October 2013: The Substance of Sacrilege - Darte Fellshard - 10-05-2013
Party Members
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 4 damage from physical attacks.
- Spell damage taken is reduced by 2
- 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 3 Hearts and 3 Magic from the target.
- Green ChuChu transfers Magic to an ally.
- Cannot transfer more than 5 Magic in a single Siphon.
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...
- When Red Octorok dies, it drops a Water Octo Snout.
- A Water, rubbery and slimy snout that can be used for insulation... which is kind of gross.
[box=Water Octo Snout][list]
[*][Amount]1[/Amount]
[*]A [Water], rubbery and slimy snout that can be used for insulation... which is kind of gross.[/list][/box]
- Damage taken is reduced by 2.
- Shock damage (neutral) taken is doubled.
- Red Octorok fires a large 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 highly impactful blast of Water is fired at a target.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- 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 150% cost Support Spell.
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.
- Every time 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
Origin: The Legend of Zelda
The nocturnal Keese are ever-present in Hyrule, flocking in swarms around unsuspecting travelers.
- When defending, Keeseās roll is increased by 4 dice.
- Lightning attacks (Nature sub-type) gain 5 dice when attacking Keese.
- Keese slashes a target with its sharp wings.
- Roll your Courage +2 dice vs. targets' Courage dice
- Requires Nature (Level: 1)
- Costs 1 Magic
- Keese calls the wind to its control briefly and charges a target, slashing him with the wind.
- Roll your Courage dice vs. targets' Wisdom dice
- If the attack is successful, Keese gains +3 bonus dice when defending and attacking.
- This lasts until the end of Keese's next turn.
Origin: ZURPG
A shadowy offshoot of the Wisp, Shadow Wisps are just like flies - they see a source of Light and they want to touch it. In this case, they explode in order to attack and siphon life energy from their victims. Light (Level: 2), Shadow (Level: 1)
- Firerobe gains 2 Magic at the start of each round.
- When damage is taken, Shadow Wisp can expend 1 Magic for any 1 Heart lost in its place.
- Requires Shadow (Level: 1)
- Shadow Wisp shoots an orb of Shadow out, hitting all enemies.
- Roll your Wisdom -2 dice vs. targets' Wisdom dice / Deals 6 Shadow Effect Damage
- Requires Light (Level: 2)
- Costs all Hearts and Magic
- Shadow Wisp explodes in an explosion of Light, hitting everyone.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target(s) takes damage equal to the total cost of Repulse.
- Shadow Wisp will then reform with Hearts and Magic equal to half of the amount of total damage done.
- Its Hearts and Magic cannot exceed Maximum.
A ranged variant of the Darknut, the Darknut Archer specializes in taking out foes from a distance, usually dealing extreme damage with every shot. However, just like the Red Darknut, it's just as brainless.
- When Darknut Archer dies, it drops an Arcane Iron Scrap.
- An Arcane scrap of iron from the remainder of Darknut Archer's armor. It's pretty sturdy.
[box=Arcane Iron Scrap][list]
[*][Amount]1[/Amount]
[*]An [Arcane] scrap of iron from the remainder of [b]Darknut Archer's[/b] armor. It's pretty sturdy.[/list][/box]
- When Darknut Archer dies, any equipped items are dropped, replacing the random item drop.
[box=Mini-Ballista][list]
[*][Level=10]
[*]A [i]Two-Handed[/i] mini-ballista, it fires bolts that tear through enemies. Can hit one target.[list]
[*][dice type-a=Power type-b=Power] / Damage increased by 5
[*]Every time you fire this weapon, you lose [Hearts]2[/Hearts] from recoil.[list]
[*]If you cannot spend this amount, you lose 3 [Power] for each [Heart] that you would've lost.[/list][/list]
[*]Can use the [b]Snipe[/b] ability:[list]
[*]Shoot a target with deadly accuracy. However, the damage is nerfed and there is no recoil damage.[list]
[*][dice type-a=Power amount-a=+7 type-b=Power] / Damage is halved[/list][/list][/list][/box]
[box=Soldier Platemail][list]
[*][Level=10]
[*]Damage taken is reduced by 2.[/list][/box]
- 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.
- Level 10
- Darknut Archer wields a Two-Handed mini-ballista, firing bolts that tear through enemies. Can hit one target.
- Roll your Power dice vs. targets' Power dice / Damage increased by 5
- Every time Darknut Archer fires this weapon, he loses 2 Hearts from recoil.
- If he cannot spend this amount, he loses 3 Power for each Heart that he would've lost.
Can use the Snipe ability:
Shoot a target with deadly accuracy. However, the damage is nerfed and there is no recoil damage.
Roll your Power +7 dice vs. targets' Power dice / Damage is halved
- Level 10
- Damage taken is reduced by 2.
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
Origin: ZURPG
The flame-wreathed skulls known as Wisps may appear frightening, but in reality, they are quite fragile. They do aid allies whenever they can.
- When damage is taken, Wisp can expend 1 Magic for any 1 Heart lost in its place.
- Requires Light (Level: 2)
- Wisp shoots an orb of light out, hitting all enemies.
- Roll your Wisdom -1 dice vs. targets' Wisdom dice / Deals 5 Light Effect Damage
- Requires Light (Level: 1)
- Costs 3 Magic
- Flash a target with a bright ray of Light, causing him to potentially miss with attacks.
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the Blinded Affliction:
- If target tries to use an action or counterattack that targets someone else, afflicted target rolls $1d2 first. If the result is a 1, the action/counterattack misses.
- Actions or counterattacks that hit everyone on the field are not included.
Blinded lasts until the end of your turn one round later.
- Costs 5 Magic
- Requires Light (Level: 3)
- Wisp enlightens an ally by sending it to the sun, giving him the Enlightened Buff:
- Target has 3 bonus damage reduction against Light and Shadow attacks.
- Target's Magic costs are lowered by 1 (minimum cost of 1 Magic).
- Target's successes when using offensive spells are increased by 3.
Enlightened lasts until the end of your turn two rounds later.
Origin: The Ocarina of Time
The bigger brother to the Stalchild, the Stalfos enters the fray with a jagged edged sword and a shield. While it may not be as explosive or infectious, it does help resurrect its allies.
- If Stalfos is killed while there is a dead ally, Stalfos' energies reanimate a dead allied body to 5 Hearts.
- Ally has -4 Power, Courage and Wisdom stats while reanimated.
- Stalfos cannot reanimate each other or other Undead beings.
- When Stalfos dies, any equipped items are dropped, replacing the random item drop.
[box=Jagged Edged Sword][list]
[*]A deadly blade with jagged edges, it causes its victims to bleed to death. Can hit one target.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage] / Damage is halved
[*]If the attack is successful, target gets the [b]Bleeding[/b] [u]Affliction[/u]:[list]
[*]Target takes 1 bleed damage (neutral) at the start of each round.
[*][b]Bleeding[/b] stacks infinitely.[/list]
[*][b]Bleeding[/b] lasts for the remainder of the battle.[/list][/list][/box]
[box=Balanced Shield][list]
[*]A well built shield that should help protect against most attacks.[list]
[*]When defending, your roll is increased by 3 dice.[/list][/list][/box]
- 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
- Stalfos wields a deadly blade with jagged edges, causing its victims to bleed to death. Can hit one target.
- Roll your Courage +2 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target gets the Bleeding Affliction:
- Target takes 1 bleed damage (neutral) at the start of each round.
- Bleeding stacks infinitely.
Bleeding lasts for the remainder of the battle.
- A well built shield that should help protect against most attacks.
- When defending, your roll is increased by 3 dice.
A rippling mass of motile water, it resembles a crouched humanoid in form. It stands on four feet, its back hulking over in a predatory arc. An aqua-blue gem shines on its forehead, streaks of moisture running across its surface.
- When Water Golem dies, it drops a Water Golem Shard.
- A cohesive sphere of water extracted from a Water Golem. It pulses faintly with the remnants of the spell that animated it.
[box=Water Golem Shard]
[list]
[*]
[Amount]
1
[/Amount]
[*]A cohesive sphere of water extracted from a [Water] Golem. It pulses faintly with the remnants of the spell that animated it.
[/list]
[/box]
- The golem opens its mouth and breathes over its opponents, chilling them to the bone.
- Roll your Courage dice vs. targets' Power dice / Deals no damage.
- Inflicts Frosted Limbs on a successful strike:
- The target moves sluggishly due to the ice encrusting their body.
- The target loses 3 dice on any attack.
- Frosted Limbs lasts until the beginning of the target's turn two rounds later.
- The Golem rears up, swinging both its fore-fists at a pair of targets.
- First Swing:
- Roll your Power dice vs. targets' Power dice / Damage increased by 3
Second Swing:
Roll your Power -1 dice vs. targets' Power dice / Damage increased by 1
Siphons 2 magic from each successfully-struck target.
- Requires Water (Level: 2)
- The Golem pushes magical power through its Essence Heart, manifesting it as a column of pressurized water that fires at a single target.
- Those with Water affinity are immune to the effects of the spell.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage
- If the attack succeeds, the target is Crushed:
- All status effect are cleansed from the target.
- For each status effect removed, the target takes 4 damage.
Costs 3 Magic
- This gemstone shines brightly on the Golem's forehead, dripping moisture.
- The gemstone immediately cleanses the Golem of any afflictions it receives at the cost of one magic.
- If the Golem has no magic left, the affliction remains until magic is gained.
The golem towers overhead, its frozen, icy shell steaming in the relative warmth of its surroundings. It stands on four feet, its back hulking over in a predatory arc. A royal blue gem shines on its forehead, frosted air rippling in front of it in a thick cloud.
- When Frost Golem dies, it drops a Water Golem Shard.
- A fragment of ice chipped off of a Water Golem. It pulses faintly with the remnants of the spell that animated it.
[box=Frost Golem Shard]
[list]
[*]
[Amount]
1
[/Amount]
[*]A fragment of ice chipped off of a [Water] Golem. It pulses faintly with the remnants of the spell that animated it.
[/list]
[/box]
- The golem opens its mouth and breathes over its opponents, chilling them to the bone.
- Roll your Courage dice vs. targets' Power dice / Deals no damage.
- Inflicts Frosted Limbs on a successful strike:
- The target moves sluggishly due to the ice encrusting their body.
- The target loses 3 dice on any attack.
- Frosted Limbs lasts until the beginning of the target's turn two rounds later.
- The Golem rears up, swinging both its fore-fists at a pair of targets.
- First Swing:
- Roll your Power dice vs. targets' Power dice / Damage increased by 3
Second Swing:
Roll your Power -1 dice vs. targets' Power dice / Damage increased by 1
Siphons 2 magic from each successfully-struck target.
- Requires Water (Level: 2)
- The Golem pushes magical power through its Essence Heart, manifesting it as a rapid chill in the surrounding temperature.
- Strikes all on the field. Those with Water affinity are immune to the effects of the spell.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- If the attack succeeds, the target takes 2 Water Effect Damage.
- Costs 3 Magic
- This gemstone shines brightly on the Golem's forehead, emanating blasts of frozen air.
- The gemstone soaks up warmth, reducing the damage of Fire spells cast on the Golem by half.
These bizarre beast appears to be made entirely out of transparent, sparkling glass. Its body is framed in precise lines and sharp edges. It stands on four feet, its back hulking over in a predatory arc. A multi-faceted area on the beast's angular forehead shines more brightly than the rest of the golem, beaming with its own source of light.
- When Glass Golem dies, it drops a Light Golem Shard.
- A glass shard chipped away from the body of a Light Golem. It pulses faintly with the remnants of the spell that animated it.
[box=Glass Golem Shard]
[list]
[*]
[Amount]
1
[/Amount]
[*]A glass shard chipped away from the body of a [Light] Golem. It pulses faintly with the remnants of the spell that animated it.
[/list]
[/box]
- The Golem dashes toward a single target, angular head lowered for a vicious blow.
- Roll your Power dice vs. targets' Courage dice / Damage decreased by 2
- Inflicts Bleeding on a successful strike:
- At the beginning of the target's turn, the target takes 3 damage.
- Bleeding lasts until the end of the target's turn three rounds later.
- The Golem rears up, swinging both its fore-fists at a pair of targets.
- First Swing:
- Roll your Power dice vs. targets' Power dice / Damage increased by 3
Second Swing:
Roll your Power -1 dice vs. targets' Power dice / Damage increased by 1
- Requires Light (Level: 2)
- The Golem pushes magical power through its Essence Heart, manifesting it as a Javelin of solid light capable of piercing a single target.
- Roll your Wisdom dice vs. targets' Power dice / Deals 4 Light Effect Damage
- Costs 3 Magic
- This gemstone shines brightly on the Golem's forehead, emanating potent beams of piercing light.
- Those with Shadow affinity are blinded by the light of the gem, and lose 3 dice on their attack.
- When the Glass Golem successfully performs a melee attack, it siphons 2 Magic from the attack's target.
The golem is a mass of red-hot and cracked stone. It stands on four feet, its back hulking over in a predatory arc. On its forehead, a deep red crystalline gem sparkles and gives off powerful light, outshining the molten stone of the golem itself.
- When Molten Golem dies, it drops a Fire Golem Shard.
- A molten shard chipped away from the body of a Fire Golem. It pulses faintly with the remnants of the spell that animated it.
[box=Molten Golem Shard]
[list]
[*]
[Amount]
1
[/Amount]
[*]A molten shard chipped away from the body of a [Fire] Golem. It pulses faintly with the remnants of the spell that animated it.
[/list]
[/box]
- The Golem lifts a mighty hind-foot, bringing it to the ground with a terrible crack and sending a wave of molten material to surround an opponent.
- Roll your Power dice vs. targets' Courage dice / Deals no damage.
- Inflicts Molten Prison on a successful strike:
- The target is surrounded by a molten ring.
- Any melee attack will break the target from the ring, but will cause them to take 5 Fire Effect Damage in the process.
- Breaking through the ring will cauterize any Bleeding wounds the target has, removing the affliction.
- Lasts until the end of the target's turn one round later.
- The Golem rears up, swinging both its fore-fists at a pair of targets.
- First Swing:
- Roll your Power dice vs. targets' Power dice / Damage increased by 3
Second Swing:
Roll your Power -1 dice vs. targets' Power dice / Damage increased by 1
Siphons 2 magic from each successfully-struck target.
- Requires Fire (Level: 2)
- The Golem pushes magical power through its Essence Heart, manifesting it as a series of lava globules that scatter over everything in the nearby vicinity.
- Strikes all on the field. Those with Fire affinity are immune to the effects of the spell.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage.
- If the attack succeeds, the target takes 2 Fire Effect Damage.
- Costs 3 Magic
- This gemstone shines brightly on the Golem's forehead, emanating tongues of vicious flame.
- Those who perform a melee attack on the Molten Golem take 1 Burn Damage from the heat.
These bizarre beast appears to be made entirely out of transparent, sparkling glass. Its body is framed in precise lines and sharp edges. It stands on four feet, its back hulking over in a predatory arc. A multi-faceted area on the beast's angular forehead shines more brightly than the rest of the golem, beaming with its own source of light.
- When Glass Golem dies, it drops a Light Golem Shard.
- A glass shard chipped away from the body of a Light Golem. It pulses faintly with the remnants of the spell that animated it.
[box=Glass Golem Shard]
[list]
[*]
[Amount]
1
[/Amount]
[*]A glass shard chipped away from the body of a [Light] Golem. It pulses faintly with the remnants of the spell that animated it.
[/list]
[/box]
- The Golem dashes toward a single target, angular head lowered for a vicious blow.
- Roll your Power dice vs. targets' Courage dice / Damage decreased by 2
- Inflicts Bleeding on a successful strike:
- At the beginning of the target's turn, the target takes 2 damage.
- Bleeding lasts until the end of the target's turn three rounds later.
- The Golem rears up, swinging both its fore-fists at a pair of targets.
- First Swing:
- Roll your Power dice vs. targets' Power dice / Damage increased by 2
Second Swing:
Roll your Power -1 dice vs. targets' Power dice
- Requires Light (Level: 2)
- The Golem pushes magical power through it Essence Heart, manifesting it as a Javelin of solid light capable of piercing a single target.
- Roll your Wisdom dice vs. targets' Power dice / Deals 3 Light Effect Damage
- Costs 3 Magic
- This gemstone shines brightly on the Golem's forehead, emanating potent beams of piercing light.
- Those with Shadow affinity are blinded by the light of the gem, and lose 2 dice on their attack.
- On a successful physical attack, the Golem absorbs a single magic from the attack's target.
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