Test Battles - WindStrike - 04-07-2014
On Wednesday, April 9th at 8pm CST as well as Thursday, April 10th at 8pm CST, I will be running a series of test battles. This is to test out a new battle system which isn't much different from the current one, but in theory, it makes battles go way faster. We are not testing out double turns yet; that's for next week.
Anyone is welcome to join in on these tests, and I'll be setting up some extra profiles if you don't have a character within the set level range (we'll vote based on who shows up, but expect it to be in the 10s or 20s). Regarding battle rewards, because this is experimental, there will be no Experience or Item Drops. However, the Rupee reward will be doubled from $#d8 to $#d16.
EDIT: Experience, Rupees and drops are in for the May 11th test battles. Still going for $#d16 for Rupees.
Origin: The Legend of Zelda
Blue Darknuts are considerably faster and a bit more intelligent than Red Darknuts. Instead of using a Tower Shield for defense, it banks on its offensive capabilities by wielding two claymores.
- All Darknuts have absurd strength and are thus able to carry Two-Handed items with one hand instead.
- Darknut attacks also deal impact damage to those that successfully block their attacks.
- Targets that successfully defend Darknut attacks take damage equal to their bonus dice and bonus successes when defending.
- When Darknut covers for someone and successfully defends a melee attack, it can immediately counterattack the attacker with a slash from its sword.
- If the attack is unsuccessful, Cover is lost.
- 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.
- Darknut charges at a target at super speeds, exceeding 88 mph.
- Roll your Courage +4 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target's shield is knocked far away.
- Anyone can spend an action or a counterattack to go and pick it up.
If the attack is unsuccessful, Darknut slams into an inconveniently placed wall.
Darknut takes neutral damage equal to the half of the difference in successes.
- Requires Shadow (Level: 4)
- Costs 6 Magic
- Send you or an ally into a fit of pure rage and hatred, giving him the Enrage Affliction:
- While Enraged, target has no control over its targets and rolls $1d#, where # is the number of players in the turn order.
- When the target attacks someone, he can attack a second time if the first attack is successful.
- Target’s damage taken is increased by 3
Enrage lasts until the end of your turn two rounds later.
- Requires Shadow (Level: 1)
- Costs 2 Magic
- Strike a target with a ranged, physical Shadow attack. Does not count as spell damage.
- Roll your Courage -3 dice vs. targets' Wisdom dice / Damage increased by 1
- Level 20
- A heavy, Two-Handed curved blade that causes its victims to go berserk. Hits one target.
- Roll your Courage dice vs. targets' Courage dice / Damage increased by 3
- If the attack is successful, target gets the Berserk Affliction:
- Target is forced to use melee attacks.
- Target gains +3 damage on all physical attacks.
- Target takes +2 damage from all attacks.
Berserk lasts until the end of your turn one round later.
- A gargantuan Two-Handed blade the size of an adult Hylian that’s capable of breaking its foes in a single strike. Hits one target.
- Roll your Power -5 dice vs. targets' Power dice / Damage increased by 6
- If the attack is successful, target gets the Scarred Affliction:
- A Magic scar is left on all of the target’s equipped items, lowering all numerical bonuses by 1.
- This does not include durations of effects.
Scarred stacks infinitely.
Scarred lasts for the remainder of the battle or until Darknut dies.
- Level 20
- As Darknut takes attacks, his armor charges over time, eventually empowering his attacks.
- Damage taken is reduced by 3
- Each time Darknut is hit, Charge Platemail gains a charge, up to a maximum of 3.
- When the armor is fully charged, Darknut’s next attack is increased by 6 successes.
- Regardless of whether the attack hits or not, all of the charges are spent, resetting the charge count to 0.
Origin: The Legend of Zelda
As if flies weren't bad enough... the Blue Patra is an overgrown fly with additional flies rotating in a ring around it at extreme speeds. They bat their opponents to death, and even when they're gone, the Blue Patra itself spits out fireballs to burn its enemies to death.
- Blue Patra is immune to all spell damage.
- Damage taken is reduced by 4
- Blue Patra has a ring of 4 smaller Yellow Patras surrounding it with 10 Hearts each. Until these Yellow Patras are dead, Blue Patra cannot take damage in any way.
- A multi-target attack can hit multiple Yellow Patras, as each one counts as a separate target.
The Yellow Patras’ Hearts are separate from Blue Patra’s.
- When Blue Patra covers someone, as long as it has at least one Yellow Patra, it takes two attacks for Cover to wear off.
- Requires at least one Yellow Patra
- The ring of Yellow Patras expand, hitting all enemies and dealing bonus damage depending on the number of flies.
- Roll your Courage dice vs. targets' Courage dice / Damage is increased by # of Yellow Patras
- Fire (Level: 1)
- Costs 2 Magic
- Blue Patra fires a bolt of Fire at a target.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- If the attack is successful, the target takes an additional 3 burn damage (neutral).
Origin: ZURPG
Part of a religious sect known as "The Followers of Wisdom", the Enchanter is usually a hooded figure that stacks in the back of its group, buffing its allies with barriers and other effects. Enchanters bring down what they call "the goddesses rage" upon those that don't follow their beliefs.
- Enchanter gains 4 Magic at the start of each round.
- When damage is taken, Enchanter can expend 1 Magic for any 1 Heart lost in its place.
- Level 20 Light (Level: 3)
- Costs 6 Magic
- Fire a series of mind blowing numbers at a target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the Stat Swap Status Effect:
- Target's highest and lowest stats are switched when the target is defending.
- This does not include Hearts or Magic.
Stat Swap lasts until the end of your turn two rounds later.
- Level 20 and Light (Level: 4)
- Costs half of your Maximum Magic
- Roll your Maximum Magic and create a massive barrier that engulfs you and all allies.
- Barrier has bonus successes equal to the successes of your Maximum Magic.
- When any ally inside the barrier is defending, he can draw up to 5 successes from the Collective Barrier to his defending roll.
- Collective Barrier is not a Field Effect, but it can be dispelled like one.
Collective Barrier lasts until it falls or Enchanter dies.
- Level 10 and Light (Level: 2)
- Costs 3 Magic + 1 Magic per additional stack
- Target someone that has an Affliction that's capable of stacking.
- A ray of Light descends upon the target, removing all stacks of that particular Affliction.
- For each stack of the Affliction removed, the target heals by 2 Hearts.
- Level 20
- A Two-Handed staff imbued with magical powers, it returns your spent Magic over the course of the battle.
- Half of the Magic that you spend on your turn is returned to you at the start of the following round.
Can hit one target with a quick swing of this staff.
Roll your Courage +4 dice vs. targets' Courage dice
- Level 20 and Light (Level: 2)
- These robes are enchanted with Light Magic and have the crest of the Triforce across the chest. It provides minor damage protection.
- All damage taken (including neutral) is reduced by 1.
Divine Light:
Level 20 and Light (Level: 4)
Costs 10 Magic
A holy Light envelops a target, giving him the Divine Light Buff:
When the target takes spell damage, half of that amount is added as damage to his next attack. This stacks infinitely and resets after the target's next attack.
Divine Light cannot be used on those with Shadow affinity.
Divine Light lasts until the end of your turn two rounds later.
Origin: Final Fantasy
It sees you. It wants you. You will die... eventually. Curse you arthritis.
- Tonberry moves veeery slow and has an initiative of only $init 1d2.
- When Tonberry declares an action, it will happen two rounds later due to taking that long to walk up to the target.
- IT DOESN'T MATTER WHERE YOU RUN OR HIDE. HE WILL GET YOU.
- It's just a little knife. Why are you frightened, my friend? Scared, are you? Then come closer. Let me hug you. Hits one target.
- Roll your Courage +2 dice vs. targets' Courage dice
- Level 10
- A dimly-lit lantern carried by Tonberry. It leads the way to death.
- When Lantern of Doom is carried by Tonberry, his Knife's dice when attacking is increased by 100.
- When Lantern of Doom is carried by a player, it siphons 1 Magic from all enemies to the user at the start of each round.
- A standard cloak that provides minimal protection against all types of damage.
- All damage taken (including neutral) is decreased by 1.
Origin: The Wind Waker
Also known as the "children of Bokoblins", these Miniblins repeatedly charge a target to death, cycling through different attacks. Unlike Bokoblins, they have no need of a leader. They just feast on whatever is tasty to them.
- All Miniblins share one collective turn and only get one action total. As such, only one initiative roll is made for all Miniblins.
- Each Minblin still counts as a separate target.
- Miniblins can get in the way of any attack that was directed at an ally.
- Swarm Protection can only be used once per round for all Miniblins.
- Miniblins are worth 10 experience each.
- Each Miniblin can attack a target at once per turn. For each Miniblin, attack again cycling through this list:
- Roll your Courage +2 dice vs. targets' Courage dice
- Roll your Power +4 dice vs. targets' Power dice
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Miniblins cannot hit a single target more than three times in one turn with Swarm Charge.
Origin: The Wind Waker
Pink Bokoblins serve as scouts for their boss, allowing Bokoblins to ambush the enemy whenever they can. In battle, they support their allies by looking at someone with a scope.
- While Pink Bokoblin is on the field, all Bokoblins siphon 3 Hearts and 3 Magic when attacking with a spell.
- Only one Spellvamp Aura can be active at a time.
- Requires Water (Level: 1)
- Costs 3 Magic
- Fire a spray of Water bullets at a target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals Water Effect Damage
- Requires Water (Level: 1)
- Costs 3 Magic
- Splash a target with freezing water, eliminating a Status Effect that the target has.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage decreased by 2
- If the attack is successful, target has the Soaked Affliction:
- Erase one Status Effect that the target has.
- While Soaked, shock damage (neutral) is increased by 1 against the target.
Soaked lasts until the end of your turn two rounds later.
- Requires Water (Level: 3)
- Costs 5 Magic
- Heal an ally by 5 Hearts and give the target the Reversal Buff.
- If the target is taking damage over time, it's reversed to a healing over time effect of the same amount.
- If the target returns to maximum Hearts, Reversal is automatically removed.
Reversal lasts for the remainder of the battle.
Souls... give me your SOULS!
- Level 10
- While it doesn't have much power, it makes up for it by allowing its beam to siphon Magic from one to another. Hits one target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, you can siphon Magic from the target to you or another target up to an amount equal to the damage dealt.
- Alternatively, you can transfer any amount of Magic from you to the target.
- Level 20
- Pink Bokoblin’s Scope has two channeled abilities that last as long as Pink Bokoblin is looking at the target with the Scope.
- Mark Target:
- Select any target. Everyone gains +5 dice when attacking that target.
Sap Shield
Select an ally. Anyone attacking that target will have 5 Hearts and 5 Magic siphoned to you if successful.
Sap Shield and Mark Target last until Pink Bokoblin is attacked or does something else.
Origin: The Wind Waker
Every Green Bokoblin is accompanied by at least one Blue Bokoblin, a rabid beast that throws itself at the enemy at blinding speeds. Under the command of a leader, it throws its grappling hook at enemies to bring them closer to its kin.
- For every Bokoblin (including Miniblins) on the field, all Bokoblins gain +2 Courage and +1 Power.
- Only one Bokoblin Swarm can be active at a time.
- Blue Bokoblin idiotically flings himself at a target.
- Roll your Courage +8 dice vs. targets' Courage dice
- Regardless of whether Fling is successful or not, target can counterattack Blue Bokoblin.
- Level 20
- It’s not a particularly strong sword, but it allows Blue Bokoblin to hit the same target twice with this sword.
- Roll your Courage +3 dice vs. targets' Courage dice / Damage decreased by 4
- Level 10
- Blue Bokoblin can throw its Grappling Hook at a target, allowing an ally to hit the target.
- Roll your Courage dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, the hook brings the target to an ally.
- Ally can attack hooked target once.
- Target loses 5 dice when defending against this attack.
- This counts as a counterattack.
Origin: The Wind Waker
Bokoblins are similar to their Moblin kin, though rather than being forest fellows, they're sea folk, and sometimes, pirates. The Green Bokoblin is the leader of its group and will never be seen alone. It gives commands to other Bokoblins, usually to focus all of their attacks on one target at a time. Without the leader, the rest of the Bokoblins attack whatever they want with no coordination. Nature (Level: 3), Water (Level: 3)
- There can only be one Green Bokoblin among any group of Bokoblins.
- While Green Bokoblin is on the field, all other Bokoblins have a damage reduction bonus of 2
- For every other Bokoblin on the field, Green Bokoblin gains a damage reduction bonus of 1
- Requires 3 Turns to Charge
- Charge the first turn. While Green Bokoblin is charging, all other Bokoblins (including Miniblins) can only use Cover on their turns.
- On Green Bokoblin’s next turn, all Bokoblins charge forth simultaneously, each one attacking any target with any attack.
- All Bokoblins have +6 dice when attacking during Boko Brigade
- Bokoblins with Boko Brigade cannot be counterattacked
- Requires Nature (Level: 3)
- Costs 4 Magic
- Summon a Spike Trap that hurts melee attackers, telling only the target where you put it.
- If an enemy engages an ally that has a Spike Trap with a melee attack, target takes 5 damage.
- Additionally, target enemy loses 3 successes when attacking on that particular attack.
Spike Trap lasts until the end of your turn two rounds later or if it hits someone.
- Level 20
- A large, curved sword, forged strong with jagged edges, the Scimitar sends foes flying and bleeding. Can hit one target.
- Roll your Power +2 dice vs. targets' Courage dice / Damage increased by 2
- If the attack is successful, target gets two stacks of the Bleeding Affliction:
- At the start of each round, target takes 1 bleed damage (neutral).
- This stacks infinitely.
Bleeding lasts for the remainder of the battle.
- Green Bokoblin carries a broad, Spiked Shield that hurts attackers in melee.
- When defending, your roll is increased by 4 dice.
- When an attacker successfully hits you in melee, the attacker takes 5 damage.
- When you Bash a target using Spiked Shield, the target takes a separate 5 damage.
RE: Test Battles - WindStrike - 04-14-2014
On Thursday, April 17th at 8:30pm CST, I'm going to run two test battles. The first one will be against some of the overhauled enemies, which you'll see in the new and improved enemy database. The second fight will be a preview of a boss fight that's intended for something far down the road, just to test various things out.
Both of these battles will be the low-mid 10s range, and this time, we're testing out the double actions change. After the battles, I'll ask for a revote on the thread, and if it passes, it's going to go into full effect next week. There shall be an announcement on Tuesday, which will include any big changes, along with a theoretically small changelog for various items and whatnot. Well, might be larger, because if double turns are in, I may end up altering various Support Spells and Active Skills. Who knows, we'll see.
RE: Test Battles - WindStrike - 04-17-2014
Make that April 20th, Sunday, 7pm to 10pm CST. Might alter that a bit depending on if someone else is running stuff that day or not.
RE: Test Battles - WindStrike - 05-11-2014
Test battles:
Origin: The Legend of Zelda
Found both on land and sea, Octoroks are tentacled, slimy beasts that prefer to stay hidden until they're ready to fire rocks at their opponents. They can also be quite handy with a mouthful of water...
- When Red Octorok dies, it drops a Level 30 Water Scroll:
- A scroll with liquid writing that rolls around the parchment. Choose one of the two below from the Scroll List.
- It can give you a Level 30 Water Bonus to an item.
- It can teach you a Level 30 Water Spell.
Once this scroll is used, the scroll evaporates into the air.
[box=Level 30 Water Scroll][list]
[*]A scroll with liquid writing that rolls around the parchment. Choose one of the two below from the [url=http://zurpg.sephiroth.ws/thread-352.html]Scroll List[/url].[list]
[*]It can give you a [i]Level 30[/i] [Water] [b]Bonus[/b] to an item.
[*]It can teach you a [i]Level 30[/i] [Water] [b]Spell[/b].[/list]
[*]Once this scroll is used, the scroll evaporates into the air.[/list][/box]
- Octoroks have a very bouncy, rubbery skin, which bounces failed attacks off.
- When Octorok successfully defends an attack, the attacker's attack bounces off and rolls $1d#, where # = the number of targets in battle, except for the attacker and the Octorok it just attacked.
- The attacker's attack then redirects to that target with the same success rate -3.
- With its array of tentacles, Octorok can use them to deflect oncoming ranged attacks.
- Octorok can override the defending stat with its Power stat to defend against a ranged attack.
- If its successful, the attack is deflected towards an ally with -7 dice, or it hits Octorok with -6 dice.
- If its unsuccessful, the attack pierces through one of the tentacles, automatically costing the Octorok 7 Hearts.
- Level 20
- When Red Octorok successfully defends an attack, it can slide over and follow up by using Cover on an ally.
- Red Octorok fires a large rock at a target from its cannon-like mouth.
- Roll your Power +4 dice vs. targets' Power dice / Damage increased by 4
- Requires 1 Turn to Charge
- Red Octorok begins charging by planting its tentacles into the ground.
- Until Red Octorok uses this charge, it cannot use Tentacle Shield.
Once charged, Red Octorok can fling itself at someone with its tentacles.
Roll your Courage +13 dice vs. targets' Courage dice
If the attack is unsuccessful, Red Octorok takes the difference in successes as damage. Additionally, its target gets to counterattack Red Octorok.
- Requires Water (Level: 2)
- Costs 2 Magic
- A highly impactful blast of Water is fired at a target.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- If the attack is successful, knock the target's shield away from them.
- Anyone may spend an action to pick up the shield, as long as they meet the requirements.
Origin: The Legend of Zelda
These bipedal beasts have the appearance of wolves. A closer examination would reveal a more eldritch origin - that is, if you can get close enough to examine them without being struck in the back by their wicked boomerangs.
- When Red Goriya dies, any equipped items are dropped. It also drops Bait.
- Amount: 1
- Level 30
- A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great?
- You can eat the bait to recover 16 Hearts.
You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.
Roll your Wisdom +8 dice vs. targets' Wisdom dice / Deals no damage
If the roll is successful, any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.
Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.
[box=Bait][list]
[*][Amount]1[/Amount]
[*][Level=30]
[*]A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great?[list]
[*]You can eat the bait to recover [Hearts]16[/Hearts].[/list]
[*]You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom] / Deals no damage
[*]If the roll is successful, any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.[list]
[*]This counts as using an action.
[*]Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.[/list][/list][/list][/box]
[box=Spiked Boomerang][list]
[*][Level=30]
[*]If someone is unsuccessful in hitting you in melee combat, the attacker takes 6 damage.
[*]You can throw the [b]Spiked Boomerang[/b] at a target.[list]
[*][dice type-a=Power amount-a=+6 type-b=Power]
[*]If the attack is successful, the Spiked Boomerang bounces off and directs itself towards another target:[list]
[*][dice type-a=Power amount-a=-2 type-b=Power][/list]
[*]Afterwards, the [b]Spiked Boomerang[/b] returns to you.[/list]
[*][b]Golden Throw:[/b][list]
[*]Requires 1 Turn to Charge
[*]Begin charging by focusing your intent on one target. Once charged, you gain a defensive bonus.[list]
[*]When defending against that target, your dice is increased by 7.
[*]When defending against any other target, your dice is decreased by 3.[/list]
[*]You can use the charge, cancelling the defensive bonus. Your boomerang is thrown and teleports, hitting a target from behind.[list]
[*][dice type-a=Power type-b=Wisdom amount-b=-9] / Damage increased by 4
[*]Afterwards, the [b]Spiked Boomerang[/b] returns to you.[/list][/list][/list][/box]
[box=Arcane Fragments][list]
[*][Level=30] and [Arcane 5]
[*]An array of shield fragments that appear to do nothing. It gives you a [i]Passive[/i] [Magic] boost.[list]
[*]Your [Magic] stat is increased by 6.[/list]
[*]However, you can manipulate these fragments to block any attack at any time.[list]
[*]When you or an ally is being attacked, you can spend half of your Maximum [Magic] to empower the shield fragments to help defend against the attack.
[*]The one defending the attack gains dice equal to your Maximum [Magic], but he cannot counterattack that attack.[/list]
[*]Alternatively, you can fire one of the fragments at a target at high speeds.[list]
[*]Costs [Magic]1[/Magic]
[*][dice type-a=Courage amount-a=+10 type-b=Courage] / Damage is halved
[*]If the attack is successful, target gets four stacks of the [b]Arcane Bleeding[/b] [u]Affliction[/u]:[list]
[*]At the start of each round, target takes 1 bleeding damage (neutral) and loses [Magic]1[/Magic].
[*]This stacks infinitely.[/list]
[*][b]Arcane Bleeding[/b] lasts for the remainder of the battle.[/list][/list][/box]
- After Goriya attacks someone (successful or not), he mimics the target's movement and gains bonus dice when defending equal to the target's bonus dice and successes when defending.
- This only changes after Goriya attacks a different target or until the original target is dead.
- You and your allies gain an empowerment when firing spells.
- When you successfully hit someone with a single-target spell, the spell can bounce and hit another target with -4 dice.
- Any damage the spell does is halved.
Only one Bouncing Aura can be active at a time.
- Level 20
- When Goriya's bouncing attacks hit two or more times in a single turn, Goriya gets a stack of the Increased Bounces Buff:
- All of Goriya's attacks will bounce an additional time with -5 dice.
- The target must be a different target from the one it most recently hit.
This can stack up to 3 times.
Increased Bounces lasts for the remainder of the battle.
- Select a target and attempt to match the target's actions.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice / Deals no damage
- If the imitation is successful, you become locked onto the target.
- You gain damage reduction equal to the target's total damage reduction.
- Your Magic stat (Current and Maximum) is increased by an amount equal to the target's Current Magic at the time of initiating Imitate.
- After the target attacks, you can immediately attack the target back with any of your attacks.
- Your attack gains bonus dice equal to the total bonus dice, successes, and damage that the target's previous attack had.
Imitate lasts until the end of your turn two rounds later.
- Level 30 and Arcane (Level: 4)
- Costs 5 Magic
- Fire a beam of Magic at a target, channeling that target's Magic into the beam.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, transfer Magic from the target equal to the difference in successes to the beam.
- This amount can't exceed 10 Magic.
The beam then bounces to another target, amplified by the extra Magic.
Roll your Wisdom +4 dice vs. targets' Wisdom dice
The attack's damage is increased by an amount equal to the Magic drained from the first target.
- Level 10 and Arcane (Level: 2)
- Costs 4 Magic
- When your opponent activates a Spell Card-
- A magic seal is placed on the target, linking you and your target's Magic pools.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the Magic Drain Affliction:
- Any time your Current Magic is spent or drained, the target's Current Magic is reduced by an equal amount.
- When you cast a spell that reduces your Current Magic to 0, target takes damage equal to the spell's Magic Cost.
- If the cost of the spell is 8 Magic or more, then the target instead takes damage equal to half of your Maximum Magic.
Magic Drain lasts for the remainder of the battle.
- Level 30
- If someone is unsuccessful in hitting you in melee combat, the attacker takes 6 damage.
- You can throw the Spiked Boomerang at a target.
- Roll your Power +6 dice vs. targets' Power dice
- If the attack is successful, the Spiked Boomerang bounces off and directs itself towards another target:
- Roll your Power -2 dice vs. targets' Power dice
Afterwards, the Spiked Boomerang returns to you.
Golden Throw:
Requires 1 Turn to Charge
Begin charging by focusing your intent on one target. Once charged, you gain a defensive bonus.
When defending against that target, your dice is increased by 7.
When defending against any other target, your dice is decreased by 3.
You can use the charge, cancelling the defensive bonus. Your boomerang is thrown and teleports, hitting a target from behind.
Roll your Power dice vs. targets' Wisdom -9 dice / Damage increased by 4
Afterwards, the Spiked Boomerang returns to you.
- Level 30 and Arcane (Level: 5)
- An array of shield fragments that appear to do nothing. It gives you a Passive Magic boost.
- Your Magic stat is increased by 6.
However, you can manipulate these fragments to block any attack at any time.
When you or an ally is being attacked, you can spend half of your Maximum Magic to empower the shield fragments to help defend against the attack.
The one defending the attack gains dice equal to your Maximum Magic, but he cannot counterattack that attack.
Alternatively, you can fire one of the fragments at a target at high speeds.
Costs 1 Magic
Roll your Courage +10 dice vs. targets' Courage dice / Damage is halved
If the attack is successful, target gets four stacks of the Arcane Bleeding Affliction:
At the start of each round, target takes 1 bleeding damage (neutral) and loses 1 Magic.
This stacks infinitely.
Arcane Bleeding lasts for the remainder of the battle.
[enemy Power=60 Courage=45 Wisdom=0 Hearts=45/45 Magic=0/0]
Origin: The Ocarina of Time
The unwary may see only a formidable stone statue, but they'll realize their mistake too late once they make contact and it grinds to life. Whatever sorcery keeps it alive also leaves a nasty trap once it's dead...
- When Armos dies, any equipped items are dropped.
[box=Arcane Stone Shield][list]
[*][Level=30], [Arcane 5], and 40 Base [Power]
[*]Costs [Magic]5[/Magic] at the start of each round to maintain
[*]A large slab of stone with incredible defensive abilities. However, without [Magic], it will only provide a moderate bonus:[list]
[*]When defending, your roll is increased by 8 dice.[/list]
[*]With [Magic], it gets the above bonus and it's able to hover over the ground, giving it the ability to fly around at your command.[list]
[*]When an ally is being attacked, you can fire the shield at the attack itself, rolling your [Power] stat to defend it.[list]
[*]If you successfully defend against the attack, you get to bounce the attack at someone else, using the success rate you used to defend the attack.
[*]If you are unsuccessful, the shield disappears on contact, and the attack continues towards its original target.[list]
[*]The shield will reappear after the battle has ended.[/list][/list]
[*]You can also fire the shield at a target.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage] / Damage increased by 5
[*]If the attack is successful, the shield sticks to the target, severely reducing the target's mobility.[list]
[*]While shield is stuck to the target, target loses 7 dice on any action that involves moving.
[*]The shield also increases the [Power] requirements for the target's armor by 30.[list]
[*]If the target doesn't meet the [Power] requirements, he gets slowed down even more and loses 5 dice when attacking or defending.[/list]
[*]The shield sticks to the target as long as you maintain the [Magic] cost, or until you command the shield to move elsewhere.[/list][/list][/list][/list][/box]
- Requires Arcane (Level: 4)
- Armos is created with a highly resistant Stone Armor. The damage that it absorbs empowers it, granting it magical abilities.
- Physical damage taken is reduced by 8.
- Spell damage taken is reduced by 5.
- For every point of damage Armos takes, its Magic stat (Current and Maximum) increases by 1.
- For every point of damage absorbed by Stone Armor, it recovers 1 Magic.
- When Armos is hit by an attack, it automatically counterattacks the attacker with equal force.
- Roll your Power dice vs. targets' Power dice / Deals # damage
- # = the amount of damage Armos took from the previous attack (excluding damage reduction)
- Level 20
- When the Armos is destroyed, it explodes, hitting everyone.
- Roll your Power dice vs. targets' Power dice / Deals $#d# damage
- # = its total affinity levels
- Requires Arcane (Level: 2)
- Costs any amount of Magic
- Stomp the ground, channeling your Magic into the stomp. The ground rumbles, and your Magic errupts throughout the battlefield, hitting everyone without Arcane affinity.
- Roll your Wisdom +3 dice vs. targets' Power dice / Deals # damage
- # = the Magic Cost of this spell
- If the attack is successful, target(s) hit get the Magic Down Affliction:
- At the start of each round, target's Magic and Wisdom stats are reduced by #, where # = your total affinity levels.
Magic Down lasts until the end of your turn rounds later.
- Level 10 and Arcane (Level: 3)
- Costs 5 Magic
- Give a target the Recovery Barrier Buff:
- At the start of each round, target recovers Hearts and Magic equal to half of the total damage he took during the previous round.
- This effect occurs whether the target had Recovery Barrier during that time or not.
Recovery Barrier lasts for the next two rounds.
- Level 30, Arcane (Level: 5), and 40 Base Power
- Costs 5 Magic at the start of each round to maintain
- A large slab of stone with incredible defensive abilities. However, without Magic, it will only provide a moderate bonus:
- When defending, your roll is increased by 8 dice.
With Magic, it gets the above bonus and it's able to hover over the ground, giving it the ability to fly around at your command.
When an ally is being attacked, you can fire the shield at the attack itself, rolling your Power stat to defend it.
If you successfully defend against the attack, you get to bounce the attack at someone else, using the success rate you used to defend the attack.
If you are unsuccessful, the shield disappears on contact, and the attack continues towards its original target.
The shield will reappear after the battle has ended.
You can also fire the shield at a target.
Roll your Courage +5 dice vs. targets' Courage dice / Damage increased by 5
If the attack is successful, the shield sticks to the target, severely reducing the target's mobility.
While shield is stuck to the target, target loses 7 dice on any action that involves moving.
The shield also increases the Power requirements for the target's armor by 30.
If the target doesn't meet the Power requirements, he gets slowed down even more and loses 5 dice when attacking or defending.
The shield sticks to the target as long as you maintain the Magic cost, or until you command the shield to move elsewhere.
[enemy Power=10 Courage=52 Wisdom=47 Hearts=42/42 Magic=8/8]
Origin: The Legend of Zelda
These metal-armored baffoons know how to conquer and destroy. They have little awareness, but once they lock onto a target, they continue to chase that target until it's decimated. Many have become wary of Darknuts, for they bring a heavy defense and an even heavier aresenal of weapons.
On rare occasions, these red knights actually have some degree of intelligence, which alters their behavior from a destructive warrior to a manipulative mastermind. Either way, its abilities are nothing to laugh at.
- When Red Darknut dies, any equipped items are dropped.
[box=Shadow's Claymore][list]
[*][Level=30] and [Shadow 4]
[*]A mighty [i]Two-Handed[/i] blade, capable of great devastation. Its shadow is particularly darker than usual... and it has a will of its own. Your sword can hit one target.[list]
[*][dice type-a=Courage type-b=Courage] / Damage increased by 7
[*]If the attack is successful, you can follow up with the claymore's shadow, hitting the target again with this piercing blade, ignoring damage reduction.[list]
[*][dice type-a=Wisdom amount-a=+7 type-b=Wisdom] / Damage is halved
[*]If the attack is successful, target falls under your [b]Shadow Control[/b].[list]
[*]On your turn, you can temporarily transfer your will into any target you've hit with [b]Shadow Control[/b], allowing you to control the target's actions in place of your turn. Doing so does not count as using an action.
[*]You cannot have the target attack or target himself in any way.
[*]When your turn ends, your will returns to yourself, and the target you just controlled regains control of himself... for now.[/list]
[*][b]Shadow Control[/b] lasts for the remainder of the battle.[/list][/list][/list][/box]
[box=Tower Shield][list]
[*][Level=30]
[*]A large, [i]Two-Handed[/i] shield that helps defend against attacks and mitigate damage.[list]
[*]When defending, your roll is increased by 8 dice.
[*]Additionally, damage taken is reduced by 4 (on top of your armor).
[*]If you are unsuccessful when attacking, target automatically gets to counterattack.[list]
[*]While anyone is counterattacking you, [b]Tower Shield[/b] is disabled.[/list][/list][/list][/box]
[box=Soldier Platemail][list]
[*][Level=30]
[*]A steadfast, durable plate of armor that protects you well against attacks.[list]
[*]Damage taken is reduced by 5.[/list][/list][/box]
- All Darknuts have absurd strength and are thus able to carry Two-Handed items with one hand instead.
- Darknut attacks also deal impact damage to those that successfully block their attacks.
- Targets that successfully defend Darknut attacks take damage equal to their bonus dice and successes when defending.
- While Red Darknut is covering someone, if it successfully defends the attack while its Tower Shield is not disabled, it can immediately counterattack the attacker with an improved Bash attack.
- Roll your Power +7 dice vs. targets' Power dice / Damage decreased by 2
- If the attack is successful, target becomes Dazed.
- Target loses 5 dice when attacking or defending.
Dazed lasts until the end of your turn one round later.
- Level 20
- As Darknut attacks, it presses towards its foes, but it also gets pushed back by attacks. Darknut starts at 0 Offense Charges, increasing and decreasing with the momentum of the battle.
- Darknut gets a bonus of 3 attacking dice * its Offense Charges.
- Every time Darknut successfully hits someone, its Offense Charges increases by 1, up to a maximum of 3 Offense Charges.
- When it's at 3 Offense Charges, Darknut's attack bonus is shared to its allies.
Every time Darknut is hit, its Offense Charges decreases by 1, down to a minimum of -3 Offense Charges.
When it's at -3 Offense Charges, Darknut changes its priorities to protecting its allies by only using Cover and Counter Preparation. It cannot attack unless ordered to by someone else.
- Place yourself into a Counter Stance.
- If you successfully defend the next attack that hits you, you automatically counterattack the attacker.
- If your counterattack is successful, you can either immediately return to having Counter Stance or using Cover.
If you are unsuccessful in defending the next attack that hits you, Counter Stance wears off.
Counter Stance lasts until you're hit or you use Cover as a result of using Counter Stance.
- Darknut charges at a target with its shield. The shield must not be disabled to use Collision.
- Roll your Courage +6 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target loses all bonus dice and successes when defending.
- This lasts until the end of Darknut's turn one round later.
If the attack is unsuccessful, Darknut's Tower Shield is disabled.
This lasts until the end of Darknut's turn round later.
- Level 30 and Shadow (Level: 4)
- Costs 4 Magic
- Give yourself or an ally the Berserk Affliction:
- Target is forced to use melee attacks.
- Target gains 6 physical damage on all attacks.
- Target takes an additional 3 damage from all ranged attacks.
Berserk lasts until the end of your turn two rounds later.
- Level 30 and Shadow (Level: 4)
- A mighty Two-Handed blade, capable of great devastation. Its shadow is particularly darker than usual... and it has a will of its own. Your sword can hit one target.
- Roll your Courage dice vs. targets' Courage dice / Damage increased by 7
- If the attack is successful, you can follow up with the claymore's shadow, hitting the target again with this piercing blade, ignoring damage reduction.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target falls under your Shadow Control.
- On your turn, you can temporarily transfer your will into any target you've hit with Shadow Control, allowing you to control the target's actions in place of your turn. Doing so does not count as using an action.
- You cannot have the target attack or target himself in any way.
- When your turn ends, your will returns to yourself, and the target you just controlled regains control of himself... for now.
Shadow Control lasts for the remainder of the battle.
- Level 30
- A large, Two-Handed shield that helps defend against attacks and mitigate damage.
- When defending, your roll is increased by 8 dice.
- Additionally, damage taken is reduced by 4 (on top of your armor).
- If you are unsuccessful when attacking, target automatically gets to counterattack.
- While anyone is counterattacking you, Tower Shield is disabled.
- Level 30
- A steadfast, durable plate of armor that protects you well against attacks.
- Damage taken is reduced by 5.
[enemy Power=72 Courage=48 Wisdom=0 Hearts=30/30 Magic=0/0]
A ranged variant of the Darknut, the Darknut Archer specializes in taking out foes from a distance and disruption enemy formations. However, just like the Red Darknut, it's just as brainless... usually.
- When Darknut Archer dies, any equipped items are dropped.
[box=Mini-Ballista][list]
[*][Level=30]
[*]Costs [Hearts]4[/Hearts] of recoil damage to fire a bolt
[*]Capable of firing bolts that can pierce through enemies, this large [i]Two-Handed[/i] [b]Mini-Ballista[/b] is perfect for the heavy weapons guy. Bolts fired from this weapon ignore damage reduction by armor, and it can hit one target initially.[list]
[*][dice type-a=Power type-b=Power] / Damage increased by 4
[*]If the attack is successful, the attack pierces through the target and can hit another target at the same success rate, dealing half the damage it did from the initial attack.[list]
[*]If that attack is successful, it will pierce through, and it can hit one more target at the same success rate, dealing half damage the damage it did from the initial attack.[/list][/list]
[*][b]Lock On[/b]:[list]
[*]Select a target and focus your aim on him.[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom] / Deals no damage
[*]If successful, a marker appears over your target.[list]
[*]Anyone attacking that target will gain 7 dice.
[*]If the target attempts to use any form of [b]Stealth[/b], the marker will continue to remain visible over the target, allowing others to target him.
[*]If you kill the target while the marker is on the target, a round of applause occurs, and you gain a bonus on your next attack.[list]
[*]Your next attack becomes critical, causing the damage to be multiplied by 1.5.[/list][/list]
[*][b]Marker[/b] lasts for the remainder of the battle or until you target someone else with anything.[/list][/list][/list][/box]
[box=Imitation Staff (Weapon)][list]
[*][Level=20]
[*]A small, steel pipe with various markings and rune drawings etched all across it. While it can be used as a beating stick, its useful comes from its ability to transform into other items.[list]
[*]During your equipment switch phase, you can transform this staff into any item you or your allies have, so long as you meet the requirements for that item.
[*]You can also transform this staff into any item from an enemy that you've successfully attacked.[list]
[*]If the target item also happens to be an [b]Imitation Staff[/b] in a different form, you cannot transform this staff into that form. It must be the original item.[/list]
[*]At the end of the battle, regardless of what form it currently has, it will revert to its original form, the [b]Imitation Staff[/b].[/list]
[*]But if you're bored, you can whack a [s]mole[/s] target with this thing.[list]
[*][dice type-a=Power type-b=Courage] / Damage increased by 3[/list][/list][/box]
[box=Soldier Platemail][list]
[*][Level=30]
[*]A steadfast, durable plate of armor that protects you well against attacks.[list]
[*]Damage taken is reduced by 5.[/list][/list][/box]
- All Darknuts have absurd strength and are thus able to carry Two-Handed items with one hand instead.
- Darknut attacks also deal impact damage to those that successfully block their attacks.
- Targets that successfully defend Darknut attacks take damage equal to their bonus dice and successes when defending.
- Targets hit by Darknut Archer get the No Cover Affliction:
- Target cannot use any form of Cover.
- Target cannot be covered by anyone.
No Cover lasts until the end of your turn two rounds later.
- Level 20
- When Darknut Archer successfully hits a target, he can immediately follow up by using Reverse Cover.
- This skill uses the Cover skill and the Cover skill modifier that is attached to it.
- Select an ally to use Reverse Cover on.
- Anyone targeting you will instead hit the selected target, coward.
- If the selected target is unsuccessful in defending any attack, Reverse Cover wears off.
Reverse Cover lasts until the target is hit or until you use Reverse Cover on someone else.
- Flip over a target to fire a ranged attack for a HEADSHOT! in mid-flip. First, leap over a target.
- Roll your Courage dice vs. targets' Courage dice / Deals no damage
- If the leap is successful, follow up with any ranged attack at the target's head with -4 dice.
- If the attack is successful, the attack's damage is multiplied by 1.5 and ignores damage reduction from armor.
- If the attack is unsuccessful, target gets to automatically counterattack you while you're in mid-flip.
- You lose 6 dice when defending on this counterattack.
- Level 30
- Costs 4 Hearts of recoil damage to fire a bolt
- Capable of firing bolts that can pierce through enemies, this large Two-Handed Mini-Ballista is perfect for the heavy weapons guy. Bolts fired from this weapon ignore damage reduction by armor, and it can hit one target initially.
- Roll your Power dice vs. targets' Power dice / Damage increased by 4
- If the attack is successful, the attack pierces through the target and can hit another target at the same success rate, dealing half the damage it did from the initial attack.
- If that attack is successful, it will pierce through, and it can hit one more target at the same success rate, dealing half damage the damage it did from the initial attack.
Lock On:
Select a target and focus your aim on him.
Roll your Wisdom +8 dice vs. targets' Wisdom dice / Deals no damage
If successful, a marker appears over your target.
Anyone attacking that target will gain 7 dice.
If the target attempts to use any form of Stealth, the marker will continue to remain visible over the target, allowing others to target him.
If you kill the target while the marker is on the target, a round of applause occurs, and you gain a bonus on your next attack.
Your next attack becomes critical, causing the damage to be multiplied by 1.5.
Marker lasts for the remainder of the battle or until you target someone else with anything.
- Level 20
- A small, steel pipe with various markings and rune drawings etched all across it. While it can be used as a beating stick, its useful comes from its ability to transform into other items.
- During your equipment switch phase, you can transform this staff into any item you or your allies have, so long as you meet the requirements for that item.
- You can also transform this staff into any item from an enemy that you've successfully attacked.
- If the target item also happens to be an Imitation Staff in a different form, you cannot transform this staff into that form. It must be the original item.
At the end of the battle, regardless of what form it currently has, it will revert to its original form, the Imitation Staff.
But if you're bored, you can whack a mole target with this thing.
Roll your Power dice vs. targets' Courage dice / Damage increased by 3
- Level 30
- A steadfast, durable plate of armor that protects you well against attacks.
- Damage taken is reduced by 5.
|