Request thread numero infinity - WindStrike - 05-29-2012
Since we're moving Storm affinity into Nature, there's no need for [Storm] to exist anymore.
Could you make it so that [Affinity #] colors both the affinity name and the number? Usually, when we refer to Shadow (Level: 4), we just say Shadow (Level: 4). Additionally, the number is only going to go to 5, since that is the new cap on levels.
RE: Request thread numero infinity - Sephiroth - 05-29-2012
Feel free to quote me to see the bbcode.
Storm (Level: 5)
Water (Level: 10)
Fire (Level: 55)
Nature (Level: 3)
Light (Level: 50)
Shadow (Level: 69)
RE: Request thread numero infinity - WindStrike - 06-16-2012
[box=Blaaz’s Cloak]
- All damage taken (including neutral damage) is reduced by 1.
- When you die, a Fire Nova emanates from your body, hitting everyone.
- Requires Fire (Level: 3)
- Costs 5 Magic (while dead)
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Damage increased by 1
[/box]
[box=Shady’s Cloak]
- All damage taken (including neutral damage) is reduced by 1.
- Every time that you are successfully hit, a small feedback pulse is sent to the attacker, dealing 1 shock damage (neutral).
[/box]
RE: Request thread numero infinity - Sephiroth - 06-17-2012
When you have your shield out, you can bash a target, effectively dealing some damage.
- Requires a shield
- Can hit one target.
- Roll your Power +2 dice vs. targets' Power dice / Damage is halved
- Give an ally the Berserk Affliction:
- Target is forced to use melee attacks.
- Target gains +2 damage on all attacks, excluding neutral and affinity effect damage.
- Target takes +3 damage from all attacks, excluding neutral and affinity effect damage.
Berserk lasts until the end of your turn two rounds later.
- Select a target to use Cover on.
- Anyone targeting the selected target will instead hit you.
- Attacks that hit multiple targets can bypass Cover.
If you are unsuccessful in defending any attack, Cover wears off.
Cover lasts until the start of your next turn.
- Allows you (specifically) to escape from the current battle. 'Hits' all enemies.
- Roll your Courage dice vs. targets' Wisdom dice
- If successful, you (specifically) escape from the battle.
- Poke a target, automatically inflicting 1 neutral damage to a target.
- You must have a free hand to steal an item.
- Select a target to steal from. To steal an item, you must roll the following dice rolls in the order listed:
- Roll your Courage dice vs. targets' Wisdom dice / Deals no damage
- Roll your Power dice vs. targets' Wisdom dice / Deals no damage
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage
- If all three attacks are successful, select one item that the target is carrying.
- You cannot steal an armor that is equipped.
- Unless you have two free hands available, you cannot steal a Two-Handed item.
You cannot equip the stolen item until the battle is over or you've escaped. Do note that if you have to leave the game, a proxy will be put in your place until the end of the battle.
Cannot steal more than one item per battle.
- Requires Shadow (Level: 1)
- Costs 1 Magic
- A basic Shadow spell, PSI Strike hits one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Requires Shadow (Level: 1)
- Costs 3 Magic
- Fires a bolt of energy that leaps from shadow to shadow to reach the enemy. It does not actually hit until after the target's next turn has ended.
- The bolt then fires from the target's shadow and ignores damage reduction.
- Roll your Wisdom dice vs. targets' Wisdom -3 dice
- Requires Shadow (Level: 1)
- Costs 2 Magic
- Strike the target with a ranged, physical Shadow attack. Does not count as spell damage.
- Roll your Courage -3 dice vs. targets' Wisdom dice / Damage increased by 1
- Requires Shadow (Level: 2)
- Costs 3 Magic
- Imbue a selected physical weapon with poison. On the next successful hit with that weapon, the target gets the Disease Affliction:
- The target takes 2 poison damage (neutral) at the start of each round.
- Target's Courage, Power and Wisdom stats are reduced by 1.
Disease lasts until the end of your turn two rounds later.
A katana of ridiculous length, the Murasame is a weapon that can only be used by Sephiroth.
Requires Level 10
- Cannot be countered in melee and can hit one target.
- Roll your Courage +4 dice vs. targets' Courage dice / Successes increased by 1
Can use the Death Leap ability:
Costs 4 Magic
Charge the first turn, expending 4 Magic and leaping high into the sky.
During this time, you cannot be hit by melee.
Lightning (Nature sub-type) attacks have +5 dice when attacking you while you're in the air.
On your next turn, descend on a target, stabbing him through with the Murasame.
Roll your Power +6 dice vs. targets' Power dice / Damage increased by 3
Feint:
Gives your weapon Shadow affinity
When you attack with this weapon, you can feint, revoking the result of the attack.
Select a new target target to attack.
When you attack the new target, he loses all defending dice bonuses for the attack.
You can only feint once per turn.
It's a basic steel sword that swings through the air easily.
- Can hit one target.
- Roll your Courage +3 dice vs. targets' Courage dice
- Provides a Passive defensive bonus
- If someone is unsuccessful in hitting you in melee combat, the attacker takes 2 damage.
Throw the Spiked Boomerang at a target.
Roll your Power dice vs. targets' Power dice
If the attack is successful, the Spiked Boomerang bounces off and directs itself towards another target:
Roll your Power -4 dice vs. targets' Power dice
- Shoots a ranged magic blast at the target with no Magic cost.
- Roll your Wisdom dice vs. targets' Wisdom dice
- A smaller version of the Tower Shield, it still provides great protection, though you're more vulnerable to counterattacks.
- When defending, your roll is increased by 1 dice. Additionally, damage taken is reduced by 2 (on top of your armor).
- If you are unsuccessful when attacking, target automatically gets to counterattack.
- When anyone is counterattacking you, your Small Tower Shield is disabled.
This hat allows you to run twice as fast and jump twice as far. Also, you're wearing a pair of floppy bunny ears. How silly.
- When you are attacking using a melee weapon, your increased speed gives you +2 dice.
- If your attack is unsuccessful, you trip and take $1d2 neutral damage.
An armor that was developed from the hide of a dragon into the tunic, it provides decent defense against attacks and increases your Courage by a small amount.
- Damage taken is reduced by 2
- Your Courage is increased by 1
- Shadowosken:
- A shroud of darkness surrounds you, making your exact position unsure to everyone.
- Anyone specifically targeting you loses all bonus successes for that action.
- Anyone with Light affinity can see through the darkness fine and is unaffected by it.
- (Inactive)
- An angular, difficult-to-put-on ring.
- Once per battle, any spell fired at you can be reflected to a random participant in the battle.
- Breaks after 3 uses
- (Inactive)
- A Green-tinged ring of metal.
- Gives + 1 damage on Physical Attacks
- Reduces all Damage taken by 1
- Breaks after use in 3 battles
- (Inactive)
- A fiery ring that's a little hot to the touch without hurting you
- Reduce burn damage taken by 1
- Breaks after use in 3 battles
- (Inactive)
- A multicoloured glass ring.
- Nullifies all status ailments and buffs on self once per battle. This must simply be declared; it does not consume an action.
- Breaks after use in 3 battles.
- (Inactive)
- A bronze ring with the emblem of a sword embedded.
- Increase attack dice for any swords you use by +2
- Breaks after use in 3 battles
- (Inactive)
- A sharp ring that etches into your skin without hurting you.
- Any charge-up attack you use automatically gets Single Critical.
- Breaks after use in 3 battles
This sword seems to be useless, though it seems to reach its target instantly.
- Can hit one target.
- Roll your Courage +7 dice vs. targets' Courage dice / Damage decreased by 3
- If the attack gets a Critical Hit, the effect of the Critical Hit is replaced with this:
- Instead of the damage being decreased by 3, it is increased by 3.
- The longshot fires a chained, miniature harpoon at a target which can reach up to 50 meters away.
- Can pull you towards a surface or a larger object.
- Can pull small objects towards you.
- The chain cannot lock.
The hookshot can also pull you towards a target to deal some extra damage.
Roll your Courage dice vs. targets' Courage dice / Deals no damage
If the attack is successful, reel towards the target.
When you get up to the target, you can follow up with a melee attack.
The melee attack will have +3 successes.
The Silver Gauntlets do not require free hands to use. Instead, they equip on your lower arms .
- Provides a Passive bonus of +3 Power.
- Can use the Throw ability:
- Pick up a target.
- Roll your Power dice vs. targets' Power dice / Does no damage
- If the attack is successful, pick up the target and throw him at another target.
- Roll your Power dice vs. targets' Power dice
- If the attack is successful, both targets take the damage.
- If the attack is not successful, the projectile takes half of the damage.
You can now pick up heavier objects, inclusive of small boulders and bombs from bomb-plants.
- Passive
- Anyone that targets Blaaz loses all dice bonuses on attack.
- Can attempt to dig up an area while in session. Whether you find something or not will be up to the DM. This is equivalent to a normal shovel in this aspect.
- While in battle, can roll to dig up something. Roll $1d100:
- If the result is a multiple of 1, you get 5 Rupees
- If the result is a multiple of 5, you get 20 Rupees
- If the result is a multiple of 10, you get 50 Rupees.
- If the result is 50, you get something of your choice based on what the DM allows you to choose from.
- If the result is 100, you get an unappraised legendary ring.
- It's a bit hot, but it tastes good and rocky. Drink it to heal by 8 Hearts.
- Increase your attacking dice by +3.
- This lasts for the remainder of the battle.
- It's an empty bottle. Maybe you can store something inside of it?
- One bottle = one item. No exceptions.
- When a bottled item is used, overwrite the item with an empty bottle.
You can have a maximum of 5 bottles.
- It's an empty bottle. Maybe you can store something inside of it?
- One bottle = one item. No exceptions.
- When a bottled item is used, overwrite the item with an empty bottle.
You can have a maximum of 5 bottles.
- It's an empty bottle. Maybe you can store something inside of it?
- One bottle = one item. No exceptions.
- When a bottled item is used, overwrite the item with an empty bottle.
You can have a maximum of 5 bottles.
- Total number of Heart and Magic Containers acquired from pickups:
- Amount: 13
- 1 of 5 collected! 4 more to go.
- Enables you to call on Shady to set up his Traveling Poe Shop
- Make sure the area is safe, or else he’ll ignore you until the next quest, and you won’t get your free heal.
- Must have Shadow affinity to use this.
- Can give the Shadowosken bonus to an armor or teach you the Clone Strike spell.
RE: Request thread numero infinity - WindStrike - 06-21-2012
Test post.
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