February, Week 2 Announcements - WindStrike - 02-11-2014
This week, we've got a grand total of 5 sessions again... hopefully they'll all actually happen, instead of 2 of them getting cancelled. There's also a number of things on the changelog this week. FYI, it's still not quite ready, but expect a visit to Hyrule Market with next week's announcement, and expect some awesome stuff, primarily for Fire and Arcane users.
I am scrapping the Crafting System, which is something that's been in a WIP state. My reasons are listed here. Nutshell, grinding and searching for materials doesn't work for ZURPG, and any bonuses they'd give can just be used for writing new items and stuff.
The Materials Section in your profiles will be eliminated. If you have any Materials, for every Material you have, you can get any one of the following:
- 1 Heart Container
- 1 Magic Container
- A scroll of your choice.
- Rupees or some other form of currency.
- Convert the material into an item. You'll need to come up with the idea, and then I'll write it from there. I won't be creating the idea for you, but I'll be fine with helping.
Part 1 of the Hidden Duality update will be released. This includes the revamped Subrosia Mart, various added skills and items, and updates to the Bounty Board that anyone can start going after. Though it'll be a little difficult without the map, which will be reserved for Part 2 of the update.
Below is a quick list of the changes:
- The Hookshot now specifies what surfaces it hooks to.
- The Shovel has been rewritten completely. As it is a tool, it scales with the user's affinity levels.
- The Bombchu has been rewritten as well. It now gives you the option to go for weak points at the cost of making your original attack do nothing.
- Magic Leech is no longer a Critical Hit Skill.
- Critical Hit Skills now state that they don't count towards your Passive Skill cap, but you can only have one of them.
- Mechanic has been rewritten. It now costs Magic instead of currency, and it has the potential to remove Afflictions and heal the target.
- Too Manly returns, now as a Passive Skill. It's powerful, but it's only for manly men!
- Claymore now has Slice and Stab.
- Ember Seeds now require Fire affinity and are now considered Weapons.
- Gale Seeds now require Nature affinity.
- Pegasus Seeds have been rewritten. They're more useful in battle, and they specify what they do outside of battle too.
- Suppresive Flames' has a different effect. Before, it dealt burn damage based on Magic Costs, but that overlapped with Fire Beam. Now it reduces successes based on Magic Cost.
- Fireballs no longer have a Magic Cost.
- Nova Shield's defending dice have been increased.
Below are the full changes. Please check through them and see if anything in your profiles need to be updated.
- Requires a hammer
- Costs # Magic, where # = the amount of damage reduction being restored
- Infuse a hammer you have with Magic, and lightly tap someone that's affected by his damage reduction being lowered.
- Target's damage reduction is reset to its base amount.
- Any Afflictions and all stacks of those Afflictions that were causing any forms of lowered damage reduction are removed.
- Armor Damage is included.
For each of those Afflictions wiped, target recovers 3 Hearts.
For every additional stack of any of those Afflictions, target recovers 1 Heart.
[box=Mechanic][list]
[*]Requires a hammer
[*]Costs # [Magic], where # = the amount of damage reduction being restored
[*]Infuse a hammer you have with [Magic], and lightly tap someone that's affected by his damage reduction being lowered.[list]
[*]Target's damage reduction is reset to its base amount.
[*]Any [u]Afflictions[/u] and all stacks of those [u]Afflictions[/u] that were causing any forms of lowered damage reduction are removed.[list]
[*][b]Armor Damage[/b] is included.[/list]
[*]For each of those [u]Afflictions[/u] wiped, target recovers [Hearts]3[/Hearts].[list]
[*]For every additional stack of any of those [u]Afflictions[/u], target recovers [Heart]1[/Heart].[/list][/list][/list][/box]
- Level 10
- When you counterattack someone, any damage you deal in that attack instead drains Magic from the target.
- Half of the Magic that was drained gets added to your current Magic.
[box=Magic Leech][list]
[*][Level=10]
[*]When you counterattack someone, any damage you deal in that attack instead drains [Magic] from the target.[list]
[*]Half of the [Magic] that was drained gets added to your current [Magic].[/list][/list][/box]
- This is a Critical Hit Skill. You may only have one Critical Hit Skill active at a time. All others must be set to (Disabled).
- This does not count towards your Passive Skill cap.
When you are successful in attacking, roll $1d5.
If the result is a 5, multiply the difference in successes by x1.5.
[box=Deadly Strike][list]
[*]This is a [i]Critical Hit Skill[/i]. You may only have one [i]Critical Hit Skill[/i] active at a time. All others must be set to (Disabled).[list]
[*]This does not count towards your [i]Passive Skill[/i] cap.[/list]
[*]When you are successful in attacking, roll $1d5.[list]
[*]If the result is a 5, multiply the difference in successes by x1.5.[/list][/list][/box]
- Level 10
- 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).
- This does not count towards your Passive Skill cap.
When you are successful in attacking and your successes are at least twice the target’s successes:
Add damage to the total equal to the total number of affinity levels you have.
[box=Bonus Stack][list]
[*][Level=10]
[*]This is a [i]Critical Hit Skill[/i]. You may only have one [i]Critical Hit Skill[/i] active at a time. All others must be set to (Disabled).[list]
[*]This does not count towards your [i]Passive Skill[/i] cap.[/list]
[*]When you are successful in attacking and your successes are at least twice the target’s successes:[list]
[*]Add damage to the total equal to the total number of affinity levels you have.[/list][/list][/box]
- Requires both of your hands being free
- Who needs weapons when you have your fists? You're too manly.
- You cannot use Kick or Escape, because those are not manly things.
- Covering is for wusses. You don't need it either.
While you're manly, your Power and Courage stats are increased.
Your Power stat is increased by #.
Your Courage stat is increased by #.
# = your total affinity levels.
Additionally, your punches no longer deal halved damage.
When you Throw a target and miss, the thrown target takes full damage instead of half damage.
[box=Too Manly][list]
[*]Requires both of your hands being free
[*]Who needs weapons when you have your fists? You're too manly.[list]
[*]You cannot use [b]Kick[/b] or [b]Escape[/b], because those are not manly things.
[*][b]Covering[/b] is for wusses. You don't need it either.[/list]
[*]While you're manly, your [Power] and [Courage] stats are increased.[list]
[*]Your [Power] stat is increased by #.
[*]Your [Courage] stat is increased by #.[list]
[*]# = your total affinity levels.[/list][/list]
[*]Additionally, your punches no longer deal halved damage.
[*]When you [b]Throw[/b] a target and miss, the thrown target takes full damage instead of half damage.[/list][/box]
- Level 10, Fire (Level: 1) and Shadow (Level: 1)
- Costs 4 Magic
- Shadowy flames engulf a target, burning him for using spells.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target gets the Suppressive Flames Affliction:
- When target casts a spell, he loses successes on it equal to the Magic Cost of the spell.
- If the target is unsuccessful with the spell, he loses Magic equal to the spell's Magic Cost.
Suppressive Flames lasts until the end of your turn two rounds later.
[box=Suppressive Flames][list]
[*][Level=10], [Fire 1] and [Shadow 1]
[*]Costs [Magic]4[/Magic]
[*]Shadowy flames engulf a target, burning him for using spells.[list]
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom] / Damage is halved
[*]If the attack is successful, target gets the [b]Suppressive Flames[/b] [u]Affliction[/u]:[list]
[*]When target casts a spell, he loses successes on it equal to the [Magic] Cost of the spell.
[*]If the target is unsuccessful with the spell, he loses [Magic] equal to the spell's [Magic] Cost.[/list]
[*][b]Suppressive Flames[/b] lasts until the end of your turn two rounds later.[/list][/list][/box]
- Amount: 1
- Level 10
- Bombchus are moving bombs that seeks in on a target’s weak point. Hits one target.
- Roll your Power +3 dice vs. targets' Power dice
- If the attack is successful, you can choose to roll again to see if hits a weak point. If you do, the initial attack's damage is not yet applied.
- Roll your Power dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, reapply the initial attack's damage * 1.5.
- If the attack is unsuccessful, the bombchu deactivates and deals no damage.
[box=Bombchus][list]
[*][Amount]1[/Amount]
[*][Level=10]
[*]Bombchus are moving bombs that seeks in on a target’s weak point. Hits one target.[list]
[*][dice type-a=Power amount-a=+3 type-b=Power]
[*]If the attack is successful, you can choose to roll again to see if hits a weak point. If you do, the initial attack's damage is not yet applied.[list]
[*][dice type-a=Power type-b=Wisdom] / Deals no damage
[*]If the attack is successful, reapply the initial attack's damage * 1.5.
[*]If the attack is unsuccessful, the bombchu deactivates and deals no damage.[/list][/list][/list][/box]
- A large, Two-Handed sword, the Claymore can cut through anything in your path. Can Slice or Stab a target.
- Slice:
- Roll your Courage dice vs. targets' Courage dice / Damage increased by 3
Stab:
Roll your Courage -2 dice vs. targets' Courage dice / Damage increased by 5
If the attack is unsuccessful, target automatically gets to counterattack you.
[box=Claymore][list]
[*]A large, [i]Two-Handed[/i] sword, the Claymore can cut through anything in your path. Can [b]Slice[/b] or [b]Stab[/b] a target.[list]
[*][b]Slice[/b]:[list]
[*][dice type-a=Courage type-b=Courage] / Damage increased by 3[/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage amount-a=-2 type-b=Courage] / Damage increased by 5
[*]If the attack is unsuccessful, target automatically gets to counterattack you.[/list][/list][/list][/box]
- Amount: 1
- Requires Fire (Level: 1)
- Flick a seed at a target, burning the target.
- Roll your Power +1 dice vs. targets' Power dice / Deals 1 burn damage (neutral)
- If the attack is successful, target gets the Burn Affliction:
- Target takes 2 burn damage (neutral) at the start of each round.
Burn lasts until the end of your turn three rounds later.
[box=Ember Seeds][list]
[*][Amount]1[/Amount]
[*]Requires [Fire 1]
[*]Flick a seed at a target, burning the target.[list]
[*][dice type-a=Power amount-a=+1 type-b=Power] / Deals 1 burn damage (neutral)
[*]If the attack is successful, target gets the [b]Burn[/b] [u]Affliction[/u]:[list]
[*]Target takes 2 burn damage (neutral) at the start of each round.[/list]
[*][b]Burn[/b] lasts until the end of your turn three rounds later.[/list][/list][/box]
- Level 20
- With the emblem of a phoenix encrested across the shield's surface, it provides adequate defense while giving you a powerful revival ability.
- When defending, your roll is increased by 5 dice.
- Phoenix Nova:
- Requires Fire (Level: 3)
- Costs 7 Magic
- Revive an ally to 8 Hearts.
- As a result of this, a fire nova descends upon the field and hits everyone on the field.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Damage increased by 1
[box=Nova Shield][list]
[*][Level=20]
[*]With the emblem of a phoenix encrested across the shield's surface, it provides adequate defense while giving you a powerful revival ability.[list]
[*]When defending, your roll is increased by 5 dice.
[*][b]Phoenix Nova:[/b][list]
[*]Requires [Fire 3]
[*]Costs [Magic]7[/Magic]
[*]Revive an ally to [Hearts]8[/Hearts].
[*]As a result of this, a fire nova descends upon the field and hits everyone on the field.[list]
[*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom] / Damage increased by 1[/list][/list][/list][/list][/box]
- Amount: 1
- Requires Level 10 and Fire (Level: 1)
- It’s an orb of fire in a bottle. What. Fire two consecutive fireballs at a target as the following two rolls.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Roll your Wisdom +4 dice vs. targets' Courage dice / Damage is halved
[box=Fireball][list]
[*][Amount]1[/Amount]
[*][i]Requires Level 10[/i] and [Fire 1]
[*]It’s an orb of fire in a bottle. [u]What[/u]. Fire two consecutive fireballs at a target as the following two rolls.[list]
[*][dice type-a=Wisdom amount-a=+2 type-b=Wisdom]
[*][dice type-a=Wisdom amount-a=+4 type-b=Courage] / Damage is halved[/list][/list][/box]
Theoretically, it's 5 sessions this week... assuming none get cancelled. Here they are!
- Sheikah Trials - Wednesday, February 12th, at 9:30pm CST, for Darte Fellshard, Dex Eyegouger, Kirran, and Red Enrics.
- To Bomb a Clock Town - Thursday, February 13th, at 8pm CST, for Sandor Clegane and Dhoo.
- Prelude Alternative - Friday, February 14th, at 8:30pm CST, for Kappa Yagami, Neon Mercilion, and Serikka Tonatsu.
- The Final Shard - Saturday, February 15th, at 8pm CST, for Sephiroth.
- A Search for Tokens - Sunday, February 16th, at 8pm CST, for Maliki Lagiban, Vincent Blaze, and potentially others.
Happy questing! See you all next week for lots of new stuff to play around with!
RE: February, Week 2 Announcements - WindStrike - 02-11-2014
And cause I got them up quick enough, here's a few more things.
The voicechat thread is back. You can find the info for joining the game's channel both there and in #zuchat's topic.
After looking it up, apparently, Humans are considered an actual race in Zelda lore. Hylians, Gerudos and Sheikah are all sub-species of them. That said, and at the request of FireSeraphim, I redid the bonuses for the Human race and shifted them over to the Zelda races. You can look at them here.
A change in the schedule has appeared! Here it is:
It has been updated in the full schedule list above as well.
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