Combat Tutorial - WindStrike - 09-05-2015
Welcome to the Combat Tutorial! Here, you’ll learn how combat works, from attacking and defending to rounds to effects and stuff! Relative to a JRPG, it’s about the same complexity, but to anyone that’s played a tabletop RPG like D&D or World of Darkness, this system should be easy to learn by comparison.
Although you can read this whole thing ahead of time, you’ll still be required to run through the actual session in IRC (channel #zurpg at irc.lunarnet.org) to verify you know how combat works so that we don’t have to deal with people that are clueless in actual quests, cause then it’s frustrating for everyone else.
There are two types of actions:
- Attack – If the action involves rolling off against someone else’s roll (aka, just about every attack in the game), it’s an Attack.
- Support – If the action is automatic (ie, using Cover or drinking a Potion), it’s a Support Action.
When you state an Action, list what it is and who you’re targeting. Then, Copy+Pasta the Action from your profile into the chat.
Then, if applicable, roll any dice the Action calls for.
Say you’re attacking with a Deku Staff. Here’s it is:
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: Crafted from the roots of the Old Deku Tree, this staff provides support abilities. You can Whack or Drain a target.
- EFFECT: Once per round, at any time, you can transfer any amounts of your Hearts and/or Magic to any other target.
- Whack:
- Roll your Power +15 dice vs. targets' Power dice
- Damage: Halved
Drain:
DESCRIPTION: Fire a draining beam at the target.
Roll your Wisdom +10 dice vs. targets' Wisdom dice
Damage: None
EFFECT: If it hits, siphon 4 Hearts & 4 Magic from the target to you, ignoring Armor.
When you’re doing a Copy+pasta to do an Action, you’re only doing one of those, not the whole thing. And even then, you don’t need the whole thing, just everything starting from the dice rolling line. So if you’re doing the Whack attack, you’d only copy this part:
- Roll your Power +15 dice vs. targets' Power dice
- Damage: Halved
Likewise, Drain would only include this for the Copy+pasta:
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, siphon 4 Hearts & 4 Magic from the target to you, ignoring Armor.
Everything else is needless information that clutters everything up, plus more than a few lines at once is unfriendly to iffy connections.
Dice are crucial to ZURPG. They determine your chances for success, and as you increase your Power, Courage, & Wisdom Stats, your ability to hit, your damage, and your defense will increase.
Using the bot, Navi, you will be typing in $#d# for dice rolls.
- $ is the command for anything related to Navi.
- The first # is the number of dice. The second # is the number of sides on the dice.
- The # is dependent on your situation.
- For Attacking and Defending, you will always use $#d10.
When you roll 10-sided dice ($#d10), you’ll notice something called Successes pops up. In a nutshell, these are used to determine the outcome of whether any given attack succeeds, as well as how much damage is dealt.
It’s automatically calculated by Navi based on the results of the dice roll. But in case you’re curious, here’s how Navi calculates Successes:
- 1 through 4 = 0 Successes
- 5 through 9 = 1 Success
- 10 = 2 Successes
For now, we’ll focus on Attacks, aka Attacking. Remember, a Attack is defined as an action that requires you to roll against someone else.
Every attack in the game will list two stats. The first one refers to the attacker’s stat, and the second refers to the defender’s stat. Many attacks will include a modifier that adds more dice to the attacking roll. For example:
- Say you have 13 Power, and the target has 10 Power.
- Roll your Power +5 dice vs. targets' Power dice
- Your Roll: $18d10
- 13 + 5 = 18
Target’s Roll: $10d10
Most everyone has Attack Dice and/or Defense Dice. These are flat bonuses that are tacked on straight to Attack and Defense rolls, respectively. So take the above example, and let’s add a little more info.
- You have 13 Power & 2 Attack Dice, and the target has 10 Power & 4 Defense Dice.
- Roll your Power +5 dice vs. targets' Power dice
- Your Roll: $20d10
- 13 + 5 + 2 = 20
Target’s Roll: $14d10
10 + 4 = 14
Don’t forget to add these Bonuses to your rolls. They can be crucial!
If the Successes from your attack are greater than the target’s Successes in their attempt to defend, you have hit them! Hoorah! Now how to deal with damage.
Within any given Attack, under each dice roll, it lists how much damage it does. Here’s how it works:
- Damage: +0
- This is your Damage Modifier. If there’s a “+” or “-“ in front of the number, here’s the damage formula:
- Difference in Successes + Damage Modifier - Target’s Armor = Damage dealt
If there’s no sign in front of the number, the Difference in Successes doesn’t matter. Here’s the damage formula:
Damage Modifier - Target’s Armor = Damage dealt
Some Attacks will list “Halved” or “None” instead. “None” obviously means it doesn’t do damage, regardless of the difference in successes, but for any multipliers, you apply them at the end:
(Difference in Successes - Target’s Armor) * Multiplier = Damage dealt
If the stat you need to roll is 0, you cannot roll it no matter how much Attack Dice & Defense Dice you have.
For practice, have a dummy you can hit! Try out different attacks on it, though I can’t say Taunt will be useful in this situation.
- Power: 0 (+0)
- Courage: 0 (+0)
- Wisdom: 0 (+0)
- Hearts: 9001/9001 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: None
A scarecrow stands before you, smiling creepily at you. As you beat it to death, it waves its hands at you, tempting you to beat it up, more and more.
Now that you know how to wail on something, let’s see how you defend!
This is pretty much the opposite of the previous section. Now, you’re the target, and you have to roll a stat based on what the attack says, and don’t forget to add your Defense Dice. And if you get hit, don’t forget about your Armor bonus either.
If you forget about your Bonuses in battle, that’s your fault. Don’t expect anyone else to keep track of your exact Bonuses.
If an attack says it deals Neutral Damage, it will ignore your Armor. The good news is that there’s no such thing as an attack that deals Neutral Damage based on the difference in successes, so getting killed in one shot by Neutral Damage is very unlikely.
Now we’re going to have something attack you! Don’t worry, even if he hits, his attacks don’t do much damage… unless you forget your Armor bonus. Also, I don’t recommend trying to kill him… it’s rather difficult.
- Power: 20 (+0)
- Courage: 20 (+0)
- Wisdom: 20 (+0)
- Hearts: 1000/1000 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 10
- Armor: 10
Affinities: None
Hey guys, it’s that Link dude! … except it’s a wooden clone, for some reason. It’s… unusually sturdy.
There is also a random pot nearby Training Link. It stares blankly at everything.
- RESTRICTIONS: This is an Innate Skill. Only Training Link can learn and use this skill.
- DESCRIPTION: For reasons unknown, this wooden Link clone is almost impossible to actually kill.
- Defense Dice: +10
- Armor: +10
- DESCRIPTION: Training Link picks up a random stone and bashes a target with it!
- Roll your Power dice vs. targets' Power dice
- Damage: 5
- DESCRIPTION: Training Link picks up a random stick and whacks a target with it!
- Roll your Courage dice vs. targets' Courage dice
- Damage: 5
- DESCRIPTION: Training Link opens his mouth, not to talk, but to fire a laser at a target!
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: 5
- DESCRIPTION: Training Link tries to poke you. For the lulz.
- Roll your Courage +15 dice vs. targets' Courage dice
- Neutral Damage: 1
Now that you know how to state actions, Attack, and Defend, let’s show you how an actual battle is run.
To start the battle off, everyone has an Initiative. The command for entering your Initiative is "$init 1d#". Your default Initiative is 1d10.
- $init 1d10
- If you roll a 10 or higher, you get a Bonus Turn in at the start of the battle before the first round starts.
- It will be denoted by "Bonus Turns: Player 3, Player 1".
A round = everyone going through the turn order once. When it passes, it goes to the next round.
A turn = everything that you do during your turn until it becomes the next person's turn.
- Here’s what you can do on your Turn:
- Either 1 Attack & 1 Support Action… OR 2 Support Actions
- Additionally, at the start of your turn only, you can change your equipment out for No Action Cost.
Technically, there is no hard time limit that’s enforced, because shenanigans often happen and leeway is required.
However, if you are unresponsive or take too long to decide something, the DM is free to end the remainder of your turn.
- Generally, you get roughly 3 minutes to make your Actions before other people get ticked off at unresponsiveness.
- If you’re reacting to something, like using a Reroll Point or doing a Counterattack, expect less than a minute to decide and act, so plan ahead. Turns shouldn’t take 15 minutes each.
If you're AFK for a whole battle, you get none of the rewards, even if your turn was taken over.
In order to keep track of things better, you’ll need to state your Status during battle.
- The basic format is:
- #h, #m | Bonuses & Effects
- #h = how many Hearts you currently have
- #m = how much Magic you currently have
- For now, don’t worry about the Bonuses & Effects part
Examples:
6h, 2m
23h, 10m
84h, 0m
When to state it:
At the start of each Round
Any time it changes.
That said, don’t make these edits to your actual profile during a battle, cause it’ll take too long. However, once the battle is over, that’s when you should edit your Current Hearts & Magic.
For this part, you get to battle against a team of Green Things! SQUISH THEM ALL!
- Power: 6 (+0)
- Courage: 24 (+0)
- Wisdom: 12 (+0)
- Hearts: 18/18 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 2
- Defense Dice: 2
- Armor: 0
Affinities: None
Origin: Zelda 1
A pitiful, green blob with beady little eyes, staring into your soul. It looks so cute! … except for the fact that it’s hopping at you. And it might just hurt a bit unless you decide to smash it into smush!
- RESTRICTIONS: This is an Innate Skill. Only Gel can learn and use this skill.
- DESCRIPTION: As pitiful as Gel are, their light weight allows them to hop around easily, allowing them to attack and dodge better.
- Attack Dice & Defense Dice: +2
- DESCRIPTION: Look at the ground! It’s a bird! It’s a plane! No wait… it’s a Gel… and it’s hopping around. Hits one target.
- Roll your Courage +4 dice vs. targets' Courage dice
- Damage: Halved
- Power: 18 (+0)
- Courage: 0 (+0)
- Wisdom: 18 (+0)
- Hearts: 24/24 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 3
- Armor: 0
Affinities: None
Origin: Wind Waker
Hey, it’s another green blob! Except taller… wiggly… larger psychedelic eyes… and a creepy smile as it wobbles back and forth. Do the humane thing… and slaughter it!
- After defending an attack (successful or not), it Counterattacks with Bounce Back.
- RESTRICTIONS: This is an Innate Skill. Only ChuChus can learn and use this skill.
- DESCRIPTION: ChuChus are like Wobbuffet have a tendency to bounce back after they’ve been hit, or heck, even if they don’t get hit.
- Defense Dice: +3
- EFFECT: After ChuChu defends an attack (successful or not), it Counterattacks the attacker by slamming its head into them!
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- DESCRIPTION: Green ChuChu whirls around a bit before launching some of its own goo at a target! Eww!
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, siphon 4 Hearts (ignoring Armor) from the target to you.
Annnd now for the fun part. Everything up till now has been basic. Here’s where the fun stuff really begins!
In ZURPG, there are a lot of Effects. They are arguably the defining point of customization, as they’re filled with all sorts of counters and supports towards seemingly invincible builds. Here’s the types!
- Bonus:
- Applies a stackable, numerical increase or decrease to a particular Bonus. For the full list of Bonuses, see the Effects Reference Page.
Named Effects:
Some effects apply a non-stacking buff or debuff that has a name attached to it. This applies a unique effect that could drastically change the tide of the battle. Each one also belongs to a Category, and certain abilities in the game counter specific Categories. For the full list of Named Effects, see the Effects Reference Page.
Field Effects:
These affect everyone on the field. No matter what Field Effect is played, it will always remove the previous Field Effect, meaning there will never be more than one Field Effect in play at a time. For the full list of Field Effects, see the Effects Reference Page.
Notice a little trend? That’s right, the majority of the effects in the game are found on one page, which is linked in the channel topic for quick and easy reference!
There are some effects that fall outside of that list, though they’re usually applied instantly, so you don’t have to remember it.
All Bonuses can stack infinitely. Positive & Negative versions cancel each other out, so if a target has +2 Power and -1 Power, it’s listed as +1 Power.
For Named Effects, attempting to stack them will just refresh their DURATION.
By default, all effects are assumed to “last for the remainder of the battle”. There is no such thing as an effect of any kind that can last beyond the end of a battle. However, note that some abilities will come with a shorter DURATION.
Alternatively, when you die, all effects on you are removed.
- This does not apply to any effects or bonuses you have on your character by default.
This is just a copy of what’s linked here.
All of these can stack infinitely. Positive & Negative versions cancel each other out, so if a target has +2 Power and -1 Power, it’s listed as +1 Power.
- +Power
- +Courage
- +Wisdom
- +Hearts (stat)
- +Magic (stat)
- +Attack Dice
- +Defense Dice
- +Armor
- Regen
- At the start of each round, target recovers Hearts equal to the stack count.
Magic Regen
At the start of each round, target recovers Magic equal to the stack count.
- -Power
- -Courage
- -Wisdom
- -Hearts (stat)
- -Magic (stat)
- -Attack Dice
- -Defense Dice
- -Armor
- Bleeding
- At the start of each round, target takes Neutral Damage equal to the stack count.
Magic Bleeding
At the start of each round, target loses Magic equal to the stack count.
Named Effects of the same name do not stack. It will only refresh the DURATION.
- Numbed:
- Target’s Combat Actions have their Dice & Damage Modifiers removed.
- DURATION: Two rounds.
Effect Block:
Negate the next EFFECT to the target caused by a Combat Action, which then removes Effect Block.
Liquid Armor:
Any Neutral Damage the target takes is converted to normal Damage.
DURATION: One round.
Shield:
Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
Frozen Field:
Field Effect
After anyone attacks, they lose 2 Attack Dice.
- Burned:
- Every time the target attacks or defends, they take 1 Neutral Damage.
Cursed:
Anytime the target spends Magic, they take Neutral Damage equal to the amount spent.
Cauterized:
Target cannot recover or siphon Hearts or Magic in any way.
DURATION: One round
Heatwave:
Field Effect
Anyone that drops down to 2 Hearts or less instantly dies.
- Immobilized:
- Target cannot move or use any melee attacks.
- DURATION: One round.
Taunted:
Target’s single-target Combat Actions can only target you.
DURATION: One round.
Delayed:
Target’s next attack is delayed by 2 Turns, which then removes Delayed.
Thorns:
The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
Whirlwind:
Field Effect
Anyone with less than 15 Power loses 2 Defense Dice.
DURATION: One round.
- Blinded:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
Unfocused:
Target cannot use ranged attacks.
DURATION: One round.
Silenced:
Target cannot cast Spells.
DURATION: One round.
Disillusion:
Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, Disillusion is removed.
Feedback Field:
Field Effect
Anyone that spends Magic takes Neutral Damage equal to half the respective Magic Cost.
- Penumbra’s Curse:
- Target rolls twice anytime they defend, and they’re forced to take the lower roll.
Phased Out:
If any of the target’s stats hits 0, except Magic, the target instantly dies.
Support Blocked:
Negate the next EFFECT to the target caused by a Support Action, which then removes Support Blocked.
Undead:
Target cannot die. However, if the target has 1 Heart left, any damage they would take instead drains their Magic.
DURATION: One round.
Reversal:
Field Effect
Each round, everyone receives 1 Temporary Reroll Point, which automatically expires at the end of the round.
My god, this time, it’s a team of Gels! WITH SPELLS!
- Power: 18 (+0)
- Courage: 6 (+0)
- Wisdom: 14 (+0)
- Hearts: 12/12 (+0)
- Magic: 6/6 (+0)
- Initiative: $init 1d10
- Attack Dice: 2
- Defense Dice: 2
- Armor: 0
Affinities: Fire
Origin: Zelda 1
A pitiful, red blob with beady little eyes, staring into your soul. It looks so cute! … except for the fact that it’s hopping at you. And it might just hurt a bit unless you decide to smash it into smush!
For some reason, this one has the power to call forth Fire!
- RESTRICTIONS: This is an Innate Skill. Only Gel can learn and use this skill.
- DESCRIPTION: As pitiful as Gel are, their light weight allows them to hop around easily, allowing them to attack and dodge better.
- Attack Dice & Defense Dice: +2
- DESCRIPTION: Look at the ground! It’s a bird! It’s a plane! No wait… it’s a Gel… and it’s about to plop right on top of you! Hits one target.
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- REQUIREMENTS: Fire
- COSTS: 1 Magic
- DESCRIPTION: A basic Fire spell that causes a flurry of sparks to explode around the target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- Neutral Damage: 4
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Fire
- COSTS: 2 Magic
- DESCRIPTION: Summon a small explosion of Fire, which fires embers in a direction, hitting one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target gets Burned:
- Every time the target attacks or defends, they take 1 Neutral Damage.
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
- EFFECT: Target gains 2 Attack Dice.
- Power: 10 (+0)
- Courage: 10 (+0)
- Wisdom: 16 (+0)
- Hearts: 15/15 (+0)
- Magic: 5/5 (+0)
- Initiative: $init 1d10
- Attack Dice: 2
- Defense Dice: 2
- Armor: 0
Affinities: Water
Origin: Zelda 1
A pitiful, blue blob with beady little eyes, staring into your soul. It looks so cute! … except for the fact that it’s hopping at you. And it might just hurt a bit unless you decide to smash it into smush!
For some reason, this one has the power to call forth Water!
- RESTRICTIONS: This is an Innate Skill. Only Gel can learn and use this skill.
- DESCRIPTION: As pitiful as Gel are, their light weight allows them to hop around easily, allowing them to attack and dodge better.
- Attack Dice & Defense Dice: +2
- DESCRIPTION: Look at the ground! It’s a bird! It’s a plane! No wait… it’s a Gel… and it’s about to plop right on top of you! Hits one target.
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- REQUIREMENTS: Water
- COSTS: 1 Magic
- DESCRIPTION: A basic Water spell that flings a flurry of Water bullets at a target; which splash to heal you if it strikes.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, recover 3 Hearts.
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Send an icy wave of Water at a target, slowing them down.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 3 Attack Dice.
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Wrap the target inside a large bubble, slowly regenerating their life.
- EFFECT: Target gets Regen x2.
- Power: 2 (+0)
- Courage: 20 (+0)
- Wisdom: 20 (+0)
- Hearts: 8/8 (+0)
- Magic: 6/6 (+0)
- Initiative: $init 1d10
- Attack Dice: 2
- Defense Dice: 2
- Armor: 0
Affinities: Nature
Origin: Zelda 1
A pitiful, green blob with beady little eyes, staring into your soul. It looks so cute! … except for the fact that it’s hopping at you. And it might just hurt a bit unless you decide to smash it into smush!
For some reason, this one has the power to call forth Nature!
- RESTRICTIONS: This is an Innate Skill. Only Gel can learn and use this skill.
- DESCRIPTION: As pitiful as Gel are, their light weight allows them to hop around easily, allowing them to attack and dodge better.
- Attack Dice & Defense Dice: +2
- DESCRIPTION: Look at the ground! It’s a bird! It’s a plane! No wait… it’s a Gel… and it’s hopping around. Hits one target.
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- REQUIREMENTS: Nature
- COSTS: 1 Magic
- DESCRIPTION: A basic Nature spell that sends a rumble of Magic through the ground, hitting a target.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +2
- REQUIREMENTS: Nature
- COSTS: 1 Magic
- DESCRIPTION: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.
- EFFECT: Target recovers 4 Hearts.
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A mold of earth covers a target in a protective shell.
- EFFECT: Target gains 2 Armor.
Certain abilities take multiple turns to charge-up before the actual effect goes off.
- Declare what you're charging and pay the cost associated.
- All charge-up moves will list how many Turns (not Rounds) that you need to charge for. This includes everyone's turns, including the turn you start charging.
- While you are charging, you cannot defend. However, you can cancel it at any time for no action cost, recovering the full cost you've spent for it.
Once the move is charged, you immediately use it, consuming the charge.
That said, have a free Active Skill!
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A melee attack
- CHARGE: 3 Turns
- Begin charging by readying your attack, and preparing to leap at the target. As you charge, a burst of a energy flows into your legs.
DESCRIPTION: Once charged, you can leap and attack a target using the melee attack.
Attack Dice: +5 for this attack only
EFFECT: If it succeeds, multiply the difference in successes by x1.5.
[box=Leap Attack][list]
[*][b]SELL VALUE[/b]: [Rupees]75[/Rupees]
[*][b]REQUIREMENTS[/b]: A melee attack
[*][b]CHARGE[/b]: 3 Turns[list]
[*]Begin charging by readying your attack, and preparing to leap at the target. As you charge, a burst of a energy flows into your legs.
[/list]
[*][b]DESCRIPTION[/b]: Once charged, you can leap and attack a target using the melee attack.[list]
[*][b][Attack Dice][/b]: +5 for this attack only
[*][b]EFFECT[/b]: If it succeeds, multiply the difference in successes by x1.5.
[/list][/list][/box]
Think you know everything? Well, you don’t, cause there’s a crap ton of items and abilities in the game, but for the purposes of this tutorial, if you think you’re ready, check out this team of shenanigans, cause you get to fight it!
- Power: 15 (+4)
- Courage: 15 (+0)
- Wisdom: 2 (+0)
- Hearts: 25/25 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 7
- Armor: 4
Affinities: None
Origin: Zelda 1
These metal-armored baffoons know only how to conquer and destroy. They have little awareness, but once they lock onto a target, they continue to chase that target until it's decimated. Many have become wary of Darknuts, for they bring a heavy defense and an even heavier arsenal of weapons.
These red knights have absolutely zero intelligence, but instinctively, they tend to favor defense rather than offense, protecting any allies they have before all-out throwing themselves at their enemy. They build themselves up over a battle to have an unbreakable defense, allowing their allies to attack freely without worries.
- Can Cover multiple targets
When Red Darknut dies, it has a team drop of 100 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Darknuts can learn and use this skill.
- DESCRIPTION: Darknuts have absurd strength, granting them the ability to lift heavy objects with ease.
- Power: +4
- EFFECT: Darknuts can wield up to one Two-Handed item as if it were One-Handed.
- Stat Point Cost: 3
- DESCRIPTION: Why protect only one when you can protect your whole team?
- EFFECT: You can have Cover active on multiple targets at a time.
- REQUIREMENTS: A shield
- DESCRIPTION: Rush towards a target, bashing their skull in with your shield.
- Roll your Power -2 dice vs. targets' Power dice
- Damage: +2
- EFFECT: If it hits, target loses 2 Wisdom.
- COSTS: 3 Hearts
- DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gains a boost.
- EFFECT: Your next attack gains 6 Dice.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- DESCRIPTION: A steel hammer that packs extra punch, this hammer can cripple defenses and disable targets. Can Whack or Cripple a target.
- Whack!:
- Roll your Power dice vs. targets' Power dice
- Damage: +4
Cripple:
Roll your Power -3 dice vs. targets' Power dice
Damage: +0
EFFECT: If it hits, the target gets Immobilized:
Target cannot move or use any melee attacks.
DURATION: One round.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A massive shield as tall as yourself that takes the bulk of incoming damage.
- Defense Dice: +7
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +4
- Power: 4 (+0)
- Courage: 21 (+0)
- Wisdom: 15 (+0)
- Hearts: 7/7 (+0)
- Magic: 6/6 (+0)
- Initiative: $init 1d18
- Attack Dice: 3
- Defense Dice: 3
- Armor: 0
Affinities: Nature
Origin: ZURPG
The most common form of Keese, these Keese roam just about anywhere over the world at night away from towns and cities and will adapt to various conditions. They have the ability to generate powerful gusts of wind where applicable.
- Bonus turn is skipped
- Up to twice per round, you can reroll any of your rolls.
- Immunity to effects that affect eyesight.
When Wind Keese dies, it has a team drop of 50 Rupees, and it drops a Gale Seed, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Keese can learn and use this skill.
- DESCRIPTION: Keese has the innate ability to locate enemies and prey even in complete darkness; making it impossible to hinder their attacks by preventing visibility.
- Attack Dice: +3
- EFFECT: You are unaffected by any effects that affect their eyes or their visibility.
- RESTRICTIONS: This is an Innate Skill. Only Wind Keese can learn and use this skill.
- DESCRIPTION: Wind Keese has the innate ability to fly swiftly using their sharp, airy wings to adeptly evade attack.
- Defense Dice: +3
- EFFECT: Up to twice per round, you can reroll any of your rolls.
- Stat Point Cost: 3
- DESCRIPTION: You enter battles in a flash, though it's too fast for an extra move.
- Initiative: +0d8
- EFFECT: If you get a Bonus Turn, it's skipped.
- REQUIREMENTS: Nature
- DESCRIPTION: Wind Keese calls the wind to its control briefly and charges a target, slashing them with the wind.
- Roll your Courage +2 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you gain 1 Attack Dice & Defense Dice.
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: Blast a torrent of powerful winds at a target.
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, the target is thrown off balance and gets Delayed.
- Target’s next attack is delayed by 2 Turns, which then removes Delayed.
- REQUIREMENTS: Nature
- COSTS: 1 Magic
- DESCRIPTION: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.
- EFFECT: Target recovers 4 Hearts.
- Power: 4 (+0)
- Courage: 11 (+0)
- Wisdom: 23 (+2)
- Hearts: 12/12 (+0)
- Magic: 6/6 (+2)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 4
- Armor: 0
Affinities: Shadow
Origin: The Ocarina of Time
These mysterious phantoms drift about Hyrule, hidden to the naked eye. More chilling than their wrappings and deep, glowing eyes are their lanterns, which glow with the seething light of their souls.
- Any damage you take and recovery you receive is delayed to the end of your next turn.
- Anyone that dies cannot be revived until there’s no Poes in the area.
- Every time someone dies, you recover 4 Hearts & 4 Magic.
If Poe dies, it has a team drop of 50 Rupees and a Splash Green Potion, which can be found here.
- RESTRICTIONS: This is an Innate Skill. Only Poes can learn and use this skill.
- DESCRIPTION: Poes are partially phased out of the physical realm, allowing them to temporarily desync with it to delay damage they would take.
- Magic: +2
- Defense Dice: +2
- EFFECT: Any damage you take and recovery you receive is delayed to the end of your next turn.
- RESTRICTIONS: This is an Innate Skill. Only Poes can learn and use this skill.
- DESCRIPTION: Serving as the soul reapers of the world, Poes naturally consume anyone that dies, recovering a portion of their health and energy.
- EFFECT 1: Anyone that dies cannot be revived until there’s no Poes in the area.
- EFFECT 2: Every time someone dies, you recover 4 Hearts & 4 Magic.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Shadow
- COSTS: 1 Magic
- DESCRIPTION: A basic Shadow spell that quickly strikes a target with sapling shadows.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: This can be rerolled once for free.
- REQUIREMENTS: Shadow
- COSTS: 2 Magic
- DESCRIPTION: Focus your violent thoughts into a shadow blade, striking your target’s mind directly.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: 3
- EFFECT: If it hits, select one of the target’s stats (Power, Courage, Wisdom, Hearts, or Magic) and siphon 2 from it.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: A veil of soothing yet threatening shadows surrounds a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to an ally.
- Offensive Spell:
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, remove up to 4 of a selected Stat Bonus from the target.
Support Spell:
EFFECT 1: Remove one Light Named Effect from the target.
EFFECT 2: Additionally, remove one Negative Stat Bonus from the target.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Surround someone with a Shadow, which grants them a chance to revoke an instance of time itself.
- EFFECT: Target gains 2 Temporary Reroll Points.
- These automatically expire at the end of the battle, whether they’re used or not.
- REQUIREMENTS: Shadow
- COSTS: 5 Magic
- DESCRIPTION: A deathly barrier surrounds an ally, preventing them from dying.
- EFFECT: Target becomes Undead:
- Target cannot die. However, if the target has 1 Heart left, any damage they would take instead drains their Magic.
- DURATION: One round.
- DESCRIPTION: Souls... give me your SOULS! While it doesn't have much power, it makes up for being able to siphon Magic from its targets. Can hit a target with Siphoning Strike.
- EFFECT: Once per round, at any time, you can transfer any amount of your Magic to any other target.
- Siphoning Strike:
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, siphon Magic from the target to anyone else, up to an amount equal to the damage dealt.
- DESCRIPTION: A lantern as a shield? Who does that? With this, you can sell part of your soul with Magic to block an attack with the Soul Defense ability.
- Defense Dice: +2
- Soul Defense:
- RESTRICTIONS: This can only be used once per battle
- COSTS: 2 Magic
- EFFECT: When defending, you can override your defending stat with Wisdom.
- DESCRIPTION: Enchanted by protectful spirits, this robe amplifies the power of the user’s mind. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Wisdom: +2
Augmented Mode:
COSTS: 4 Magic at the start of each round to maintain
Wisdom: +7
Yay, you’ve completed the Combat Tutorial! As an extra bonus, have another 250 Rupees & 3 Heart Containers.
You’re free to change your Stats, Affinities, & Race around until you actually embark on your first quest, which is generally about a week from the completion of the Combat Tutorial. Enjoy!
|