Subrosia Quest + some info - WindStrike - 12-11-2011
Run-time will not extend past the standard length of 3 hours. There's a good number of you that have only played one quest or even less, so I'm going to run split-sessions.
For the high level players (levels 7 and up), I'll be starting on Monday 12/12, no earlier than 3:00pm EST and no later than 5:00pm EST.
For the lower level players (levels 1 to 6), I'll be starting on Monday 12/12, no earlier than 10:00pm EST and no later than 11:59pm EST.
Just a heads up, I'll be running a quest next weekend as well. Due to the fact that I'll be at home, I cannot guarantee times that I'll be on, except at late night (cough, getting pulled away at any given moment by other people bugging me with stuff). I'll attempt to reserve some 3-hour periods in the afternoons though, no guarantees.
Also, we currently have one contender for being the new primary DM, that being Fireblast124. If there are no more contenders that let me know they want to be the new primary DM, he will automatically start in January. If you want to be the new primary DM, check it out here, then either PM me or let me know through IRC. Let me know no later than Sunday, 12/18 by 11:59pm EST (after which, I'll be "closing applications").
By the way, I'm not running anything the weekend of Christmas (I'll be visiting cousins anyways), mainly because I DEFINITELY can't guarantee any times.
RE: Subrosia Quest + some info - WindStrike - 12-13-2011
[enemy Power=22 Courage=8 Wisdom=0 Hearts=5/5 Magic=0/0]
Slow Start:
- Roll $1d5 for initiative.
Explosion:
- Upon death (by enemy attack), explode and deal moderate damage to everyone.
- Roll your Power dice vs. targets' Power dice / -2 damage
Seek:
- Roll your Power dice vs. targets' Power dice / +3 damage
- Bombchu explodes upon attack (it just dies, it doesn't use explosion).
[enemy Power=3 Courage=17 Wisdom=7 Hearts=7/7 Magic=0/0]
Wreath of Flames:
- Passive
- Anyone who attacks a Fire Keese by melee (successful or not) will take 1 burn damage (neutral).
Fire Slash:
- Fire
- Roll your Courage dice vs. targets' Courage dice
Incinerate:
- Fire
- Roll your Courage +4 dice vs. targets' Courage dice
- At the end of the attack, Fire Keese incinerates and dies.
[enemy Power=16 Courage=10 Wisdom=6 Hearts=11/11 Magic=0/0]
Tunneling:
- Passive
- When it is not the Leever's turn, it will be underground and reduce damage taken by 2.
Spike:
- Leever spikes a target from underground.
- Roll your Power dice vs. targets' Wisdom dice
- If the attack is unsuccessful, the Leever is automatically counterattacked.
[enemy Power=10 Courage=17 Wisdom=8 Hearts=9/9 Magic=4/4]
Thick Hide:
- Passive
- Physical damage reduced by 2
- Magic damage reduced by 1
Fierce Combat:
- Activates when Hearts are at or less than 3.
- Courage increased by 3, Power increased by 2, Wisdom increased by 1
- Light Blast costs 1 Magic
Silver Trident:
- Roll your Courage +2 dice vs. targets' Courage dice
- Provides a Passive +1 dice when defending
Light Blast:
- Light
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- If successful, target is partially blinded until the end if your turn one round later
- Target loses -3 Courage
- Target rolls $1d3 when attacking. If it is a 1, the attack automatically misses.
Costs 2 Magic [enemy power=6 courage=8 wisdom=20 hearts=8/8 magic=12/12]
Regeneration:
- Passive
- +1 Magic gained at the start of each of its turns.
Firebolt:
- Fire
- Roll your Wisdom dice vs. targets' Wisdom dice / +1 damage
- Costs 1 Magic
Shockwave:
- Fire
- Hits all enemies
- Roll your Wisdom +1 dice vs. targets' Wisdom dice
- Costs 3 Magic
Siphon:
- Firerobe is able to transfer some of its Magic to an ally.
- Cannot siphon more than 4 Magic at once.
- Costs an additional 1 Magic per siphon.
[enemy power=15 courage=10 wisdom=9 hearts=14/14 magic=4/4]
Dragon Skin:
- Passive
- Reduces damage by 3
Tail Whack:
- Passive
- If an opponent is successful in attacking the Dodongo, he can opt to null the attack and roll a second time. If the second attack is successful, Dodongo takes full damage. If the second attack is unsuccessful, Dodongo automatically counterattacks with Tail Whack
- Roll your Power +2 dice vs. targets' Power dice / +1 damage
Fire Breath:
- Fire
- Roll your Wisdom dice vs. targets' Wisdom dice / +1 damage
- Instantly destroys any item susceptible to destruction by burn damage
Explosion:
- Upon death, it will cause an explosion that hits everyone
- Roll your Courage dice vs. targets' Courage dice / +1 damage
Inferno:
- Fire
- Charge the first turn. On your next turn, let loose a blazing fire that engulfs all enemies in flames.
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / Half damage
- All targets hit suffer 2 burn damage (neutral) at the start of their turns until the end of your turn two rounds later
- Costs 4 Magic
[enemy power=5 courage=4 wisdom=15 hearts=5/5 magic=9/9]
Source: None
Dark Souls are souls that have been corrupted over time and serve the one corrupting them. They are casters and often amp their allies with support spells, both defensive and offensive. They can also hide in allied bodies, boosting their Wisdom stats by a bit. Hide:
- Hide inside of an ally's body, boosting his Wisdom stat by +4.
- If the host body dies while hiding in it, the Dark Soul will also die.
- Dark Soul cannot use any other actions while hiding.
- Does not count as action, but costs 1 Magic
Regeneration:
- Passive
- +1 Magic gained at the start of each of its turns.
Boost:
- Support Spell
- Give a "+2 dice when attacking" buff to an ally for the remainder of the battle.
- Costs 2 Magic
Guard:
- Support Spell
- Give a "+2 dice when defending" buff to an ally for the remainder of the battle.
- Costs 2 Magic
Blast:
- Roll your Wisdom dice vs. targets' Wisdom dice / +1 damage
- Costs 1 Magic
RE: Subrosia Quest + some info - WindStrike - 12-13-2011
[enemy Power=20 Courage=10 Wisdom=10 Hearts=9/9 Magic=5/5]
Life Link:
- Passive
- Blaaz One’s health cannot drop below 1 Heart until Blaaz Two and Blaaz Three have 1 Heart each.
- When all three Blaaz have 1 Heart remaining each, the current battle will end, but no experience will be gained yet.
Chargin’ Up:
- Passive
- When Blaaz One gets hit by a spell, it gets channeled to his horn, and his next attack will be charged up with +2 successes.
- If Blaaz One gets hit by multiple spells by his next attack, it’ll only count for one attack.
Horn Charge:
- Blaaz One charges at a target and impales the target with its horn
- Roll your Power dice vs. targets' Power dice
- If the attack is successful, Blaaz One impales the target and keeps charging into another target, doing extra damage to both targets.
- New target rolls to defend; original is impaled and helpless
- Roll your Power dice vs. targets' Power dice / Deals a maximum of 3 damage to each target
Fire Up!:
- Blaaz One can transfer its Horn Charge bonus to an ally’s next attack.
- Costs 2 Magic
[enemy Power=10 Courage=10 Wisdom=20 Hearts=6/6 Magic=10/10]
Life Link:
- Passive
- Blaaz Two’s health cannot drop below 1 Heart until Blaaz One and Blaaz Three have 1 Heart each.
- When all three Blaaz have 1 Heart remaining each, the current battle will end, but no experience will be gained yet.
Kill Order:
- Passive
- Blaaz Two’s Hearts cannot drop until Blaaz One is at 1 Heart.
Regeneration:
- Passive
- +1 Magic gained at the start of each of its turns
Warp Shield:
- When damage is taken, Blaaz Two can expend 1 Magic for any 1 Heart lost in its place.
Fire Wall:
- Creates a wall of fire intended to temporarily block damage. Coincidentally, it also hits a target during the creation process.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals half damage
- If successful, a wall of fire cuts off Blaaz Two from the rest of the battle.
- Until the wall is down, no attacks can hit Blaaz Two, and Blaaz Two’s Regeneration ability is doubled
- Wall has 5 Hearts and has a defense success rate equal to the successes to the previous successes
- If there is there is additional damage to the wall (overkilling it), it automatically goes to Blaaz Two with no defense.
Costs 4 Magic
Fire Bolt:
- Fire
- Roll your Wisdom dice vs. targets' Wisdom dice
- If successful, target takes 1 burn damage (neutral) at the start of each of his turns for his next two turns
- Can only be counterattacked from range
[enemy Power=10 Courage=20 Wisdom=10 Hearts=9/9 Magic=5/5]
Fire (Level: 1), Shadow (Level: 1) Life Link:
- Passive
- Blaaz Three’s health cannot drop below 1 Heart.
- When all three Blaaz have 1 Heart remaining each, the current battle will end, but no experience will be gained yet.
Kill Order:
- Passive
- Blaaz Three’s Hearts cannot drop until Blaaz One and Blaaz Two are at 1 Heart each.
Three-Pronged Attack:
- Fire
- Blaaz Three attacks a target with all three of its horns, eliminating buffs and dealing burn damage.
- Roll your Courage dice vs. targets' Courage dice
- If successful, all spell buffs on the target are eliminated, and the target takes burn damage (neutral) equal to the number of buffs eliminated.
Pendant of Warding:
- Passive
- Anyone that targets Blaaz Three loses all dice bonuses on attack.
Shadow Strike:
- Shadow
- Roll your Courage -3 dice vs. targets' Wisdom dice / +1 damage
- Costs 2 Magic
[enemy Power=15 Courage=15 Wisdom=15 Hearts=8/8 Magic=15/15]
Chargin’ Up:
- Passive
- When Blaaz gets hit by a spell, it gets channeled to his horn, and his next attack will be charged up with +2 successes.
- If Blaaz gets hit by multiple spells by his next attack, it’ll only count for one attack.
Regeneration:
- Passive
- +1 Magic gained at the start of each of its turns
Warp Shield:
- When damage is taken, Blaaz can expend 1 Magic for any 1 Heart lost in its place.
Horn Charge:
- Blaaz One charges at a target and impales the target with its horn
- Roll your Power dice vs. targets' Power dice
- If the attack is successful, Blaaz impales the target and keeps charging into another target, doing extra damage to both targets.
- New target rolls to defend; original is impaled and helpless
- Roll your Power dice vs. targets' Power dice / Deals a maximum of 3 damage to each target
Three-Pronged Attack:
- Fire
- Blaaz attacks a target with all three of its horns, eliminating buffs and dealing burn damage.
- Roll your Courage dice vs. targets' Courage dice
- If successful, all spell buffs on the target are eliminated, and the target takes burn damage (neutral) equal to the number of buffs eliminated.
Pendant of Warding:
- Passive
- Anyone that targets Blaaz loses all dice bonuses on attack.
Fire Bolt:
- Fire
- Roll your Wisdom dice vs. targets' Wisdom dice
- If successful, target takes 1 burn damage (neutral) at the start of each of his turns for his next two turns
- Can only be counterattacked from range
Scorch:
- Fire
- Roll your Wisdom -3 dice vs. targets' Wisdom dice
- If successful, all enemies take 2 burn damage (neutral), including the target.
- Costs 4 Magic
[enemy Power=12 Courage=16 Wisdom=23 Hearts=14/14 Magic=12/12]
Levitation:
- Can freely move above the ground as is thus more agile
- Roll $init 1d11 for initiative
- +3 dice when defending
- Does not cost Magic, but must have a minimum of 3 Magic in order for Levitation to be in effect
Poof!:
- Can use a short-ranged teleport to escape from battle
- +3 successes when escaping
- Costs 2 Magic
Phase Rush:
- Shady rushes towards a target in an attempt to phase through them and disorient them
- Roll your Courage dice vs. targets' Wisdom dice / Does half damage
- Ignores damage reduction. Additionally, target is blind and repressed until the end of your turn two rounds later:
- Target has -3 Wisdom
- If target tries to use an action that results in targeting someone (attacks that hit everyone are not included), target rolls $1d2 first. If the result is a 1, the action misses.
Frost Staff:
- Roll your Courage +2 dice vs. targets' Courage dice
- If successful, target loses -2 dice on his next attack.
Shady’s Cloak:
- Reduces all damage (including neutral) by 1
- A small feedback wave is sent back to the attacker every time Shady is hit, dealing 1 shock (neutral) damage
High Pressure Cannon:
- Water
- Fires an inaccurate but condensed beam of Water at a target, puncturing any armor they’re wearing
- Roll your Wisdom -3 dice vs. targets' Wisdom dice / +3 damage
- Target’s damage reduction from armor is reduced by 1. Must be repaired to be fixed.
- Costs 4 Magic
Shades of Gray:
- Light and Shadow fully intertwine to turn all color on the field to gray. All affinities are temporarily nullified.
- All spells move at half speed, having -4 successes when fired.
- Any action or defense by any player that is unsuccessful causes said player to go into a depression, losing all bonuses from all items and skills, both passive and active.
- Costs 5 Magic to cast. Costs 2 Magic at the start of each of Shady’s turns to continue maintaining.
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