The Dread Pirates' Secret Treasure Island Hideout of Doom! - DoubleEx - 06-28-2014
Shiver some timbers matey! It's high time someone took to the seas to give these pirates what-for. And by someone I mean you guys. Fight pirates! Get loot! Have a moment!?
The map = https://dl.dropboxusercontent.com/u/60594299/ZURPG%20map.png
Avast, this be a typical Pirate! He be a strong believer in th' old ways o' doin' things, so he ain't nothin' special. Yar har!
- When Pirate dies, 'e drops the followin', yarr!:
[box=Keelhaulin' Knife (Weapon)][list]
[*][Level=10] and 15 [Courage]
[*]A razor sharp knife used fer cuttin' the riggin'. Also useful fer guttin' some bilge rat what be tresspassin'.[list]
[*]Pick yerself a target. [dice type-a=Courage amount-a=+5 type-b=Courage] / Damage increased by 1.[/list][/list][/box]
[box=Fish Scaler][list]
[*][Level=10] and 15 [Courage]
[*]It be a simple knife fer guttin' n' cleanin' fish. Ye could also gut yer mate with it after ye bury the loot.[list]
[*]Hits a single landlubber. [dice type-a=Courage amount-a=+5 type-b=Courage] / Damage is halved.[/list]
[list]
[*]If th' attack be successful, th' target gets one stack o' th' [b]Bleeding[/b] [u]Affliction[/u]:[list]
[*]At th' start o' each round, target takes 1 bleed damage (neutral).
[*]This stacks infinitely.[/list]
[*][b]Bleeding[/b] lasts for th' remainder o' the battle, me hearty.[/list][/list][/box]
[box=Stripped Pirate Shirt][list]
[*]Th' typical white and red horizontal stripped pirate shirt. A classic what increases yer [Courage] slightly while still protectin' yer mangy hide.[list]
[*]Damage taken is reduced by 2
[*]Your [Courage] is increased by 2[/list][/list][/box]
- Yar! Throw a rope around some landlubber's neck and keelhaul that sucker.
- Roll your Courage dice vs. targets' Courage dice / Deals 5 damage (neutral).
- Said landlubber also gets the Keelhauled! Affliction:
- Th' landlubber loses 5 Wisdom on account a bein' choked.
Ye can only Keelhaul one landlubber at a time! Yar!
Keelhauled! lasts until th' end of your turn three rounds later, matey.
- Requires ye to equip two swords.
- Ye slash a target with th' standard attacks o' both of your swords in a cross pattern. Rather than two separate rolls, th' rolls are combined inta one roll.
- Roll th' average o' th' attack rolls vs. th' average o' th' target's defense rolls. Th' damage modifier be whichever of th' two damage modifiers was lower.
- If th' attack be successful, any Passive Effects from both swords be applied to the target.
- Requires Shadow (Level: 2)
- Costs 3 Magic
- Imbue any physical weapon with th' Lack o' Vitamin C Buff:
- Scurvy be applied ta th' physical weapon. When th' weapon successfully hits a target, target gets th' Scurvy! Affliction:
- Th' target takes 1 poison damage (neutral) at th' start o' each round.
- Target's teeth and hair fall out, causin' Courage, Power and Wisdom stats be reduced by 2.
Scurvy! lasts until th' infected person eats a citrus fruit. It cannot be removed any other way mates. Hair and teeth will regrow magically once ye eat some citrus fruits. This affliction lasts after th' battle as well!
Lack o' Vitamin C lasts until th' end o' your turn two rounds later.
- Level 10 and 15 Courage
- A razor sharp knife used fer cuttin' the riggin'. Also useful fer guttin' some bilge rat what be tresspassin'.
- Pick yerself a target. Roll your Courage +5 dice vs. targets' Courage dice / Damage increased by 1.
- Level 10 and 15 Courage
- It be a simple knife fer guttin' n' cleanin' fish. Ye could also gut yer mate with it after ye bury the loot.
- Hits a single landlubber. Roll your Courage +5 dice vs. targets' Courage dice / Damage is halved.
- If th' attack be successful, th' target gets one stack o' th' Bleeding Affliction:
- At th' start o' each round, target takes 1 bleed damage (neutral).
- This stacks infinitely.
Bleeding lasts for th' remainder o' the battle, me hearty.
- Th' typical white and red horizontal stripped pirate shirt. A classic what increases yer Courage slightly while still protectin' yer mangy hide.
- Damage taken is reduced by 2
- Your Courage is increased by 2
Yar! This be a scruffy looking Squallherder! He be in charge o' manipulatin' the waters o' the seven and a half seas. Favorable tides wait for no man! Be wary, ye scurvy dogs or he'll send ye ta Davey Jones' locker.
- When Pirate Squallherder dies, 'e drops the followin', yarr!:
[box=Staff o' th' Sea][list]
[*][Level=10] and 15 [Wisdom] and [Water 2]
[*]Six feet o' solid oak. It's main purpose is ta help in channelin' the magic needed ta tame the wildest seas. Anythin' else is generally tamed by gettin' a face full o' an oak staff. It also contains some of the Squallherder's power![list]
[*]Pick yerself a target. [dice type-a=Power type-b=Courage] / [water-color]Deals Water Effect Damage.[/water-color][/list]
[*][b]Lead Bubbles[/b]:[list]
[*]Requires [Water 3]
[*]Costs [Magic]4[/Magic]
[*]Pick a single bilge rat and drown with bubbles.
[*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom] / Damage increased by 4.[/list][/list][/box]
[box=Glass Fishin' Buoy][list]
[*][Level=10] and 15 [Wisdom] and [Water 2]
[*]It be a glass globe used ta mark fishin' spots. Useful ta the right scallywag what knows how ta cast [Water] magics![list]
[*]Ye focus yer mind on th' pretty glass. Ye target gains the [b]Feelin' th' Flow[/b] [u]Buff[/u]:[list]
[*]You gain 6 [Courage].[/list]
[*][b]Feelin' th' Flow[/b] lasts until the end o' your turn three rounds later.[/list][/list][/box]
[box=Robes o' th' Tide][list]
[*]These blue robes get lighter or darker dependin' on the tides. High tide? Dark blue! Low tide? Light blue!. Minimal protection but at least ye'll be hard ta light on fire.[list]
[*][Level=10] and [Water 2]
[*]Damage taken be reduced by 1
[*][Fire] and burn damage (neutral) be reduced by 4.[/list][/list][/box]
- Requires ye to be usin' any staff!
- Ye haul off and smash a target in the teeth with yer staff.
- Yer pansy mage body is tired out by this attack. Ye can only use it once every 2 rounds.
- Roll your Wisdom dice vs. targets' Courage dice / Damage increased by 5.
- Davey Jones smiles upon ye. Ye take 1/2 Fire damage.
- Requires Water (Level: 1)
- Costs 3 Magic
- Splash a target with freezin' water, eliminating a Status Effect that the target has.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage decreased by 2
- If th' attack be successful, target has th' Soaked Affliction:
- Erase one Status Effect that th' target has.
- While Soaked, shock damage (neutral) be increased by 1 against th' target.
Soaked lasts until th' end of your turn two rounds later.
- Requires Water (Level: 3)
- Costs 6 Magic
- Ye freeze the blood o' an enemy, dealing Water damage and freezing them solid.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage decreased by 3.
- If ye succeed, th' target gains th' Cold Blooded Affliction:
- Bein' Cold Blooded, means all Water magics and effects will deal an extra 4 damage to ye!
- Ye also suffer a -1 to initiative rolls!
Cold Blooded lasts until ye get hit with a fire spell or spend a bit in front o' a roaring fire. This affliction lasts after th' battle as well!
- Requires Water (Level: 3)
- Costs 3 Magic
- A cool stream o' water washes o'er ye and yer target, healing both o' ye and removin' an Affliction.
- Restores 5 Hearts to yer target and 3 Hearts to yerself.
- Remove th' Affliction with th' longest remainin' time from either ye or your target.
- Level 10 and 15 Wisdom and Water (Level: 2)
- Six feet o' solid oak. It's main purpose is ta help in channelin' the magic needed ta tame the wildest seas. Anythin' else is generally tamed by gettin' a face full o' an oak staff. It also contains some of the Squallherder's power!
- Pick yerself a target. Roll your Power dice vs. targets' Courage dice / Deals Water Effect Damage.
Lead Bubbles:
Requires Water (Level: 3)
Costs 4 Magic
Pick a single bilge rat and drown with bubbles.
Roll your Wisdom +4 dice vs. targets' Wisdom dice / Damage increased by 4.
- Level 10 and 15 Wisdom and Water (Level: 2)
- It be a glass globe used ta mark fishin' spots. Useful ta the right scallywag what knows how ta cast Water magics!
- Ye focus yer mind on th' pretty glass. Ye target gains the Feelin' th' Flow Buff:
- You gain 6 Courage.
Feelin' th' Flow lasts until the end o' your turn three rounds later.
- These blue robes get lighter or darker dependin' on the tides. High tide? Dark blue! Low tide? Light blue!. Minimal protection but at least ye'll be hard ta light on fire.
- Level 10 and Water (Level: 2)
- Damage taken be reduced by 1
- Fire and burn damage (neutral) be reduced by 4.
This be a pirate who has skills at controllin' th' winds and storms. If ye need a gust o' air ta fill your sails, ye call this bloke.
- When Pirate Lightningcaller dies, 'e drops the followin', yarr!:
[box=Strike o' th' Wind][list]
[*][Level=10] and 15 [Wisdom] and [Nature 2]
[*]A stout ash staff. It be used by a Lightningcaller ta fill th' sails with wind. It also contains some of the Lightingcaller's![list]
[*]Pick yerself a target. [dice type-a=Power type-b=Courage] / [nature-color]Deals Nature Effect Damage.[/nature-color][/list]
[*][b]Wind Strike[/b]:[list]
[*]Requires [Nature 3]
[*]Costs [Magic]4[/Magic]
[*]Call down harsh winds ta tear yer foes apart.
[*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom] / Damage increased by 4.[/list][/list][/box]
[box=Wind's Sock][list]
[*][Level=10] and 15 [Wisdom] and [Nature 2]
[*]It be a colourful but ratty lookin' windsock. Useful ta the right scallywag what knows how ta cast [Nature] magics![list]
[*]Ye focus yer mind on th' patterns woven inta th' cloth. Ye target gains the [b]Feelin' th' Breeze[/b] [u]Buff[/u]:[list]
[*]You gain 6 [Power].[/list]
[*][b]Feelin' th' Breeze[/b] lasts until the end o' your turn three rounds later.[/list][/list][/box]
[box=Robes o' th' Clouds][list]
[*]Robes enchanted with th' power o' Air! It covers yer nakedness and protects ye from neutral damage![list]
[*][Level=10] and [Nature 2]
[*]Damage taken be reduced by 1
[*]Neutral damage be reduced by 3.[/list][/list][/box]
- Requires ye to be usin' any staff!
- Ye haul off and smash a target in the teeth with yer staff.
- Yer pansy mage body is tired out by this attack. Ye can only use it once every 2 rounds.
- Roll your Wisdom dice vs. targets' Courage dice / Damage increased by 5.
- Ye be super charged! Gain an extra $0d2 on init rolls.
- Requires Nature (Level: 1)
- Costs 3 Magic
- Hit th' target from below ground, causin' th' target ta shake and bypassin' Cover. Cannot hit airborne targets.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- If th' attack be successful, target gets th' Shaken (not stirred) Affliction:
- While Shaken, damage dealt by th' target be decreased by 1
- Shaken prevents a target from goin' airborne.
Shaken lasts until th' end o' your turn two rounds later.
- Requires Nature (Level: 3)
- Costs 6 Magic
- A massive jolt o' electricity shocks th' target. Th' scurvy cur takes neutral damage and has his nerve endin's fried.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage.
- If ye succeed, th' target takes 7 neutral damage and gets the' Hard Jolt Affliction:
- Hard Jolt fries th' target's nerve endin's which means -2 Courage an' -2 Power
Hard Jolt lasts until ye can get some soothin' balm. This affliction lasts after th' battle as well!
- Requires Nature (Level: 3)
- Costs 3 Magic
- A refreshin' breeze blows o'er yer mates.
- Dispels any cloud like effects hangin' around.
- Restores 3 Hearts to all yer mates. Ye cannot heal yerself with this magic.
- Level 10 and 15 Wisdom and Nature (Level: 2)
- A stout ash staff. It be used by a Lightningcaller ta fill th' sails with wind. It also contains some of the Lightingcaller's!
- Pick yerself a target. Roll your Power dice vs. targets' Courage dice / Deals Nature Effect Damage.
Wind Strike:
Requires Nature (Level: 3)
Costs 4 Magic
Call down harsh winds ta tear yer foes apart.
Roll your Wisdom +4 dice vs. targets' Wisdom dice / Damage increased by 4.
- Level 10 and 15 Wisdom and Nature (Level: 2)
- It be a colourful but ratty lookin' windsock. Useful ta the right scallywag what knows how ta cast Nature magics!
- Ye focus yer mind on th' patterns woven inta th' cloth. Ye target gains the Feelin' th' Breeze Buff:
- You gain 6 Power.
Feelin' th' Breeze lasts until the end o' your turn three rounds later.
- Robes enchanted with th' power o' Air! It covers yer nakedness and protects ye from neutral damage!
- Level 10 and Nature (Level: 2)
- Damage taken be reduced by 1
- Neutral damage be reduced by 3.
This be one big pirate! He's got a bandolier full o' mischief and muscles to spare from haulin' around all th' loot n' plunder!
- When Pirate Loothauler dies, 'e drops the followin', yarr!:
[box=Loot Shovel][list]
[*][Level=10]
[*]A large [i]Two-Handed[/i] shovel fer movin' loot. Let's ye [b]Thwack[/b] any lad ye want! On th' bright side it be a good workout for yer pecs an' lats!.[list]
[*]Pick any target ye want. [dice type-a=Power amount-a=+2 type-b=Courage] / Damage increased by 5.[/list]
[*][b]Thwack[/b]:[list]
[*][dice type-a=Power type-b=Power] / Damage increased by 1
[*]If th' attack be successful, target gets th' [b]Kaboink![/b] [u]Affliction[/u]:[list]
[*]A harsh blow t' th' noggin' has left ye dazed.
[*]Target's [Wisdom] is reduced by 4, and any items he can wield by hand have increased [Wisdom] requirements by 8.
[*]This stacks infinitely.[/list]
[*][b]Kaboink![/b] lasts for the remainder of the battle.[/list][/list][/box]
[box=Mollytov Cocktail][list]
[*][Level=10] and 15 [Power]
[*]A foul concoction of o' gasoline, itchin' powder an' rotgut. Ye can drink it if ye wants, but it be far more useful for hurlin' at landlubbers.[list]
[*]Hits a single landlubber. [dice type-a=Courage amount-a=+2 type-b=Wisdom] / Damage is halved.[/list]
[list]
[*]If th' attack be successful, th' target gets one stack o' th' [b]Itchy Burn[/b] [u]Affliction[/u]:[list]
[*]At th' start o' each round, target takes 3 burn damage (neutral).
[*]This stacks infinitely.[/list]
[*][b]Itchy Burn[/b] lasts for th' remainder o' the battle, me hearty.[/list][/list][/box]
[box=Stripped Pirate Shirt][list]
[*]Th' typical white and red horizontal stripped pirate shirt. A classic what increases yer [Courage] slightly while still protectin' yer mangy hide.[list]
[*]Damage taken be reduced by 2
[*]Your [Courage] be increased by 2[/list][/list][/box]
- Yar! Throw a rope around some landlubber's neck and keelhaul that sucker.
- Roll your Power dice vs. targets' Power dice / Deals 5 damage (neutral).
- Said landlubber also gets the Keelhauled! Affliction:
- Th' landlubber loses 5 Wisdom on account a bein' choked.
Ye can only Keelhaul one landlubber at a time! Yar!
Keelhauled! lasts until th' end of your turn three rounds later, matey.
- Requires Fire (Level: 2).
- Step 1: Grab a bottle full o' a mixture o' oil an' grog from yer bandolier. Step 2: Proceed to toss it at some dirty stow-aways!
- Roll your Power dice vs. targets' Power dice / Deals 1 neutral damage.
- If th' attack be successful, th' stow-away gains th' Oily Affliction:
- Burn damage be doin' +1 damage.
- Target takes +2 burn damage (neutral) from direct Fire attacks.
Oily lasts till ye get lit on fire or wash yerself with some soap. Oily persists outside o' battle as well.
- Yer bulgin' loot movin' muscles make ye hit harder. Ye do an additional 2 damage on any attack what deals physical damage.
- Requires Fire (Level: 1)
- Costs 2 Magic
- Rapidly heat the area around a target, burning him.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals 4 burn damage (neutral)
- If the attack is successful, target gets the Burn Affliction:
- Target takes 2 burn damage (neutral) at the start of each round
Burn lasts for the remainder of the battle.
- Level 10
- A large Two-Handed shovel fer movin' loot. Let's ye Thwack any lad ye want! On th' bright side it be a good workout for yer pecs an' lats!.
- Pick any target ye want. Roll your Power +2 dice vs. targets' Courage dice / Damage increased by 5.
Thwack:
Roll your Power dice vs. targets' Power dice / Damage increased by 1
If th' attack be successful, target gets th' Kaboink! Affliction:
A harsh blow t' th' noggin' has left ye dazed.
Target's Wisdom is reduced by 4, and any items he can wield by hand have increased Wisdom requirements by 8.
This stacks infinitely.
Kaboink! lasts for the remainder of the battle.
- Level 10 and 15 Power
- A foul concoction of o' gasoline, itchin' powder an' rotgut. Ye can drink it if ye wants, but it be far more useful for hurlin' at landlubbers.
- Hits a single landlubber. Roll your Courage +2 dice vs. targets' Wisdom dice / Damage is halved.
- If th' attack be successful, th' target gets one stack o' th' Itchy Burn Affliction:
- At th' start o' each round, target takes 3 burn damage (neutral).
- This stacks infinitely.
Itchy Burn lasts for th' remainder o' the battle, me hearty.
- Th' typical white and red horizontal stripped pirate shirt. A classic what increases yer Courage slightly while still protectin' yer mangy hide.
- Damage taken be reduced by 2
- Your Courage be increased by 2
A brightly coloured parrot. Watch out, he might crap on ye!
- When Parrot dies, 'e craps the followin' on ye. Yuck!:
[box=Magic Feather]
[i]If ye add [Magic] to a feather, do that be makin' it useful?[/i][list]
[*][i]Passive[/i]
[*]When defendin', ye can choose ta jump by usin' th' [b]Magic Feather[/b] fer a cost o' [Magic]2[/Magic].[list]
[*]Bonuses from equipped shields do not affect this jump.
[*]Your successes when defendin; this are increased by an amount equal to your highest affinity level.[list]
[*]If ye be successful in defendin', ye can immediately counterattack, but it'll only do half damage.
[*]If ye be unsuccessful in defending, target can immediately counterattack.[/list][/list][/list][/box]
- Go for th' eyes me flyin' hearty!
- Roll your Courage +5 dice vs. targets' Courage dice
- Yuck... I ain't describin' this.
- Roll your Courage +3 dice vs. targets' Power dice / Deals 2 Deals Nature Effect Damage.
- If th' attack be successful, th' fella gets th' Bird Crap Affliction:
- Target be demoralized and suffers - 2 to Power, Courage and Wisdom.
Bird Crap lasts till ye can find a wetnap. Bird Crap persists outside o' battle as well.
If ye add Magic to a feather, do that be makin' it useful?
- Passive
- When defendin', ye can choose ta jump by usin' th' Magic Feather fer a cost o' 2 Magic.
- Bonuses from equipped shields do not affect this jump.
- Your successes when defendin; this are increased by an amount equal to your highest affinity level.
- If ye be successful in defendin', ye can immediately counterattack, but it'll only do half damage.
- If ye be unsuccessful in defending, target can immediately counterattack.
This here be a landlubbin' cowboy what decided ta join th' crew, I reckon. His ten gallon hat has a skull an' crossbones on it. He's quick on th' draw an' quick ta anger!
- When Cowboy Pirate dies, 'e drops the followin', yarr!:
- Yar! Throw a rope around some landlubber's neck and lasso that sucker.
- Roll your Power dice vs. targets' Power dice / Deals 5 damage (neutral).
- Said landlubber also gets the Lasso! Affliction:
- Th' landlubber loses 5 Wisdom on account a bein' choked.
Ye can only Lasso one landlubber at a time! Yar!
Lasso! lasts until th' end of your turn three rounds later, matey.
- I reckon yer quick draw skills come into play fer this. Ye rapidly fire off a full round o' pistol ammo into th' whole lot o' scurvy polecats.
- Hits all enemies!
- Roll your Power -3 dice vs. targets' Courage dice / Damage be increased by 6.
- It takes ye one round to reload after usin' this move. Y'all cannot shoot yer pistols till ye have reloaded.
- Practice makes perfect, I reckon. Ye get +2 successes when shootin' yer pistols.
- Yer hide be tanned n' toughened from all th' sun ye get. Y'all take 2 less physical damage.
- Requires Fire (Level: 1)
- Costs 1 Magic
- Summon a small explosion of Fire, causing its embers singe a target.
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / Damage reduced by 1
- If th' attack be successful, target gets th' Light Burn Affliction:
- Target takes 1 burn damage (neutral) at the start of each round
- If target is hit by a Water spell, Light Burn be cancelled
Light Burn lasts for th' next two rounds.
- Costs 1 Magic
- Th' Cowboy Pirate takes a sec ta steady himself and shoot him some cowpokes!
- Ye focus yer mind on th' patterns woven inta th' cloth. Ye gain the Aim Buff:
- While Aim be active ye gain +3 damage on yer next attack.
- Aim lasts till yer next attack.
- Requires Fire (Level: 1)
- Costs 2 Magic
- Give yourself or an ally th' Veil o' Flames Buff:
- Any polecat what fights th' target in melee combat takes 1 burn damage (neutral) from Veil o' Flames.
- Cannot use Veil o' Flames on someone with Water affinity.
- If Veil o' Flames be used on someone with Nature affinity, target takes 1 burn damage (neutral) at th' start o' each round.
Veil o' Flames lasts for th' remainder o' the battle.
- REQUIREMENTS: Level 10 and Two-Handed
- DESCRIPTION: Thar be two iron six-shooters, one fer each hand. The previous owner o' these fine guns used them fer Pistol Whippin' polecats almost as much as he used them fer shootin'. The walnut stocks are beautifully carved and hardly scratched at all. Can Shoot a target twice or Pistol Whip a target.
- Shoot * 2:
- Roll your Power +2 dice vs. targets' Courage dice
- Physical Damage: +0
- EFFECT: Target loses 1 Physical Armor, down to a minimum of 0.
- DURATION: For the remainder of the battle.
Pistol Whip:
Smash some cattle rustler's head in with yer trusty pistols.
Roll your Power +5 dice vs. targets' Power dice
Physical Damage: It be halved, y'all
- REQUIREMENTS: Level 10 and 10 Wisdom
- DESCRIPTION: A cross between a pirate hat an' a ten gallon cowboy hat. The skull an' crossbones look snazzy and makes ye a hit with th' ladies (or fellas) down at th' saloon but it clouds yer mind with thoughts o' sarsaparilla and dancin' girls (or guys).
- Bonus 1: +4 Courage on account o' th' snazz.
- Bonus 2: +4 Power on account o' wantin' ta beat up any lillylivered, yellow bellied snakes fer lookin' at yer hat wrong.
- Bonus 3: -6 Wisdom on account o' thinkin 'bout the girls (or guys, we ain't judgin') ye will be gettin'.
- Th' typical white and red horizontal stripped pirate shirt but with fancy leather fringes. A new twist on an old classic what increases yer Courage slightly while still protectin' yer mangy hide.
- Damage taken be reduced by 2
- Your Courage be increased by 2
Arrr, th' dreaded Ninja Pirate! She strikes quietly in the night on wings of shadow before she be lootin' th' place and burnin' it down on th' way out. Beware her flashin' Kutlasstana and patent ninja moves!
- When Ninja Pirate dies, 'e drops the followin', yarr!:
- Yar! Throw a bola around some landlubber's neck and bola that sucker.
- Roll your Courage dice vs. targets' Power dice / Deals 5 damage (neutral).
- Said landlubber also gets the Bola! Affliction:
- Th' landlubber loses 5 Wisdom on account a bein' choked.
Ye can only Bola one landlubber at a time! Yar!
Bola! lasts until th' end o' your turn three rounds later, matey.
- Th' key part o' this skill is rememberin' ta hack AFTER ye slash!
- Roll your Courage dice vs. targets' Courage -3 dice.
- Hackin' n' Slashin' gives th' scum th' Sliced Armor Affliction:
- Sliced Armor means ye have -3 on any defense rolls.
Sliced Armor lasts til th' end o' your turn three rounds later.
- Ye gain +2 successes when ye attack the target ye attacked last round.
- Yer ninja trainin' makes ye more aware o' ranged attacks. +2 successes when defendin' against ranged or magic attacks.
- Costs 2 Magic
- Th' Ninja Pirate creates shadows and hides in them.
- These shadows giver th' Hidden Buff:
- While Hidden ye cannot be targeted and ye gain +3 damage on yer next attack.
- Hidden lasts till th' end o' yer next turn.
- REQUIREMENTS: Level 10 and Two-Handed
- Alternatively, it can be used as One-Handed.
DESCRIPTION: A combination between a cutlass and a katana. Ye kin use it with one or two hands, dependin' how bad yer want them cut! Can One Hand Slice or Two Hand Slice a target.
One Hand Slice:
Ye gain greater accuracy but ye hit more like a wuss. Plus ye have a free hand ta hold somethin' else with.
Roll your Courage +10 dice vs. targets' Courage dice
Physical Damage: Halved
Two Hand Slice:
Ye gain greater damage but ye can't hit nothin'. Ye don't get a free hand, what with it bein' a two handed stance and all.
Roll your Courage -5 dice vs. targets' Courage dice
Physical Damage: * 1.5
- REQUIREMENTS: Level 10 and 10 Power
- DESCRIPTION: Th' Ninja Pirates value stealth and subtly o'er th' brute force used by most other pirates. This mask helps them ta stay hidden. It also makes ye look mysterious, provided ye find that not seein' someones face ta be mysterious.
- Bonus 1: +4 Wisdom on account o' th' snazz.
- Bonus 2: +4 Courage cause yer so stealthy and mysterious.
- Bonus 3: -6 Power cause ye can't be a manly man when yer face is hidden.
- A shirt typically worn by th' elite Ninja Pirates ta help them stay stealthy on missions. Keepin' with pirate tradition it's black and grey stripped instead o' red and white.
- Damage taken be reduced by 2
- Your Courage be increased by 2
Vikings be the pirates o' the North, so when a skald came lookin' ta join th' crew, th' Cap'n didn't think twice. He plays a harp ta strengthen his mates' spirits. The music o' th' harp makes sailin' more fun, ye should believe me, I'm no lyre.
- When Viking Skald Pirate dies, 'e drops the followin', yarr!:
- Ye sing, hittin' a high note an hurtin' the ears o' the enemy.
- Roll your Wisdom dice vs. targets' Power dice / Damage dealt be neutral.
- Yer attunement ta magical forces lets ye shrug off some magic damage. All spell damage taken be reduced by 3.
- Yer time spent learnin' the ways o' th' Skald lets ye mirror magically caused afflictions back at th' caster, now ye both can suffer th' effects!
- Requires Nature (Level: 3)
- Costs 2 Magic
- Th' Skald beseeches Thor ta strike down an enemy.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals Nature Effect Damage..
- Th' bugger also gets hit with th' Thunder Struck Affliction:
- Thunder Struck dazes th' rat, givin' him -4 Wisdom.
- Thunder Struck lasts until ye can get some soothin' balm. This affliction lasts after th' battle as well!
- Costs 2 Magic
- Th' Skald calls out to th' gods ta smite his enemies. The gods don't usually respond but his allies feel pretty inspired.
- Th' Skald's mates gain th' Hymn o' Hurt Buff:
- They get +3 damage on their next attack.
- Th' buff lasts till their next successful attack.
- Costs 2 Magic
- Th' Skald sings about bein' good at doin' things. It makes vague references to what "things" mean so his mates just take it ta mean "be good at hittin' things."
- Th' Skald's mates gain th' Song o' Skill Buff:
- They get +3 dice successes on their next attack roll.
- Th' buff lasts till their next attack roll.
- Costs 2 Magic
- Th' Skald sings about how great it feels ta not get hit. His buddies are motivated to try not gettin' hit fer a change.
- Th' Skald's mates gain th' Dirge o' Defense Buff:
- They get +3 dice successes on their next defense roll.
- Th' buff lasts till their next defense roll.
- DESCRIPTION: A tough wooden harp onced owned by the great Skald Marx. It be good fer makin' music and hurtin' peoples faces. Ye can play music as well as use the move Marx's Musical Masher:
- Follow in th' footsteps o' the mighty warrior-bard Marx and wallop someone.
- Roll your Wisdom +5 dice vs. targets' Power dice
- Physical Damage: Halved
- REQUIREMENTS: Level 10 and 10 Courage
- DESCRIPTION: Ye might be thinkin' this be a helm that be hard up for a piece o' action. Well get yer mind out o' th' gutter. It's just a viking helmet with moose horns on it. Moose horns help ta gather th' mystic juices in th' air. Too bad it makes ye look like a tool.
- Bonus 1: +4 Power on account o' th' extra weight from th' horns.
- Bonus 2: +4 Wisdom on account o' th' extra mystic juice th' horns be collectin'.
- -6 Courage cause ye look like a tool with those dumb horns on yer head.
- A red an' white stripped shirt made o' tough moose leather, worn by th' Viking Skald Pirates. It be lightweight so's not ta interfere with playin' an instrument.
- Damage taken be reduced by 2
- Your Courage be increased by 2
- REQUIREMENTS: Level 10 and Two-Handed
- DESCRIPTION: Thar be two iron six-shooters, one fer each hand. The previous owner o' these fine guns used them fer Pistol Whippin' polecats almost as much as he used them fer shootin'. The walnut stocks are beautifully carved and hardly scratched at all. Can Shoot a target twice or Pistol Whip a target.
- Shoot * 2:
- Roll your Power +2 dice vs. targets' Courage dice
- Physical Damage: +0
- EFFECT: Target loses 1 Physical Armor, down to a minimum of 0.
- DURATION: For the remainder of the battle.
Pistol Whip:
Smash some cattle rustler's head in with yer trusty pistols.
Roll your Power +5 dice vs. targets' Power dice
Physical Damage: It be halved, y'all
[box=Six Shooters)][list]
[*][b]REQUIREMENTS[/b]: [i]Level 10[/i] and [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: Thar be two iron six-shooters, one fer each hand. The previous owner o' these fine guns used them fer [b]Pistol Whippin'[/b] polecats almost as much as he used them fer shootin'. The walnut stocks are beautifully carved and hardly scratched at all. Can [b]Shoot[/b] a target twice or [b]Pistol Whip[/b] a target.[list]
[*][b]Shoot * 2[/b]:[list]
[*][dice type-a=Power amount-a=+2 type-b=Courage][list]
[*][b]Physical Damage[/b]: +0
[*][b]EFFECT[/b]: Target loses [b]1 Physical Armor[/b], down to a minimum of 0.[list]
[*][b]DURATION[/b]: For the remainder of the battle.
[/list][/list][/list]
[*][b]Pistol Whip[/b]:[list]
[*]Smash some cattle rustler's head in with yer trusty pistols.
[*][dice type-a=Power amount-a=+5 type-b=Power][list]
[*][b]Physical Damage[/b]: It be halved, y'all
[/list][/list][/list][/list][/box]
- REQUIREMENTS: Level 10 and 10 Wisdom
- DESCRIPTION: A cross between a pirate hat an' a ten gallon cowboy hat. The skull an' crossbones look snazzy and makes ye a hit with th' ladies (or fellas) down at th' saloon but it clouds yer mind with thoughts o' sarsaparilla and dancin' girls (or guys).
- Bonus 1: +4 Courage on account o' th' snazz.
- Bonus 2: +4 Power on account o' wantin' ta beat up any lillylivered, yellow bellied snakes fer lookin' at yer hat wrong.
- Bonus 3: -6 Wisdom on account o' thinkin 'bout the girls (or guys, we ain't judgin') ye will be gettin'.
[box=Ten Gallon Pirate Hat][list]
[*][b]REQUIREMENTS[/b]: [i]Level 10[/i] and 10 [Wisdom]
[*][b]DESCRIPTION[/b]: A cross between a pirate hat an' a ten gallon cowboy hat. The skull an' crossbones look snazzy and makes ye a hit with th' ladies (or fellas) down at th' saloon but it clouds yer mind with thoughts o' sarsaparilla and dancin' girls (or guys).[list]
[*][b]Bonus 1[/b]: +4 [Courage] on account o' th' snazz.
[*][b]Bonus 2[/b]: +4 [Power] on account o' wantin' ta beat up any lillylivered, yellow bellied snakes fer lookin' at yer hat wrong.
[*][b]Bonus 3[/b]: -6 [Wisdom] on account o' thinkin 'bout the girls (or guys, we ain't judgin') ye will be gettin'.
[/list][/list][/box]
- REQUIREMENTS: Level 10 and Two-Handed
- Alternatively, it can be used as One-Handed.
DESCRIPTION: A combination between a cutlass and a katana. Ye kin use it with one or two hands, dependin' how bad yer want them cut! Can One Hand Slice or Two Hand Slice a target.
One Hand Slice:
Ye gain greater accuracy but ye hit more like a wuss. Plus ye have a free hand ta hold somethin' else with.
Roll your Courage +10 dice vs. targets' Courage dice
Physical Damage: Halved
Two Hand Slice:
Ye gain greater damage but ye can't hit nothin'. Ye don't get a free hand, what with it bein' a two handed stance and all.
Roll your Courage -5 dice vs. targets' Courage dice
Physical Damage: * 1.5
[box=Kutlasstana][list]
[*][b]REQUIREMENTS[/b]: [i]Level 10[/i] and [i]Two-Handed[/i][list]
[*]Alternatively, it can be used as [i]One-Handed[/i].[/list]
[*][b]DESCRIPTION[/b]: A combination between a cutlass and a katana. Ye kin use it with one or two hands, dependin' how bad yer want them cut! Can [b]One Hand Slice[/b] or [b]Two Hand Slice[/b] a target.[list]
[*][b]One Hand Slice[/b]:[list]
[*]Ye gain greater accuracy but ye hit more like a wuss. Plus ye have a free hand ta hold somethin' else with.
[*][dice type-a=Courage amount-a=+10 type-b=Courage][list]
[*][b]Physical Damage[/b]: Halved
[/list][/list]
[*][b]Two Hand Slice[/b]:[list]
[*]Ye gain greater damage but ye can't hit nothin'. Ye don't get a free hand, what with it bein' a two handed stance and all.
[*][dice type-a=Courage amount-a=-5 type-b=Courage][list]
[*][b]Physical Damage[/b]: * 1.5
[/list][/list][/list][/list][/box]
- REQUIREMENTS: Level 10 and 10 Power
- DESCRIPTION: Th' Ninja Pirates value stealth and subtly o'er th' brute force used by most other pirates. This mask helps them ta stay hidden. It also makes ye look mysterious, provided ye find that not seein' someones face ta be mysterious.
- Bonus 1: +4 Wisdom on account o' th' snazz.
- Bonus 2: +4 Courage cause yer so stealthy and mysterious.
- Bonus 3: -6 Power cause ye can't be a manly man when yer face is hidden.
[box=Cool Lookin' Ninja Mask][list]
[*][b]REQUIREMENTS[/b]: [i]Level 10[/i] and 10 [Power]
[*][b]DESCRIPTION[/b]: Th' Ninja Pirates value stealth and subtly o'er th' brute force used by most other pirates. This mask helps them ta stay hidden. It also makes ye look mysterious, provided ye find that not seein' someones face ta be mysterious.[list]
[*][b]Bonus 1[/b]: +4 [Wisdom] on account o' th' snazz.
[*][b]Bonus 2[/b]: +4 [Courage] cause yer so stealthy and mysterious.
[*][b]Bonus 3[/b]: -6 [Power] cause ye can't be a manly man when yer face is hidden.
[/list][/list][/box]
- DESCRIPTION: A tough wooden harp onced owned by the great Skald Marx. It be good fer makin' music and hurtin' peoples faces. Ye can play music as well as use the move Marx's Musical Masher:
- Follow in th' footsteps o' the mighty warrior-bard Marx and wallop someone.
- Roll your Wisdom +5 dice vs. targets' Power dice
- Physical Damage: Halved
[box=Harp o' Marx][list]
[*][b]DESCRIPTION[/b]: A tough wooden harp onced owned by the great Skald Marx. It be good fer makin' music and hurtin' peoples faces. Ye can play music as well as use the move [b]Marx's Musical Masher[/b]:[list]
[*]Follow in th' footsteps o' the mighty warrior-bard Marx and wallop someone.
[*][dice type-a=Wisdom amount-a=+5 type-b=Power][list]
[*][b]Physical Damage[/b]: Halved
[/list][/list][/list][/box]
- REQUIREMENTS: Level 10 and 10 Courage
- DESCRIPTION: Ye might be thinkin' this be a helm that be hard up for a piece o' action. Well get yer mind out o' th' gutter. It's just a viking helmet with moose horns on it. Moose horns help ta gather th' mystic juices in th' air. Too bad it makes ye look like a tool.
- Bonus 1: +4 Power on account o' th' extra weight from th' horns.
- Bonus 2: +4 Wisdom on account o' th' extra mystic juice th' horns be collectin'.
- -6 Courage cause ye look like a tool with those dumb horns on yer head.
[box=Horny Viking Helm][list]
[*][b]REQUIREMENTS[/b]: [i]Level 10[/i] and 10 [Courage]
[*][b]DESCRIPTION[/b]: Ye might be thinkin' this be a helm that be hard up for a piece o' action. Well get yer mind out o' th' gutter. It's just a viking helmet with moose horns on it. Moose horns help ta gather th' mystic juices in th' air. Too bad it makes ye look like a tool.[list]
[*][b]Bonus 1[/b]: +4 [Power] on account o' th' extra weight from th' horns.
[*][b]Bonus 2[/b]: +4 [Wisdom] on account o' th' extra mystic juice th' horns be collectin'.
[*]-6 [Courage] cause ye look like a tool with those dumb horns on yer head.
[/list][/list][/box]
RE: The Dread Pirates' Secret Treasure Island Hideout of Doom! - WindStrike - 08-02-2014
Cap'n Rotgut be the Cap'n o' this here crew. He be a ruthless man and a low down, dirty, no-good cheater in a fight. Rumor has it that he has a very... unique pet. Trust me, ye don't want to meet it.
Nature (Level: 3), Water (Level: 3)
- Ye clout someone right in their unmentionables.
- Roll your Courage dice vs. targets' Power dice / Damage dealt be halved.
- Th' poor bugger gets th' Unmentionables Shot Affliction:
- Ye suffer a -3 on all rolls cause yer unmentionables be hurtin'
Unmentionables Shot wears off after yer next dice roll.
- Some scum suckin' landlubber dared ta hit ye? Beat the stupid out o' him.
- Roll your Courage +3 dice vs. targets' Courage dice / Damage dealt increased by 3.
- This skill can only be used on the landlubber who last landed a hit on ye.
- Ye call down a rain o' indiscriminate cannon fire. From where ye ask? Does it matter?
- Roll your Power dice vs. targets' Power +3 dice / Damage dealt increased by 5.
- Hits everyone on the field o' battle. Even yerself.
- Cap'n Rotgut demonstrates why he be called that by lettin' out a massive burp. Years o' drinkin' the nastiest grog he could find makes this more threatenin' than ye'd think.
- Roll your Courage dice vs. targets' Wisdom -2 dice / Deals Nature Effect Damage..
- Hits th' chosen target n' one randomly chosen other target.
- Any items equipped by Cap'n Rotgut be bound to him and cannot be removed or stolen.
- These items be destroyed when Cap'n Rotgut dies.
- Th' Cap'n has natural damage reduction. Probably from all the booze.
- All damage done to ye is reduced by 3.
- Cap'n Rotgut be sufferin' th' aftereffects o' a ton o' rum. He can only be actin' ever second round, startin' with the first round o' combat!
- Requires Nature (Level: 3)
- Costs 5 Magic
- A spark of electricity hits a target. Th' spark will jump to th' target's mates. Th' Cap'n learned this skill from some scurvy mage named Jacob.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals Nature Effect Damage..
- Hits all enemies if th' first target fails th' roll.
- Th' only one what gets ta roll is th' initial target. Everyone else takes th' damage th' first target suffers.
- [Requires Water (Level: 3)
- Costs 2 Magic
- Cap'n Rotgut takes shelter in a Davey Jone's watery locker.
- Th' Cap'n gain th' Locker Blocker Buff:
- Locker Blocker absorbs the next 10 damage dealt to th' Cap'n.
- Requires Water (Level: 3) and Nature (Level: 3)
- Costs all remaining Magic
- Th' Cap'n bellows ta his mates ta release his pet kracken. Yer in trouble now ye scurvy dogs."
- Th' Cap'n gets th' Let's Get Kracken Buff:
- Let's Get Krackenlasts 3 turns. It cannot be dispelled by any means.
- At th' end o' th' 3 turns The Kracken shows up. Ye are all well n' truly boned.
- A large n' very sharp cutlass, it be inaccurate but painful. Th' initials R.G. are carved inta th' handle.
- Roll your Courage -5 dice vs. targets' Courage dice / Damage be increased by 5.
- None will dispute yer pirate leadership abilities with this hat on yer head. A pirate ye was ment ta be, trim the sails and roam the sea.
- +2 to Power, Courage and Wisdom. If anyone disagrees make them walk the plank.
- Bonuses be active only when ye wear the helm.
- A red cap'n's coat with gold edgings. Normally there be frills on the sleeves but Cap'n Rotgut don't hold with no frilly stuff. Years of grog bein' spilled on it has made it surprisingly tough.
- Damage taken is reduced by 4
- Your Courage is increased by 6
OH, HO, HO, TINY BABIES; IT IS EL GIGANTE! EL GIGANTE IS LOOKING FOR A CHALLENGING FIGHT! CAN THE TINY BABIES FIGHT WELL ENOUGH TO SATISFY EL GIGANTE?
- EL GIGANTE IS TOO BIG FOR ONE TURN. GIGANTE GETS TWO TURNS!
- ROLL 2d9 FOR INITIATIVE!
- EL GIGANTE PUNCHES YOU WITH EL GIGANTE'S MASSIVE MEATHOOKS!
- Roll your Power dice vs. targets' Power dice
- EL GIGANTE UPPERCUTS A TINY, LITTLE, BABY PLAYER!
- Roll your Power -3 dice vs. targets' Courage dice
- IF YOU SUFFER FROM Scurvy! EL GIGANTE'S HIT RATTLES YOUR WEAK BONES MAKING YOU MISS YOUR NEXT ATTACK!
- EL GIGANTE THROWS A WILD BUT HURTY PUNCH! DUCK FRAIL WEAKLINGS!
- Roll your Power +5 dice vs. targets' Courage +2 dice / DAMAGE DEAL INCREASED BY 5!
- AFFLICTED WITH Cold Blooded? THEN EL GIGANTE IS PLEASED TO DO AN EXTRA 5 DAMAGE!
- PLEASE TO BE IGNORING EL GIGANTE BY LOOKING THE OTHER WAY OK?
- Roll your Courage dice vs. targets' Wisdom +2 dice / DAMAGE DEALT IS HALVED!
- IF YOU HAVE Hard Jolt OR Thunder Struck EL GIGANTE NOW GIVES YOU -2 Wisdom AS WELL! THIS IS BECAUSE YOU FEEL DUMB FOR LETTING EL GIGANTE SUCKER PUNCH YOU!
- EL GIGANTE PUNCHES SO FAST THAT THE AIR CATCHES FIRE!
- Roll your Courage +3 dice vs. targets' Courage +1 dice / DEALS Fire DAMAGE!
- FEELING Oily? NOW YOU FEEL AN EXTRA +4 DAMAGE (neutral) FROM BLAZING PUNCH!
- EL GIGANTE REARS BACK AND BRINGS BOTH EL GIGANTE'S FISTS DOWN! YOU GET HAMMERED INTO THE DIRT!
- Roll your Power dice vs. targets' Wisdom +4 dice
- IF EL GIGANTE CONNECTS THEN YOU ARE KNOCKED DOWN AND SPEND YOUR NEXT TURN GETTING BACK UP!
- THE PUNCH DRIVES YOU INTO THE GROUND! IF YOU'RE COVERED IN Bird Crap YOU TAKE +2 Nature DAMAGE!
- EL GIGANTE DELIVERS A PAINFUL CROSS HOOK!
- Roll your Power +1 dice vs. targets' Power +3 dice / Damage dealt reduced by 2.
- YOU HAVE BEEN Thunder Struck! NOW YOU GET -3 TO YOUR NEXT DEFENSE ROLL! EL GIGANTE SHAKES YOU UP!
- EL GIGANTE DOES NOT FEAR PAIN!
- EL GIGANTE SUFFERS ONLY 1 ROUND WORTH OF ANY SPELL OR SKILL THAT CAUSES MULTIROUND EFFECTS!
- Requires Arcane (Level: 15)
- Costs 1 Magic
- A DELICIOUS SANDVICH WITH ALL THE THINGS EL GIGANTE LIKES!
- TAKES ONE ROUND FOR EL GIGANTE TO CREATE AND ONE ROUND TO EAT!
- IF EL GIGANTE EATS EL GIGANTE'S SANDVICH THEN EL GIGANTE IS HEALED FOR 1500 HEARTS!
- IF ONLY YOU COULD GET THAT SANDVICH, MAYBE YOU COULD HEAL YEAH?
- SANDVICH HAS 10 Hearts
- SANDVICH HEALS FOR 10 Hearts
- BE EL GIGANTE!
- THESE ARE EL GIGANTE'S MEATHOOKS! YOU CANNOT ACTUALLY USE EL GIGANTE'S MEATHOOKS, EL GIGANTE JUST WANTED TO SHOW THEM OFF!
- EL GIGANTE SLOW CLAPS WHILE COMPLIMENTING EL GIGANTE'S ENEMIES! HITS EVERYONE! Roll your Courage +100 dice vs. targets' Courage dice / NO DAMAGE IS DEALT!
TARGETS ARE INGRATIATED
INGRATIATED TARGETS ARE REALLY INGRATIATED BY EL GIGANTE'S SINCERE APPLAUSE AND COMPLIMENTS!
- BE EL GIGANTE!
- EL GIGANTE'S WRESTLING MASK! IT REPRESENTS EL GIGANTE'S HONOR! IT NEVER COMES OFF!
- EL GIGANTE WINKS AT EL GIGANTE'S ENEMIES! HITS EVERYONE! Roll your Wisdom +100 dice vs. targets' Wisdom dice / NO DAMAGE IS DEALT!
TARGETS ARE INTRIGUED
INTRIGUED TARGETS ARE REALLY INTRIGUED BY EL GIGANTE'S MYSTERIOUSNESS!
- A SPORTY CHECKERED SHIRT EL GIGANTE WEARS INTO THE RING!
- BE EL GIGANTE!
- EL GIGANTE FLEXES AT EL GIGANTE'S ENEMIES! HITS EVERYONE! Roll your Power +100 dice vs. targets' Power dice / NO DAMAGE IS DEALT!
TARGETS ARE IMPRESSED
IMPRESSED TARGETS ARE REALLY IMPRESSED BY EL GIGANTE'S MUSCLES!
|