Kokiri Quest starting 2/18 - WindStrike - 02-16-2012
I've delayed this too long, both from my end and other peoples' ends. That said, I'm at the very least starting it this weekend. There'll either be start time at 4pm EST or 9pm EST (or both, depends on who shows up). This is kinda late notice I'm aware, but on the flipside, this quest isn't being finished in one weekend.
Do note that once I'm done with the Kokiri Quest, Fireblast124 will be the new primary DM, with the expectation that he'll run a quest at least every other weekend. As stated in the About Quests thread, anyone is open to DMing.
Also, in the case that I decide not to use my character in a session or can't, I'll be co-DMing, where I'll take care of preping enemies, items, damage calculations and the like. This may take some pressure off if you've never DMed this game before.
RE: Kokiri Quest starting 2/18 - WindStrike - 02-19-2012
BEWARE OF TRAPS!
[enemy Power=4 Courage=3 Wisdom=12 Hearts=7/7 Magic=15/15]
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 6.
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=16 Courage=16 Wisdom=4 Hearts=12/12 Magic=0/4]
Super Exo-Skeleton:
- Damage taken reduced by 2
- Every time Stalchild takes damage, it gains Magic equal to half of the damage taken
Bite:
- Roll your Courage dice vs. targets' Courage dice
- If successful, causes infection until end of your turn next round:
- The target takes 2 poison damage (neutral) at the start of its turns
- Courage, Power and Wisdom -2
- When target uses an action, target rolls $1d10 first. If it’s a 1, target flinches and ends his turn.
Dark Chomp:
- Shadow
- Stalchild summons a large skull of darkness that eats a target
- Roll your Courage dice vs. targets' Wisdom dice / Deals no damage
- If successful, target is caught and trapped inside the skull
- Target can only break out using a Light affinity attack, which will destroy the skull instantly. Likewise, an ally can break target out with a Light affinity attack.
- Otherwise, target is stuck inside the skull for the next two turns. The skull will then break, and target takes neutral damage equal to the difference in successes from the original attack.
Costs 4 Magic
[/list] [enemy power=2 courage=3 wisdom=20 hearts=8/8 magic=20/20]
Warp Shield:
- When damage is taken, Wisp can expend 1 Magic for any 1 Heart lost in its place.
Light Orb:
- Shoots an orb of light out, hitting all enemies with a set damage
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / Deals 3 Light damage
Enveloping Light:
- Light
- Roll Wisdom. All allies (including self) heal by half of the successes. Affinities calculated after the half.
- Costs 6 Magic
[enemy power=10 courage=18 wisdom=9 hearts=13/13 magic=0/0]
Chomp:
- Roll your Courage dice vs. targets' Courage dice / +2 damage
Replaced Drop:
- When a Deku Baba dies, instead of doing a random item drop roll, it drops 2 Deku Nuts.
Baba Vulnerability:
- Swords do double damage to Deku Babas (calculation done after damage reduction).
- If Deku Baba is killed by a sword, it drops a Deku Stick (not Deku Nuts) and only gives 3 exp.
[enemy power=11 courage=17 wisdom=11 hearts=16/16 magic=0/0]
Glomp:
- Roll your Courage +3 dice vs. targets' Courage dice / Does half damage
- If successful, Boko Baba glomps a target, where the target is stuck until Boko Baba dies:
- At the start of each of target’s turn, he takes 4 Hearts damage (neutral) and loses 2 Magic
- Target may still do actions but can only target/hit Boko Baba. Target cannot get hit during this time except by Glomp effect.
- Target has half attack dice, but if he hits, he does double damage and automatically gets first level critical
Boko Baba cannot have more than one target glomped at a time.
Launch:
- If Boko Baba has an opponent glomped, it can swirl around and launch the opponent at another target, dealing damage to both of them.
- Roll your Power +2 dice vs. targets' Courage dice / +2 damage
- If successful, target takes full damage while launched one takes half damage
- Can target a wall, where launched target will take 6 damage
If unsuccessful, the launched target hits a conveniently placed wall and takes 6 damage
If unsuccessful to the point of counterattack, target can choose to catch the launched one instead (but can still choose to counterattack instead of catching his ally instead).
Replaced Drop:
- When a Boko Baba dies, instead of doing a random item drop roll, it drops 2 Deku Nuts.
[enemy Power=13 Courage=13 Wisdom=13 Hearts=11/11 Magic=10/10]
Shock Goo:
- Reduces damage taken by 1
- Anyone that attempts to attack ChuChu in melee (successful or not) takes 2 shock (neutral) damage
Shock Counter:
- Storm
- If an attacker attacks ChuChu with a melee attack and fails, ChuChu automatically counterattacks with Shock Counter
- Roll your Wisdom dice vs. targets' Power dice / +1 damage
- If successful, target's armor has 1 less damage reduction for the remainder of the battle. Stacks until armor has no damage reduction.
Lightning Counter:
- Storm
- If an attacker attacks ChuChu with a ranged attack and fails, ChuChu automatically counterattacks with Lightning Bolt
- Storm
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals $1d8 Storm damage
- Costs 3 Magic
[enemy Power=12 Courage=22 Wisdom=8 Hearts=12/12 Magic=6/6]
Shadow (Level: 1), Nature (Level: 1) Speed Demon:
- Passive
- Roll $init 1d12 for initiative
- +2 dice when defending
Shadowosken:
- Passive
- A faint veil of darkness covers the area in the presence of Wolfos
- Those in battle without Shadow affinity have -3 Courage
- If there are multiple Wolfos, Shadowosken will stack
Shadow Claws:
- Shadow
- Roll your Courage +1 dice vs. targets' Courage dice
- If successful, lower target's defending dice by 2. Stacks infinitely and for the remainder of the battle.
Festering Wound:
- Nature
- Wolfos claws become ridden with disease that infects its victims when it hits
- Roll your Power dice vs. targets' Wisdom dice / Does no damage
- If successful, target takes 2 neutral damage at the start of his next turn. The turn after that, 4 neutral damage, then 6 neutral damage, and so on. Lasts until target dies or for the remainder of the battle.
- Target cannot use any spells while afflicted by Festering Wounds.
- Costs 3 Magic
[enemy power=19 courage=13 wisdom=11 hearts=12/12 magic=6/6]
Slimy Skin:
- Passive
- Damage taken reduced by 2 against non-Storm affinity attacks
- Damage taken increased by 2 from Storm affinity attacks
Cannon-Mouth:
- Roll your Power +3 dice vs. targets' Power dice
Water Blast:
- Water
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / +1 damage
- If successful, knock a target's shield away from them. Target must spend a turn to reacquire the shield (can still use a +50% cost support spell).
- Costs 2 Magic
[enemy power=21 courage=16 wisdom=7 hearts=16/16 magic=0/0]
Spiked Boomerang:
- Provides a Passive defensive bonus
- If an enemy is unsuccessful in hitting the Goriya in melee combat, enemy takes 3 damage.
- Roll your Power dice vs. targets' Power dice
- If successful the boomerang directs itself towards another target with -5 dice to the attack stat before returning to its owner. Stacks until it fails. Cannot hit the same target twice.
Golden Throw:
- Charges the first turn. On the second turn, your boomerang is thrown and teleports, hitting an enemy from behind.
- Roll your Power dice vs. targets' Wisdom -3 dice / +2 damage
[enemy Power=17 Courage=16 Wisdom=14 Hearts=50/50 Magic=13/13]
Nature (Level: 2), Shadow (Level: 2) Hard Skin:
- Passive
- Physical damage taken reduced by 2
- Spell damage taken reduced by 1
Stunned:
- If successfully hit by a Deku Nut, Gohma becomes stunned and is unable to do anything or defend. Opponent can then target Gohma’s eye, dealing full damage ignoring hard skin.
- Once either a round has passed or Gohma has been attacked once, the stun will wear off.
Encroach:
- Gohma can surround a target with its four claws and attack from all sides
- If target is using a tower shield, it’s defaulted to defending from the side
[dice type-a=Courage amount-a=+4 type-b=Courage
If successful, target is poisoned and loses all bonuses when attacking. Lasts until the end of your turn two rounds later.
Prey:
- When Gohma successfully counterattacks an opponent, it can go into hiding. During this time, Gohma cannot be targeted, but it can attack others with Prey:
- Roll your Power dice vs. targets' Wisdom dice / +1 damage
- If counterattacked, Gohma is revealed and Prey wears off.
If Gohma uses Encroach while in hiding, Prey wears off. Dark Bolts:
- Shadow
- Hits all enemies
- Roll your Wisdom dice vs. targets' Wisdom dice
- If successful, target(s) have -3 Wisdom for the remainder of the battle. Does not stack.
- Costs 3 Magic
Spike:
- Nature
- A spike pops up from the ground beneath a target suddenly
- Roll your Wisdom dice vs. targets' Wisdom -3 dice / +1 damage
- Costs 4 Magic
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