9-29-13: Improv Dungeon - WindStrike - 09-29-2013
[enemy Power=12 Courage=10 Wisdom=0 Hearts=7/7 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=10 Courage=4 Wisdom=7 Hearts=6/6 Magic=3/3]
Origin: The Legend of Zelda
Found both on land and sea, Octoroks are tentacled, slimy beasts that prefer to stay hidden until they're ready to fire rocks at their opponents. They can also be quite handy with a mouthful of water...
- Damage taken is reduced by 2.
- Shock damage (neutral) taken is doubled.
- Octorok fires a rock at a target from its cannon-like mouth.
- Roll your Power +3 dice vs. targets' Power dice
- Requires Water (Level: 1)
- Costs 2 Magic
- A blast of Water is fired at a target.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Damage increased by 1
- If the attack is successful, knock the target's shield away from them.
- Target can spend a turn to reacquire the shield.
- Target can still use a +50% cost Support Spell.
[enemy Power=6 Courage=8 Wisdom=4 Hearts=5/5 Magic=2/2]
Origin: The Legend of Zelda
Moblins are thuggish, unintelligent, porcine creatures that nonetheless can hold their own in a fight. However, they will submit to a higher command if they are ordered as such.
- While Moblin is in the battle, Moblin and all of his allies have +1 bonus dice when attacking or defending.
- Only one Mob Mentality can be active at a time.
- When Moblin dies, any equipped items are dropped, replacing the random item drop.
[box=Spear][list]
[*]A [i]Two-Handed[/i] spear with long that can hit one target from a safe distance, preventing the target from counterattacking by melee.[list]
[*][dice type-a=Courage amount-a=+1 type-b=Courage][/list]
[*]You can thrust forward at a target with the spear for increased [Power] at the cost of vulnerability.[list]
[*][dice type-a=Power amount-a=+5 type-b=Power]
[*]If the attack is unsuccessful, the target automatically gets to counterattack you.[/list][/list][/box]
[box=Leather Armor][list]
[*]Damage taken is reduced by 1
[*]Leather Armor gets destroyed after the wearer takes a total of 1 burn damage.[/list][/box]
- Requires Nature (Level: 1)
- Costs 2 Magic
- Give yourself or an ally the Guard Buff:
- Target's defending roll is increased by 3 dice.
Guard lasts until the end of your turn two rounds later.
- A Two-Handed spear with long that can hit one target from a safe distance, preventing the target from counterattacking by melee.
- Roll your Courage +1 dice vs. targets' Courage dice
Moblin can thrust forward at a target for increased power at the cost of vulnerability.
Roll your Power +5 dice vs. targets' Power dice
If the attack is unsuccessful, the target automatically gets to counterattack Moblin.
- Damage taken is reduced by 1
- Leather Armor gets destroyed after the wearer takes a total of 1 burn damage.
[enemy Power=4 Courage=10 Wisdom=5 Hearts=6/6 Magic=0/0]
Origin: The Legend of Zelda
While many of their brethren prefer to fight in the savage front, Moblin Archers have enough sense to provide supporting fire with their makeshift bows and a small variety of arrows. They will also submit to a higher command.
- While Moblin Archer is in battle, Moblin Archer and all allies have +1 damage on all ranged attacks.
- Multiple Trueshot Auras do not stack.
- When Moblin Archer dies, any equipped items are dropped (except arrows), replacing the random item drop.
[box=Swarm Bow][list]
[*][Level=10]
[*]It's a normal bow with three strings.
[*]Arrows fired by this bow can only be counterattacked by range and have +3 dice bonus dice.
[*][b]Swarm Shot:[/b][list]
[*]Charge one turn. On your next turn, fire a swarm of arrows at up to 3 enemies.[list]
[*]You can only fire one type of arrow with [b]Swarm Shot[/b].[/list][/list][/box]
[box=Leather Armor][list]
[*]Damage taken is reduced by 1
[*]Leather Armor gets destroyed after the wearer takes a total of 1 burn damage.[/list][/box]
- Level 10
- It's a normal bow with three strings.
- Arrows fired by this bow can only be counterattacked by range and have +3 dice bonus dice.
- Swarm Shot:
- Charge one turn. On your next turn, fire a swarm of arrows at up to 3 enemies.
- You can only fire one type of arrow with Swarm Shot.
- Requires a bow to shoot
- These arrows are fairly basic with metal tips. Can hit one target.
- Roll your Courage +1 dice vs. targets' Courage dice
- Damage taken is reduced by 1
- Leather Armor gets destroyed after the wearer takes a total of 1 burn damage.
[enemy Power=4 Courage=5 Wisdom=12 Hearts=6/6 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=13 Wisdom=11 Hearts=4/4 Magic=2/2]
Origin: A Link to the Past
While not as aggressive as Poe spirits, Hues are just as harmful, and have caused great harm to many night-time wanderers simply by passing through them.
- When Hue is attacked, it can convert part of its Courage stat into defending dice for an attack.
- For each Courage converted, Hue gets 2 defending dice.
- Hue's converted Courage does not return.
- Hue goes through a target, attacking the target's soul on the way through. Ignores damage reduction.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Requires Light (Level: 1)
- Costs 1 Magic
- Hue can flee by the battle by firing a quick flash of Light. Roll against all enemies.
- Roll your Courage dice vs. targets' Wisdom -3 dice / Deals 1 burn damage (neutral)
- If it's successful against all enemies, Hue escapes from the battle.
- This water is really bright! It can probably serve as a lamp.
- When you drink it, you recover 5 Magic and become illuminated for a period of time.
- KEESE AND CO. signs a brief contract with you - when you kill an enemy, its enlightenment recovers Hearts and Magic to your whole party by an amount equal to the damage dealt to kill the target.
[box=Bright Water][list]
[*]This water is really bright! It can probably serve as a lamp.
[*]When you drink it, you recover [Magic]5[/Magic] and become illuminated for a period of time.[list]
[*]KEESE AND CO. signs a brief contract with you - when you kill an enemy, its enlightenment recovers [Hearts] and [Magic] to your whole party by an amount equal to the damage dealt to kill the target.[/list][/list][/box]
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