Free Roam #1 - WindStrike - 01-15-2012
[enemy Power=22 Courage=8 Wisdom=0 Hearts=4/4 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 / -1 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=6 courage=13 wisdom=11 hearts=7/7 magic=0/0]
Blue Flames:
- Passive
- Blue Flames constantly surround Blue Bubble, doing considerable burn damage to anyone that comes close.
- Anyone who attacks a Blue Bubble by melee (successful or not) will take 2 burn damage (neutral).
- If Blue Bubble is hit by Bash, the one that used Bash will not be burned and the Blue Flames will remain inactive for the remainder of the battle.
Disable:
- Roll your Courage dice vs. targets' Wisdom dice
- If successful, target cannot use any weapons (Bash is still usable) until the end of your turn next round.
[enemy Power=18 Courage=10 Wisdom=6 Hearts=12/12 Magic=0/0]
Tunneling:
- Passive
- When it is not the Leever's turn, it will be underground and reduce damage taken by 3.
Spike:
- Leever spikes a target from underground.
- Roll your Power dice vs. targets' Wisdom dice
- If the attack is unsuccessful, it can be counterattacked.
- Any move can be used to counterattack (except a charge up).
[enemy Power=16 Courage=12 Wisdom=7 Hearts=11/11 Magic=0/0]
Tunneling:
- Passive
- When it is not the Spin Leever's turn, it will be underground and reduce damage taken by 3.
Spinning:
- Leever pops up from underground and spins violently towards a target.
- Roll your Power dice vs. targets' Courage dice
- If the attack is unsuccessful, it can be counterattacked.
[enemy Power=17 Courage=15 Wisdom=5 Hearts=12/12 Magic=0/0]
Bash:
- Requires a shield to use
- Roll your Power dice vs. targets' Power dice / half damage
Jagged Edged Sword:
- Roll your Courage +2 dice vs. targets' Courage dice / Does half damage
- If successful, causes bleeding:
- Ignores standard stacking rules
- Inflicts 1 bleed damage (neutral) at the start of all target's turns for the remainder of the battle.
- Bleed damage stacks infinitely.
Round Shield: [enemy Power=5 Courage=20 Wisdom=13 Hearts=9/9 Magic=0/0]
Steal:
- Must have a free hand available.
- After successfully hitting a target with an attack, roll against the target again to steal an item.
- Roll your Courage dice vs. targets' Wisdom dice / Deals no damage
- Unless you have two free hands available, you cannot steal a two-handed item.
- Cannot equip the item stolen until the battle is over or you've escaped.
- Cannot steal more than one item per battle.
Running Boots:
- Roll $init 1d11 for initiative.
- Gets +1 success when using the Escape action.
Dagger:
- Roll your Courage -1 dice vs. targets' Courage dice
- Can use the Backstab ability:
- Damage Buffer: 8. Charge one turn.
- You cannot be targeted during this time, but an area of effect attack can hit you. On your next turn, appear behind your target's back, ready to strike.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / +1 damage
[enemy Power=0 Courage=12 Wisdom=26 Hearts=11/11 Magic=3/3]
Shadow (Level: 1), Fire (Level: 1) Phasing:
- Physical damage taken reduced to half damage
- If the attack already does half damage, it doesn’t get cut down a second time.
Takes double damage from Light affinity attacks
Escape Teleport:
- If hit by an attack, it can teleport away at the last moment.
- Hearts reduced to 1. Cannot be used if Hearts are already at 1.
- Costs 1 Magic
Wizzrobe Wand:
- Can fire either a large but dispersed magic blast, or a small but focused magic blast with no Magic cost.
- Dispersed:
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / -1 damage
Focused:
Roll your Wisdom -2 dice vs. targets' Wisdom dice / +3 damage
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=6 Courage=5 Wisdom=16 Hearts=8/8 Magic=18/18]
Disease:
- If Dark Fairy is killed by a melee attack, the attacker is infected with a disease for the remainder of the battle:
- The target takes 2 poison damage (neutral) at the start of its turns
- Courage, Power and Wisdom -3
Feedback Pulse:
- If Dark Fairy is killed by a ranged attack, a feedback pulse is sent back at the attacker at the same success rate.
- Hearts damage from the feedback pulse is capped at 9.
Disease Shield:
- Can partially transfer its Disease skill to an ally. The next attacker that attacks that ally in melee gets the following:
- The target takes 1 poison damage (neutral) at the start of its turns
- Courage, Power and Wisdom -2
Costs 4 Magic
Feedback Shield:
- Can partially transfer its Feedback Pulse skill to an ally. The next attacker that attacks that ally in ranged gets a feedback pulse that is sent back at the attacker at the same success rate.
- Hearts damage from the feedback pulse is capped at 5.
- Costs 4 Magic
Friendly Shadows:
- Heal yourself and all allies by 4 Hearts
- Costs 5 Magic
[enemy power=20 courage=15 wisdom=11 hearts=11/11 magic=4/4]
Armored Dragon Skin:
- Passive
- Reduces damage by 4
Tail:
- 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 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
Inferno:
- Fire
- Damage Buffer: 15. Costs 4 Magic. Charge one 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=18 Courage=17 Wisdom=8 Hearts=22/22 Magic=11/11]
Great Claymore:
- The Blue Darknut wields a might claymore in one hand, effectively using it to deal great damage to opponents.
- Roll your Power dice vs. targets' Power dice / +3 damage
Tower Shield:
- When attacked from the front, Blue Darknut has +3 defending dice, +3 damage reduction
- When attacked from the side, Blue Darknut has +2 defending dice, +1 damage reduction
- When attacked from the back, Blue Darknut has -2 defending dice.
- You are defaulted to attacking the front side. When making an attack, you can roll Courage vs. Courage to move to the side. You can attempt to roll again to move to the back. If the roll fails on either, then you’ll have to attack on the front.
Collision:
- Blue Darknut charges at an enemy with its shield.
- Roll your Courage +3 dice vs. targets' Courage dice / Deals half damage
- If successful, target’s next turn is skipped
- If unsuccessful, Blue Darknut is automatically turned away for whoever attacks it next.
Spin Attack:
- Use a spin attack on a target using your primary weapon. Must be a melee weapon.
- If successful, a small wave of magic hits all enemies, including the one you just hit.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals half damage
- Costs 4 Magic
Charge, Level 1:
- Support Spell
- Increase the damage of all your attacks by 1 for the duration of the battle
- Does not include neutral damage
Costs 2 Magic
Free Roam #1.2 - WindStrike - 01-16-2012
[enemy power=0 courage=6 wisdom=3 hearts=3/3 magic=1/1]
Slash:
- Roll your Courage dice vs. targets' Courage dice
Wind Slash:
- Storm
- Roll your Wisdom dice vs. targets' Wisdom dice
- Costs 1 Magic
[enemy power=2 courage=5 wisdom=2 hearts=3/3 magic=0/0]
Source: Zelda II: The Adventure of Link
Ache are blue and are akin to Keese. They attack by swooping down to slash the opponent and can also transform into Acheman. Ache and Achemen cannot switch in the middle of a battle. Swarm:
- Passive
- For each additional Ache, +1 Courage each.
Slash:
- Roll your Courage dice vs. targets' Courage dice
[enemy power=4 courage=3 wisdom=1 hearts=4/4 magic=0/0]
Source: Zelda II: The Adventure of Link
The transformation of an Ache, the Acheman is a humanoid bat-form that can easily disguise itself as anyone else. It does not get the Swarm bonus of the Ache, but it does get a stronger attack. Ache and Achemen cannot switch in the middle of a battle. Strong Slash:
- Roll your Power dice vs. targets' Power dice / +1 damage
[enemy power=4 courage=7 wisdom=1 hearts=5/5 magic=1/1]
Spear:
- Roll your Courage +1 dice vs. targets' Courage dice
- Thrust:
- Roll your Power +3 dice vs. targets' Power dice
- Costs 1 Magic
Leather Armor:
- Reduce damage by 1
- Destroyed after 1 turn of burn damage.
Replaced Drop:
- If the Moblin died while still wearing the Leather Armor, random drop is replaced by Leather Armor.
[b]Leather Armor:[/b][list]
[*]Reduce damage by 1
[*]Destroyed after 1 turn of burn damage.[/list]
[enemy Power=3 Courage=8 Wisdom=2 Hearts=4/4 Magic=0/0]
Bow:
- Enables you to shoot arrows
- Can only be counterattacked from range
Metal Tipped Arrows:
- Requires a bow to shoot
- Roll your Courage +1 dice vs. targets' Courage dice
Impact Arrows:
- Requires a bow to shoot
- These arrows are blunt but heavy and powerful. They can cause damage to armor, reducing effectiveness.
- Roll your Power +1 dice vs. targets' Power dice / Does half damage
- Ignores damage reduction. If successful, reduce target's damage reduction by 1
- Stacks until damage reduction drops to 0.
- Armor must be fixed in order to return to full effectiveness.
[enemy power=4 courage=4 wisdom=2 hearts=3/3 magic=0/0]
Source: Zelda II: Adventure of Link
A hyperactive soldier who hops about in an annoying manner. Easy to dispatch, but always come in groups or with other enemies. Short Dagger
- A short knife, ideal for quickly attacking.
- Roll your Courage +2 dice vs. targets' Courage dice / half damage.
Tin Armour
- Appropriately, the Tinsuit has a suit of armour, made of tin.
- Reduces damage taken by 1.
- Once the Tinsuit has been successfully attacked once, the armour is destroyed.
Quickstep
- Passive
- Initiative rolled is $init 1d11.
[enemy Power=2 Courage=7 Wisdom=3 Hearts=4/4 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 +3 dice vs. targets' Courage dice
- At the end of the attack, Fire Keese incinerates and dies.
[enemy power=8 courage=5 wisdom=3 hearts=3/3 magic=3/3]
Hard Skin:
- Passive
- Reduces damage by 1
Leap:
- Roll your Power +1 dice vs. targets' Power dice
Explosion:
- Upon death, it will cause an explosion that hits everyone.
- Roll your Courage dice vs. targets' Courage 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
- Costs 1 Magic
[enemy Power=6 Courage=7 Wisdom=2 Hearts=6/6 Magic=0/0]
Bite:
- Roll your Courage dice vs. targets' Courage dice
- If successful, causes infection until end of your turn next round:
- The target takes 1 poison damage (neutral) at the start of its turns
- Courage, Power and Wisdom -1
[enemy power=2 courage=3 wisdom=7 hearts=4/4 magic=4/4]
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 +3.
- 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
[enemy Power=4 Courage=8 Wisdom=3 Hearts=10/10 Magic=6/6]
Hyperactive:
- The Lynel is being plagued by something giving it increased speed and bloodlust!
- Rolls $init 2d9
Thick Hide:
- Passive
- Physical damage reduced by 2
- Magic damage reduced by 1
Fierce Combat:
- Activates when Hearts are at or less than 4.
- Courage increased by 3, Power increased by 2, Wisdom increased by 1
- Light Blast costs 2 Magic
Silver Trident:
- Roll your Courage +2 dice vs. targets' Courage dice
- Provides a Passive +1 dice when defending
- Golden Spear:
- Fire
- Fires a spear of Fire energy at a target with low accuracy but high damage
- Roll your Power dice vs. targets' Power dice / +2 damage
Light Wave:
- Light
- Shoots a wave of blinding and searing light, hitting all enemies
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / -1 damage
- If successful, targets are 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 4 Magic
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