4-11-2014: Reisanoqun Sewers - Forgotten Third Eye - 04-11-2014
HE COMES. HE SEES. HE HEARS. HE DOES. HE IS THE LIGHTNING.
[Cue insanity]
Enemies:
Origin: The Ocarina of Time
While they may simply seem like Keese unfortunate enough to have caught flame, Fire Keese aren't harmed by the blaze, and indeed even have a great deal of control over it.
- When Fire 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]
- Anyone who attacks Fire Keese by melee (successful or not) will take 2 burn damage (neutral).
- Requires Fire (Level: 1)
- Fire Keese slashes at a target with its burning wings.
- Roll your Courage dice vs. targets' Courage dice
- Requires Fire (Level: 2)
- Fire Keese superheats its wings, doing a large amount of Fire damage to a target.
- Roll your Courage +3 dice vs. targets' Courage dice / Deals 10 Fire Effect Damage
- At the end of the attack, Fire Keese incinerates and dies.
- Requires Fire (Level: 1)
- Costs 2 Magic
- Give yourself or an ally the Veil of Flames Buff:
- Anyone that fights the target in melee combat takes 1 burn damage (neutral) from Veil of Flames.
- Cannot use Veil of Flames on someone with Water affinity.
- If Veil of Flames is used on someone with Nature affinity, target takes 1 burn damage (neutral) at the start of each round.
Veil of Flames lasts for the remainder of the battle.
Origin: The Legend of Zelda
Moblins are thuggish, unintelligent, porcine creatures that nonetheless can hold their own in a fight. However, they will submit to a higher command if they are ordered as such.
- When Moblin dies, any equipped items are dropped, replacing the random item drop. It also drops Bait.
- Amount: 1
- Level 10
- A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great?
- You can eat the bait to recover 8 Hearts.
You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.
Roll your Wisdom +2 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.
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.
[box=Bait][list]
[*][Amount]1[/Amount]
[*][Level=10]
[*]A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great?[list]
[*]You can eat the bait to recover [Hearts]8[/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=+2 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=Spear][list]
[*]A [i]Two-Handed[/i] spear with long that can hit one target from a safe distance, preventing the target from counterattacking by melee.[list]
[*][dice type-a=Courage amount-a=+1 type-b=Courage][/list]
[*]You can thrust forward at a target with the spear for increased [Power] at the cost of vulnerability.[list]
[*][dice type-a=Power amount-a=+5 type-b=Power]
[*]If the attack is unsuccessful, the target automatically gets to counterattack you.[/list][/list][/box]
[box=Leather Armor][list]
[*]Damage taken is reduced by 1
[*]Leather Armor gets destroyed after the wearer takes a total of 1 burn damage.[/list][/box]
- While Moblin is in the battle, Moblin and all of his allies have +2 bonus dice when attacking or defending.
- Only one Mob Mentality can be active at a time.
- Requires Nature (Level: 1)
- Costs 2 Magic
- Give yourself or an ally the Guard Buff:
- Target's defending roll is increased by 3 dice.
Guard lasts until the end of your turn two rounds later.
- A Two-Handed spear with long that can hit one target from a safe distance, preventing the target from counterattacking by melee.
- Roll your Courage +1 dice vs. targets' Courage dice
Moblin can thrust forward at a target for increased power at the cost of vulnerability.
Roll your Power +5 dice vs. targets' Power dice
If the attack is unsuccessful, the target automatically gets to counterattack Moblin.
- Damage taken is reduced by 1
- Leather Armor gets destroyed after the wearer takes a total of 1 burn damage.
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, replacing the random item drop. It also drops Bait.
- Amount: 1
- Level 10
- A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great?
- You can eat the bait to recover 8 Hearts.
You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.
Roll your Wisdom +2 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=10]
[*]A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great?[list]
[*]You can eat the bait to recover [Hearts]8[/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=+2 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=10]
[*]If someone is unsuccessful in hitting you in melee combat, the attacker takes 3 damage.
[*]You can throw the Spiked Boomerang at a target.[list]
[*][dice type-a=Power 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=-4 type-b=Power][/list][/list]
[*][b]Golden Throw:[/b][list]
[*]Charge the first turn. On your next turn, your boomerang is thrown and teleports, hitting a target from behind.[list]
[*][dice type-a=Power type-b=Wisdom amount-b=-4] / Damage increased by 2[/list][/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 when defending.
- This only changes after Goriya attacks a different target or until the original target is dead.
- Level 10
- If someone is unsuccessful in hitting the Goriya in melee combat, the attacker takes 3 damage.
- Goriya can throw the Spiked Boomerang at a target.
- Roll your Power dice vs. targets' Power dice
- If the attack is successful, the Spiked Boomerang bounces off and directs itself towards another target:
- Roll your Power -4 dice vs. targets' Power dice
Golden Throw:
Charge the first turn. On your next turn, your boomerang is thrown and teleports, hitting a target from behind.
Roll your Power dice vs. targets' Wisdom -4 dice / Damage increased by 2
Origin: The Legend of Zelda
Moblins are thuggish, unintelligent, porcine creatures that nonetheless can hold their own in a fight. However, they will submit to a higher command if they are ordered as such.
- When Moblin dies, any equipped items are dropped. It also drops Bait.
- Amount: 1
- Level 10
- A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great?
- You can eat the bait to recover 8 Hearts.
You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.
Roll your Wisdom +2 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.
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.
[box=Bait][list]
[*][Amount]1[/Amount]
[*][Level=10]
[*]A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great?[list]
[*]You can eat the bait to recover [Hearts]8[/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=+2 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=Spear][list]
[*][Level=10]
[*]A [i]Two-Handed[/i] spear with long range that can hit one target from a safe distance, preventing the target from counterattacking by melee.[list]
[*][dice type-a=Courage amount-a=+4 type-b=Courage][/list]
[*]You can thrust forward at a target for increased power at the cost of vulnerability.[list]
[*][dice type-a=Power amount-a=+5 type-b=Power] / Damage increased by 2
[*]If the attack is unsuccessful, the target automatically gets to counterattack you.[/list][/list][/box]
[box=Dragon Blood's Armor][list]
[*][Level=10]
[*]Who needs [b]Dragonhide[/b] when you have [b]Dragon's Blood[/b]? This beauty of an armor is literally crafted from the sundered, crusty husk of [b]Dragon's Blood[/b]! It was originally going to be used for pizza sauce, but then [b]Master DM[/b] had dumber ideas.[list]
[*]Damage taken is reduced by 2
[*]At the start of each round, you recover [Hearts]2[/Hearts].[/list][/list][/box]
- While Moblin is in the battle, Moblin and all of his allies gain 2 dice when attacking or defending.
- Only one Mob Mentality can be active at a time.
- When you successfully defend for someone with Cover, you emit a force back at the attacker that can't be counterattacked.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, the force of the blast holds it ground, continuing to Cover whoever you defended for you.
- This cancels your Cover.
- The force prevents all physical attacks from passing through. Physical attacks must bypass the original success rate of this blast to pass through.
- If the physical attack succeeds, it continues to the original target at -4 dice, cancelling the force's Cover.
- If the physical attack fails, it bounces off the force's Cover.
- Everytime you land an attack successfully, you recover 1 Heart.
- Everytime you land an attack successfully, you recover 1 Magic.
- This is a Cover skill modifier. Any Active Cover Skills you use will also use this modifier.
- You may only have one Cover skill modifier active at a time. All others must be set to (Disabled).
When you successfully defend for someone when using Cover, you recover 1 Heart and 1 Magic.
- Requires 1 Turn to Charge
- Starting charging by bracing yourself into the ground. Once charged, you gain a defensive bonus.
- When defending, your dice are increased by 3.
- Damage taken is reduced by 2.
- If you use any attack, you use this charge, cancelling the defensive bonuses.
You use this charge to select a target and charge them at full speed.
Roll your Courage +6 dice vs. targets' Power dice
If the attack is successful, knock an equipped item out of one of the target's hands.
Anyone may spend an action to pick up this item.
- Level 10 and Nature (Level: 2)
- Costs 3 Magic
- Heal any target by 7 Hearts.
- Level 10 and Nature (Level: 2)
- Costs 3 Magic
- Give yourself or an ally the Guard Buff:
- Target's defending roll is increased by 4 dice.
Guard lasts until the end of your turn two rounds later.
- Level 10
- A Two-Handed spear with long range that can hit one target from a safe distance, preventing the target from counterattacking by melee.
- Roll your Courage +4 dice vs. targets' Courage dice
You can thrust forward at a target for increased power at the cost of vulnerability.
Roll your Power +5 dice vs. targets' Power dice / Damage increased by 2
If the attack is unsuccessful, the target automatically gets to counterattack you.
- Level 10
- Who needs Dragonhide when you have Dragon's Blood? This beauty of an armor is literally crafted from the sundered, crusty husk of Dragon's Blood! It was originally going to be used for pizza sauce, but then Master DM had dumber ideas.
- Damage taken is reduced by 2
- At the start of each round, you recover 2 Hearts.
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 10
- A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great?
- You can eat the bait to recover 8 Hearts.
You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.
Roll your Wisdom +2 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=10]
[*]A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great?[list]
[*]You can eat the bait to recover [Hearts]8[/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=+2 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=10]
[*]If someone is unsuccessful in hitting you in melee combat, the attacker takes 4 damage.
[*]You can throw the [b]Spiked Boomerang[/b] at a target.[list]
[*][dice type-a=Power 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=-4 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 4.
[*]When defending against any other target, your dice is decreased by 2.[/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=-4] / Damage increased by 3
[*]Afterwards, the [b]Spiked Boomerang[/b] returns to you.[/list][/list][/list][/box]
[box=Arcane Fragments][list]
[*][Level=10] and [Arcane 3]
[*]An array of shield fragments that appear to do nothing. However, you can manipulate it 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=+7 type-b=Courage] / Damage is halved
[*]If the attack is successful, target gets two 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 10
- You and your allies recover 2 Hearts and 1 Magic at the start of each round.
- All neutral damage dealt to you by Status Effects is doubled.
- Only one Rejuvenation Aura can be active at a time.
- Everytime you land an attack successfully, you recover 1 Heart.
- Your Power stat is increased by #, where # = your total affinity levels.
- Select a target and attempt to match the target's actions.
- Roll your Wisdom +4 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 10 and Arcane (Level: 2)
- Costs 5 Magic
- Fire a beam of Magic at a target, channeling that target's Magic into the beam.
- Roll your Wisdom +4 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 7 Magic.
The beam then bounces to another target, amplified by the extra Magic.
Roll your Wisdom +2 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 10
- If someone is unsuccessful in hitting you in melee combat, the attacker takes 4 damage.
- You can throw the Spiked Boomerang at a target.
- Roll your Power dice vs. targets' Power dice
- If the attack is successful, the Spiked Boomerang bounces off and directs itself towards another target:
- Roll your Power -4 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 4.
When defending against any other target, your dice is decreased by 2.
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 -4 dice / Damage increased by 3
Afterwards, the Spiked Boomerang returns to you.
- Level 10 and Arcane (Level: 3)
- An array of shield fragments that appear to do nothing. However, you can manipulate it 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 +7 dice vs. targets' Courage dice / Damage is halved
If the attack is successful, target gets two 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.
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 10 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 10 Water Bonus to an item.
- It can teach you a Level 10 Water Spell.
Once this scroll is used, the scroll evaporates into the air.
[box=Level 10 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 10[/i] [Water] [b]Bonus[/b] to an item.
[*]It can teach you a [i]Level 10[/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 -2.
- 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 -3 dice, or it hits Octorok with -3 dice.
- If its unsuccessful, the attack pierces through one of the tentacles, automatically costing the Octorok 5 Hearts.
- Red Octorok fires a large rock at a target from its cannon-like mouth.
- Roll your Power +2 dice vs. targets' Power dice / Damage increased by 2
- 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 +8 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 +2 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.
RE: 4-11-2014: Dungeon Exploration 1 - Forgotten Third Eye - 04-22-2014
Planning to run the next session this Friday hopefully. That is assuming I get the miniboss (which probably might end up being turned into the boss anyway) and the Reisanoqun City Map done in time. The map itself will probably be simplistic only for this quest mainly because this city is pretty huge on its own. I will only make the map for the general area the players are at with some things off-limits.
On the subject of the boss, I pretty much have it done right now. I just need to get it checked through WindStrike on some things and it should be good to go.
Edit: The time the session will start is at its usual time of 21:00 (9:00 PM) CST
RE: 4-11-2014: Dungeon Exploration 1 - WindStrike - 04-25-2014
Unless there's items that need to be checked over (or you can just use Soulbound), surprise me and don't run it through me. Let's see how this goes. Also, you totally forgot to put it up on the calendar, so I nearly forgot it was today. I put it up, hopefully it might make a slight difference at least.
RE: 4-11-2014: Reisanoqun Sewers - Forgotten Third Eye - 05-02-2014
Origin: DOOM
A humanoid figure with yellow skin. Its incredibly fast, has powerful spells, and it revives its fellow demon allies. While most people would consider this being "an evil foe you should never face", the Archvile justifies its actions by the maintained survival of its kind, be it Archviles or other demons. It really isn't a bad creature by any means. You're just going about it the wrong way.
- When Archville dies, it drops a Level 10 Fire Scroll.
- A scroll with letters inscribed with burning ink. Choose one of the two below from the Scroll List.
- It can give you a Level 10 Fire Bonus to an item.
- It can teach you a Level 10 Fire Spell.
Once this scroll is used, the burning ink sets the scroll ablaze, consuming it in fire.
[box=Level 10 Fire Scroll][list]
[*]A scroll with letters inscribed with burning ink. 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 10[/i] [Fire] [b]Bonus[/b] to an item.
[*]It can teach you a [i]Level 10[/i] [Fire] [b]Spell[/b].[/list]
[*]Once this scroll is used, the burning ink sets the scroll ablaze, consuming it in fire.[/list][/box]
- Archviles are naturally fast, to an extent that it's nearly impossible to see when it does move. It's as if, when they move, they pass through a void, creating a blur of where they are, and suddenly, they're right behind you.
- When defending any attack that targets, you can override the defending stat with your Courage stat.
- When defending, your roll is increased by 4 dice.
- When you're charging for a spell, you can still defend with Voidspeed, but instead of having +4 dice when defending, you lose 3 dice when defending.
- Roll 1d16 for initiative.
- Regardless of how painful it is, Archviles will barely be able to feel it. They can shrug off most attacks with ease, and it's impossible to interrupt their spells.
- Physical damage taken is reduced by 4
- Spell damage taken is reduced by 2
- When charging, you cannot be interrupted.
- Any Affliction you would receive that would prevent you from using spells is automatically nullified against you.
- Archvile laughs with a creepy echo, regardless of the area, even if it's a completely open area. The laugh unnerves those who hear it, hitting all enemies.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target(s) hit get the Unnerved Affliction:
- Target becomes shaky, losing 3 dice when defending.
- Target also has awareness and movement partially impaired, losing 3 Courage and 3 Wisdom.
Unnerved lasts until the end of your tun two rounds later.
- Requires Fire (Level: 2)
- Costs 3 Magic
- Place a spell circle on a target. The circle will take a bit of time to acquire and track the target perfectly...
- Roll your Wisdom dice vs. targets' Courage dice / Deals no damage
- If successful, the circle will follow the target. At the end of the target's next turn, the spell circle will erupt from beneath him, dealing massive Fire damage.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Damage increased by 2
- If the attack is successful, siphon 3 Magic from the target.
- If this attack is unsuccessful, the flame explosion will fire back at Archvile, causing him to roll against himself.
- Requires Fire (Level: 3)
- Costs all remaining Hearts
- Blast yourself to oblivion in a fiery shockwave of doom.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals # Fire Effect Damage
- # = the cost of this spell
- If the attack is successful, you revive with Hearts and Magic equal to the number of targets you hit * 4.
- Requires Fire (Level: 3)
- Costs 4 Magic
- Target any corpse and revive the target with the Ring of Fire Status Effect:
- Target is revived to half of his Maximum Hearts.
- At the start of each round, target takes 2 burn damage (neutral).
- If anyone encounters the target in melee combat, those people will take 2 burn damage (neutral) automatically.
Ring of Fire lasts until the target dies or you die.
Origin: Reisanoqun Sewers
A fast-flying bat creature that knows how to damage someone's ears.
- Level 10
- Supersonic Bat has HYPER SPEED.
- Supersonic Bat gets +3 dice when attacking or defending.
- Level 10
- When you attack a Pokemon
- Attack a target by flying your wings into them.
- Roll your Courage dice vs. targets' Courage -2 dice
- Level 10
- Sound out a screeching sound to all opponents on the field.
- Roll your Power +2 dice vs. targets' Wisdom dice
- If successful, the target gets Confused Affliction
- When target attacks, he rolls $1d2 first. If it's a 1, he rolls $1d# for his attack target, where # = the number of players in the turn order (except himself).
- Additionally, the target loses 3 Wisdom
Confused lasts for 1 round.
Origin: Reisanoqun Sewers
It's a turtle tortoise with electrical shocks around it's shell. Electrifying. Water (Level: 2), Nature (Level: 2)
- Level 10 and Nature (Level: 2)
- Anyone attacking Electrifying Tortoise through melee, regardless if successful or not, will get a sense of electricity flowing through them.
- The attacker gets the Paralyzed Affliction.
- Target is unable to move for 2 rounds.
- Level 10 and Nature (Level: 2)
- Shoot out your own shell, filled with insane electrical currents, at a target.
- Roll your Power +1 dice vs. targets' Courage -3 dice
- If successful, the target gets the Paralyzed Affliction.
- Target is unable to move for 2 rounds.
After the attack, the shell comes back to you.
- Level 10 and Nature (Level: 2)
- Electrifying Tortoise spins inside its shell right into a target.
- Roll your Power +3 dice vs. targets' Courage -1 dice
- If successful, the target gets the Paralyzed Affliction.
- Target is unable to move for 2 rounds.
Origin: Reisanoqun Sewers
Kero, Kero! A big, frog-like creature with a ridiculously long tongue. Arcane (Level: 2), Water (Level: 2)
- Level 10
- Froggles are known for having an increase in speed, even when hopping around.
- Froggle gains +3 defending dice when being attacked.
- Level 10
- If Froggle is being attacked by a melee attack and the attacker is successful, Froggle automatically burps in front of the attacker's face.
- Roll your Courage +3 dice vs. targets' Wisdom -2 dice
- If successful, the target gets Disgusted Affliction.
- Target loses 2 successes when defending.
Disgusted lasts for two rounds.
- Level 10
- Froggle sticks out it's long tongue, attempting to catch a target.
- Roll your Courage +3 dice vs. targets' Courage -1 dice
- If successful, the target is EATEN.
- The target is stuck inside Froggle's body (Ew) and cannot attack.
- However, they can attempt to get out by rolling Wisdom against the original success of the attack.
- If the target is unsuccessful, they don't get out and take 1 damage (neutral).
The target takes 1 damage (neutral) every other turn it is still in Froggle's stomach.
The target is inside Froggle's body for two rounds.
- Level 10 and Water (Level: 2)
- Spit out a long stream of water at a target causing them to soak.
- Roll your Courage +2 dice vs. targets' Courage dice / Damage increased by 1.
- If successful, the target gets the Soaked Affliction.
- Target loses 3 attacking dice.
Soaked lasts for 2 rounds.
Items:
- It's a boot... That looks useless?
- It's made of... Unknown materials...
- Amount: 2
- A piece of unknown metal
- It's a sheet of paper.
- There are symbols on the paper, which makes it very unreadable without a translator.
Origin: Reisanoqun Sewers
Kero, Kero! A big, frog-like creature with a ridiculously long tongue. Arcane (Level: 2), Water (Level: 2)
- Level 10
- Froggles are known for having an increase in speed, even when hopping around.
- Froggle gains +3 defending dice when being attacked.
- Level 10
- If Froggle is being attacked by a melee attack and the attacker is successful, Froggle automatically burps in front of the attacker's face.
- Roll your Courage +3 dice vs. targets' Wisdom -2 dice
- If successful, the target gets Disgusted Affliction.
- Target loses 2 successes when defending.
Disgusted lasts for two rounds.
- Level 10
- Froggle sticks out it's long tongue, attempting to catch a target.
- Roll your Courage +3 dice vs. targets' Courage -1 dice
- If successful, the target is EATEN.
- The target is stuck inside Froggle's body (Ew) and cannot attack.
- However, they can attempt to get out by rolling Wisdom against the original success of the attack.
- If the target is unsuccessful, they don't get out and take 1 damage (neutral).
The target takes 1 damage (neutral) every other turn it is still in Froggle's stomach.
The target is inside Froggle's body for two rounds.
- Level 10 and Water (Level: 2)
- Spit out a long stream of water at a target causing them to soak.
- Roll your Courage +2 dice vs. targets' Courage dice / Damage increased by 1.
- If successful, the target gets the Soaked Affliction.
- Target loses 3 attacking dice.
Soaked lasts for 2 rounds.
Origin: Reisanoqun Sewers
A fast-flying bat creature that knows how to damage someone's ears.
- Level 10
- Supersonic Bat has HYPER SPEED.
- Supersonic Bat gets +3 dice when attacking or defending.
- Level 10
- When you attack a Pokemon
- Attack a target by flying your wings into them.
- Roll your Courage dice vs. targets' Courage -2 dice
- Level 10
- Sound out a screeching sound to all opponents on the field.
- Roll your Power +2 dice vs. targets' Wisdom dice
- If successful, the target gets Confused Affliction
- When target attacks, he rolls $1d2 first. If it's a 1, he rolls $1d# for his attack target, where # = the number of players in the turn order (except himself).
- Additionally, the target loses 3 Wisdom
Confused lasts for 1 round.
Origin: Reisanoqun Sewers
It's a turtle tortoise with electrical shocks around it's shell. Electrifying. Water (Level: 2), Nature (Level: 2)
- Level 10 and Nature (Level: 2)
- Anyone attacking Electrifying Tortoise through melee, regardless if successful or not, will get a sense of electricity flowing through them.
- The attacker gets the Paralyzed Affliction.
- Target is unable to move for 2 rounds.
Additionally, Electrifying Tortoise gains +2 defending dice.
- Level 10 and Nature (Level: 2)
- Shoot out your own shell, filled with insane electrical currents, at a target.
- Roll your Power +1 dice vs. targets' Courage -3 dice
- If successful, the target gets the Paralyzed Affliction.
- Target is unable to move for 2 rounds.
After the attack, the shell comes back to you.
- Level 10 and Nature (Level: 2)
- Electrifying Tortoise spins inside its shell right into a target.
- Roll your Power +3 dice vs. targets' Courage -1 dice
- If successful, the target gets the Paralyzed Affliction.
- Target is unable to move for 2 rounds.
Quest Reward, just take one and only one. Only those who participated can get these.
- Level 20 and at least 18 Base Power.
- A Two-Handed hammer that is made out of hard, gigantic snail shells. The tough shell provides this hammer a unique ability of damaging armor.
- Pound:
- Pound a target with this hammer and attempt to damage his armor. Ignores armor damage reduction.
- Roll your Power +4 dice vs. targets' Power dice / Damage increased by 2
- If the attack is successful, the target's armor loses 1 damage reduction. This cannot fall below 0 damage reduction.
- This will stack infinitely, and only repairing the armor can give it back its damage reduction effect.
- Read as Eye-RON-Shell Ar-more
- Level 20 and at least 24 Base Power.
- A piece of armor made out of hard, gigantic snail shells and padded with iron. How these shells are arranged into a perfectly shaped armor is a mystery. The tough shell provides the armor a unique ability of ignoring armor damage reduction.
- Damage taken is reduced by 4.
- When defending, your successes are increased by 1.
- Level 20 and at least 14 Base Power or 7 Base Power to wield Two-Handed.
- A long sword made out of Hucloatrium metals. The metals provide an additional 3 Magic. Interesting.
- This sword can absorb a total of 7 Magic as a "charge".
- Slice:
- Roll your Courage +5 dice vs. targets' Courage dice
- If successful, you either siphon 3 Magic from the target, or the 3 Magic is absorbed as a charge. Fascinating.
Stab:
Roll your Courage dice vs. targets' Courage dice / Damage increased by 5
If successful, you either siphon 4 Magic from the target, or the 4 Magic is absorbed as a charge. Great.
If the attack is unsuccessful, the target automatically gets to counterattack you.
Magical Air Strike:
Costs # Magic
A mighty, magical, magnificent blade is shot out of the sword and hits an enemy.
Roll your Courage +2 dice vs. targets' Courage dice / Damage increased by #*2
# = the total amount of charges that is absorbed into the sword.
RE: 4-11-2014: Reisanoqun Sewers - Forgotten Third Eye - 07-10-2014
What if I told you that this quest isn't over yet?
|