll gain 2 Courage for a little while!
- It's untasty to those that aren't dhogs, though. That's why it's dhooby!
[box=Dhooby Snack]
[i]What.[/i][list]
[*]It's a Dhooby Snack! Eat it, and you'll gain 2 [Courage] for a little while!
[*]It's untasty to those that aren't dhogs, though. That's why it's dhooby![/list][/box]
- A large, Two-Handed sword, the Claymore can cut through anything in your path.
- Roll your Courage dice vs. targets' Courage dice / Damage increased by 3
[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]
- Restore your Hearts by 10.
- You cannot counterattack until the end of your next turn.
[box=Red Potion][list]
[*]Restore your [Hearts] by 10.
[*]You cannot counterattack until the end of your next turn.[/list][/box]
- Restore your Magic by 10.
- You cannot counterattack until the end of your next turn.
[box=Green Potion][list]
[*]Restore your [Magic] by 10.
[*]You cannot counterattack until the end of your next turn.[/list][/box]
RE: 9-18-13: To Saria Town - WindStrike - 10-02-2013
Origin: The Adventure of Link
Near-indistinguishable from their Ache cousins, Achemen are fearsome and hideous humanoid creatures that can perfectly disguise themselves as other humanoids, making them the perfect spies.
- If Acheman manages to surprise attack you to start the battle, he goes into a fury for the remainder of the battle.
- When attacking, Acheman's dice are increased by 2
- As the battle wears on, Acheman draws some of its energies into increasing his defensive capabilities.
- At the start of each round, Acheman's damage reduction is increased by 1
- This stacks infinitely
- Acheman’s arms have blades embedded in them, increasing the damage of his punches. Hits one target.
- Roll your Power dice vs. targets' Courage dice / Damage increased by 2
- Acheman draws its armblades in and instead chooses to repeatedly pummel a target to death.
- Roll your Power dice vs. targets' Power dice / Damage is halved
- If the attack is successful, the attack is repeated.
- Acheman cannot hit a single target more than three times with Pummel in a single turn.
Light (Level: 1), Shadow (Level: 1), Arcane (Level: 1)
- When damage is taken, Wizzrobe can expend 1 Magic for any 1 Heart lost in its place.
- 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 Wizzrobe get double the affinity bonus.
- At the start of each round, Morock can transform from Wizzrobe to Acheman form or Acheman to Wizzrobe form.
- When Morock switches forms, his Current Hearts and Magic are switched.
- Requires Shadow (Level: 1)
- Costs 3 Magic
- Fires a bolt of energy that leaps from shadow to shadow to reach the enemy. It does not actually hit until after the target's next turn has ended.
- The bolt then fires from the target's shadow and ignores damage reduction.
- Roll your Wisdom dice vs. targets' Wisdom -3 dice
- Requires Arcane (Level: 1)
- Costs 3 Magic
- Fire a blast of arcane that splits in half, hitting two targets.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage decreased by 2
- 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.
Light (Level: 1), Shadow (Level: 1), Arcane (Level: 1)
- Acheman has hardened skin, increasing its resistance against all attacks.
- Damage taken is reduced by 2.
Additionally, every time Acheman is hit, its blades are sharpened, and its skin continues to harden.
Morock's physical damage dealt is increased by 1 every time he is hit.
Acheman's physical damage reduction is increased by 1 every time he is hit.
This stacks infinitely and lasts for the remainder of the battle.
- Everytime Acheman successfully hits a target, he siphons 1 Heart and 1 Magic from the target.
- At the start of each round, Morock can transform from Wizzrobe to Acheman form or Acheman to Wizzrobe form.
- When Morock switches forms, his Current Hearts and Magic are switched.
- Acheman's arms have blades sticking out of its arms, allowing him to stab someone and inject them with its blood.
- Roll your Courage +4 dice vs. targets' Courage dice
- If the attack is successful, target gets all of Morock's current Afflictions.
- The durations of these Afflictions are reset.
- Acheman draws its armblades in and instead chooses to repeatedly pummel a target to death.
- Roll your Power +2 dice vs. targets' Power dice / Damage is halved
- If the attack is successful, the attack is repeated.
- Acheman cannot hit a single target more than three times with Pummel in a single turn.
- An oversized, golden robe that has the emblem of the triforce across the front and back side of it. It shines quite brightly under the sunlight.
- While outside in the daylight, the robes blind everyone else without Light affinity, lowering their dice when attacking by 2.
- If you're too small to wear the robes, you have a $1d2 chance to trip over them when attacking.
- If you roll a 1, you trip and take 1 neutral damage before your attack goes through.
- If you roll a 2, your attack goes through.
[box=Rauru's Robes][list]
[*]An oversized, golden robe that has the emblem of the triforce across the front and back side of it. It shines quite brightly under the sunlight.[list]
[*]While outside in the daylight, the robes blind everyone else without [Light] affinity, lowering their dice when attacking by 2.
[*]If you're too small to wear the robes, you have a $1d2 chance to trip over them when attacking.[list]
[*]If you roll a 1, you trip and take 1 neutral damage before your attack goes through.
[*]If you roll a 2, your attack goes through.[/list][/list][/list][/box]
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