Grotto of the Goddesses - WindStrike - 05-01-2014
- <DM> *She bows to you all briefly. Somehow, the pot on her head doesn't fall off. Man she's good with pot!*
- <Serikka_Tonatsu> ((Watches as the fourth break tears))
- ur doin’ it wrong
- <DM> *You enter the house, reluctant of the plot.*
- * Sturgeon suddenly just snores loudly, passed out on the floor and giving up against the army of motionless pots.
- * Sue-Belle goes to grab the pot that her Dad tripped over. She leans it in your general direction, and the pure darkness turns to pure shiny, and Fighter approves. She puts the pot back down on the ground.*
- <DM> *Congrats, your first time trying to find something that's merely rumored, AND YOU ALREADY FOUND IT. Gotta love dat plot device, eh?*
<DM> *Maliki, you run back along the path with Kappa, to see that Amilena is motionless. Perhaps connection errors with the fourth wall?*
* Amilena idly looks into the pots closest to her.
<DM> *You look into the pot. The blankness of the abyss inside the pot stares back at you, looking deep into your soul. It sees there's nothing there, and the pot goes back to smoking itself.*
* Mew kicks DM out the window.
* You have been kicked from #zurpg by Mew (You have been kicked out the window and you landed on a hill!)
<DM> *It is currently a little bit past noon. If you haven't shopped, go shop. If you haven't seen me rolling down a hill, perhaps you should go to Hyrule Field and find that grotto.*
<DM> *Yon Amilena has already ditched you all and is already in Hyrule Field. She fails to see me rollin'. She's hatin'.*
* Amilena is still trying to jump at the moon.
<DM> *Amilena, roll Courage to jump at the moon.*
<Amilena> $5d10
<Tatl> Amilena: You rolled 5 Dice with 10 Sides. Result: 10, 2, 1, 8 and 10. Total: 31. Successes: 5.
<DM> (alright, distance to the moon, so... hmm... think we're gonna hit the cap)
<DM> $100000d10
<Tatl> DM: You rolled 100,000 Dice with 10 Sides. Total: 551,367. Successes: 70,239.
<DM> *Thankfully Amilena, the moon does not counterattack you.*
<Amilena> I'll get you one of these days, moon.
<DM> *The moon says nothing... if it did, you should be scared.*
Origin: The Legend of Zelda
Crafty and subterranean, the carnivorous Red Leever flora remain burrowed in the sand, springing up to catch their unwary prey. Even if the adventurer manages to escape the initial snap, the massive plant will often give chase, sweeping across the ground rapidly.
- When Red Leever dies, it drops a Level 1 Nature Scroll:
- A scroll with living letters that sprout leaves and vines. Choose one of the two below from the Scroll List.
- It can give you a Level 1 Nature Bonus to an item.
- It can teach you a Level 1 Nature Spell.
Once this scroll is used, the scroll turns to dirt and decomposes into the earth.
[box=Level 1 Nature Scroll][list]
[*]A scroll with living letters that sprout leaves and vines. 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 1[/i] [Nature] [b]Bonus[/b] to an item.
[*]It can teach you a [i]Level 1[/i] [Nature] [b]Spell[/b].[/list]
[*]Once this scroll is used, the scroll turns to dirt and decomposes into the earth.[/list][/box]
- Red Leever is underground, except when it is being counterattacked.
- Red Leever cannot use Cover on anyone or be covered by anyone.
- Attacks that "hit everyone" will ignore Red Leever, unless it's an attack that hits the ground.
- Since Red Leever is submerged in the ground, its damage taken is reduced by 3.
- Fire attacks fired at Red Leever do not get an Affinity Bonus, unless it's above ground.
- After Red Leever kills a target, it will drag the target underground immediately afterwards and attempt to escape the battle with an improved Escape, which rolls against all enemies.
- Roll your Courage +5 dice vs. targets' Courage dice / Deals no damage... OR
- Roll your Courage +5 dice vs. targets' Wisdom dice / Deals no damage
- If successful, Red Leever successfully retreats from the battle, with its prey in tow.
- Afterwards, Red Leever will devour the prey's remains, recovering Hearts equal to the target's Maximum Hearts.
- It will then give chase to what's left of that target's party.
If unsuccessful, Red Leever will spit out the corpse and continue to fight.
- Requires Nature (Level: 1)
- Red Leever shoots some of its vines upwards, grabbing hold of a target.
- Roll your Wisdom +2 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, the vines root the target into the ground.
- Target becomes immobilized and is unable use to any action that involves moving, like Cover and Escape.
- Attacks made by Leevers against the target gain 2 dice.
- Vines can be cut off the target, and they have Hearts equal to the attacker's successes from this attack.
- If the vines are hit by a Fire attack, they automatically burn to a crisp.
Vines last for the remainder of the battle or until they're destroyed.
- Red Leever spikes a target from underground.
- Roll your Power +2 dice vs. targets' Wisdom dice
- If the attack is unsuccessful, target gets to automatically counterattack Red Leever.
- Requires Nature (Level: 1)
- Red Leever shoots out all of its vines at once, hitting all enemies with powerful whiplashes.
- Roll your Courage dice vs. targets' Power dice / Damage is halved
- If Red Leever successfully hits all enemies, it's able to immediately follow up with one more Whiplash.
- This does not stack.
Origin: A Link to the Past
These buzzing little scoudrels are some of nature's most evil creatures. They're nearly impossible to hit, and their stinger brings a nasty shock when they hit.
- When Bee dies, it can drop Honey, which you can store in a Bottle.
- When you drink this, recover 4 Hearts and 4 Magic, and remove an Affliction.
[box=Honey][list]
[*][Amount]1[/Amount]
[*]When you drink this, recover [Hearts]4[/Hearts] and [Magic]4[/Magic], and remove an [u]Affliction[/u].[/list][/box]
Shadow (Level: 1), Nature (Level: 1)
- Bees are extremely fast, and they have higher initiative rolls and increased evasiness.
- Bees' initiative roll is increased by 0d3.
- When defending, Bees’ roll is increased by 3 dice.
- Bees do not get this bonus when targeted by Light or Shadow attacks.
However, Bees cannot be covered by anyone, even other Bees.
- Bees are only able to produce their poison through two Sting attacks. Once they're out of poison to use, they automatically die.
- When Bees uses Sting on a target that has the Stung Affliction, target takes additional poison damage (neutral) equal to the number of Stung stacks on the target.
- Requires Shadow (Level: 1) and Nature (Level: 1)
- Bees sting a target, doing light damage but inflicting a stacking poison.
- Roll your Courage +4 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target gets a stack of the Stung Affliction:
- At the start of each round, target takes 1 poison damage (neutral).
- This stacks infinitely.
Stung lasts for the remainder of the battle.
- Bees swarm Nicolas Cage a target, with some very annoying buzzing sounds.
- Roll your Power +3 dice vs. targets' Courage dice / Deals no damage
- If the attack is successful, Bees continue their annoying buzzing directly around the target.
- Target is unable to target the swarm of Bees that are swarming him.
- Target is distracted and loses 2 dice when attacking or defending.
- If there are multiple swarms of Bees using Bzzz on a single target, the above effects stack.
Bzzz lasts until Bees goes to attack another target.
- Requires Shadow (Level: 1)
- Bees release all of their remaining poison out, which instantly kills themselves and hits all enemies.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals 3 poison damage (neutral)
- If Bees have yet to use Sting, the amount of poison damage (neutral) damage is doubled.
Origin: Twilight Princess
Hanging from any dirt-like surface is the Baba Serpent. Like any of the Baba species, it has a long, vine-like neck with a large, flower-like head. However, this one's head is dragonic and has a bluish-purple, serpentine tongue, along with an array of vicious teeth, ready to tear the flesh off of anything that comes back.
Unlike other Babas, these continue to live on even after you slice their necks off. Nature (Level: 1), Shadow (Level: 1)
- With a head like a dragon, the Baba Serpent's head is highly resistant to Fire attacks and burn damage.
- Damage taken is reduced by 2
- Fire damage taken (in addition to above) is reduced by another 1
- Burn damage (neutral) taken is reduced by 1
- The Baba Serpent's stem has 4 Hearts, which is separate from its normal Hearts. It also always defends with Courage, overriding the defending stat of any attack.
- If the stem is killed, the head continues to live on, bouncing around the ground, looking for targets to om-nom-nom.
- Additionally, the head's dice when defending are reduced by 2.
- Requires Shadow (Level: 1)
- All of Baba Serpent's attacks deal an additional 1 poison damage (neutral).
- Requires Nature (Level: 1) and the stem
- Costs 1 Heart
- If it bounces, it'll also cost 1 Heart.
Baba Serpent reels its head back briefly. It then reels at a target, using its own lifeforce to extend its stem.
Roll your Courage +1 dice vs. targets' Courage dice
If the attack is successful, Baba Serpent siphons 2 Hearts from the target. It can then bounce to another target with -3 dice.
Baba Serpent can bounce up to two times, so long as there's at least two targets.
- Baba Serpent uses its mighty fangs to pierce a foe and tear off the target's flesh. The successes of this attack are increased by 2 if Baba Serpent has its stem.
- Roll your Power +2 dice vs. targets' Power dice / Damage increased by 1
- If the attack is successful, target gets the Poisoned Bleeding Affliction:
- For each Affliction (stacks included) on the target that inflicts poison damage (neutral), target also takes 1 bleed damage (neutral) at the start of each round.
- Additionally, every time the target takes an instance of poison damage (neutral), excluding from Afflictions, the target takes 1 bleed damage (neutral).
Poisoned Bleeding lasts until it's cured. This can carry over through battles.
Origin: Twilight Princess
A winged reptilian of the Lizalfos species. It flies when there's foes, attacking at them using its sword and shield. Although they do not possess any sort of creative intelligence, they are well known for stalking their prey, using sneak attacks and hit-and-run tactics to harass their enemies to prepare for the finishing blow. In the end, they'll loot the corpses and eat the tasty parts.
- When Aeralfos dies, it drops a Stealblade and a Target Shield, along with any loot it has.
[box=Stealblade][list]
[*]A blade of steel, it seems to be a generic, fine-cutting blade, but as it cuts, it gradually gives its user more powers. Hits one target.[list]
[*][dice type-a=Courage amount-a=+2 type-b=Courage] / Damage increased by 1
[*]If the attack is successful, select one [i]Passive Skill[/i] the target has, and gain that [i]Passive Skill[/i] for yourself.[list]
[*]The [i]Passive Skill[/i] cannot be an [b]Innate Skill[/b].
[*]If this blade is unequipped, any [i]Passive Skills[/i] that you've gained by this blade are wiped.[/list]
[*][i]Passive Skills[/i] that you gain through this blade last for the remainder of the battle.[/list][/list][/box]
[box=Target Shield][list]
[*]A bronze, gold-plated and flat-faced shield with a red target plastered onto the center of the shield. It's lightweight, increasing the user's movement, but it's also bait for [b]Hookshots[/b] and [b]Clawshots[/b].[list]
[*]Your [Courage] stat is increased by 2
[*]When defending, your dice are increased by 2
[*]If you use this shield to defend against a [b]Hookshot[/b] or [b]Clawshot[/b] attempt, and the attacker succeeds, you automatically get the chance to counterattack the attacker after the follow-up attack is over.[list]
[*]If the follow-up attack fails and results in a counterattack, this means you actually get the chance to counterattack twice in a row.
[*]Additionally, the target cannot counterattack either of these.[/list][/list][/list][/box]
- Aeralfos flies around, above the battlefield. It's not as fast as a Keese, but it still helps it maneuver.
- When defending, your dice are increased by 2.
- Lightning-based attacks (Nature sub-type) gain 4 dice against you.
- Melee attacks against you are reduced by 2 successes.
- When Aeralfos attacks, it can choose to simply Glide close to the target, giving it a minor attack boost.
- The selected attack gains 1 success.
- When Aeralfos attacks, it can choose to Dive towards the target, giving it a large attack boost.
- Roll half of your base Courage stat. Add half of the result as successes for the attack.
- If the attack is unsuccessful, you slam into the ground, taking damage equal to the difference in successes.
- You cannot enter Flight until the start of your next turn.
- A blade of steel, it seems to be a generic, fine-cutting blade, but as it cuts, it gradually gives its user more powers. Hits one target.
- Roll your Courage +2 dice vs. targets' Courage dice / Damage increased by 1
- If the attack is successful, select one Passive Skill the target has, and gain that Passive Skill for yourself.
- The Passive Skill cannot be an Innate Skill.
- If this blade is unequipped, any Passive Skills that you've gained by this blade are wiped.
Passive Skills that you gain through this blade last for the remainder of the battle.
- A bronze, gold-plated and flat-faced shield with a red target plastered onto the center of the shield. It's lightweight, increasing the user's movement, but it's also bait for Hookshots and Clawshots.
- Your Courage stat is increased by 2
- When defending, your dice are increased by 2
- If you use this shield to defend against a Hookshot or Clawshot attempt, and the attacker succeeds, you automatically get the chance to counterattack the attacker after the follow-up attack is over.
- If the follow-up attack fails and results in a counterattack, this means you actually get the chance to counterattack twice in a row.
- Additionally, the target cannot counterattack either of these.
Origin: Twilight Princess
Similar to other Armos, this one automatically activates if it's touched. However, it's armed with a large hammer and shield, and it possesses a unique expression, with two gaping, yellow eyes, and a mouth that extends downwards, like the base of a tree trunk. There are various lines that run through the Armos, and when it does animate, the lines glow blue.
Defeating a Hammermos isn't as easy as a traditional Armos. It's nearly impervious to most attacks, but its backside has a blue crystal that powers it. If the crystal is struck twice, Hammermos will automatically die.
- When Hammermos dies, it drops an Anima Hammer and an Anima Shield. If it was killed without the crystal getting hit, the crystal drops as an item as well.
- Anima Crystal
- Amount: 1
- Requires Arcane (Level: 1)
- A crystal of immense power that can be embedded into an item to empower it as a Bonus.
- If the item is weapon, its dice when attacking are increased by 2.
- If the item is a shield, its dice when defending are increased by 2.
- If the item is an armor, its damage reduction is increased by 1.
- If the item is a robe, its Magic Cost per round is reduced by 1.
- The crystal cannot be embedded into any other type of item, except Artifacts that fit the any of the above types.
If the user's Hearts or Magic ever drop to 0, the crystal automatically loses its power and breaks.
[box=Anima Crystal][list]
[*][Amount]1[/Amount]
[*]Requires [Arcane 1]
[*]A crystal of immense power that can be embedded into an item to empower it as a [b]Bonus[/b].[list]
[*]If the item is weapon, its dice when attacking are increased by 2.
[*]If the item is a shield, its dice when defending are increased by 2.
[*]If the item is an armor, its damage reduction is increased by 1.
[*]If the item is a robe, its [Magic] Cost per round is reduced by 1.
[*]The crystal cannot be embedded into any other type of item, except [b]Artifacts[/b] that fit the any of the above types.[/list]
[*]If the user's [Hearts] or [Magic] ever drop to 0, the crystal automatically loses its power and breaks.[/list][/box]
[box=Anima Hammer][list]
[*]Requires 15 Base [Power][list]
[*]If this weapon is powered by an [b]Anima Crystal[/b], the [Power] requirements are null and void.[/list]
[*]An earthshaking but heavy hammer that lowers the target's will to defend. Hits one target.[list]
[*][dice type-a=Power type-b=Power] / Damage increased by 2
[*]If the attack is successful, and the target takes at least 3 damage, target gets the [b]Lowered Defense[/b] [u]Affliction[/u]:[list][list]
[*]Target's dice when defending are reduced by 1.[/list]
[*][b]Lowered Defense[/b] lasts until the end of your turn two rounds later.[/list]
[*]If the attack is successful, and the target takes at least 6 damage, target gets the [b]Broken Will[/b] [u]Affliction[/u]:[list][list]
[*]Target's dice when attacking or defending are reduced by 1.
[*]Target's total stat bonuses are reduced by 1 for each stat.[/list]
[*][b]Broken Will[/b] lasts until it's cured. This carries over through battles.[/list][/list][/list][/box]
[box=Anima Shield][list]
[*]Requires 15 Base [Power][list]
[*]If this shield is powered by an [b]Anima Crystal[/b], the [Power] requirements are null and void.[/list]
[*]A dull shield that remains unpowered initially when you equip it, dragging you down.[list]
[*]Your dice when defending are decreased by 2.
[*]Physical damage taken is reduced by 1.[/list]
[*]After you've equipped [b]Anima Shield[/b] for a round, it will finally power up and animate properly, giving you the ultimate shield.[list]
[*]Your dice when defending are increased by 2.
[*]Damage taken is reduced by 1.
[*]When you successfully block an attack that would cause an [u]Affliction[/u], your shield can store that effect, and when you successfully bash someone with this shield, that [u]Affliction[/u] transfers to the target.[list]
[*]Your shield can only hold one [u]Affliction[/u] at a target.
[*]It can, however, hold as many stacks of one [u]Affliction[/u] as you'd like.[/list][/list][/box]
- Hammermos' body is made of an incredibly dense stone, further empowered by the crystal's energy.
- Physical damage taken is reduced by 4
- Spell damage taken is reduced by 6
- Neutral damage taken is reduced by 3
- Attacks that "ignore damage reduction" will work, but they'll also hit the crystal.
- However, the backside of Hammermos has a powerful crystal, which powers its extremely heavy body. Attempting to attack it can be tricky, though.
- Hammermos is able to rotate in any direction almost instantly. Thus, if anyone attempts to attack its backside, it automatically overrides its defending stat with Power.
- If someone attempts to use Poke on the crystal, Hammermos can roll Power against the attacker's Courage to defend against it.
- Attacks that would prompt a Spot Check are capable of bypassing Hammermos' automatic Power-based defense.
If the crystal is hit twice, the energy giving Hammermos life fades, and the weight its stone body causes Hammermos to collapse into rubble.
- Requires 15 Base Power
- If this weapon is powered by an Anima Crystal, the Power requirements are null and void.
An earthshaking but heavy hammer that lowers the target's will to defend. Hits one target.
Roll your Power dice vs. targets' Power dice / Damage increased by 2
If the attack is successful, and the target takes at least 3 damage, target gets the Lowered Defense Affliction:
Target's dice when defending are reduced by 1.
Lowered Defense lasts until the end of your turn two rounds later.
If the attack is successful, and the target takes at least 6 damage, target gets the Broken Will Affliction:
Target's dice when attacking or defending are reduced by 1.
Target's total stat bonuses are reduced by 1 for each stat.
Broken Will lasts until it's cured. This carries over through battles.
- Requires 15 Base Power
- If this shield is powered by an Anima Crystal, the Power requirements are null and void.
A dull shield that remains unpowered initially when you equip it, dragging you down.
Your dice when defending are decreased by 2.
Physical damage taken is reduced by 1.
After you've equipped Anima Shield for a round, it will finally power up and animate properly, giving you the ultimate shield.
Your dice when defending are increased by 2.
Damage taken is reduced by 1.
When you successfully block an attack that would cause an Affliction, your shield can store that effect, and when you successfully bash someone with this shield, that Affliction transfers to the target.
Your shield can only hold one Affliction at a target.
It can, however, hold as many stacks of one Affliction as you'd like.
Origin: Unknown
A grand guardian of stone standing nearly 40 feet tall, empowered by a large, magical gem. It glows brightly, but it seems to "power off" from time to time. The guardian resembles a Hammermos, though it has the ability to speak. Its voice is very deep and makes the very earth tremble. It even feels... mournful.
The stone guardian is covered in many symbols, including of the Triforce, the three Spiritual Stones, and on its chest is a symbol of the Master Sword.
- A strong and sturdy armor, though it's fallen victim to great age, as you can see vines growing through the cracks, feeding on the power of the gem.
- Physical damage taken is reduced by 3
- Spell damage taken is reduced by 2
- At the start of each round, Guardian of Stone recovers 5 Magic.
- On its back is a large gem. It seems to be having trouble maintain the guardian's power.
- The gem itself has 40 Hearts, 10 defending dice, and 5 damage reduction.
- The guardian takes a lot of Magic just to move. Every time it attacks or defends, it loses Magic equal to the number of successes it gets.
- If the Guardian of Stone drops to half his Maximum Magic or less, he will expel all three of his Goddess' Powers, hitting everyone else.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- If the attack is successful, target(s) hit get affected by the effects of Regrowth, Protection, and Destruction.
- These last until the end of your turn two rounds later.
Afterwards, the gem's defending dice is reduced to 6, and the Guardian of Stone will only be able to use his physical skills.
RE: Grotto of the Goddesses - WindStrike - 05-10-2014
Items:
- Costs 1 Magic
- A small, peculiar metal box that feels pretty light. When you channel Magic into it, it fires a ping across the room, causing the sound of a bell to ring.
- After a short time, the ping comes back to the box, and it lets you know the number of "entities" it passed over.
- Any "entities" that have no Magic are ignored by the ping.
- The ping will not return if there's not at least three perpendicular surfaces (aka, a corner) to bounce back from.
[box=Ping Box][list]
[*]Costs [Magic]1[/Magic]
[*]A small, peculiar metal box that feels pretty light. When you channel [Magic] into it, it fires a ping across the room, causing the sound of a bell to ring.[list]
[*]After a short time, the ping comes back to the box, and it lets you know the number of "entities" it passed over.
[*]Any "entities" that have no [Magic] are ignored by the ping.
[*]The ping will not return if there's not at least three perpendicular surfaces (aka, a corner) to bounce back from.[/list][/list][/box]
- It appears to be a really bright handle to a blade. Wonder where the blade is?
[box=Bright Handle][list]
[*]It appears to be a really bright handle to a blade. Wonder where the blade is?[/list][/box]
- The Hookshot fires a chained, miniature harpoon at a target, which can reach up to 50 feet away.
- Can pull you towards any wooden surface, soft surface, or Hookshot Target.
- Can pull Small Objects towards you.
- The chain cannot lock.
The Hookshot can also pull you towards a target to deal some extra damage.
Roll your Courage dice vs. targets' Courage dice / Deals no damage
If the attack is successful, reel towards the target.
When you get up to the target, you can follow up with a melee attack.
The melee attack will gain successes equal to your total affinity levels.
[box=Hookshot][list]
[*]The [b]Hookshot[/b] fires a chained, miniature harpoon at a target, which can reach up to 50 feet away.[list]
[*]Can pull you towards any wooden surface, soft surface, or [b]Hookshot Target[/b].
[*]Can pull [i]Small Objects[/i] towards you.
[*]The chain cannot lock.[/list]
[*]The [b]Hookshot[/b] can also pull you towards a target to deal some extra damage.[list]
[*][dice type-a=Courage type-b=Courage] / Deals no damage
[*]If the attack is successful, reel towards the target.[list]
[*]When you get up to the target, you can follow up with a melee attack.
[*]The melee attack will gain successes equal to your total affinity levels.[/list][/list][/list][/box]
- Amount: 1
- A stronger variant of the normal Deku Stick, this one appears to be carrying powerful Magic within. Can hit one target.
- Roll your Courage +5 dice vs. targets' Courage dice / Damage increased by 1
- If the attack is successful, the Enchanted Deku Stick breaks and gives the target the Magic Toxin Affliction:
- At the start of each round, target loses 3 Magic.
- If the target has no remaining Magic to lose, the target instead siphons 3 Hearts to you.
- If the target dies while Magic Toxin is in effect, you recover Magic equal to half of the target's Maximum Hearts.
Magic Toxin lasts until the end of your turn three rounds later.
If the attack is unsuccessful, the Enchanted Deku Stick breaks and releases a wave of Magic, causing everyone to recover 3 Magic.
[box=Enchanted Deku Stick][list]
[*][Amount]1[/Amount]
[*]A stronger variant of the normal [b]Deku Stick[/b], this one appears to be carrying powerful [Magic] within. Can hit one target.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage] / Damage increased by 1
[*]If the attack is successful, the [b]Enchanted Deku Stick[/b] breaks and gives the target the [b]Magic Toxin[/b] [u]Affliction[/u]:[list][list]
[*]At the start of each round, target loses [Magic]3[/Magic].
[*]If the target has no remaining [Magic] to lose, the target instead siphons [Hearts]3[/Hearts] to you.
[*]If the target dies while [b]Magic Toxin[/b] is in effect, you recover [Magic] equal to half of the target's Maximum [Hearts].[/list]
[*][b]Magic Toxin[/b] lasts until the end of your turn three rounds later.[/list]
[*]If the attack is unsuccessful, the [b]Enchanted Deku Stick[/b] breaks and releases a wave of [Magic], causing everyone to recover [Magic]3[/Magic].[/list][/list][/box]
- With a blue blade and a brightly shining handle, this sword can illuminate dark areas, and it scales with your own power. It is said that this sword was one of several precursors to the Master Sword. Can use Slice, Stab, or Shine down upon ye on a target.
- Slice:
- Roll your Courage +4 dice vs. targets' Courage dice
- If the attack is successful, you can choose to recover either Hearts or Magic equal to half of the damage done.
- The maximum amount you can recover at once is equal to your total affinity levels * 2.
Stab:
Roll your Courage dice vs. targets' Courage dice
If the attack is successful, you can choose to siphon either Hearts or Magic from the target equal to half of the damage done.
The maximum amount you can siphon at once is equal to your total affinity levels * 2.
If the attack is unsuccessful, target automatically gets to counterattack you.
Shine down upon ye!:
Costs 3 Magic
Channeling your Magic through the blade, it shines with radiance, and you hear a blessing from the Goddesses. This counts as a Support Spell.
Everything in the room is revealed for an instant, including anyone or anything that's invisible.
Select one non-stacking Affliction you have. The blessing cleanses it.
Alternatively, the blessing can cleanse two stacks of a stacking Affliction.
You can choose to send the blessing to another target instead of yourself, if you wish.
[box=Goddess' Gladius][list]
[*]With a blue blade and a brightly shining handle, this sword can illuminate dark areas, and it scales with your own power. It is said that this sword was one of several precursors to the [b]Master Sword[/b]. Can use [b]Slice[/b], [b]Stab[/b], or [b]Shine down upon ye[/b] on a target.[list]
[*][b]Slice[/b]:[list]
[*][dice type-a=Courage amount-a=+4 type-b=Courage]
[*]If the attack is successful, you can choose to recover either [Hearts] or [Magic] equal to half of the damage done.[list]
[*]The maximum amount you can recover at once is equal to your total affinity levels * 2.[/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage type-b=Courage]
[*]If the attack is successful, you can choose to siphon either [Hearts] or [Magic] from the target equal to half of the damage done.[list]
[*]The maximum amount you can siphon at once is equal to your total affinity levels * 2.[/list]
[*]If the attack is unsuccessful, target automatically gets to counterattack you.[/list]
[*][b]Shine down upon ye![/b]:[list]
[*]Costs [Magic]3[/Magic]
[*]Channeling your [Magic] through the blade, it shines with radiance, and you hear a blessing from the [b]Goddesses[/b]. This counts as a [i]Support Spell[/i].[list]
[*]Everything in the room is revealed for an instant, including anyone or anything that's invisible.
[*]Select one non-stacking [u]Affliction[/u] you have. The blessing cleanses it.
[*]Alternatively, the blessing can cleanse two stacks of a stacking [u]Affliction[/u].[/list]
[*]You can choose to send the blessing to another target instead of yourself, if you wish.[/list][/list][/list][/box]
- A scroll inscribed with magical letters of an ancient language. Choose one of the two below from the Scroll List.
- It can give you any Level Bonus of any affinity to an item.
- It can teach you any Level Spell of any affinity to an item.
Once this scroll is used, the scroll turns into gold dust, which sparkles through the air..
[box=Endowed Scroll][list]
[*]A scroll inscribed with magical letters of an ancient language. Choose one of the two below from the [url=http://zurpg.sephiroth.ws/thread-352.html]Scroll List[/url].[list]
[*]It can give you any [i]Level[/i] [b]Bonus[/b] of any affinity to an item.
[*]It can teach you any [i]Level[/i] [b]Spell[/b] of any affinity to an item.[/list]
[*]Once this scroll is used, the scroll turns into gold dust, which sparkles through the air..[/list][/box]
For Neon:
- You can use a One-Handed Weapon with two hands, increasing the weapon's damage by $1d3.
- Any Power requirements for wielding items is reduced by 5.
[box=Two Handed Affinity][list]
[*]You can use a [i]One-Handed[/i] [b]Weapon[/b] with two hands, increasing the weapon's damage by $1d3.
[*]Any [Power] requirements for wielding items is reduced by 5.[/list][/box]
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