11-13-13: In the Frozen Mind's Eye - WindStrike - 11-12-2013
A fair warning on this quest - those of you that have been trying to use the same move over and over again probably won't do very well, so check out the shops beforehand and try to expand your options.
Throughout this dungeon, you may find various Ice Block Puzzles. Attached will be [an archaic] display of the puzzle, and on it, it will show the boundary and size of the puzzle area, the starting point for the ice block, various obstacles, and the finish point.
- Starting Point
- This is where the ice block starts. From here, you can push or pull the block in any cardinal direction.
- You can also stand to the side of a block and push it sideways, allowing you to pull it out of corners.
- However, if the block is trapped on three sides, you will not be able to pull it out without running yourself over with it. That said...
- If you break the ice block, it will spawn again at the Starting Point.
When the block slides, it will continue to slide along that path until it hits an obstruction of some sort.
Finish Point
When the ice block reaches this gray space, the block stops and recedes into the ground. The puzzle will then be completed, thus triggering something.
Ice
Any white space is ice. When the ice block slides across the ice, the ice will cause the block to keep sliding until it hits something.
Blockade
Any black space is a blockade. When the ice block comes in contact with the blockade, it will stop.
Dirt
This light brown space is dirt. When the ice block is sliding, it will stop on this space. From here, you can push it in any direction.
Arrow
These light green spaces are arrows. When the ice block reaches this space, it will automatically slide in whichever direction the arrow is pointing.
There are other types of obstacles, but no one has encountered a puzzle with them yet.
When stating directions, you can do it one at a time, or, if you think you have the solution, you can put them all up at once. For directions, you can either use "Up, Right, Down, and Left" or you can use "North, East, South, and West". If there's another action you'd like to include, by all means do so.
At the start of each round, DM will say whether you’re in a tunnel or in a junction.
- If you’re in a tunnel, on your turn, it’ll be described what’s in the tunnel you’re in. You’re free to try any action.
- If you’re in a junction, on your turn, you can swerve towards any of the given paths, using an action. Depending on your position, it’ll require a different amount of successes from a Courage roll to go through a particular tunnel.
- If you are unsuccessful, you slam into a wall and take damage equal to the difference in successes before sliding back down the path you were in.
If you attack a target (using a melee attack) that came out of a different tunnel…
If the attack is successful, you end up in the target’s path.
If the attack is successful, you slam into the wall, taking the difference in successes as damage before sliding back down the path you were in.
If you don’t choose a path, you’re defaulted to maintaining your current path.
Warning – The tunnels are too thin for anyone to slide around each other. That said, who’s in front and who’s behind does matter, as it results in some auto-covering.
For example, if there are three people in a tunnel – A in front, B in middle, and C in the back – A cannot target C and vice versa. B can target the other two or vice versa though.
Additionally, if there’s (for example) a Heart Container in the tunnel, only the first person will get it.
RE: 11-13-13: In the Frozen Mind's Eye - WindStrike - 11-13-2013
Low level stuff:
[enemy Power=7 Courage=6 Wisdom=19 Hearts=12/12 Magic=6/6]
Origin: Ocarina of Time
A figure made completely of ice that using resembles the form of a king of some sort. It breathes icy winds and is formed from multiple layers of ice, each layer progressively more durable than the previous.
- When Freezard dies, it can drop a Magic Ice Shard.
- A shard of Magic Ice that doesn't melt unless it's at least at boiling point.
[box=Magic Ice][list]
[*][Amount]1[/Amount]
[*]A shard of [Magic] Ice that doesn't melt unless it's at least at boiling point.[/list][/box]
- Freezard is made entirely of ice, and is thus immune to frost damage (neutral).
- However, it takes double damage from Fire damage and burn damage (neutral).
Anyone that hits Freezard with a melee attack receives a painful chill and takes 2 frost damage (neutral).
- Freezard consists of three layers of ice, each one progressively harder to break than the previous.
- A single hit to Freezard can only break one layer of ice.
- The first layer has 1 damage reduction and 5 Hearts.
- The second layer has 2 damage reduction and 4 Hearts.
- The final layer has 3 damage reduction and 3 Hearts, and when it falls, Freezard dies.
- Requires Water (Level: 1)
- With its minty icy breath (Water sub-type), Freezard breathes at a target, dealing frost damage (neutral).
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target gets the Contageous Chills Affliction:
- Target loses 1 successes when attacking or defending.
- If the target uses a Support Spell, the target of that spell will also get this Affliction.
- When a Fire attack hits a target with Contageous Chills, the Affliction is wiped, but the target takes an additional 2 burn damage (neutral) for each stack of it.
- This stacks up to three times.
Contageous Chills lasts for the remainder of the battle.
- Requires Water (Level: 1)
- Costs 3 Magic
- Give someone the Ice Barrier Buff:
- Target gains a barrier of ice (Water sub-type) that protects the target from attacks by reducing damage.
- Ice Barrier has 3 Hearts.
- Anyone that hits the barrier by melee gets Flash Frozen, allowing the one that got hit to immediately counterattack the attacker.
- The attacker loses 3 successes when defending on this roll.
Any damage that goes through Ice Barrier hits the target.
Ice Barrier automatically falls after one attack or if its Hearts drop to 0.
[enemy Power=0 Courage=22 Wisdom=18 Hearts=6/6 Magic=4/4]
Origin: Ocarina of Time
Another type of Keese that's evolved in freezing environments. It naturally freezes anything that it comes in contact with.
- When Ice Keese dies, it can drop a Feather.
- A feather that makes you feel lighter when you hold it.
[box=Feather][list]
[*][Amount]1[/Amount]
[*]A feather that makes you feel lighter when you hold it.[/list][/box]
- When defending, Ice Keese's roll is increased by 2 dice.
- Lightning attacks (Nature sub-type) gain 4 dice when attacking Ice Keese.
- When Ice Keese is hit by melee, attacker gets the Frost Affliction:
- Target loses 2 dice when attacking.
- Frost automatically goes away if target is hit by a Fire attack, but the target takes an additional 3 burn damage (neutral).
Frost lasts until the end of your turn two rounds later.
- Requires Water (Level: 2)
- Ice Keese slashes at a target with its frozen wings.
- Roll your Courage +3 dice vs. targets' Courage dice
- Requires Water (Level: 3)
- Costs 4 Magic
- Field Effect - Cover the entire field with ice, hitting everyone on the ground.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target(s)'s feet become stuck to the Ice Field and cannot attack others by melee.
- Target(s) take 1 frost damage (neutral) at the start of each round.
Ice Field lasts for the next two rounds.
[enemy Power=15 Courage=20 Wisdom=5 Hearts=10/10 Magic=0/0]
Origin: Twilight Princess
These skinny knights made entirely of ice are summoned from sorcery, and their sole existence is to patrol corridors. Oddly enough, their awareness is pretty crappy, but they make up for it in numbers. Chillfos are always found in patrol groups of at least three, ranging up to five.
- When Chillfos dies, it can drop a Magic Ice Shard.
- A shard of Magic Ice that doesn't melt unless it's at least at boiling point.
[box=Magic Ice][list]
[*][Amount]1[/Amount]
[*]A shard of [Magic] Ice that doesn't melt unless it's at least at boiling point.[/list][/box]
- When Chillfos dies, any equipped items are dropped (IF it has any equipped items), replacing the random item drop.
[box=Ice Spear][list]
[*][Amount]1[/Amount]
[*][Level=10]
[*]A handy and powerful, [i]Two-Handed[/i] spear made completely of Ice. However, it melts after attacking or defending with it.[list]
[*]When defending, your roll is increased by 4.
[*]After every time you attack or defend with this spear, its defending dice bonus is decreased by 1.[list]
[*]When it reaches 0, the spear melts completely.[/list][/list]
[*]Can be swung at a target or thrown at a target.[list=1]
[*][b]Swung[/b]:[list]
[*][dice type-a=Courage amount-a=+2 type-b=Courage] / Damage is halved
[*]If the attack is successful, target's armor gets the [b]Chilly Armor[/b] [u]Affliction[/u]:[list]
[*]Target takes frost damage (neutral) at the start of each round equal to the damage reduction it provides.
[*]The ice gradually grows on the armor, weighing the wearer down.[list]
[*]Target loses 2 dice when attacking or defending at the start of each round.
[*]This stacks infinitely.[/list]
[*][b]Chilly Armor[/b] is wiped if the target is hit by a [Fire] attack.[/list]
[*][b]Chilly Armor[/b] lasts for the remainder of the battle.[/list]
[*][b]Thrown[/b]:[list]
[*][dice type-a=Courage amount-a=+4 type-b=Courage]
[*]If the attack is successful, the spear shatters on impact.[list]
[*]Target takes frost damage (neutral) equal to all of the numerical amounts from the target's current bonuses.
[*]This includes stat bonuses, defending and attacking dice bonuses, and damage reduction.[/list][/list][/list][/list][/list][/box]
- Chillfos is made entirely of ice, and is thus immune to frost damage (neutral).
- However, it takes double damage from Fire damage and burn damage (neutral).
Anyone that hits Chillfos with a melee attack receives a painful chill and takes 1 frost damage (neutral).
- All Chillfos share the same mindset, giving them greater coordination.
- When a Chillfos hits something, any bonus or effect it receives from hitting the target is shared among all other Chillfos.
- If a Chillfos receives a Status Effect, all Chillfos in the area get the Status Effect as well.
- Amount: 1
- A handy and powerful, Two-Handed spear made completely of Ice, just like Chilfos. As such, the Ice Spear does not melt while Chilfos is wielding it.
- When defending, your roll is increased by 4.
Can be swung at a target or thrown at a target.
Swung:
Roll your Courage +2 dice vs. targets' Courage dice / Damage is halved
If the attack is successful, target's armor gets the Chilly Armor Affliction:
Target takes frost damage (neutral) at the start of each round equal to the damage reduction it provides.
The ice gradually grows on the armor, weighing the wearer down.
Target loses 2 dice when attacking or defending at the start of each round.
This stacks infinitely.
Chilly Armor is wiped if the target is hit by a Fire attack.
Chilly Armor lasts for the remainder of the battle.
Thrown:
Roll your Courage +4 dice vs. targets' Courage dice
If the attack is successful, the spear shatters on impact.
Target takes frost damage (neutral) equal to all of the numerical amounts from the target's current bonuses.
This includes stat bonuses, defending and attacking dice bonuses, and damage reduction.
[enemy Power=8 Courage=7 Wisdom=28 Hearts=12/12 Magic=5/5]
Origin: ZURPG
Of all the Wizzrobes, the Icerobe may easily be the most unkillable. Its robe-like body is covered in shards of ice, and while it may seem fragile, its magical fortitude brings an array of defensive abilities.
The Icerobe is also the only Wizzrobe to not use any actual spells, instead relying on its equipment to dish out damage.
- When Icerobe dies, any of its equipped items are dropped, replacing the random item drop.
[box=Sub Zero Wand][list]
[*][Level=10] and [Water 3]
[*]A very frigid wand that hurts just to hold it, though Icerobe is immune to it. It can hit one target with an Icy, magical blast ([Water] sub-type), though when it fires, it will also hit every target that has an [u]Affliction[/u] caused by an Ice attack ([Water] sub-type).[list]
[*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom]
[*]If the attack is successful, target(s) get the [b]Underpower[/b] [u]Affliction[/u]:[list]
[*]Target's [Power] stat is reduced by 2.
[*]This stacks infinitely.[/list]
[*][b]Underpower[/b] lasts for the remainder of the battle.[/list][/list][/box]
[box=Ice Layer Shield][list]
[*][Level=10] and [Water 1]
[*]A shield made mostly of several layers of [Magic] Ice. It starts out strong and grows over the course of the battle, but as it's hit, it drops in strength.[list]
[*]When defending, your roll is increased by 4 dice.
[*]At the start of each round, the defending dice bonus from this shield increases by 1.
[*]After you defend an attack (successful or not), the defending dice bonus from this shield decreases by 2.[list]
[*]When this shield drops to 0 bonus defending dice, it loses its energy and becomes inactive for the remainder of the battle.[/list][/list][/list][/box]
- Costs 1 Magic to activate
- When you are hit by a physical attack, you can roll your Courage stat.
- Reduce the damage of the attack by the result of the Courage roll.
- However, reduce your Wisdom stat by the result of the Courage roll as well.
- This lasts until the end of your next turn and can stack.
- Costs 1 Magic to activate
- When you are hit by a spell attack, you get a barrier of ice that protects you from the next attack.
- Barrier has Hearts equal to the damage you took from the spell attack.
- If someone attacks you by melee while the shield is up and is unable to break the barrier in one hit, the attacker takes frost damage (neutral) equal to the barrier's remaining Hearts.
- Any damage that breaks the barrier goes through to you.
The barrier automatically falls after one attack or until the end of your turn one round later.
- Level 10 and Water (Level: 3)
- A very frigid wand that hurts just to hold it, though Icerobe is immune to it. It can hit one target with an Icy, magical blast (Water sub-type), though when it fires, it will also hit every target that has an Affliction caused by an Ice attack (Water sub-type).
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- If the attack is successful, target(s) get the Underpower Affliction:
- Target's Power stat is reduced by 2.
- This stacks infinitely.
Underpower lasts for the remainder of the battle.
- Level 10 and Water (Level: 1)
- A shield made mostly of several layers of Magic Ice. It starts out strong and grows over the course of the battle, but as it's hit, it drops in strength.
- When defending, your roll is increased by 4 dice.
- At the start of each round, the defending dice bonus from this shield increases by 1.
- After you defend an attack (successful or not), the defending dice bonus from this shield decreases by 2.
- When this shield drops to 0 bonus defending dice, it loses its energy and becomes inactive for the remainder of the battle.
[enemy Power=7 Courage=7 Wisdom=21 Hearts=8/8 Magic=12/12]
Origin: Final Fantasy XII
Is that floating blob of shattered ice? Ice Elementals may not look threatening, but after witnessing their abilities once, it's enough to make anyone turn their tail and run.
- When Ice Elemental dies, it can drop a Magic Ice Shard.
- A shard of Magic Ice that doesn't melt unless it's at least at boiling point.
[box=Magic Ice][list]
[*][Amount]1[/Amount]
[*]A shard of [Magic] Ice that doesn't melt unless it's at least at boiling point.[/list][/box]
- Physical damage taken is halved
- Ice Elemental can actively shift Protect over to an ally.
- While Protect is shifted, it is considered a Buff, and if it is dispelled, it will not return.
- Protect returns to Ice Elemental at the start of its next turn.
- Spell damage taken is halved
- Ice Elemental can actively shift Shell over to an ally.
- While Shell is shifted, it is considered a Buff, and if it is dispelled, it will not return.
- Shell returns to Ice Elemental at the start of its next turn.
- Costs 4 Magic
- Ice Elemental tries to silence a target.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the Silenced Affliction:
- While Silenced, target cannot use anything that has a Magic cost.
Silenced lasts until the target gets hit.
- Level 10 and Water (Level: 2)
- Costs 4 Magic
- A raging and fiece blizzard stings a target with waves of ice.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage increased by 2
- If the attack is successful, target gets the Shatterbite Affliction:
- Target loses 3 dice when defending.
- If a Fire attack hits the target, and the target drops to 3 Hearts or less from the attack, the target dies instantly.
Shatterbite lasts until the end of your turn two rounds later or until the target gets hit by a Fire attack.
Map
First Ice Block Puzzle
Up, Right, Down, Right, Up, Left, Down
Second Ice Block Puzzle
Down, Right, Right, Up, Right, Down, (Auto-Right), Up
Third Ice Block Puzzle
- First, Block 2 slides down, Left, (Auto-Left), Up
- Then, Block 1 slides down, Left, (Auto-Left), Up, Right
Bonus Ice Block Puzzle
- First, Block 1 slides Left.
- Next, Block 2 slides Left, (Auto-Down), Left, Down, Left, (Auto-Up).
- Block 1 should now be at A4, and Block 2 should be at A5.
- If you have multiple people, have two people simultaneously slide both blocks upwards, stopping at A1 and A2, then slide Block 2 to the Right.
- If you have one person, slide Block 2 to B2 (Right, then Up), and then slide Block 1 into the infinite loop. As Block 1 approaches the top side, slide Block 2 to A1, which should stop Block 1 to A2, allowing you to slide it Right.
- Some blue-colored fire that is extremely cold, freezing things on contact. Did logic get drunk again? After you successfully hit someone with a melee attack, you can directly follow-up by pouring this on the target.
- Roll your Courage dice vs. targets' Courage dice / Deals frost damage (neutral)
- If the attack is successful, target is gets the Flash Frozen Affliction:
- Target is encased in dark blue-colored ice, which freezes anything that comes in contact with it.
- The ice is unbreakable, and while the target is encased, he cannot do anything.
Flash Frozen lasts until the end of your turn one round later.
[box=Blue Fire][list]
[*][Amount]1[/Amount]
[*]Some blue-colored fire that is extremely cold, freezing things on contact. Did logic get drunk again? After you successfully hit someone with a melee attack, you can directly follow-up by pouring this on the target.[list]
[*][dice type-a=Courage type-b=Courage] / Deals frost damage (neutral)
[*]If the attack is successful, target is gets the [b]Flash Frozen[/b] [u]Affliction[/u]:[list]
[*]Target is encased in dark blue-colored ice, which freezes anything that comes in contact with it.
[*]The ice is unbreakable, and while the target is encased, he cannot do anything.[/list]
[*][b]Flash Frozen[/b] lasts until the end of your turn one round later.[/list][/list][/box]
- Select one of any Bonus or Spell from the Scroll List and acquire it.
[box=Endowed Scroll][list]
[*]Select one of any [b]Bonus[/b] or [b]Spell[/b] from the [url=http://zurpg.sephiroth.ws/thread-352.html]Scroll List[/url] and acquire it.[/list][/box]
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. This particular Gleeok has two heads - one of fire and the other of ice. Fire (Level: 2), Water (Level: 2), Arcane (Level: 1)
- 2-Headed Gleeok can die when one of the following conditions are met:
- The main body of the Gleeok dies, which has a total of 14 Hearts and is covered by an armor plating.
- Both heads of the Gleeok are cut off. Each head has 8 Hearts and count as separate targets.
- 2-Headed Gleeok rolls $init 2d9 for initative.
- Gleeok's second turn is a placeholder. Its second turn will only be active if it has lost one of its heads.
- When any target successfully defends any of Gleeok's spells, they can deflect the spell back at Gleeok.
- Target can use the attacking stat of any weapon to swing the spell back at Gleeok. Gleeok rolls Wisdom to defend.
- If Gleeok is successful in defending, it recovers Magic equal to the difference in successes.
- Gleeok's heads are not immune to spells fired from Gleeok.
- The Fire Head is made entirely of Fire and is thus immune to physical damage.
- When the Fire Head has been severed, it gains a bonus in Courage equal to the difference in successes from the attack that cut off the head.
- The severed Fire Head is invulnerable.
Severed Fire Head can fire a ball of Fire at a target.
Requires Fire (Level: 1)
Roll your Courage +4 dice vs. targets' Courage dice
- The Ice Head is made entirely of Ice (Water sub-type) and is immune to spell damage.
- When the Ice Head has been severed, it gains a bonus in Wisdom equal to the difference in successes from the attack that cut off the head.
- The severed Ice Head is invulnerable.
Severed Ice Head can fire a blast of Ice (Water sub-type) at a target.
Requires Water (Level: 1)
Roll your Wisdom dice vs. targets' Wisdom dice / Damage increased by 2
- Gleeok's attached heads sweep through the air and hit all enemies (APPLY DIRECTLY TO THE FOREHEAD!):
- Roll your Power +2 dice vs. targets' Power dice
- Gleeok's attached heads move backwards briefly before they dart and strike all enemies with venomous fangs.
- Roll your Courage 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 4 poison damage at the start of the round following that round.
Venomous Decay lasts for the next three rounds.
- Requires Fire (Level: 2) and its Fire Head
- Costs 3 Magic
- Gleeok's Fire Head spews flames that hit all enemies.
- 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 3 burn damage (neutral) before the attack activates.
- If target is hit by an Ice (Water sub-type) attack, he will take the additional 3 burn damage (neutral) as well.
- This only lasts until the start of Gleeok's (the main body's) next turn.
- Requires Water (Level: 2) and its Ice Head
- Costs 3 Magic
- Gleeok's Ice Head shoot out spears of Ice (Water sub-type) that hit one target.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Damage increased by 2
- If the attack is successful, target is impaled by the spear, immobilizing him to ground and gradually freezing over time.
- At the start of each round, target takes 1 frost damage (neutral) and loses 2 Power, Courage, and Wisdom.
- Target (or someone else) can spend an action to try to remove the spear with a Power roll against the original successes of the attack.
- When the spear is removed, target takes more frost damage (neutral) equal to the number of rounds that have passed since being impaled.
If target is hit by a Fire attack, the spear melts, but the target takes additional burn damage (neutral) equal to twice the number of rounds that have passed since being impaled.
Ice spear remains until it is removed or melted.
- An armor plating covers the Gleeok's main body, protecting it from a limited amount of damage.
- Dragon Plating reduces damage by 3 and can absorb up to a maximum of 8 damage.
- After it's absorbed 8 damage, the Dragon Plating is destroyed.
Dragon Plating can only be equipped by Gleeoks.
RE: 11-13-13: In the Frozen Mind's Eye - WindStrike - 11-15-2013
And now for the full version:
[enemy Power=21 Courage=16 Wisdom=61 Hearts=36/36 Magic=16/16]
Origin: Ocarina of Time
A figure made completely of ice that using resembles the form of a king of some sort. It breathes icy winds and is formed from multiple layers of ice, each layer progressively more durable than the previous.
- When Freezard dies, it can drop a Magic Ice Shard.
- A shard of Magic Ice that doesn't melt unless it's at least at boiling point.
[box=Magic Ice][list]
[*][Amount]1[/Amount]
[*]A shard of [Magic] Ice that doesn't melt unless it's at least at boiling point.[/list][/box]
- Freezard is made entirely of ice, and is thus immune to frost damage (neutral).
- However, it takes double damage from Fire damage and burn damage (neutral).
Anyone that hits Freezard with a melee attack receives a painful chill and takes 4 frost damage (neutral).
- Freezard consists of three layers of ice, each one progressively harder to break than the previous.
- A single hit to Freezard can only break one layer of ice.
- The first layer has 3 damage reduction and 16 Hearts.
- The second layer has 5 damage reduction and 12 Hearts.
- The final layer has 8 damage reduction and 8 Hearts, and when it falls, Freezard dies.
- A spell fired at Freezard, after it hits (successful or not) will refract through its layers of ice and fire at a random target at the same success rate, using $1d#, where # = the number of players in the turn order, except itself.
- For each layer of ice the spell bounces off of, the spell gains +4 successes.
- The spell can bounce off a maximum of three layers of ice per Freezard.
- Requires Water (Level: 3)
- With its minty icy breath (Water sub-type), Freezard breathes at a target, dealing frost damage (neutral).
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target gets the Contageous Chills Affliction:
- Target loses 4 successes when attacking or defending.
- If the target uses a Support Spell, the target of that spell will also get this Affliction.
- When a Fire attack hits a target with Contageous Chills, the Affliction is wiped, but the target takes an additional 2 burn damage (neutral) for each stack of it.
- This stacks up to three times.
Contageous Chills lasts for the remainder of the battle.
- Requires Water (Level: 3)
- Costs 6 Magic
- Fire a flurry of Ice Missiles (Water sub-type) at all enemies.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage decreased by 2
- If attack is successful, any target hits gets the Cold Affliction:
- Target loses 2 successes on all of his attacks.
- If target is hit by a Fire affinity attack, Cold wears off.
Cold lasts until the end of your turn two rounds later.
- Requires Water (Level: 5)
- Costs 6 Magic
- Give someone the Ice Barrier Buff:
- Target gains a barrier of ice (Water sub-type) that protects the target from attacks by reducing damage.
- Ice Barrier has 8 Hearts.
- Anyone that hits the barrier by melee gets Flash Frozen, allowing the one that got hit to immediately counterattack the attacker.
- The attacker loses 8 successes when defending on this roll.
Any damage that goes through Ice Barrier hits the target.
Ice Barrier automatically falls after one attack or if its Hearts drop to 0.
[enemy Power=47 Courage=38 Wisdom=26 Hearts=32/32 Magic=7/7]
Origin: Ocarina of Time
Similar to how the Ice Keese is a Keese that's evolved to wintery conditions, the Winter Wolfos lurks around in deep patches of snow, waiting for prey to come by and succumb to the cold. They're more intelligent than their Wolfos bretheren, having to survive in frostbitten conditions. They have a white coat of fur that keeps them cozy and protected against the onslaught of winter.
- When Winter Wolfos dies, it can drop a Claw.
- A very sharp claw. Careful, you may poke your own eye out with it!
[box=Claw][list]
[*]A very sharp claw. Careful, you may poke your own eye out with it![/list][/box]
Water (Level: 4), Shadow (Level: 3)
- Winter Wolfos brings a chilling air to the field, affecting everyone without Water affinity.
- At the end of each round, everyone loses 3 dice when attacking and defending.
- All current stacks of Freezing Aura can be wiped as if it were a Field Effect.
- This stacks up to 3 times.
- Only one Freezing Aura can be active at a time.
Freezing Aura lasts for the remainder of the battle or until all Winter Wolfos die.
If there are multiple Winter Wolfos in the battle, Freezing Aura is shared collectively through all of them, meaning it doesn't stack on top of itself nor does it reset when one dies.
- An aura of shadows bathes the field, affecting everyone without Shadow affinity.
- Courage is reduced by 6.
- When attacking, your roll is decreased by 4 dice.
Only one Shadowosken can be active at a time.
- A fur coat of pure white that sustains Winter Wolfos even through the heaviest blizzards.
- Ice damage (Water sub-type) taken is halved.
- Spell damage taken is reduced by 5.
- Fire damage taken is increased by 4.
- This means Fire spell damage taken is only reduced by 1, total.
- Requires Water (Level: 3) and Shadow (Level: 2)
- Winter Wolfos swipes a target with its claws, causing a rush of poison and frostbite.
- Roll your Power +2 dice vs. targets' Courage dice
- If the attack is successful, target gets the Poisonous Frostbite Affliction:
- Target takes 5 poison damage (neutral) at the start of each round.
- Target loses 2 success when attacking and defending.
- When this stacks, it lowers the poison damage amount by 1, but increases the successes by 2.
- This stacks infinitely.
Poisonous Frostbite lasts for the remainder of the battle.
- Winter Wolfos leaps at a target, knocking them to the ground.
- Roll your Power dice vs. targets' Power dice / Damage increased by 4
- Requires Shadow (Level: 1)
- Costs 3 Magic
- Give a target the Death Leech Affliction:
- When that target dies, you (the caster) gain 6 Hearts and 3 Magic.
Death Leech lasts for the remainder of the battle or when either the target or caster dies.
[enemy Power=23 Courage=15 Wisdom=70 Hearts=27/27 Magic=15/15]
Origin: ZURPG
Of all the Wizzrobes, the Icerobe may easily be the most unkillable. Its robe-like body is covered in shards of ice, and while it may seem fragile, its magical fortitude brings an array of defensive abilities.
The Icerobe is also the only Wizzrobe to not use any actual spells, instead relying on its equipment to dish out damage.
- When Icerobe dies, any of its equipped items are dropped, replacing the random item drop.
[box=Sub Zero Wand][list]
[*][Level=30] and [Water 6]
[*]A very frigid wand that hurts just to hold it, though Icerobe is immune to it. It can hit one target with an Icy blast ([Water] sub-type), though when it fires, it will also hit every target that has an [u]Affliction[/u] caused by an Ice attack ([Water] sub-type).[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom]
[*]If the attack is successful, target(s) get the [b]Underpower[/b] [u]Affliction[/u]:[list]
[*]Target's [Power] stat is reduced by 6.
[*]This stacks infinitely.[/list]
[*][b]Underpower[/b] lasts for the remainder of the battle.[/list][/list][/box]
[box=Ice Layer Shield][list]
[*][Level=30] and [Water 3]
[*]A shield made mostly of several layers of [Magic] Ice. It starts out strong and grows over the course of the battle, but as it's hit, it drops in strength.[list]
[*]When defending, your roll is increased by 7 dice.
[*]At the start of each round, the defending dice bonus from this shield increases by 1.
[*]After you defend an attack (successful or not), the defending dice bonus from this shield decreases by 2.[list]
[*]When this shield drops to 0 bonus defending dice, it loses its energy and becomes inactive for the remainder of the battle.[/list][/list][/list][/box]
[box=Ice Slab][list]
[*][Level=30] and [Water 5]
[*]When you equip this large, [i]Two-Handed[/i] [b]Ice Slab[/b], roll your [Wisdom] stat.[list]
[*]Lower your [Wisdom] stat by the result of the roll and increase your [Power] stat by the result of the roll.
[*]When you unequip this item, all stat changes caused by this item are wiped.[/list]
[*]This slab of ice also serves as a giant shield, increasing your roll when defending by 7 dice.
[*]You can whack a target with this slab of ice.[list]
[*][dice type-a=Power type-b=Power] / Damage increased by 6
[*]If the attack is successful, siphon 7 [Power] from the target.
[*]If the attack is unsuccessful, target siphons 7 [Courage] from you.[/list][/list][/box]
- Costs 3 Magic to activate
- When you are hit by a physical attack, you can roll your Courage stat.
- Reduce the damage of the attack by the result of the Courage roll.
- However, reduce your Wisdom stat by the result of the Courage roll as well.
- This lasts until the end of your next turn and can stack.
- Costs 3 Magic to activate
- When you are hit by a spell attack, you can summon a barrier of ice that protects you from the next attack.
- Barrier has Hearts equal to the damage you took from the spell attack.
- If someone attacks you by melee while the shield is up and is unable to break the barrier in one hit, the attacker takes frost damage (neutral) equal to the barrier's remaining Hearts.
- Any damage that breaks the barrier goes through to you.
The barrier automatically falls after one attack or until the end of your turn one round later.
- Level 30 and Water (Level: 6)
- A very frigid wand that hurts just to hold it, though Icerobe is immune to it. It can hit one target with an Icy blast (Water sub-type), though when it fires, it will also hit every target that has an Affliction caused by an Ice attack (Water sub-type).
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- If the attack is successful, target(s) get the Underpower Affliction:
- Target's Power stat is reduced by 6.
- This stacks infinitely.
Underpower lasts for the remainder of the battle.
- Level 30 and Water (Level: 3)
- A shield made mostly of several layers of Magic Ice. It starts out strong and grows over the course of the battle, but as it's hit, it drops in strength.
- When defending, your roll is increased by 7 dice.
- At the start of each round, the defending dice bonus from this shield increases by 1.
- After you defend an attack (successful or not), the defending dice bonus from this shield decreases by 2.
- When this shield drops to 0 bonus defending dice, it loses its energy and becomes inactive for the remainder of the battle.
- Level 30 and Water (Level: 5)
- When you equip this large, Two-Handed Ice Slab, roll your Wisdom stat.
- Lower your Wisdom stat by the result of the roll and increase your Power stat by the result of the roll.
- When you unequip this item, all stat changes caused by this item are wiped.
This slab of ice also serves as a giant shield, increasing your roll when defending by 7 dice.
You can whack a target with this slab of ice.
Roll your Power dice vs. targets' Power dice / Damage increased by 6
If the attack is successful, siphon 7 Power from the target.
If the attack is unsuccessful, target siphons 7 Courage from you.
Origin: Ocarina of Time
A weird guard statue that has a single eye at its head with skin made completely of iron. It's nearly invulnerable except when shooting its eye, which is hard to do when it's constantly shooting lasers at you. It also has a closed mouth at the base of the statue, grinning with sharp teeth. Is it alive or is just for show?
- Beamos' skin is nearly impenetrable by physical attacks and hard against spells as well.
- Damage taken from physical attacks reduced by 20
- Damage taken from spell attacks reduced by 6
- Beamos watches over a particular area, and it's always placed in spots that can't be hit by a sneak attack.
- If anything not registered to it as an "ally" passes within its sight range, it locks onto the target immediately.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage
- If the lock-on is successful, Beamos immediately follows up with Laser Drill.
- If the lock-on fails, target is able to sneak past Beamos for a few seconds before Beamos tries to re-acquire a target.
- Requires Light (Level: 5)
- Beamos fires a powerful, continuous laser at a target, hitting the target up to three times.
- Roll your Power +6 dice vs. targets' Power dice / Deals 9 burn damage (neutral)
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals 7 burn damage (neutral)
- Roll your Power dice vs. targets' Power dice / Deals 5 burn damage (neutral)
- If any of the attacks are unsuccessful, the beam is stopped, and the target is able to counterattack Beamos' eye directly.
- During this counterattack, Beamos has no damage reduction and cannot defend.
- Afterwards, if Beamos lives, it is blinded and its eye closes. Its skin locks up and hardens further and reduces all damage taken by an additional 30 (including neutral damages), though it cannot defend either.
- Beamos undergoes self-recovery for a period of time and opens back up eventually.
[enemy Power=0 Courage=66 Wisdom=54 Hearts=15/15 Magic=15/15]
Origin: Ocarina of Time
Another type of Keese that's evolved in freezing environments. It naturally freezes anything that it comes in contact with.
- When Ice Keese dies, it can drop a Feather.
- A feather that makes you feel lighter when you hold it.
[box=Feather][list]
[*][Amount]1[/Amount]
[*]A feather that makes you feel lighter when you hold it.[/list][/box]
- When defending, Ice Keese's roll is increased by 5 dice.
- Lightning attacks (Nature sub-type) gain 10 dice when attacking Ice Keese.
- While Ice Keese does not have Ice Layer active, when it's hit by melee, attacker gets the Frost Affliction:
- Target loses 5 dice when attacking.
- Frost automatically goes away if target is hit by a Fire attack, but the target takes an additional 5 burn damage (neutral).
Frost lasts until the end of your turn two rounds later.
- After Ice Keese successfully hits a target while Ice Layer is inactive, a layer of ice forms around Ice Keese, giving it Ice Layer:
- When Ice Keese is attacked, it can use its Ice Layer to roll Courage as the defending stat, which overrides the original defending stat.
- If Ice Keese is successful in defending, the Ice Layer is absorbed into Ice Keese, causing it to recover Magic equal to the difference in successes.
- If Ice Keese is unsuccessful in defending, the Ice Layer breaks.
Ice Keese naturally starts the battle with an Ice Layer on.
- Requires Water (Level: 4)
- Ice Keese slashes at a target with its frozen wings.
- Roll your Courage dice vs. targets' Courage dice
- If Ice Keese had Ice Layer up when it attacked, the attack's damage is increased by 6.
- Requires Water (Level: 4)
- Costs 6 Magic
- Field Effect - Cover the entire field with ice, hitting everyone on the ground.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target(s)'s feet become stuck to the Ice Field and cannot attack others by melee.
- Target(s) take 3 frost damage (neutral) at the start of each round.
Ice Field lasts for the next two rounds.
- Requires Water (Level: 4)
- Costs 5 Magic
- Give someone the Ice Spikes Buff:
- Target gets a veil of ice spikes (Water sub-type).
- When someone successfully hits the target in melee, attacker takes 6 frost damage (neutral).
- When someone successfully hits the target by ranged, the ice spikes reduce the damage taken by 4.
Ice Spikes lasts until the end of your turn one round later.
Origin: Twilight Princess
These skiny knights made entirely of ice are summoned from sorcery, and their sole existence is to patrol corridors. Oddly enough, their awareness is pretty crappy, but they make up for it in numbers. Chillfos are always found in patrol groups of at least three, ranging up to five.
- When Chillfos dies, it can drop a Magic Ice Shard.
- A shard of Magic Ice that doesn't melt unless it's at least at boiling point.
[box=Magic Ice][list]
[*][Amount]1[/Amount]
[*]A shard of [Magic] Ice that doesn't melt unless it's at least at boiling point.[/list][/box]
- When Chillfos dies, any equipped items are dropped (IF it has any equipped items), replacing the random item drop.
[box=Ice Spear][list]
[*][Level=30]
[*][Amount]1[/Amount]
[*]A handy and powerful, [i]Two-Handed[/i] spear made completely of Ice. However, it melts after attacking or defending with it.[list]
[*]When defending, your roll is increased by 8.
[*]After every time you attack or defend with this spear, its defending dice bonus is decreased by 1.[list]
[*]When it reaches 0, the spear melts completely.[/list][/list]
[*]Can be swung at a target or thrown at a target.[list]
[*][b]Swung[/b]:[list]
[*][dice type-a=Courage amount-a=+6 type-b=Courage] / Damage is halved
[*]If the attack is successful, target's armor gets the [b]Chilly Armor[/b] [u]Affliction[/u]:[list]
[*]Target takes frost damage (neutral) at the start of each round equal to the damage reduction it provides.
[*]The ice gradually grows on the armor, weighing the wearer down.[list]
[*]Target loses 4 dice when attacking or defending at the start of each round.
[*]This stacks infinitely.[/list]
[*][b]Chilly Armor[/b] is wiped if the target is hit by a [Fire] attack.[/list]
[*][b]Chilly Armor[/b] lasts for the remainder of the battle.[/list]
[*][b]Thrown[/b]:[list]
[*][dice type-a=Courage amount-a=+10 type-b=Courage]
[*]If the attack is successful, the spear shatters on impact.[list]
[*]Target takes frost damage (neutral) equal to all of the numerical amounts from the target's current bonuses.
[*]This includes stat bonuses, defending and attacking dice bonuses, and damage reduction.[/list][/list][/list][/list][/list][/box]
- Chillfos is made entirely of ice, and is thus immune to frost damage (neutral).
- However, it takes double damage from Fire damage and burn damage (neutral).
Anyone that hits Chillfos with a melee attack receives a painful chill and takes 4 frost damage (neutral).
- All Chillfos share the same mindset, giving them greater coordination.
- When a Chillfos hits something, any bonus or effect it receives from hitting the target is shared among all other Chillfos.
- If a Chillfos receives a Status Effect, all Chillfos in the area get the Status Effect as well.
- Chilfos can wrap themselves around allies with Water affinity and merge with them.
- Target gains 5 damage reduction while Chilfos is merged with the target. This does not stack.
- Target's Hearts and Magic are restored by an amount equal to Chilfos' remaining Hearts.
- If the target does not lose more Hearts than what was restored from Chilfos by the end of Chilfos' turn one round later, then Chilfos is revived back to Maximum Hearts.
- If the target loses Hearts equal than or greater than what was restored from Chilfos by the end of Chilfos' turn one round later, then Chilfos dies.
Multiple Chilfos can merge onto a target, stacking the effect, meaning the target would have to lose Hearts equal to or greater than the total Hearts all combined Chilfos restored to the target to kill them.
This also extends the duration requirement to whichever Chilfos merged last.
- Amount: 1
- A handy and powerful, Two-Handed spear made completely of Ice, just like Chilfos. As such, the Ice Spear does not break or melt while Chilfos is wielding it.
- When defending, your roll is increased by 8.
Can be swung at a target or thrown at a target.
Swung:
Roll your Courage +6 dice vs. targets' Courage dice / Damage is halved
If the attack is successful, target's armor gets the Chilly Armor Affliction:
Target takes frost damage (neutral) at the start of each round equal to the damage reduction it provides.
The ice gradually grows on the armor, weighing the wearer down.
Target loses 4 dice when attacking or defending at the start of each round.
This stacks infinitely.
Chilly Armor is wiped if the target is hit by a Fire attack.
Chilly Armor lasts for the remainder of the battle.
Thrown:
Roll your Courage +10 dice vs. targets' Courage dice
If the attack is successful, the spear shatters on impact.
Target takes frost damage (neutral) equal to all of the numerical amounts from the target's current bonuses.
This includes stat bonuses, defending and attacking dice bonuses, and damage reduction.
- Amount: 1
- Level 30
- Restore your Hearts and Magic by 20.
[box=Deep Blue Super Potion][list]
[*][Amount]1[/Amount]
[*][Level=30]
[*]Restore your [Hearts] and [Magic] by 20.[/list][/box]
It's a map!
- Some blue-colored fire that is extremely cold, freezing things on contact. Did logic get drunk again? After you successfully hit someone with a melee attack, you can directly follow-up by pouring this on the target.
- Roll your Courage dice vs. targets' Courage dice / Deals frost damage (neutral)
- If the attack is successful, target is gets the Flash Frozen Affliction:
- Target is encased in dark blue-colored ice, which freezes anything that comes in contact with it.
- The ice is unbreakable, and while the target is encased, he cannot do anything.
Flash Frozen lasts until the end of your turn one round later.
[box=Blue Fire][list]
[*][Amount]1[/Amount]
[*]Some blue-colored fire that is extremely cold, freezing things on contact. Did logic get drunk again? After you successfully hit someone with a melee attack, you can directly follow-up by pouring this on the target.[list]
[*][dice type-a=Courage type-b=Courage] / Deals frost damage (neutral)
[*]If the attack is successful, target is gets the [b]Flash Frozen[/b] [u]Affliction[/u]:[list]
[*]Target is encased in dark blue-colored ice, which freezes anything that comes in contact with it.
[*]The ice is unbreakable, and while the target is encased, he cannot do anything.[/list]
[*][b]Flash Frozen[/b] lasts until the end of your turn one round later.[/list][/list][/box]
- Level 30
- Costs 5 Magic at the start of each round to maintain
- Carry a Two-Handed Charge Totem that leeches off your Magic supply. While you are carrying the totem, you may only use its abilities and Support Spells.
- So long as you are carrying the totem, it auto-covers you with no defending roll, and it has 100 Hearts (Maximum). Its missing Hearts can be recovered with the Mechanic Active Skill, by spending 25 Rupees for every 10 Hearts.
- Charge Totem has one Passive:
- Efficient Charging:
- Passive
- The charge times for all charge-up moves are reduced by 1 Turn for you and your allies.
- If it reduces the charge time to 0 Turns, the attack's charge-up phase can be skipped, allowing the user to use it immediately.
When Charge Totem reaches 0 Hearts, it is destroyed.
At the end of the battle, the Charge Totem recovers Hearts equal to twice the total Magic cost for maintaining it.
[box=Charge Totem][list]
[*][Level=30]
[*]Costs [Magic]5[/Magic] at the start of each round to maintain
[*]Carry a [i]Two-Handed[/i] [b]Charge Totem[/b] that leeches off your [Magic] supply. While you are carrying the totem, you may only use its abilities and [i]Support Spells[/i].
[*]So long as you are carrying the totem, it auto-covers you with no defending roll, and it has [Hearts]100[/Hearts] (Maximum). Its missing [Hearts] can be recovered with the [b]Mechanic[/b] Active Skill, by spending [Rupees]25[/Rupees] for every [Hearts]10[/Hearts].
[*][b]Charge Totem[/b] has one [i]Passive[/i]:[list]
[*][b]Efficient Charging[/b]:[list]
[*][i]Passive[/i]
[*]The charge times for all charge-up moves are reduced by 1 Turn for you and your allies.
[*]If it reduces the charge time to 0 Turns, the attack's charge-up phase can be skipped, allowing the user to use it immediately.[/list][/list]
[*]When [b]Charge Totem[/b] reaches [Hearts]0[/Hearts], it is destroyed.
[*]At the end of the battle, the [b]Charge Totem[/b] recovers [Hearts] equal to twice the total [Magic] cost for maintaining it.[/list][/box]
- Level 30
- Costs 5 Magic at the start of each round to maintain
- Carry a Two-Handed Taunt Totem that leeches off your Magic supply. While you are carrying the totem, you may only use its abilities and Support Spells.
- So long as you are carrying the totem, it auto-covers you with no defending roll, and it has 100 Hearts (Maximum). Its missing Hearts can be recovered with the Mechanic Active Skill, by spending 25 Rupees for every 10 Hearts.
- Taunt Totem has Mass Taunt and Exhaust:
- Mass Taunt:
- A shockwave pulses outwards with the sound of a deep drum, and all enemies can only target the Taunt Totem for an attack.
- Enemies can still use attacks that hit multiple targets to bypass this or use non-combative actions on their allies.
Exhaust:
Select one target to immediately attack the Taunt Totem.
Afterwards, the attacker loses 3 successes when attacking. This stacks up to two times.
You can keep having the same attack attack the Taunt Totem up to two more times, to apply the same stacking debuff.
The debuff lasts until the end of your turn two rounds later.
When Taunt Totem reaches 0 Hearts, it is destroyed.
At the end of the battle, the Taunt Totem recovers Hearts equal to twice the total Magic cost for maintaining it.
[box=Taunt Totem][list]
[*][Level=30]
[*]Costs [Magic]5[/Magic] at the start of each round to maintain
[*]Carry a [i]Two-Handed[/i] [b]Taunt Totem[/b] that leeches off your [Magic] supply. While you are carrying the totem, you may only use its abilities and [i]Support Spells[/i].
[*]So long as you are carrying the totem, it auto-covers you with no defending roll, and it has [Hearts]100[/Hearts] (Maximum). Its missing [Hearts] can be recovered with the [b]Mechanic[/b] Active Skill, by spending [Rupees]25[/Rupees] for every [Hearts]10[/Hearts].
[*][b]Taunt Totem[/b] has [b]Mass Taunt[/b] and [b]Exhaust[/b]:[list]
[*][b]Mass Taunt[/b]:[list]
[*]A shockwave pulses outwards with the sound of a deep drum, and all enemies can only target the [b]Taunt Totem[/b] for an attack.
[*]Enemies can still use attacks that hit multiple targets to bypass this or use non-combative actions on their allies.[/list]
[*][b]Exhaust[/b]:[list]
[*]Select one target to immediately attack the [b]Taunt Totem[/b].[list]
[*]Afterwards, the attacker loses 3 successes when attacking. This stacks up to two times.
[*]You can keep having the same attack attack the [b]Taunt Totem[/b] up to two more times, to apply the same stacking debuff.[/list]
[*]The debuff lasts until the end of your turn two rounds later.[/list][/list]
[*]When [b]Taunt Totem[/b] reaches [Hearts]0[/Hearts], it is destroyed.
[*]At the end of the battle, the [b]Taunt Totem[/b] recovers [Hearts] equal to twice the total [Magic] cost for maintaining it.[/list][/box]
- Level 40
- A small key that looks oddly like a scythe. Wonder what door it unlocks?
[box=Scythe Key][list]
[*][Level=40]
[*]A small key that looks oddly like a scythe. Wonder what door it unlocks?[/list][/box]
(Profile in WIP, still adding stuff)
[stats power=12 courage=70 wisdom=55 hearts=14/15 magic=18/18 exp=30/155 level=31 sp=0 usp=155 rupees=4593 rp=0 orechunks=0]Roka[/stats]
Origin: Ticonderoga
A once wandering ronin of the lands of Ticonderoga, Roka is now stuck in Hyrule. Her own hope of getting back to her own land seems to be an extremely powerful wizard that's currently sealed by his own powers.
Water (Level: 4), Shadow (Level: 3)
- This is a Cover Skill. You may only have one Cover skill active at a time. All others must be set to (Disabled).
- Select a target to use Cover on.
- Anyone targeting the selected target will instead hit you.
- 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.
- 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.
- Requires two swords equipped
- Slash a target with the standard attacks of both of your swords in a cross pattern. Rather than two separate rolls, the rolls are combined into one roll.
- Roll the average of the attack rolls vs. the average of the target's defense rolls. The damage modifier is whichever of the two damage modifiers was lower.
- If the attack is successful, any Passive Effects from both swords are applied to the target.
- 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 20, Water (Level: 3), and two swords
- Costs 3 Magic
- When you are attacked by a ranged attack, you can spin rapidly and stave the attack off with your swords.
- Roll half of your Courage stat. Half of the successes from that roll are added to your normal defense.
- Everytime you land an attack successfully, you recover 1 Magic.
- Requires Water (Level: 1)
- Costs 1 Magic
- A basic Water spell, PSI Blast hits one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Level 10 and Water (Level: 2)
- Costs 4 Magic
- Fires a lance made of pressurized Water at a target, ignoring damage reduction.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice / Damage is halved
- Level 20, Water (Level: 4), and two swords
- Costs 6 Magic
- A flurry of water blades is fired, hitting all enemies twice.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage is halved
- Level 20 and Water (Level: 4)
- Costs 7 Magic
- Roll Wisdom and create a highly pressurized bubble of Water. The result of that roll is the Water Bomb's Hearts * 2.
- If by the end of the next round that the Water Bomb has not been destroyed yet, it overloads from the pressure and explodes, shooting high speed Water Bolts at everyone.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Damage increased by 2
- Damage counts as Water Effect Damage
- If you (the caster) are hit by the bomb, you only take half damage.
- Everyone else that is hit takes full damage.
- Level 10 and Shadow (Level: 2)
- Costs 3 Magic
- Places a barrier of shadows around a target.
- Roll your Courage +2 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the Shadow Veil Affliction:
- The next 2 * # damage dealt by the target is mitigated, where # = your total affinity levels.
- This does not apply to multi-hit attacks.
Shadow Veil lasts until the end of your turn two rounds later.
- Level 30, Water (Level: 2), Shadow (Level: 2), and can only be used by Roka
- Inscribed on the hilt of this katana appears to be a phrase in an unknown language, with a small necklace with a blue gem wrapped around the base of the blade. A veil of shadowy Water surrounds the blade, warping all sound around the blade into nothingness.
- Hits one target.
- Roll your Courage dice vs. targets' Courage dice / Successes increased by 4
- If the attack is successful, target gets the Nothingness Affliction:
- All sounds made by the target are completely nullified.
- The next strike that hits the target ignores damage reduction.
Nothingness lasts until the end of your turn one round later or after the target is hit.
Meld:
Costs 2 Magic at the start of each round to maintain
The shadowy veil of Water around Aozori engulfs you, turning you invisible.
While you are invisible, you cannot be targeted by anything, and if you use an action or defend, your invisibility wears off.
For every round that passes while you're in Meld, your next attack gains 5 successes.
Meld lasts for the next three rounds or if you use an action or defend.
- Level 20
- A black hakama that provides no protection against attacks but is capable of negating effects and increases the user's casting capabilities.
- All Magic costs are reduced by 1 (minimum cost of 1 Magic)
- Status Protection:
- When you are affected by a Status Effect or a Field Effect, you can activate this to gain one of the following effects.
- When you are affected by a Status Effect, negate the Status Effect... OR
- If you are affected by a Field Effect, you become immune to the Field Effect while Status Protection is on cooldown.
Once used, Status Protection goes on cooldown until the end of the respective player's turn one round later.
- Amount: 4
- It's an empty bottle. Maybe you can store something inside of it?
- One bottle = one item. No exceptions.
- When you bottle an item, decrease the Empty Bottle Amount by 1.
- When a bottled item is used, increase the Empty Bottle Amount by 1.
- Amount: 5
- Costs 2 Magic
- Summon a cloud of magical smoke, causing the Magic Smoke Field Effect:
- Everyone's dice when attacking is reduced by 3.
- If anyone uses Escape, he can add his base Wisdom stat to the Escape's roll.
Magic Smoke lasts until the end of your turn two rounds later.
- Level 30 and Water (Level: 4)
- A special katana forged by Zoras, this was crafted in a competition against the Gorons. Its blade enables it to slice through all Status Effects, and it increases your overall offensive power.
- When attacking (with anything), your dice is increased by 3 dice.
Hits one target.
Roll your Courage dice vs. targets' Courage dice / Successes increased by 3
The attack itself ignores all Status Effects on the target, including barriers.
If the attack is successful, remove one Buff on the target.
Sever:
Requires 2 Turns to Charge
Costs 6 Magic
Begin charging by refining Zatana's blade with a secondary Magic blade inside of Zatana's own blade. Once charged, attack a target with your base attack and the secondary blade simultaneously:
Roll your Courage dice vs. targets' Courage dice / Successes increased by 3
Roll your Courage dice vs. targets' Wisdom dice / Damage is halved
If the secondary attack is successful, target gets the Severed Affliction:
All current Status Effects on the target are temporarily nullified. They will reactivate with their durations reset after Severed is gone.
Target is immune to all Support Spells and Buffs.
All Afflictions that affect the target can stack and last as long as Severed lasts.
Severed lasts until the end of your turn three rounds later.
- Total number of Heart and Magic Containers acquired from pickups:
- Hearts
- Amount: 7
Magic
Amount: 4
RE: 11-13-13: In the Frozen Mind's Eye - WindStrike - 12-21-2013
Incoming boss battles! Or something to that end.
Origin: ZURPG
His face looks like it's been burned off and then carmelized, with veins almost hanging off his face, his cheeks turned inwards and charred black. His eyes are bloodshot and crusty, his hair nonexistent, and most of his lips missing, revealing a set of burned and broken teeth that remains in a fixed smile, one that brings no joy, only hatred. He wears the standard Kokiri tunic, which looks overworn by several years, and the rest of his body is actively burning itself, yet it remains intact.
Who is this? Fire (Level: 2) and Shadow (Level: 2)
- Level 10
- If your hands are not carrying anything, you can cast an extra spell with no action cost.
- The Kokiri's skin is actively burning, yet not completely burning off, as if part of him as made of Fire.
- The Kokiri is immune to all neutral damages.
- Level 10 and Fire (Level: 2)
- Costs 3 Hearts
- Your rage boils your blood and turns it into an explosive spear which you can hurl at a target.
- Roll your Courage +2 dice vs. targets' Courage dice / Damage increased by 2
- If the attack is successful, spear explodes inside of the target, causing target to suffer Internal Bleeding.
- Target takes bleed damage (neutral) equal to half of his missing Hearts at the start of each round.
Internal Bleeding lasts until it is cured or the target dies.
- Level 10 and Shadow (Level: 2)
- Costs 3 Magic
- Induce memories of pain and sorrow into a target, which also surfaces any grief the target has from his own past.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals neutral damage
- If the attack is successful, target gets the Depression Affliction:
- Target's dice when attacking are reduced by 3.
- At the start of each round, target's dice when attacking are reduced by an additional amount of 1, on top of the base amount.
- If one of target's allies dies, target's Depression evolves into Full Depression, preventing target from attacking.
Depression lasts until the end of your turn three rounds later. If it evolves into Full Depression, the duration does not reset.
Origin: ZURPG
Admist the pure Black and White colors that engulf the room and everyone inside it, Grey Shady is the only thing that stands out with its dull greyness. It feels nothing, and after it finishes you, you will be nothing. Shadow (Level: 1), Light (Level: 1), Water (Level: 1), Arcane (Level: 1)
- All colors in the room are turned purely to Black and White. As a result, all Affinity Bonuses and Affinity loses are reduced to 0.
- All bonuses from items are reduced to 0, including stats, dice, damage, and damage reduction.
- Black and White becomes inactive if someone in the room dies.
- Roll $init 2d9 for initiative.
- Requires Shadow (Level: 1) and Water (Level: 1)
- Turn a target into the essence of Black, partially freezing his sense of time.
- Roll your Courage +5 dice vs. targets' Courage dice
- If the attack is successful, target is turned completely black.
- Target is incapable of defending and can only attack.
- When the black color wears off, target's time is displaced, forcing the target to be removed from the turn order and re-entering using $init j.
The black color lasts until the end of your turn one round later.
- Requires Light (Level: 1) and Water (Level: 1)
- Turn a target into the essence of White, freezing his ability to attack.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- If the attack is successful, target is turned completely white.
- Target is incapable of attacking.
The white color lasts until the end of your turn one round later.
- Requires Shadow (Level: 1) and Light (Level: 1)
- If Black and White is inactive, you activate Grey Aura.
- All affinities become disabled.
Grey Aura affects everyone and lasts until someone dies.
- Requires Shadow (Level: 1) and Arcane (Level: 1)
- Suffocate the air itself, turning the air into a void color. Hits everyone except self.
- Roll your Power dice vs. targets' Power dice / Deals no damage
- If the attack is successful, target(s) gets the Air Deprivation Affliction:
- Target loses 1 Heart and 1 Magic at the start of each round.
- Target loses 3 dice when attacking or defending.
- Every time target attacks, target feels choked and loses 1 Heart.
- Every time target defends, target loses energy and loses 1 Magic.
Air Deprivation lasts until the end of your turn two rounds later.
Origin: ZURPG
It looks like a brain surrounded by layers of ice. The same red, wicked smile that sometimes flashed across Bloodwind's face is plastered over the outside of the brain. Several tubes lead outwards from it to various blocks of ice. Each block of ice connected to the brain seems to have various functions.
The size of the whole thing is about 20 feet tall and 30 feet wide and in length. It is capable of moving, and while it does, it consumes the dungeon itself. Just what exactly is it?
- Roll $init 2d9 for initiative.
- For both of Conflict's turns, it can choose to use either itself, the Liver, its Hands, or its Spine for the turn.
- Each of these cannot have more than one turn per round.
- Conflict is incapable of defending its main body. However, each of its parts can defend themselves and are capable of using Cover.
- While Conflict is charging, all of its parts come to automatically use Cover on Conflict. Additionally, until Conflict is done charging, it uses its second turn for charging.
- The brain is surrounded by many layers of ice, all of which are interconnected by the tubes.
- The Outer Layer, connected by the Hands. It has 40 Hearts and 5 damage reduction.
- The Inner Layer, connected by the Spine. It has 30 Hearts and 10 damage reduction.
- The Core, connected by the Liver. It has 10 Hearts and 30 damage reduction.
Each layer can only fall either by a single hit or if its counterpart falls. However, when only one layer remains, it will be vulnerable to damage.
- Level 30, Water (Level: 8), and 5 Turns to Charge
- Costs 5 Hearts from each ice layer surrounding Conflict's Main Body
- Begin charging by slowly melting all of the remaining ice layers. Once charged, send forth a tidal wave of war and conflict at all enemies.
- Roll your Power +5 dice vs. targets' Wisdom dice
- If the attack is successful, all targets hit are forced into the Conflict Affliction.
- Targets' only actions can be attacking.
- Targets can only attack other targets with the Conflict Affliction.
- If there is only one target with Conflict, the Affliction automatically wears off.
Conflict lasts until the end of your turn two rounds later.
Origin: Conflict
Serving as the link to the Core surrounding Conflict's Brain, the Liver constantly cleanses all parts of Conflict of harmful effects. It provides extra protection and heals whenever it can.
There appears to be a lock at the center of the liver. Wonder what it's for? Light (Level: 6), Shadow (Level: 1)
- Liver is surrounded by a layer of ice, which can absorb up to 6 damage when attacked.
- The ice layer can absorb up to a maximum of 12 damage. Once that amount is reached, the ice layer breaks completely.
- There's a lock on the liver. What's it for?
- At the start of each round, if any part of Conflict has an Affliction, then one of those Afflictions can be automatically removed.
- If the Affliction has multiple stacks, then only one stack of it is removed.
- Liver can transfer 10 of the Core's damage reduction to either itself, the Hands, or the Spine.
- The transfer is permanent and cannot be undone.
- Level 30, Light (Level: 5), and Shadow (Level: 1)
- Costs 8 Magic
- Liver can fire a beam of Light and Shadow at all enemies, infused and corrupted by current Afflictions from all parts of Conflict.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target(s) hit take poison damage (neutral) equal to the amount of Afflictions transferred * 3.
- Conflict still keeps all of the Afflictions. However, all targets hit by the beam also get those same Afflictions.
The durations of all those Afflictions for any targets hit are altered to "until the end of your turn two rounds later.
- Level 10 and Light (Level: 3)
- Costs 4 Magic
- Liver can actively remove an Affliction from any part of Conflict.
- If the Affliction has multiple stacks, the Magic cost for removing the Affliction is increased by one for each one exclusive of the base stack.
Origin: Conflict
Serving as the backbone (no pun intended) to Conflict, the spine provides Passive bonuses to all other parts. On the offense, it can whiplash enemies, though it leaves its defensive ice prison when it does so.
- Spine is surrounded by a layer of ice, which can absorb up to 5 damage when attacked.
- The ice layer can absorb up to a maximum of 15 damage. Once that amount is reached, the ice layer breaks completely.
- While the Spine is alive, its other parts have the following bonuses:
- Liver recovers 5 Hearts and 5 Magic at the start of each round.
- Hands gains 1 success when attacking every time it successfully hits a target.
- This is capped at a maximum of 1 bonus sucess per turn.
- This stacks infinitely.
Everytime Main Body is hit, its next Charge-Up move will require 1 less turn to charge up.
If the next Charge-Up move it does ends up dropping to 0 turns, the Charge-Up phase is skipped entirely.
When the Spine is killed, all of the above bonuses are removed from the other parts.
- There appears to be a lock on the thickest part of the Spine. What's it for?
- Spine removes itself from its protective layering and actively slashes someone with itself.
- Roll your Courage +2 dice vs. targets' Courage dice / Damage increased by 7
- If the attack is unsuccessful, target automatically gets to counterattack Spine.
- For this counterattack, Spine does not get its defensive layer.
Afterwards, Spine returns to its defensive layer.
- Costs 5 Hearts
- Spine launches one of its vertebrae at a target.
- Roll your Power dice vs. targets' Power dice / Successes increased by 5
- If the attack is successful, the vertebrae bounces off the target and hits a different target at the same success rate -5 using $1d#, where # = the players in the turn order.
- If it hits Conflict, roll $1d4, where 1 = Main Body, 2 = Liver, 3 = Spine, and 4 = Hands.
- If it hits itself, the vertebrae reconnects to the Spine, causing Spine to recover 5 Hearts.
- The vertebrae will keep bouncing until it is unsuccessful or reconnects to the Spine.
Origin: Conflict
Serving as the manipulative aspect of Conflict, the Hands cast various spells that divide and conquer. There is also a lock on each hand.
- Hands are surrounded by a layer of ice, which can absorb up to 3 damage when attacked.
- The ice layer can absorb up to a maximum of 18 damage. Once that amount is reached, the ice layer breaks completely.
- There is a lock on each hand. What're they for?
- Hands mold an aura around an enemy.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target is recovered to Maximum Hearts and Magic. However, create a clone of the target that comes under your control.
- The clone lasts until the end of your turn two rounds later.
- When the clone disappears, the original target loses Hearts and Magic equal to half of the amount recovered.
- Hands attempts to convert a target's essence into its own.
- Roll your Power +5 dice vs. targets' Power dice / Deals no damage
- Roll your Courage +5 dice vs. targets' Courage dice / Deals no damage
- Roll your Wisdom +5 dice vs. targets' Wisdom dice / Deals no damage
- If two of the attacks are successful, take over the target's next turn.
- If three of the attacks are successful, target over the target's next two turns.
- Level 30 and Fire (Level: 6)
- Fire two bolts of Fire, either both at one target, or one at each of two targets.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
RE: 11-13-13: In the Frozen Mind's Eye - Darklink42 - 01-06-2015
In the Frozen Mind’s Eye
Emilica, Christopher Belmont, and Harvey have all gathered on the training grounds of Hyrule Castle, curious about a rumor they heard regarding the Frozen Mind’s Eye. Sensing people on his turf, Shady wanders out to greet them cheerily. When Christopher inquires about the nature of the rumor, however, the poor ghost enters a temporary trance and becomes, for lack of a better term, significantly colder. He opens a portal and takes a whip to the face for his trouble as Belmont has a minor freak-out. This somehow summons Firiann, who joins the entire group, minus Shady, in getting sucked into the portal. All is darkness until the void pulls back, revealing a room made completely of ice: ice-brick walls, ice-wood floor, and ice-cube blocks. As it turns out, the group is in some variety of puzzle room, though the solution is apparent enough to them from the get-go. In the next room, Harvey blows up a barrier of snow, revealing a Freezard (aka King Freezie) which promptly calls an Ice Keese down for combat. Firiann is immediately ganked, Belmont gets frozen, and Emilica twiddles her thumbs for the first round of combat. Things look grim and continue to get grimmer as Emilica misses with a lightning bolt and Belmont gets hit in the weak point for massive damage. It’s only by sheer resolve on the part of the remaining members of the party that the battle is won (that and a lucky stalactite.) They find that the room they are now standing in is occupied by a tank of water, some doors, and a few more stalactites. A pipe system leads to the west, but the party can hear footsteps through the door leading that way. They wisely elect, after such a harrowing battle, to try the northern route instead. Through the door, they find a patch of red ice and a scrawling note that reveals that Shady has a sister, and she may be still alive.
The adventurers leave the revelatory room behind and press onward. In the next room over, they discover a river, a phantom troll, and a very irritable, passive-aggressive bridge. The structure only grumbles about rent as they pass over it. On the opposite shore lies another block puzzle, but Christopher Belmont once again solves it with relative ease, almost as if he’d had practice with them before. Solving the puzzle reveals a block with a suspicious keyhole though no one currently has a key. The party is left with little choice but to continue investigating and heads west. The next room is yet another degree larger than the previous one, accommodating two ice mountains and a very long stretch of the river. Harvey climbs a ladder leading up one of the mountains, finds an enemy atop it, and promptly slides back down, creating a comical heap of himself, Belmont, and Emilica. This alerts every enemy in the room, bringing three Chillfos and a Freezard down upon them. Christopher boldly challenges one of the icy knights to Mortal Kombat, and Harvey uses his expert ring on the Freezard, though you cannot grasp the true form of this attack. Whatever the heck it is, it kills the cold king, though not before he takes out Firiann (again.) Faced with two Chillfos, Emilica promptly buggers off, leaving Harvey with a difficult choice. He wisely elects to flee as well, since he’d be taking on two enemies solo at that point. The party splits during their hasty retreat, with Christopher Belmont and Emilica heading north, and Harvey and Firiann heading south. What awaits our beleaguered heroes in the frozen halls? Tune in to find out. Same ZU time, same ZU channel.
Shady's mind isn't remotely prepared to handle a party split, so it just deletes Christopher Belmont entirely and sticks Emilica back with the rest of the group. Harvey and Firiann discover Green Enrics in a pile of snow while these actions are processing. No, don’t ask why. When it comes to the Enrics clan, these things just happen. Regardless, her presence inspires our previously cowardly heroes to use the door as a bottleneck, attempting to take the Chillfos on one at a time. The Spartan Defense tactic actually works out well for them, and the ice skeletons fall to some missiles from the party and one massive Slam Jam from Green's axe. With the immediate threat of death taken care of, the party returns to the room with the water tank. A stalactite falls from the ceiling due to too much excitement, revealing a treasure chest on the ceiling. The famed drunken aura of Clan Enrics momentarily engulfs the party, and they begin doing the only thing they can think of to get the treasure down: bashing their bodies against a solid frozen wall. Physics takes a break, because it can’t even handle this right now, and the sheer enthusiasm displayed by everyone in the room somehow dislodges the chest. It turns out to only contain the map. Once sanity returns, the group heads back to the room with the lock block to try the key a Chillfos dropped earlier. The lock block shockingly unlocks to become two puzzle blocks, and without Christopher Belmont, the solution is not so clear. Right about then the vampire slayer simply drops out of thin air. In the end it’s Firiann who discovers the correct answer, spawning a stairway and a second, bonus puzzle as a result. The group attempts the second puzzle, nearly ragequit it, and then realize they can just reset it as many times as they like, and then solve it without needing to anyways. To the victors go some fairies.
In the room at the top of the stairs lies a small, badly hurt, huddled-up figure mumbling quietly to itself about Bloodwind. One of the bottled fairies finds that it can do nothing for the poor soul, leaving it somewhat of a mystery. Christopher Belmont, never one to leave someone in need of aid behind, carries the mysterious creature with them as they move on down a hallway. A wall of red ice blocks their way, prompting them to return and notice the blue fire on the ceiling of the room they had just passed through. Harvey and Emilica both slam on the walls before anyone can say differently, resulting in Harvey and Green Enrics getting hit by the freezing fire. The wall is not amused. The group wisely puts together the idea that freezing fire must cancel out burning ice and combines the two successfully for some useful treasure: bottles with which to grab more blue flame. Emilica chances total protonic reversal by using Shady’s Whistle, though this only results in an empty table and confirmation that the portal did lead into Shady's mind. Harvey leads a backtracking expedition to the twin peaks room, where the gum he likes is coming back into style. Further northwards, the group finds a small key in a chest and a locked door representing the most devious puzzle so far in the dungeon. Emilica doesn't wait to see what’s behind the door, and falls into a void for her brashness. Bafflingly, the others follow her and land right in a trap room populated by an angry two-headed Gleeok. Green Enrics, mortally terrified of multi-headed wyrms, bodily throws Emilica at it, killing one of the heads outright. The Gleeok is extremely unamused, and deflects three re-rolls to hit the entire party with fire. Being tucked away in a pocket dimension has severely weakened the boss though, and it falls fairly quickly to the combined assault brought to bear against it.
After the boss goes down, a metal wall in the northern hallway fires up and starts spinning cogs and gears. The immediate effect of this mad machinery is not clear to the party, at least not until they head back to the twin peaks room. The river has dried up completely, which means it’s time for another attempt at a party split. Green Enrics and Emilica investigate the eastern end of the river while Harvey and Christopher Belmont head for the south door and back to the hall there. Once again, however, Shady is having none of this Scooby Doo nonsense, and blocks Harvey and Belmont with a locked door. They dejectedly rejoin the group in the room where they solved the second puzzle as the other two head up the river’s path to an unmarked room on the map. Green Enrics promptly passes out from all the excitement. The rest of our heroes discover a low-ceilinged room where, above them, someone is pacing. A staircase appears, leading up to the upper dorm--room. Harvey apparently hadn't learned from climbing the peak, so he walks straight up and into a magic blast to the face. His compatriots wisely elect to chuck projectiles at the camper Wizzrobe instead, distracting it enough to charge into proper battle. The frail sorcerer is easily vanquished, and though it has an ice elemental familiar, the thing is too stupid not to run straight at the axe blow that killed its master. For their mastery of the double kill, the party discovers the motherlode of chests: sweet loot for everyone. There’s even a victory slide for them to use as they exit, depositing them back in the puzzle room once more. Most of the party heads for the switch room marked on the map, but Christopher Belmont gets spatially dislocated and travels south so far that he circumnavigates the globe. He’ll get there someday folks.
Harvey, sore from taking the only damage from the previous battle, smashes the now empty water reservoir to vent his aggression, not even waiting for Christopher Belmont to get out of the way first. This ends up with Harvey nearly killing himself if not for a well-timed fairy, rather than hurting Christopher even a little bit. The object, whatever it was, only needed to be melted, which the great-grandson of Trevor accomplishes by using his freshly anointed Fire Whip. This unlocks a new door, which leads them to a massive room long enough to make a figure at the other end indistinguishable until approached. The party tries their best to ignore this person, but a locked door forces them to investigate. The figure turns out to be nightmare fuel: a grotesquely charred vision of something that was once humanoid. All that’s left besides a melted grin and bloody tears is hatred and fire; the room transforms accordingly. Christopher Belmont further enrages the horrible remnant when it notices the small creature which the vampire slayer has been carrying around this whole time. For all its rage, though, it’s still just a boss in a--that is to say, it falls quickly to physical attacks, spraying blood everywhere and making sure that the party won’t be sleeping soundly for weeks. Even the key it leaves behind dissolves into blood. Thankfully the room beyond is just a normal sort, seemingly of Kokiri design. As it turns out, the burning spirit was once a Kokiri who lived peacefully in the forest with his friends back before the Old Great Deku Tree died. Nothing more can be gleaned from the peaceful scene, forcing the party towards the only room left to explore: the boss room.
As the group passes into the darkness beyond the boss door, they find themselves revisiting the memories of the Kokiri who would become the spirit they fought. Though once as happy and carefree as any wood sprite could be, Ganondorf’s force decimated his village during The Hero of Time’s seven-year slumber. Faces were slammed into the face, people were stampeded, and cattle were molested. Set ablaze by a Wizzrobe, this lone Kokiri shambled in pure agony into a hollow tree, falling all the way to Subrosia, where it was tended to by two magical beings. Cloaked like a Subrosian, the Kokiri came to be the being known as Shady. This revelation carries them forwards to a monochrome version of the Master Sword shrine. Green Enrics awakens from her spontaneous drunken stupor and finally catches up with the rest of the group in time to speak with a grey version of Shady. This version seems to be fixated on salvation, though the nature of that salvation is difficult for the party to work out. At first, Grey Shady draws them into battle and they answer with force in turn. Once Christopher stops sorrowfully monologuing, however, he is suddenly possessed of a wise idea. He has Emilica use Shady’s Whistle once more, before passing it around to each person to play in turn. Grey Shady reacts very poorly to this, transforming slowly back into his usual self though not without resistance. Grey Shady attempts once last attack, though he’s too weak to do anything. Instead, Emilica is tossed by Green at Emilica, resulting in Emilica's dying via Emilica. That’s the power of Enrics.
Shady, on the other hand, is restored to his chipper self, and plays the Song of Healing on the flute. He’s also delighted to find that Fraaz, one of the beings that saved him back after his fall and the creature who Christopher Belmont selflessly carried all the way there, is still alive. He quickly opens a portal and returns our heroes back to the real world along with the faintly alive Fraaz. There’s nothing a rest at the inn can’t fix though, and she’s back to herself in no time. As for the rest of our heroes, they gladly stay by the fire, and recount their adventures in the frozen rooms of Shady's mind.
RE: 11-13-13: In the Frozen Mind's Eye - Darklink42 - 01-17-2015
Temple of Seasons Ice Dungeon
At the Hyrule Training Grounds, a group of Hylians are milling around and rubbernecking a monochromatic portal that has opened there. Fireblast, Hal, and Sephiroth arrive in time to notice this commotion, and discover Shady looking very wan and not at all like himself. Fran appears as the adventures variously attempt to enter the portal, only to find themselves in a time-sink. Unable to truly reach the portal, they instead follow Fran to the Temple of Time and through the portal to Subrosia where the sky appears to have frozen over. Fran explains that his party attempted to solve the problem through the exploration of a fire dungeon located in the Temple of Seasons, but this only served to make things worse. He requests this second party assist in tackling an ice dungeon nearby simultaneously, before scurrying off like a scared little rabbit. The party obliges the request, but not before making note of a very peculiar fountain containing water that cannot be interacted with in any meaningful way. The icy dungeon before them is every bit of winter that it’s supposed to represent, and then some. Sephiroth, in a moment of prescience, lights a bomb and blasts a hidden Wolfos before it has time to register the party. Its accompanying Freezard is highly unamused, and battle is quickly initiated. The party gets their first taste of just how nasty fighting beings of extreme cold can be. Thankfully no one takes any damage that can’t be healed. They also get the chance to try out deep-roasted Wolfos, which is surprisingly delicious, though a bit gamy.
Fireblast decides he’s had enough of the cold fairly quickly, but Alucard wanders by to replace him before the group moves on from the lobby of the dungeon. The vampire attempts to introduce himself, but is shot down in favor of enthusiastic exploration of the dungeon at hand. The enthusiasm is so great that the party nearly attempts a split right there, though they think better of it at the last minute. This proves fortunate as two more Winter Wolfos fail at ambushing the party from obvious snow blinds. The party is far more prepared for this battle than the previous one, and it ends with a furious triple attack from the heroes and the sheer erasure of two Wolfos from existence entirely. All that’s left are bloody walls and the experience of having witnessed destruction incarnate. No one has anything witty enough to come close to capping the moment, so they simply take the map from the anticlimatic chest, noting that the room is supposed to be a control room of sorts, though nothing visible indicates any reason for this nomenclature. Sephiroth, as usual, decides that bombs are the answer, and is once again proven right. He bombs out a section of wall, revealing an unmarked room as well as Alucard's badass sunglasses as the son of Dracula walks away from the explosion in style. Within the unmarked room is a mista—I mean an aura of directional distortion, which temporarily stymies the party’s exploration. They decide that the endless abyss above them really isn’t worth checking out anyways, and head off in a different direction instead. In a different hallway, Alucard finds a snowboard bush, and doesn’t hesitate to ride off down a steep slope on one of the plant’s snowboard leaves. Hal and Sephiroth, never ones to be outdone, ride off after him.
After going to get a warmer cloak, Fireblast returns just in time to get in on the wild snowboarding action. A Freezard and an Icerobe also try to join, but the party has a no-scrubs policy and promptly bombs the Freezard right off the run. Unfortunately, the Icerobe proves a more difficult problem to solve as it amuses itself pegging Hal in the head with magical ice bolts. A Beamos appears, but Sephiroth is having none of that nonsense, and phases it directly out of existence before it has a chance to notice it had begun existing in the first place. This works so well, he does it again to the Icerobe, though not before the wizard clubs Hal with a massive chunk of ice. They turn around, free of distractions to find a massive wall of ice careening towards them at very unsafe speeds. All seems lost, until they pass harmlessly through it and land on some soft snow.
Our heroes discover that they’ve landed in the East hall, where they are also not alone. Huddled up in the cold is the insubstantial body of an unfamiliar creature. It awakens upon trying to be touched, and though frightened at first, recognizes the party as friends of Shady and amiably introduces itself as Fraaz. She doesn’t seem to know where she is, nor why her body is now incorporeal. In fact, the creature is a mite loopy after having been passed out for so long and doesn’t seem to be making a whole lot of sense at all. Despite confusion on the parts of everyone involved, Shady eventually explains that the ice dungeon is her home, and decides that she must be a ghost, a fact that doesn’t bother her in the slightest. What does bother her is Bloodwind's involvement in her affairs, as well as a memory of Shady's sister shanking her at some point. She knows an awful lot about Bloodwind, a name that causes Sephiroth to lock up in fear, and proceeds to explain a little more of the wanted man’s backstory. Back when he was just Wind, something triggered an awakening of his powers, which slaughtered the entire party he was traveling with, save for the person they were assigned to escort. Fraaz explains that she traveled with Bloodwind's group of underworld operatives, along with Silvio, which puts Hal on edge, Shady’s sister Summer, and a mysterious, and seemingly impossible, Gerudo male named Gauntlet. Our heroes continue to investigate as Fraaz perkily chatters away behind them. They discover an ice block with, of all things, a button on it, even as the ghost behind them starts to put it together that she’s been out of the picture for longer than she thought. By pressing the button, the party engages a curious puzzle that requires the manipulation of elemental powers to solve. After two parts have been cleared, however, the plot takes a coffee break to catch its breath.
The next part of the puzzle rises from its grave, and our heroes find themselves looking at two magical mirrors. A Mysterious Voice speaks to them, though it appears not to know itself all that well, only that it is the creator of the puzzles they are solving. DM, is that you? Actually, it turns out to be Bloodwind, which given his general M.O. isn’t all that surprising. The mirror puzzles get a little harder, and the voice of Bloodwind continues to mess with the heads of the party. Fraaz attempts to enter one of the mirrors, but only succeeds in becoming invisible. Alucard attempts to enter one of the mirrors, but only succeeds in blasting himself across the room. Since Sephiroth is still locked up worse than Windows Vista, it’s up to Hal to use his sword beams and save the day. Or at least to solve the puzzle. Their tribulations are just beginning however, as Bloodwind himself manifests into the room. He invites the party to join him, which they are wise enough to decline. Alucard, on the other hand, accidentally lets slip about the power of his father, which would come back to bite him, and all of Hyrule, much later on. In the meantime, Sephiroth is completely unnerved and makes his way back towards the exit, even though the villain has disappeared. Alucard follows behind him, and confronts the silver haired man at the fountain in the lobby. Sephiroth is both upset and furious, wanting to not even be near the idea of Bloodwind for reasons that he refuses to elaborate upon. He storms off, leaving Alucard to realize that he’s accidentally left Hal behind in the dungeon. Silker shows up, but since one man walked out of the dungeon and another seems to be talking to himself, the new adventurer elects to simply go on ahead and hunt for Hal himself.
Alucard, himself now furious at being strung along thus far, attempts to attack the shadow of Bloodwind, but this goes about as well as one can expect. Bloodwind, while taunting the vampire, reveals that he was the one that ordered Summer Night to kill Fraaz, before the two characters briefly channel Aristotle and Socrates in a debate on the nature of evil and death. Philosophically, nothing is settled, but since the Bloodwind hounding him is just an illusion anyways, Alucard and the others wisely elect to just continue on with what they were doing regardless of his attempts at interference. Or at least they attempt to. An Ice Keese blocks their way over a bridge, and Bloodwind takes this time to bait Alucard into another philosophical mire. Silker simply bombs the Keese out of existence with an explosion large enough to finally dissipate the talkative phantom as well. The plot elects to be a nihilist for a while.
When reality reasserts itself, the Dude’s rug has been stolen, Silker has vanished into the night, and now a new character named Roka has joined Hal and Alucard after the latter two rested up. All business after the meandering mind trip that was the night before, the newly formed party head back into the dungeon to try and solve the mystery of the ice once and for all. Right out of the gate they run into a wandering patrol of Chillfos, though our heroes get the drop on the notoriously inattentive ice skeletons, mopping them up quickly. They find a key, and it’s about this time that they realize Fraaz has also gone missing somewhere along the way. They hope to find her lingering behind a locked door, but instead find Shady’s table with an overly large cloth draped over it. On the table itself are two totems that no one seems to have a use for. Feeling like they’ve hit an anticlimax, the group wander off to continue exploring when Hal has a brainwave and runs back to the table. He pulls the cloth off and reveals Windstri—nothing specific hiding underneath. In frustration, he flips the table over, and discovers that his hunch was accurate after all: a disguised hatch lies underneath the former table’s location. Within the hatch lies a single drawing. Hal and Alucard momentarily have a simultaneous psychotic break from reality and believe they are seeing other people related to themselves via omnipotent controllers, before realizing that this is silly enough already. The picture is actually of Shady, along with Fraaz and several others who they don’t recognize. Roka believes that the Skullkid depicted is someone named Sleepy, and the others put together that the twin to Fraaz is probably Blaaz. That leaves only a female Kokiri unidentified. The party heads out again, eventually ending up in the Twin Peaks room, which I’ve already made a joke about previously.
Hal unhappily notices that there’s an Icerobe in the room, and the Icerobe notices him right back while ominously bouncing an ice slab in its hands. Unfortunately for both parties, a river separates them, though this doesn’t stop the wizard from hatching a devious plan which carries it out of sight temporarily. The sound of ice cracking echoes through the room, but after that nothing happens. The enemies remain hidden somewhere, and the only thing Hal and Alucard can think to do is knock down some icicles from the ceiling. Whatever it is about these icy stalactites, neither one of them realizes they can just hit the things with a ranged attack, and instead they try bashing each other with weapons first. Roka is completely unamused by the strange macho ritual, and just blasts the icicles with magic, an action the other two enthusiastically join in on. The combined explosion launches a chest across the room, and opens a hole in the ceiling. Roka somehow leaps 50 feet in the air, catching Charles Barkley’s attention for a minute, before climbing into the hole and pushing out three more chests, one of which has a Scythe Key in it. While they’re distracted by the loot, the monsters finally attack, hitting a surprised Hal with an icy explosion. Hal, unlike his friend Harvey, is not one to be caught flatfooted for long however, and utterly decimates both the Icerobe and a Freezard between his and Roka's attacks. Alucard, feeling left out, gets the final hit on the Freezard before an Ice Keese owns him in the face. The Ice Keese eventually falls, and the party gears up to tackle the final frozen rooms of the dungeon.
Behind the locked door in the otherwise empty Switcher room, Hal, Alucard, and Roka discover a 20-foot tall talking ice block calling itself Conflict. Using similar tactics to Bloodwind, it draws the entire party into another philosophical debate, while sneakily using their distraction to manifest additional parts of itself. Thankfully, our heroes notice this and quickly spring into battle with the icy monstrosity. It manages to create a doppelganger of Alucard in its first round of attacks, but in the end even this isn’t enough to protect it from the furious, powerful attacks of the party. As its laughter and taunts fade away, the group looks up to find that the sky of Subrosia has finally cleared, though this is their only reward. The boss key, Fraaz, and Bloodwind have all eluded them for now. Only the Scythe Key remains, tantalizing but unusable in the frigid halls of Winter.
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