9-20-14: Of Sun and Moon - FireSeraphim - 09-13-2014
*A Messager arrives in front of the group and hands them this letter*
To the gentlemen (and ladies) whom this letter is addressed to:
I have heard of the unbelievable exploits of your group of adventurers, and I hope that this will not be considered a waste of your time. I am in need of some help in retrieving a pair of items that have been stolen from me, I would have placed my call for help on one of the many bounty boards and help boards across the realms but I have reason to fear that the perpetrator of the crime had inside help, hence why I have decided to contact you via this letter. I will meet you at Old Jeb's Inn in the town of Veros to discuss the finer details, that is if you are willing to help me. I promise that you will be rewarded most handsomely.
This quest is for:
First session will begin on Friday, September 19th at 9:00pm CST.
RE: 9-20-14: Of Sun and Moon - FireSeraphim - 09-19-2014
[enemy Power=50 Courage=41 Wisdom=17 Hearts=32/32 Magic=0/0]
Origin: Castlevania 1 (NES)
A classic, rotting zombie with green skin and covered in a blood red shroud. These brainless, undead, shambling monstrosities are considered the cannon fodder of Dracula's unholy army.
- DESCRIPTION: A list of the total bonuses:
- Physical & Magical Armor: Down to a minimum of -5
- Attack: Up to a maximum of +15 Attack Dice
- Siphon: 3 Hearts per hit
- REQUIREMENTS: Level 20
- DESCRIPTION: The Undead have already fallen once, and thus don't heal to recovery items. In fact, it hurts them, and the only thing that gives an Undead life is the life of others.
- EFFECT 1: Zombie siphons 3 Hearts from its victims every time it hits.
- EFFECT 2: Zombie can only restore Hearts and Magic through siphoning.
- Any other form of recovery used on Zombie will instead damage it.
EFFECT 3: Zombie has a Decay Aura, which slowly accumulates over time.
Everyone that's not Undead takes # * 2 poison damage (neutral) at the end of each round, where # = the current round number.
Only one Decay Aura can be active at a time.
- REQUIREMENTS: Level 20
- DESCRIPTION: The undead zombie doesn't live like a human. It thrives off death itself, including its own. As it gets more injured, it becomes more deformed and loses more limbs, but it also becomes more desperate to take others down with it.
- EFFECT 1: For every 5 Hearts Zombie loses, its insides splay open more, reducing its Physical & Magical Armor by 1, down to a minimum of -5 Physical & Magical Armor.
- This can result in negative Armor.
EFFECT 2: However, it becomes more aggressive, gaining 3 Attack Dice, up to a maximum of 15 Attack Dice.
- DESCRIPTION: Zombie bites its targets by piercing into their flesh, eating it to restore its life. Hits one target.
- Roll your Power +4 dice vs. targets' Courage dice
- Physical Damage: +0
- EFFECT 1: Tear off and eat part of the target's flesh, recovering Hearts equal to half the damage inflicted.
- EFFECT 2: For every 5 Hearts of damage dealt, inflict one stack of the Bleeding Affliction:
- At the start of each round, target takes 1 bleed damage (neutral).
- This stacks infinitely.
- DURATION: Bleeding lasts for the remainder of the battle.
- REQUIREMENTS: Shadow (Level: 3)
- DESCRIPTION: The breath of a Zombie is horrifying and putrid, reeking of its decayed guts. It naturally rots what it touches and causes a degenerative smell. Hits one target.
- Roll your Courage +2 dice vs. targets' Courage dice
- Poison Damage: Halved
- EFFECT: Target gets the Rotting Flesh Affliction:
- Target takes double poison damage (neutral) from all sources.
- The smell affects everyone that isn't Undead, causing them to lose 2 dice when attacking or defending.
- This Affliction doesn't stack on the same target, but if it's on multiple targets, the effects stack.
DURATION: Rotting Flesh last until the end of your turn two rounds later.
- DESCRIPTION: Sometimes, you just need to find out who's got a stronger head. Zombie head-bashes someone else's head. Maybe their brains will spill out. Hits one target.
- Roll your Power dice vs. targets' Power dice
- Physical Damage: +4
- EFFECT: The loser of the Head Bash loses 5 Wisdom.
- This stacks infinitely.
- DURATION: For the remainder of the battle.
[enemy Power=35 Courage=16 Wisdom=16 Hearts=55/55 Magic=18/18]
Origin: Castlevania
A suit of armor possessed by a soul that cannot part from the realm of the living, due to its many regrets. Using its negative energy, it animates the suit of armor with unholy magic. It wields axes that return when thrown, like a boomerang, and the shield it carries is engulfed in rage. As Axe Armor takes more damage, it channels more negative energy from its regrets, empowering it. The Axe Armor is not a foe to be underestimated.
- DESCRIPTION: A list of the total bonuses:
- Physical & Magical Armor: Up to a maximum of 10
- Attack: +7 Dice in Berserker Mode
- Defense: +7 Dice with shield
- Stats: Up to a maximum of +18 Power, +12 Courage, and +6 Wisdom
- When Axe Armor dies, any equipped items are dropped. It also drops an Unholy Arcane Armor.
- REQUIREMENTS: Level 20 and Arcane (Level: 3)
- COST: 2 Hearts and 2 Magic at the start of each round
- DESCRIPTION: Although its deprived of the original soul that once occupied this suit of armor, the corruption it held still lives on. It slowly drains your lifeforce and magical powers, but its powerful defensive capabilities make up for it.
- Armor = Half of Current Magic, up to a maximum of 6 Armor
- EFFECT 1: All Neutral Damage taken is halved.
- EFFECT 2: For every 3 Magic you lose, you gain 1 Power, 1 Courage, and 1 Wisdom.
- This stat gain stops after a loss of 30 Magic.
[box=Axerang][list]
[*][b]REQUIREMENTS[/b]: [i]Level 20[/i]
[*][b]DESCRIPTION[/b]: A medium-sized axe with a handle shaped like a boomerang. When thrown, it hits in an arc, allowing it to hit up to [b]Three Targets[/b].[list]
[*][b]EFFECT[/b]: Cannot be counterattacked by melee.
[*][b]One Target[/b]:[list]
[*][dice type-a=Power amount-a=+3 type-b=Power][list]
[*][b]Physical Damage[/b]: +3
[/list][/list]
[*][b]Two Targets[/b]:[list]
[*][dice type-a=Power amount-a=+5 type-b=Power][list]
[*][b]Physical Damage[/b]: Halved
[/list][/list]
[*][b]Three Targets[/b]:[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Physical Damage[/b]: Halved
[/list][/list][/list][/list][/box]
[box=Berserker's Shield][list]
[*][b]REQUIREMENTS[/b]: [i]Level 20[/i]
[*][b]DESCRIPTION[/b]: A sturdy shield made from reinforced steel. It's also infused with the blood of a mad man, after he was tortured beyond the point of insanity, and when his soul broke, it forged a curse within his blood.[list]
[*][b]Defense[/b]: +7 dice
[*][b]EFFECT[/b]: After you defend with this shield 5 times, the shield automatically breaks, releasing the rage stored within the shield. It absorbs into your body, and you become overwhelmed with madness, entering into [b]Berserker Mode[/b]:[list]
[*][b]Attack[/b]: +7 dice
[*]You are forced to attack whenever you possibly can.
[*]You are immune to all [u]Afflictions[/u] that would cause a disabling effect.
[*]Any damage you take is doubled, but any damage you deal is multiplied by 1.5.
[*]You recover [Hearts] equal to half the damage you deal.
[*][b]DURATION[/b]: [b]Berserker Mode[/b] lasts until the end of your turn three rounds later.[list]
[*]When [b]Berserker Mode[/b] wears off, the rage inside you boils your blood, causing you to burn immediately to your death.
[/list][/list]
[*]At the end of the battle, if the shield is not broken, the number of times the shield can defend resets back to 5.
[/list][/list][/box]
[box=Unholy Arcane Armor][list]
[*][b]REQUIREMENTS[/b]: [i]Level 20[/i] and [Arcane 3]
[*][b]COST[/b]: [Hearts]2[/Hearts] and [Magic]2[/Magic] at the start of each round
[*][b]DESCRIPTION[/b]: Although its deprived of the original soul that once occupied this suit of armor, the corruption it held still lives on. It slowly drains your lifeforce and magical powers, but its powerful defensive capabilities make up for it.[list]
[*][b]Armor[/b] = Half of Current [Magic], up to a maximum of [b]6 Armor[/b]
[*][b]EFFECT 1[/b]: All [b]Neutral Damage[/b] taken is halved.
[*][b]EFFECT 2[/b]: For every [Magic]3[/Magic] you lose, you gain 1 [Power], 1 [Courage], and 1 [Wisdom].[list]
[*]This stat gain stops after a loss of [Magic]30[/Magic].
[/list][/list][/list][/box]
- DESCRIPTION: The unholy powers keeping Axe Armor alive slowly drains its Magic during combat. However, it provides considerable resistance to certain effects.
- EFFECT 1: At the start of each round, you lose 2 Magic.
- EFFECT 2: All Neutral Damage taken is halved.
- DESCRIPTION: Axe Armor starts off weak offensively, but the durability of its armor is empowered by its Magic. As it uses its Magic and the armor gets beaten down, Axe Armor grows in strength and speed.
- Physical & Magical Armor = Half of Current Magic, up to a maximum of 10 Physical & Magical Armor
- EFFECT 1: Hearts and Magic are linked. If one of them is affected, the other is equally affected.
- EFFECT 2: For every 3 Magic Axe Armor loses, it gains 3 Power, 2 Courage, and 1 Wisdom.
- This stat gain stops after a loss of 20 Magic.
- REQUIREMENTS: Level 20
- DESCRIPTION: A medium-sized axe with a handle shaped like a boomerang. When thrown, it hits in an arc, allowing it to hit up to Three Targets.
- EFFECT: Cannot be counterattacked by melee.
- One Target:
- Roll your Power +3 dice vs. targets' Power dice
- Physical Damage: +3
Two Targets:
Roll your Power +5 dice vs. targets' Power dice
Physical Damage: Halved
Three Targets:
Roll your Power dice vs. targets' Power dice
Physical Damage: Halved
- REQUIREMENTS: Level 20
- DESCRIPTION: A sturdy shield made from reinforced steel. It's also infused with the blood of a mad man, after he was tortured beyond the point of insanity, and when his soul broke, it forged a curse within his blood.
- Defense: +7 dice
- EFFECT: After you defend with this shield 5 times, the shield automatically breaks, releasing the rage stored within the shield. It absorbs into your body, and you become overwhelmed with madness, entering into Berserker Mode:
- Attack: +7 dice
- You are forced to attack whenever you possibly can.
- You are immune to all Afflictions that would cause a disabling effect.
- Any damage you take is doubled, but any damage you deal is multiplied by 1.5.
- You recover Hearts equal to half the damage you deal.
- DURATION: Berserker Mode lasts until the end of your turn three rounds later.
- When Berserker Mode wears off, the rage inside you boils your blood, causing you to burn immediately to your death.
At the end of the battle, if the shield is not broken, the number of times the shield can defend resets back to 5.
[enemy Power=47 Courage=53 Wisdom=0 Hearts=40/40 Magic=0/0]
Origin: Castlevania 1 (NES)
These Skeletons have been brought to life by the fearsome dark power of Count Dracula. They look similar to Stalfos, but Skeletons' eyes don't glow, and their bones are a ghostly white by comparison. However, they are anything but Stalfos lookalikes, as they throw themselves in harms way and become harder to kill as the fight wears on. And to make matters worse, they can steal your equipment and use it against you.
- DESCRIPTION: A list of the total bonuses:
- Physical Armor: +8
- Magical Armor: Up to a maximum of +10
- Defense: +5 Dice
- DESCRIPTION: The mindless Skeletons can be manipulated by their more intelligent allies, allowing the Skeletons to be used like puppets to block incoming attacks. Additionally, Skeletons are naturally more agile when defending.
- Defense Dice: +5
- EFFECT: When an enemy declares an attack on a non-Skeleton, Skeleton can throw itself into the way of the attack to block it.
- Skeleton's dice when defending are reduced by 5.
- If Skeleton successfully defends the attack, it can counterattack the attacker.
- Each Skeleton can only be used to Intercept an attack once per round.
- DESCRIPTION: Skeleton's bones are extremely sturdy. As they take Magical Damage, the bones may break in the process, but they use the magic residue to regenerate their bones, returning them to a much stronger state.
- Physical Armor: +8
- EFFECT 1: Half the Magical Damage that Skeleton takes in a round is recovered as Hearts at the start of the next round.
- Additionally, for every 2 Hearts recovered, Skeleton gains 1 Magical Armor, up to a maximum of 10 Magical Armor.
- DURATION: Permanent.
EFFECT 2: If Skeleton lives until the end of a battle or successfully Escapes, all of its Rib Cage Bones restored, reverting its Physical Armor bonus back to normal.
- REQUIREMENTS: Level 20
- DESCRIPTION: Skeleton curls up into its own Rib Cage, becoming incredibly sturdy.
- EFFECT 1: At the end of each of Skeleton's turns, it recovers 10 Hearts.
- EFFECT 2: Skeleton cannot defend or move; however, its Armor bonuses from Regenerating Bones becomes multiplied by 4.
- EFFECT 3: If Skeleton is thrown at a target, it deals Physical Damage equal to half of its current total Armor bonuses, instead of the difference in successes.
- DURATION: Skeleton can manually end Curl Up for no action cost on its turns. Otherwise, it lasts until it dies.
- REQUIREMENTS: Level 20
- DESCRIPTION: Skeleton throws one of its Rib Cage Bones at a target.
- Roll your Courage +9 dice vs. targets' Courage dice
- Physical Damage: +0
- EFFECT: Afterwards, Skeleton loses 1 Physical Armor.
- This can result in negative Physical Armor.
- REQUIREMENTS: Level 20
- DESCRIPTION: Skeleton uses its very nimble and bony fingers to steal something from a target.
- Roll your Power +7 dice vs. targets' Wisdom dice
- Damage: None
Roll your Courage +7 dice vs. targets' Wisdom dice
Damage: None
EFFECT: If both attacks are successful, steal an item that's equipped by the target and immediately equip the item stolen.
You cannot steal an armor or robe that is equipped.
Unless you have two free hands available, you cannot steal a Two-Handed item.
[enemy Power=16 Courage=54 Wisdom=48 Hearts=16/16 Magic=6/6]
Origin: Castlevania 1 (NES)
A flying monster created in great number from the head of the great beast, Medusa. This creature is notorious for knocking many heroes off of cliffs and high places, sending them tumbling to their doom. It's also well known for preventing its enemies from attacking... ever.
- DESCRIPTION: A list of the total bonuses:
- Initiative: +0d10
- Attack: +7 dice (first round only)
- Ranged Defense: +3 dice
- Melee Defense: +6 dice
- Recovery: +3 Hearts and Magic per successful defense
- DESCRIPTION: Medusa Heads always fly in a Sine-Wave pattern, making them rather annoying to hit. The wavy pattern captures the energy of attacks that she dodges, restoring her life and abilities.
- Ranged Defense: +3 dice
- Melee Defense: +6 dice
- EFFECT: Every time Medusa Head successfully dodges an attack, she recovers 3 Hearts and 3 Magic.
- DESCRIPTION: As annoying as Medusa Heads are to hit, their arrival to battle is even more speedy, often being able to make the first move.
- Initiative: +0d10
- EFFECT 1: Medusa Head cannot get Bonus Turns.
- EFFECT 2: During the first round, Medusa Head gains 7 Attack Dice.
- REQUIREMENTS: Level 20
- DESCRIPTION: Medusa Head flies at an enemy, charging him head-on... with a headbutt! Hits one target.
- Roll your Courage +5 dice vs. targets' Courage dice
- Physical Damage: +0
- EFFECT: Target gets the Petrified Affliction:
- While Petrified, target cannot move or perform attacks of any sort. This includes Cover and Escape.
- While Petrified, target temporarily gains 8 Physical Armor and 4 Magical Armor.
- DURATION: Petrified lasts until the end of your turn one round later.
- REQUIREMENTS: Level 20 and Shadow (Level: 5)
- COSTS: 6 Magic
- DESCRIPTION: Medusa Head powers its eyes to gaze upon its enemies, imprinting fear into their eyes. Hits all enemies.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: Halved
- EFFECT: Target(s) gets the Fear of Fighting Affliction:
- Target cannot attack Medusa Head or her allies.
- DURATION: Fear of Fighting lasts until the end of your turn one round later.
[enemy Power=35 Courage=46 Wisdom=28 Hearts=25/25 Magic=6/6]
Origin: Castlevania 1 (NES)
This miniature hunchback may seem weak and insignificant at first glance, but its real strength lies in its swift, erratic, jumpy and unpredictable movement. It also likes knives. And killing people with said knives. It's said to have an expression of pure bliss when the two are combined.
- DESCRIPTION: A list of the total bonuses:
- Initiative: +0d3
- Attack: +/- $1d15 Dice
- Defense: +/- $1d15 Dice
- DESCRIPTION: Fleaman jumps around a lot, though in an irratic way. He's like Jumpman. Except he can't jump and shoot.
- Initiative: +0d3
- EFFECT: When defending, roll $1d15.
- If the result is an even number, reduce your Defense Dice for this roll by that number.
- If the result is an odd number, add that number to your Defense Dice for this roll.
- DESCRIPTION: Fleaman doesn't just counterattack. He counterattacks... again.
- EFFECT 1: If Fleaman successfully defends an attack with a difference between 10 Successes and 15 Successes (inclusive), he may counterattack the attacker.
- EFFECT 2: If Fleaman successfully counterattacks someone, he may counterattack that target one more time.
- REQUIREMENTS: Level 20
- DESCRIPTION: Fleaman jumps up and does a DIVE-KICKU! at a TARGET-O! This attack uses Irratic Jumping to buff it, except it alters the Attack Dice... cause it's an attack.
- Roll your Courage +5 dice vs. targets' Courage dice
- Physical Damage: +0
- EFFECT: If there's another target, Fleaman can bounce off the one he hit for another epic jump and DIVE-KICKU! the other target, using the same success rate + another Irratic Jumping buff.
- REQUIREMENTS: Level 20 and Arcane (Level: 5)
- COSTS: 3 Magic
- DESCRIPTION: Fire a mass flurry of Arcane daggers at your enemies. Hits all enemies.
- Roll your Courage +3 dice vs. targets' Courage dice
- Neutral Damage: 3
- EFFECT: Target(s) gets the Counter Mark Affliction:
- Anyone that successfully defends that target is able to counterattack him.
- DURATION: Counter Mark lasts until the end of your turn one round later.
[enemy Power=0 Courage=75 Wisdom=44 Hearts=13/13 Magic=8/8]
Origin: Castlevania III: Dracula's Curse
A dangerous owl that watches over its territory. Anything that enters its territory without its consent is victim to its constant hit-and-run attacks, pecking at its victims with poisons. It might be considered an effective assassin, if only it wasn't confined to its home out of its own will.
- DESCRIPTION: A list of the total bonuses:
- Initiative: +0d4
- Defense: +7 Dice
- Hiding: Cannot be directly targeted by attacks.
- When Nightwatch Owl dies, it drops two Shadow Gas Bombs.
- Amount: 1
- REQUIREMENTS: Level 20 and Shadow (Level: 3)
- DESCRIPTION: A mystical bomb that can explode into shadow gas. What the heck is that?
- EFFECT: Throw one of these bombs, causing it to explode into a gas that envelops the field's ground, creating the Can't See Crap, Sherlock Field Effect:
- Anyone without Shadow Affinity is affected by the gas and really can't see a bloody thing. Well, maybe if it's really bloody... Anyhow, they're affected by the following:
- Upon activating this, everyone with a stacking Affliction gains another stack of that respective Affliction.
- Targets gain 8 Dice when using Escape.
- Targets lose 5 Attack Dice.
DURATION: Can't See Crap, Sherlock lasts until the end of your turn one round later.
[box=Shadow Gas Bomb][list]
[*][Amount]1[/Amount]
[*][b]REQUIREMENTS[/b]: [i]Level 20[/i] and [Shadow 3]
[*][b]DESCRIPTION[/b]: A mystical bomb that can explode into shadow gas. What the heck is that?[list]
[*][b]EFFECT[/b]: Throw one of these bombs, causing it to explode into a gas that envelops the field's ground, creating the [b]Can't See Crap, Sherlock[/b] [i]Field Effect[/i]:[list]
[*]Anyone without [Shadow] Affinity is affected by the gas and really can't see a bloody thing. Well, maybe if it's really bloody... Anyhow, they're affected by the following:[list]
[*]Upon activating this, everyone with a stacking [u]Affliction[/u] gains another stack of that respective [u]Affliction[/u].
[*]Targets gain [b]8 Dice[/b] when using [b]Escape[/b].
[*]Targets lose [b]5 Attack Dice[/b].
[/list]
[*][b]DURATION[/b]: [b]Can't See Crap, Sherlock[/b] lasts until the end of your turn one round later.
[/list][/list][/list][/box]
- DESCRIPTION: When Nightwatch Owl senses too much danger for it to handle, it can escape after an attack. Its speedy tactics makes it rather difficult to hit.
- Initiative: +0d4
- Defense: +7 Dice
- EFFECT: After Nightwatch Owl successfully hits a target with an attack, it can immediately follow up with using Escape.
- Escape gains 10 Dice if used this way.
- DESCRIPTION: Nightwatch Owl constantly hides in the tree, preventing it from being spotted.
- EFFECT: When it's not Nightwatch Owl's turn, it hides in the foliage of the trees and cannot be targeted.
- It can still be hit by attacks though.
- REQUIREMENTS: Level 20
- DESCRIPTION: After Nightwatch Owl emerges from the foliage, it immediately takes flight, diving in on a target.
- Roll your Courage +10 dice vs. targets' Courage dice
- Physical Damage: Halved
- EFFECT: Target gets a stack of the Pecking Order Slowed Reflexes Affliction:
- Owl pecking hurts, ya know. Target's Dice when rolling is reduced by 3.
- This stacks infinitely.
- DURATION: Slowed Reflexes lasts for the remainder of the battle.
- REQUIREMENTS: Level 20 and Shadow (Level: 3)
- COSTS: 4 Magic
- DESCRIPTION: Did you know? Owls are magical. This kind in particular can carpet bomb entire areas using shadow gas. What the heck is that?
- EFFECT: Summon one of these bombs, causing them to explode into a gas that envelops the field's ground, creating the Can't See Crap, Sherlock Field Effect:
- Anyone without Shadow Affinity is affected by the gas and really can't see a bloody thing. Well, maybe if it's really bloody... Anyhow, they're affected by the following:
- Upon activating this, everyone with a stacking Affliction gains another stack of that respective Affliction.
- Targets gain 8 Dice when using Escape.
- Targets lose 5 Attack Dice.
DURATION: Can't See Crap, Sherlock lasts until the end of your turn one round later.
RE: 9-20-14: Of Sun and Moon - Orithan - 10-11-2014
Next session, I am likely to not join in. If anyone who is not in the level range of the quest, Silker is available for use as an APC in the case I don't join up.
NVM. Change of plan, will be able to join.
RE: 9-20-14: Of Sun and Moon - WindStrike - 10-11-2014
Items:
- DESCRIPTION: A bottle of water blessed by a foreign deity unknown to Hyrule. It can be used for various things, and it can be used repeatedly until you manually empty it. You can use Divine Glow, Baptism by Fire, or Hydro Storm.
- Divine Glow:
- COSTS: 1 Magic
- DESCRIPTION: The bottle of holy water glows as it's enchanted by your Magic.
- EFFECT: The room becomes illuminated.
- DURATION: This lasts until you leave the room.
Baptism by Fire:
COSTS: 4 Magic
DESCRIPTION: Light the holy water and throw the bottle at a target, leaving a gleaming pillar of fire at the target's location.
Roll your Power dice vs. targets' Power dice
Magical Damage: +0
Light Effect Damage (Magical): $1d3
Fire Effect Damage (Magical): $1d3
IF FAIL: The bottle of Holy Water shatters on the ground.
At the end of your turn one round later, the bottle of Holy Water re-materializes in your inventory.
Hydro Storm:
COSTS: 4 Magic
DESCRIPTION: Hit a target with a hydraulic blast of Holy Water.
Roll your Wisdom +4 dice vs. targets' Wisdom dice
Magical Damage: +0
EFFECT: If it hits, rain clouds will appear high above your enemies, raining holy water on them.
At the start of each round, all enemies automatically take 2 Neutral Damage.
DURATION: This lasts for the next two rounds.
[box=Holy Water][list]
[*][b]DESCRIPTION[/b]: [i]A bottle of water blessed by a foreign deity unknown to Hyrule.[/i] It can be used for various things, and it can be used repeatedly until you manually empty it. You can use [b]Divine Glow[/b], [b]Baptism by Fire[/b], or [b]Hydro Storm[/b].[list]
[*][b]Divine Glow[/b]:[list]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: The bottle of holy water glows as it's enchanted by your [Magic].[list]
[*][b]EFFECT[/b]: The room becomes illuminated.[list]
[*][b]DURATION[/b]: This lasts until you leave the room.
[/list][/list][/list]
[*][b]Baptism by Fire[/b]:[list]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Light the holy water and throw the bottle at a target, leaving a gleaming pillar of fire at the target's location.[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Magical Damage[/b]: +0
[*][b][light-color]Light Effect Damage[/light-color] (Magical)[/b]: $1d3
[*][b][fire-color]Fire Effect Damage[/fire-color] (Magical)[/b]: $1d3
[*][b]IF FAIL[/b]: The bottle of [b]Holy Water[/b] shatters on the ground.[list]
[*]At the end of your turn one round later, the bottle of [b]Holy Water[/b] re-materializes in your inventory.
[/list][/list][/list][/list]
[*][b]Hydro Storm[/b]:[list]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Hit a target with a hydraulic blast of Holy Water.[list]
[*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom][list]
[*][b]Magical Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, rain clouds will appear high above your enemies, raining holy water on them.[list]
[*]At the start of each round, all enemies automatically take [b]2 Neutral Damage[/b].
[*][b]DURATION[/b]: This lasts for the next two rounds.
[/list][/list][/list][/list][/list][/list][/box]
- REQUIREMENTS: Level 10 and Two-Handed
- You can use it with one hand, but your Attack Dice will be reduced by 5, and your attack roll uses Courage instead of Power.
DESCRIPTION: This sword is a perfect compromise between the length of a longsword and the swiftness and ease of use of a short sword, perfect for those adventurers looking for a "Jack of All Trades" sword. But it's rusted. Lame. Can use Slice or Stab on a target.
Slice:
Roll your Power +3 dice vs. targets' Courage dice
Physical Damage: +3
Stab:
Roll your Power dice vs. targets' Courage dice
Physical Damage: +7
IF FAIL: Target automatically gets to counterattack you.
[box=Rusted Bastard Sword][list]
[*][b]REQUIREMENTS[/b]: [i]Level 10[/i] and [i]Two-Handed[/i][list]
[*]You can use it with one hand, but your [b]Attack Dice[/b] will be reduced by 5, and your attack roll uses [Courage] instead of [Power].[/list]
[*][b]DESCRIPTION[/b]: This sword is a perfect compromise between the length of a longsword and the swiftness and ease of use of a short sword, perfect for those adventurers looking for a "Jack of All Trades" sword. But it's rusted. Lame. Can use [b]Slice[/b] or [b]Stab[/b] on a target.[list]
[*][b]Slice[/b]:[list]
[*][dice type-a=Power amount-a=+3 type-b=Courage][list]
[*][b]Physical Damage[/b]: +3
[/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Power type-b=Courage][list]
[*][b]Physical Damage[/b]: +7
[*][b]IF FAIL[/b]: Target automatically gets to counterattack you.
[/list][/list][/list][/list][/box]
- Amount: 1
- DESCRIPTION: A stiff, square-shaped and rather hard to chew biscuit often used by adventurers for long journeys, otherwise known as "Captain's Bread" or a "Sea-Biscuit".
- In Battle:
- EFFECT: Begin chewing on the Hard Tack.
- At the start of each round, recover 4 Hearts from the tasty tack.
- If you cast a single-target Water spell on the biscuit, it will soften, and the amount recovered at the start of each round is increased to 6 Hearts.
- You can cast the Water spell on the biscuit and start chewing it on the same turn.
DURATION: You can continue to chew on this for the remainder of the battle, after which it is fully consumed.
Out of Battle:
EFFECT: The tack can be consumed outside of battle to recover 6 Hearts.
If you cast a Water spell on the biscuit, it will soften, and the amount recovered is increased to 10 Hearts.
[box=Hard Tack][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A stiff, square-shaped and rather hard to chew biscuit often used by adventurers for long journeys, otherwise known as "Captain's Bread" or a "Sea-Biscuit".[list]
[*][b]In Battle[/b]:[list]
[*][b]EFFECT[/b]: Begin chewing on the [b]Hard Tack[/b].[list]
[*]At the start of each round, recover [Hearts]4[/Hearts] from the tasty tack.
[*]If you cast a single-target [Water] spell on the biscuit, it will soften, and the amount recovered at the start of each round is increased to [Hearts]6[/Hearts].[list]
[*]You can cast the [Water] spell on the biscuit and start chewing it on the same turn.[/list]
[*][b]DURATION[/b]: You can continue to chew on this for the remainder of the battle, after which it is fully consumed.
[/list][/list]
[*][b]Out of Battle[/b]:[list]
[*][b]EFFECT[/b]: The tack can be consumed outside of battle to recover [Hearts]6[/Hearts].
[*]If you cast a [Water] spell on the biscuit, it will soften, and the amount recovered is increased to [Hearts]10[/Hearts].
[/list][/list][/list][/box]
- Amount: 1
- DESCRIPTION: A nice, tasty, high-quality Pot Roast that's a favorite amongst the Belmonts.
- EFFECT: When eaten, your Hearts are restored to Maximum.
[box=Pot Roast][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A nice, tasty, high-quality [b]Pot Roast[/b] that's a favorite amongst the Belmonts.[list]
[*][b]EFFECT[/b]: When eaten, your [Hearts] are restored to Maximum.[/list][/list][/box]
RE: 9-20-14: Of Sun and Moon - WindStrike - 10-15-2014
BOSS BATTLE!
[enemy Power=25 Courage=45 Wisdom=40 Hearts=40/40 Magic=30/30]
Origin: Christopher Belmont
It appears to be the Christopher Belmont that some of you may know. ... is it?
- DESCRIPTION: A list of the total bonuses:
- Initiative: Roll 2d9
- Physical Armor: +8
- Magical Armor: +4
- All Armor: +3 (Must be less than half Maximum Hearts)
- Attack: Up to +11 dice, +3 successes against anyone that's alive
- Defense: Up to +8 dice
- Stats: +5 Power, +3 Courage, and +3 Wisdom
- Recovery: When you kill someone, 8 Hearts and 4 Magic at the start of each round
- EFFECT 1: Melee combat with anyone causes target to lose 6 Magic and Burn Damage (Neutral) up to Magic lost
- EFFECT 2: Causes Frosted Affliction on all attacks on-hit
Shadow (Level: 3), Fire (Level: 2), Water (Level: 2)
- DESCRIPTION: Christopher appears to hate that which lives... or something like that. Whatever. His hate gives him POWER!
- Power: +5
- Courage: +3
- Wisdom: +3
- Attack: +3 successes against anyone that's alive
- DESCRIPTION: As Christopher gains more injuries, his hatred grows and molds him into a stronger being.
- EFFECT: When his Hearts fall below half of his Maximum Hearts, he gains the following bonuses:
- Attack & Defense Dice: +3
- All Armor: +3
- DURATION: This lasts until your Hearts at back at half your Maximum Hearts or more.
- RESTRICTIONS: This is a Booster Skill. You may only have one Booster Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Courtesies of the power of hatred, Christopher has gained the power of extra initiative, allowing him twice the action!
- Initiative: Roll 2d9
- RESTRICTIONS: This is an Offensive Skill. You may only have one Offensive Skill enabled at a time. All others must be set to (Disabled).
- REQUIREMENTS: Level 10, Fire (Level: 1), and Water (Level: 1)
- DESCRIPTION: Your attacks are coated in your wintery Magic, adding a blaze to your firepower! ... wait what?
- EFFECT 1: The Magic Costs of all your attacks is increased by 1 Magic
- EFFECT 2: When you successfully land an attack, target gets the Frosted Affliction:
- While Frosted, if the target is hit by a Fire attack, all damage from that Fire attack is multiplied by 1.5.
- Target is no longer Frosted after being hit by a Fire attack.
- DURATION: Frosted lasts until the end of your turn one round later.
- RESTRICTIONS: This is a Defensive Skill. You may only have one Defensive Skill enabled at a time. All others must be set to (Disabled).
- REQUIREMENTS: Level 10, Fire (Level: 1), and Shadow (Level: 1)
- DESCRIPTION: Your shadow surrounds you, burning anyone that gets near.
- EFFECT: Anyone that attacks you in melee combat loses 2 Magic for every 10 Levels you have.
- Target will also take Burn Damage (Neutral) equal to the Magic lost.
- This cannot trigger more than once per target per turn.
- RESTRICTIONS: This is a Support Skill. You may only have one Support Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your items are bound to yourself, preventing them from leaving your grasp.
- EFFECT 1: Your items cannot be stolen.
- EFFECT 2: When you die, all items you carry are destroyed with your soul.
- RESTRICTIONS: This is a Recovery Skill. You may only have one Recovery Skill enabled at a time. All others must be set to (Disabled).
- REQUIREMENTS: Level 10 and Shadow (Level: 3)
- DESCRIPTION: Every time you kill someone, you become more sadistic, but not to DM levels of being sadistic. You gain a recovery effect.
- EFFECT: At the start of each round, you recover 2 Hearts and 1 Magic for every 10 Levels you have + 2 Hearts and 1 Magic.
- If you kill someone while this effect is... in effect, it refreshes the duration.
- DURATION: This effects lasts until the end of your turn two rounds later.
- REQUIREMENTS: Level 10 and Fire (Level: 2)
- COSTS: 5 Magic
- DESCRIPTION: Engulf the field with a sweeping fire, briefly hitting everyone.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Fire Damage (Magical): Halved
- EFFECT 1: Anyone hit that's Fire Affinity does not take damage, and instead recovers 5 Hearts.
- EFFECT 2: Anyone hit that's Water Affinity does not take damage, and instead recovers 5 Magic.
- REQUIREMENTS: Fire (Level: 1)
- COSTS: 3 Magic
- DESCRIPTION: A gentle flame graces a target, causing a small amount of damage while cleansing him.
- EFFECT: Remove one stack of an Affliction from a target.
- As a result of the Affliction being removed, the target automatically takes 2 Burn Damage (Neutral).
- REQUIREMENTS: Level 10 and Shadow (Level: 3)
- COSTS: 4 Magic
- DESCRIPTION: Surround yourself or an ally with a veil of bright shadows. ... what?
- EFFECT: Target gets the Negative Status Effect:
- Multiply the numerical values of all Status Effects affecting the target by (-1).
- This can result is healing the target if the damage value becomes negative.
- Healing values that become negative count as Neutral Damage.
Negative does not do anything to Barriers.
DURATION: Negative lasts until the end of your turn two rounds later.
- REQUIREMENTS: Level 30
- DESCRIPTION: A sword that seems to have a motion lag as it moves. Four hilts surround you, and as long as they live, they empower your sword. However, as you lose hilts, the strength of each strike increases. Can use Summon Blades and Bladestrike.
- Attack: +2 dice for each Hilt
- EFFECT 1: You start with 4 Hilts. Each Hilt has 10 Hearts and automatically use Cover on you. They all count as separate targets.
- EFFECT 2: The more hilts you have, the more targets you can hit, but the weaker each strike is.
- 4 Hilts: You can hit up to 4 different targets with Bladestrike, each blade dealing half damage.
- 3 Hilts: You can hit up to 3 different targets with Bladestrike, each blade dealing -3 damage.
- 2 Hilts: You can hit up to 2 different targets with Bladestrike, each blade dealing +0 damage.
- 1 Hilt: You can hit one target with Bladestrike, dealing +3 damage.
- 0 Hilts: You can hit one target with Bladestrike, dealing half damage.
Summon Blades:
COSTS: 10 Magic
DESCRIPTION: You are able to replace your old Hilts, restoring your offensive capabilities to maximum.
EFFECT: Summon 4 Hilts, replacing the old Hilts (or what's left of them).
Bladestrike:
DESCRIPTION: Based on the number of Hilts you have, you're able to strike a different number of enemies with your blade.
Roll your Courage +4 dice vs. targets' Courage dice
Physical Damage: Based on number of Hilts
- REQUIREMENTS: Level 30
- DESCRIPTION: A hardened shield that allows its user to recover off its own defense. It has depictions of fangs and blood engraved around the shield.
- Defense: +5 Dice
- EFFECT: Every time you successfully defend an attack, you recover Hearts equal to the difference in successes.
- REQUIREMENTS: Level 30
- DESCRIPTION: A Romanian mirror-like armor that appears to be merged with a Mirror Shield. It has incredible reflective abilities, and it holds great defense. In the center of the armor is the symbol of the Triforce, and in the middle of it is a symbol of the Holy Cross. Wonder what that means?
- Physical Armor: +8
- Magical Armor: +4
- EFFECT: Any spell that successfully hits you is reflected back at the attacker at the same success rate of the attack.
- Its damage cannot exceed the damage you took from the attack.
RE: 9-20-14: Of Sun and Moon - WindStrike - 11-06-2014
Here's your flechettes, folks!
- Amount: 3
- REQUIREMENTS: Level 20
- DESCRIPTION: A powerful flare of light contained with a bottle. If it's simply opened, it will flash briefly, but otherwise do nothing. It reacts with velocity, so when it's thrown and smashed against the ground, it releases a stronger shockwave of light depending on how strong it was thrown. Hits everyone.
- Roll your Power +5 dice vs. targets' Wisdom dice
- Magical Damage: Halved
- EFFECT 1: It will deal no damage to anyone with Light Affinity.
- EFFECT 2: Target(s) hit get the Blind Daze Affliction:
- Target loses 5 Attack Dice.
- Target loses 10 Defense Dice when defending against anyone that is using Escape.
- When target attacks, target rolls $1d3. If the result is a 1, the target's attack automatically misses.
- This does not apply to attacks that hit everyone.
DURATION: Blind Daze lasts until the end of your turn one round later.
[box=Solar Flechette][list]
[*][Amount]3[/Amount]
[*][b]REQUIREMENTS[/b]: [i]Level 20[/i]
[*][b]DESCRIPTION[/b]: A powerful flare of light contained with a bottle. If it's simply opened, it will flash briefly, but otherwise do nothing. It reacts with velocity, so when it's thrown and smashed against the ground, it releases a stronger shockwave of light depending on how strong it was thrown. Hits everyone.[list]
[*][dice type-a=Power amount-a=+5 type-b=Wisdom][list]
[*][b]Magical Damage[/b]: Halved
[*][b]EFFECT 1[/b]: It will deal no damage to anyone with [Light] Affinity.
[*][b]EFFECT 2[/b]: Target(s) hit get the [b]Blind Daze[/b] [u]Affliction[/u]:[list]
[*]Target loses [b]5 Attack Dice[/b].
[*]Target loses [b]10 Defense Dice[/b] when defending against anyone that is using [b]Escape[/b].
[*]When target attacks, target rolls $1d3. If the result is a 1, the target's attack automatically misses.[list]
[*]This does not apply to attacks that hit everyone.[/list]
[*][b]DURATION[/b]: [b]Blind Daze[/b] lasts until the end of your turn one round later.
[/list][/list][/list][/list][/box]
RE: 9-20-14: Of Sun and Moon - Darklink42 - 01-03-2015
Of Sun and Moon
In the land of Romania, the sleepy village of Jova awakens to another peaceful morning. Just as the sun has settled into its customary path across the sky, travelers appear at the south gate. Darte, Kirran, Gurloz, and Silker have answered a summons from a monk somewhere in the land. The guards are understandably wary of the extremely diverse cast, but Father Nikolas arrives before any real trouble happens. The note, he explains, is from a natural philosopher named Gregory who operates out of Veros. Kirran picks up a rock while looking for Gossip Stones, and takes it with him as the party heads out for the new village. They are immediately struck by just how run-down the place is, as well as by the robed figure standing in front of the inn. Resisting the urge to trope it up, this is actually Brother Gregory. The party is wary of him, but reluctantly agree to follow him to an abandoned house due to his fears of being overheard. The monk explains that two important blueprints were stolen from the Grand College of Alba, where he had been researching until recently. One was the design for a flechette, but the other was an alchemical design which, when paired with the previous design, would create a solar bomb. Gregory has every reason to suspect that Dracula was behind the theft, though what he would want with an object so dangerous to him is unknown to the holy man. What he does know is that it’s highly likely Dracula sent in a doppelganger to do his dirty work, and that said doppelganger is likely to be hiding among the ruins of Wakiruya Town.
There are two paths leading to the ruins, but the group decides the south path sounds more interesting, since it features an apparently mad forest. Dex joins up with them mid-travel. They make for an abandoned monastery first, only to be ambushed on the road by monsters. Gurloz and Silker both get turned to stone during the fight, but things don’t get truly weird until the sun itself joins the battle for reasons known only to itself. Dex chalks up “make an empty shell bleed” to the list of impossible things he’s done, and Kirran manages to kill an enemy by hitting it for the exact amount of damage it was prepared to sustain. The plot, exhausted, elects to take a break.
Amazingly, the rock Kirran picked up back in Jova turned out to be Baegba all along, who joins the expedition despite an intense dislike of the cold fog. The Abandoned Monastery proves to be right near the entrance to the Mad Forest, which aptly explains the building’s state of abandonment. Dex tries to light the forest on fire, but all he manages to do is goad a Sinister Voice into taunting the party. For its trouble however, it ends up only with Kirran warping into a tree by accident, Baegba becoming even less intelligible than he already was and then transforming into Gurloz, and Dex wanting very badly to treetop-walk. The Lizalfos is stymied, however and as usual, by his lack of overall height. The jaunt through the forest proves to be surprisingly easy going, as the group walks right through a rusted-out spike trap, and then vaults handily up a set of cliffs along a ravine. Eventually they reach a heavy metal door, which the party decides is too metal not to go through, despite the fact that it is otherwise set in a crumbled wall that could be sauntered around with ease. From the depths of illogic, a clearing appears before them. Monsters beset our heroes once more here, though the battle swings in their favor early when Dex one-shots a Zombie, Gurloz sun-melts a Fleaman, and Kirran discovers the joys of super bomb arrows, badly scorching an Owl who manages to just barely escape the fight. The group is then left with a chest and a choice of several paths to take as the fog in the clearing dissipates.
The chest, it turns out, has holy water in it. This has no particular effect on which direction the group of adventurers takes. Silker, Darte, Dex, and Kirran all head on an eastern path brimming with darkness, while Gurloz elects to fly solo and travel in a different direction entirely. In the darkness, Kirran's torch counts for nothing and he trips on a Geodude. A very large pine tree, a gated path, and a dilapidated, rotting cabin materialize out of the void. Dex promptly walks into a tree. While the group considers what to do next, the Owl returns with a vengeance and a couple of friends. Kirran is more than happy to continue where he left off by flinging bomb arrows willy-nilly into the enemy group, deep-frying the Owl before it can even act. The Medusa Head promptly dies of pure shame. Darte is left with the cleanup, which he amicably demonstrates he is capable of. The Owl proves to be delicious, but was also carrying a key to the gate, behind which stands Gurloz somehow. Dex picks up a rusty sword from the cabin, but that’s all there proves to be aside from pocket change. In the distance, a massive graveyard is illuminated by the sun setting, and among the graves stands a shovel-bearing figure. Who’s that gravekeeper?
It’s Graveyard Keeper! Not-Dampe tells them that the graveyard is no place to be at night, and invites them to stay in his cabin for the night. Surly though he is, the man is hardly uncaring, and tries his best to make the small space amenable. Dex, however, proves to be a poor house guest and tries to steal anything not nailed down. All the same, the Graveyard Keeper lets them stay until the Moon has completed its journey for the night.
What a terrible night for a sidequest. Gurloz, more curious about the river than the darkness, heads off on his own down a separate path. He finds that the river is both wild and deep, so he wouldn’t really understand it anyways. The Knight of Light elects to follow the riverbank instead of attempting to cross, and discovers a door standing by its lonesome on the path. As anyone would do when confronted with such insanity in an insane forest, Gurloz pokes the door. The door, oddly, begins to speak. It explains, in much the same way that scientists wax on about quantum theory, that it is both itself and its own house. The door then unravels itself into a house to prove the point. Gurloz walks in, unafraid, and ends up back on the same path he was on, with the same door awaiting him as before. Flummoxed, he approaches the door again, this time opening it completely and letting out a dark force that names itself The Doorman. This curious apparition appears to know quite a bit about the Knight, which is enough to keep Gurloz from fleeing. The Doorman then takes the opening in the Knight’s defenses to transform into Dark Gurloz, and promptly attacks him. The darkness proves no match for the power of light, and with its dying breath, the bizarre entity confers a vision upon the Hylian of a place where the Guardian of Light may very well be imprisoned. The boss defeated, our hero heads onwards to the graveyard.
The Sun rises, and with it the levels of chicanery. The Graveyard Keeper leaves our heroes to their own devices, which results in his overall loss of some fifteen pot roasts and 200 biscuits. These are never spoken of again. They head out at once for the ruins of Wakiruya, and are beset by a decrepit church. The building is otherwise inanimate though, which makes it an easy target. The party at once heads inside, and are confronted with a mirror and another chest. Gurloz and Dex choose to investigate the mirror, which promptly explodes with dark power and coughs up Christopher Belmont (Dark Edition.) Although both Gurloz and Dex land on Kirran, the Sheikah only has the strength to throw the lizalfos back at the doppelganger, while Gurloz elects to have a seat. This creative battle maneuver, however, is unsuccessful, as doppelgangers apparently are unable to be surprised (except by megaton hammers.) Fake Belmont whips out a Blender Sword, and scores some minor hits on Dex, Silker, and Darte. Feeling confident, he then chooses to taunt Gurloz, which proves unwise. The battle continues with some impressive displays of combat prowess on both sides, though the group is dismayed to find that Fake Belmont has access to infini-spawn minion sword hilts. Properly pissed after countless misadventures on the quest, Gurloz puts his sword away and power-shots the boss with light beams, ending the fight right there.
Fake Belmont, in true villain style, refuses to die until he’s properly purged himself of exposition. He reveals that even as they fought, Dracula was busy wrecking the home of the Zoras and pilfering the Spiritual Stone of Water from its resting place in the Water Temple. Darte, understandably, is infuriated beyond reckoning by this news. He and Kirran shoot the doppelganger with arrows until it’s good and dead, though the Zora’s rage is far from satiated. The real Christopher Belmont arrives, filling them in on what they had just heard from his evil twin. The party takes a second to process this sudden, major turn of events on what ought to have been a relatively innocuous quest, then follows the Real Belmont on a shortcut back to Veros.
In the time it took for our heroes to return from the ruins, Brother Gregory changed his name legally to Brother Thomas. This proves to be of little consequence to the plot. Dracula appears, and has a good laugh about the ease of his victory at the expense of our heroes. No one is remotely strong enough to deal with his dark power, and the Count simply laughs and flies away again. Brother Thomas sets to work on making some solar bombs, while Christopher Belmont openly brainstorms ways to defeat the Lord of Vampires. Alucard takes a moment to appear, informing them that the next target will likely be Kokiri Forest, since it is strategically the weaker of the two potential temples. With nothing more to do but gather strength, the heroes of Romania depart at once. The rest of the party, wisely, elects to do the same.
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