9-12-15: Dungeon of Shenanigans - WindStrike - 09-09-2015
You folks want shenanigans? I got plenty of shenanigans for this one!
Party:
Here's the map for the interior of the dungeon!
If you're in this quest, you have a Hookshot. If you don't have one, now you do:
- DESCRIPTION: The Hookshot fires a chained, miniature harpoon at a target, which can reach up to 50 feet away.
- EFFECT: This harpoon can pull you towards objects or vice versa.
- Can pull you towards any wooden surface, soft surface, or Hookshot Target.
- Can pull Small Objects towards you.
- The chain cannot lock.
It can also be fired at a target in battle.
Roll your Courage +3 dice vs. targets' Courage dice
Damage: None
EFFECT: If it hits, reel towards the target.
When you get up to the target, you can follow up with a melee attack.
The melee attack will gain successes equal to your Total Affinity Levels * 2.
[box=Hookshot][list]
[*][b]DESCRIPTION[/b]: The [b]Hookshot[/b] fires a chained, miniature harpoon at a target, which can reach up to 50 feet away.[list]
[*][b]EFFECT[/b]: This harpoon can pull you towards objects or vice versa.[list]
[*]Can pull you towards any wooden surface, soft surface, or [b]Hookshot Target[/b].
[*]Can pull [i]Small Objects[/i] towards you.
[*]The chain cannot lock.[/list]
[*]It can also be fired at a target in battle.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, reel towards the target.[list]
[*]When you get up to the target, you can follow up with a melee attack.
[*]The melee attack will gain successes equal to your [b]Total Affinity Levels[/b] * 2.
[/list][/list][/list][/list][/list][/box]
Have some magic shackles!
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects.
- DESCRIPTION: A pair of handcuffs that magically wrap around the target’s wrists, no matter who or what the target is. That’s right, you can even handcuff a Gleeok… not that they really have hands.
- EFFECT 1: When you would kill a target, instead reduce the target to 1 Heart and cuff them with the Magic Shackles, preventing them from doing anything, save for talking.
- Though, it also comes with a Magical Duct Tape option.
EFFECT 2: Shackles on a target can be broken if it takes at least 5 Damage in a single hit.
[box=Magic Shackles][list]
[*][b]INFORMATION[/b]: [color=red][i]This item is passive. Having it in your inventory is enough for its effects.[/i][/color]
[*][b]DESCRIPTION[/b]: A pair of handcuffs that magically wrap around the target’s wrists, no matter who or what the target is. That’s right, you can even handcuff a [b]Gleeok[/b]… not that they really have hands.[list]
[*][b]EFFECT 1[/b]: When you would kill a target, instead reduce the target to [Heart]1[/Heart] and cuff them with the [b]Magic Shackles[/b], preventing them from doing anything, save for talking.[list]
[*]Though, it also comes with a [b]Magical Duct Tape[/b] option.
[/list]
[*][b]EFFECT 2[/b]: Shackles on a target can be broken if it takes at least [b]5 Damage[/b] in a single hit.
[/list][/list][/box]
RE: 9-12-15: Dungeon of Madness - WindStrike - 11-29-2015
Mini-Bosses
- Power: 18 (+3)
- Courage: 7 (+3)
- Wisdom: 16 (+3)
- Hearts: 10/10 (+0)
- Magic: 9/9 (+0)
- EXP: 3/50
- Stat Points: 0
- Stat Points (Used): 60
- Reroll Points: 0
- Rupees: 312
- Gold Coins: 0
- Reisano Coins: 0
Shadow (Level: 2)
Light (Level: 1)
A Kokiri engulfed in a dark flame, which should be killing him, but for some reason, it’s giving him power… and making him berserk. It’s hard to tell anything else about the fellow as long as he’s like this.
- Initiative: +0d4
- Damage: +3 with shield-based attacks
- Armor: +10
- Every time you’re attacked, you lose 2 Armor.
Attack Dice: +3 every time Dark Energy Mass is hit
Defense Dice: +4
When hit in melee, attacker automatically takes 6 Damage.
Stats: +3 Power, Courage & Wisdom
Recovery 1: At the start of each round, siphon to full Hearts & Magic using Dark Energy Mass.
Recovery 2: 3 Magic when you hit
If Fondo dies, any equipped Items he has are dropped.
If Fondo is cleansed of the Dark Energy, he will instead drop something else.
[box=Iron Ball and Chain][list]
[*][b]REQUIREMENTS[/b]: [Level=10] and at least 20 [Power]
[*][b]DESCRIPTION[/b]: Consisting of an intimidating spiked ball attached to a long, sturdy metal chain; this simple [b]Ball and Chain[/b] plows through defenses and can even destroy them. Can use [b]Shield Smash[/b] or [b]Armor Smash[/b] on a target.[list]
[*][b]Shield Smash[/b]:[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT 1[/b]: If it hits, target gets two stacks of the [b]Defense Down[/b] [u]Affliction[/u]:[list]
[*]Target loses [b]3 Defense Dice[/b].
[/list]
[*][b]EFFECT 2[/b]: Afterwards, if target’s [b]Defense Dice & Successes[/b] bonuses are reduced to 0 or less as a result, any [b]Shields[/b] the target has equipped become disabled.[list]
[*][b]DURATION[/b]: For the remainder of the battle or until target’s [b]Defense Dice & Successes[/b] are above 0.
[/list][/list][/list]
[*][b]Armor Smash[/b]:[list]
[*][dice type-a=Power amount-a=-6 type-b=Courage][list]
[*][b]Damage[/b]: +5
[*][b]EFFECT 1[/b]: If it hits, target gets two stacks of the [b]Armor Down[/b] [u]Affliction[/u]:[list]
[*]Target loses [b]3 Armor[/b].
[/list]
[*][b]EFFECT 2[/b]: Afterwards, if target’s [b]Armor[/b] bonus is reduced to 0 as a result, any [b]Armor[/b] (item) the target has equipped become disabled.[list]
[*][b]DURATION[/b]: For the remainder of the battle or until target’s [b]Armor[/b] is above 0.
[/list][/list][/list][/list][/list][/box]
[box=Spiked Shield][list]
[*][b]REQUIREMENTS[/b]: [Level=10]
[*][b]DESCRIPTION[/b]: A broad Spiked Shield, often carried by [b]Bokoblins[/b], that hurts attackers when they enter melee combat with the holder.[list]
[*][b]Defense Dice[/b]: +4
[*][b]EFFECT 1[/b]: When you are hit with a melee attack, the attacker automatically takes [b]6 Damage[/b].
[*][b]EFFECT 2[/b]: Any attacks used with this shield gain [b]3 Damage[/b].
[/list][/list][/box]
[box=Gravekeeper's Armor of Cloaks][list]
[*][b]REQUIREMENTS[/b]: [Level=10]
[*][b]DESCRIPTION[/b]: A powerful armor, cloaked under a series of other cloaks that cloak themselves with cloaks.[list]
[*][b]Armor[/b]: +10
[*][b]EFFECT 1[/b]: Once you equip this armor, you cannot unequip it until its [b]Armor[/b] is reduced to +0.
[*][b]EFFECT 2[/b]: Every time you're attacked (hit or not), one of the cloaks burns off, and this armor loses [b]2 Armor[/b], down to a minimum of +0.[list]
[*]At the end of the battle, the cloaks magically find their ways back home and rematerialize, adding themselves back to your armor of cloaks of cloaks and resetting the [b]Armor[/b] to +10.
[/list][/list][/list][/box]
- 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).
- RESTRICTIONS: This is an Innate Skill. Only Kokiri can learn and use this skill.
- REQUIREMENTS: Level 10
- COSTS: 3 Magic
- CHARGE: 1 Turn
- Begin charging by channeling a burst of Magic to your legs.
DESCRIPTION: Once charged, you can cause the Magic in your legs to explode, flinging you at extreme speeds towards a target. GOTTA GO FAST!
Roll your Courage +15 dice vs. targets' Courage dice
Damage: None
IF SUCCEED: You can immediately follow up with a melee attack on the target, gaining Bonus Dice on the attack equal to the difference in successes.
IF FAIL: If either this dash or the follow-up attack fails, you fly past the target and tumble painfully across the ground, taking Damage equal to the difference in successes from the dash.
- REQUIREMENTS: Level 10 and 16 Base Power
- COSTS: 4 Magic
- DESCRIPTION: Gather up your strength and release it at a target in a burst of magical energy.
- Roll your Power +5 dice vs. targets' Power dice
- Damage: +4
- EFFECT: Siphon 6 Power from the target.
- IF FAIL: The target siphons 6 Power from you.
- DURATION: These effects last for the remainder of the battle.
- REQUIREMENTS: Level 10
- COSTS: 5 Magic
- DESCRIPTION: Use your Magic to amplify your voice, so you can shriek like the most annoying girl you can think of. The resounding wave of painful terror resonates to all of your enemies.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Neutral Damage: 2
- EFFECT: If it hits, target(s) hit get one stack of the Armor Down Affliction:
- Target loses 3 Armor.
- RESTRICTIONS: This skill can only be used once per battle.
- COSTS: 1 Magic for each stack of every Affliction you have
- DESCRIPTION: Draw upon your inner powers to purify yourself.
- EFFECT: Remove all Status Effects and all stacks of them from yourself, including Buffs and Afflictions.
- COSTS: 3 Magic
- DESCRIPTION: Spikes line someone’s armor. If the armor is already spiky, well now it's even spikier.
- EFFECT: Give a target that’s wearing armor (item) one stack of the Spiked Carapace Buff.
- If someone successfully hits you in melee combat, the attacker takes Damage equal to the damage you took from the attack.
- No effects from the attack are applied to the attacker.
- Stacking Spiked Carapace only acts as a buffer.
- DURATION: After you are hit by an attack, one stack of Spiked Carapace is removed.
- RESTRICTIONS: This is an Innate Skill. Only those engulfed in Dark Flames can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: You are consumed by a dark and powerful energy. You have lost your free will, and will serve the forces of darkness.
- EFFECT 1: As long as there is a nearby Dark Energy Mass, you will continue to feed off it and grow in power:
- At the start of each round, siphon Hearts and Magic from a nearby Dark Energy Mass until you’re at Maximum Hearts & Magic.
- Every time a Dark Energy Mass is hit, darkness consumes your life yet empowers you, causing you to take 2 Neutral Damage, but you also gain 3 Attack Dice.
EFFECT 2: If any nearby Dark Energy Masses are dead and you run out of Magic, Dark Energy dissipates from you.
- RESTRICTIONS: This is an Innate Skill. Only Kokiri can learn and use this skill.
- DESCRIPTION: Because of their size, Kokiri are naturally able to sneak through crowds of similar or lower level people or creatures undetected.
- RESTRICTIONS: This is an Innate Skill. Only Kokiri can learn and use this skill. There’s no limit on Innate Skills.
- REQUIREMENTS: Level 10
- DESCRIPTION: Kokiri are quick and nimble, giving them a higher chance to go first in battle.
- Initiative: +0d4
- 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: Your strength, agility, and intelligence are increased, based on your elemental power levels.
- EFFECT: Your Power, Courage, and Wisdom stats are increased by #, where # = your Total Affinity Levels.
- RESTRICTION 1: This is a Defensive Skill. You may only have one Defensive Skill enabled at a time. All others must be set to (Disabled).
- RESTRICTION 2: You can only activate Hanging On once per battle.
- DESCRIPTION: You are capable of surviving an attack that would normally kill you.
- EFFECT: If your Hearts are at 50% or higher and an attack hits you that would kill you, you can activate this skill.
- Your Hearts are reduced to 1 instead.
- 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: You recover Magic from your enemies with every strike.
- EFFECT: Once per turn, when you successfully land an attack, you recover 1 Magic * your Total Affinity Levels.
- REQUIREMENTS: Light (Level: 1)
- COSTS: 3 Magic
- DESCRIPTION: Three beams of Light energy descend from the sky and surround a target, striking them. The more beams that hit, the more intense the burning that the Light causes. Each beam is rolled separately.
- EFFECT: This bypasses Cover.
- Roll your Wisdom dice vs. targets' Wisdom dice * 3
- Damage:
- If only one beam hits, the total damage dealt is 1 Damage.
- If two of the three beams hit, the total damage dealt is 5 Damage.
- If all three beams hit, the total damage dealt is 10 Damage.
- REQUIREMENTS: Level 10 and Shadow (Level: 2)
- COSTS: 6 Magic
- DESCRIPTION: Fling a blade of shadows at a target, which can give you a speed boost.
- Roll your Wisdom +5 dice vs. targets' Courage dice
- Damage: +0
- EFFECT 1: Ignores half of target’s Armor.
- EFFECT 2: You get two stacks of the Courage Up Buff:
- Your Courage is increased by 3.
- REQUIREMENTS: Light (Level: 1)
- COSTS: 3 Magic
- DESCRIPTION: Accelerate a target using a tiny bit of the speed of Light.
- EFFECT: Give a target one stack of the Haste, Alpha Buff:
- Target gains # Attack & Defense Dice, where # = your Level / 10, rounded up
- This bonus is doubled if the target is doing a reroll.
- This effect of Haste does not stack.
- REQUIREMENTS: Level 10 and Shadow (Level: 2)
- COSTS: 3 Magic
- DESCRIPTION: Surround a target with a bubble of shadows that alter time and space around the target to a small extent.
- EFFECT: Target gets one stack of the Second Chance Buff:
- Once per round, target can reroll any of their rolls.
- Stacking this only counts as a buffer.
- REQUIREMENTS: Level 10 and at least 20 Power
- DESCRIPTION: Consisting of an intimidating spiked ball attached to a long, sturdy metal chain; this simple Ball and Chain plows through defenses and can even destroy them. Can use Shield Smash or Armor Smash on a target.
- Shield Smash:
- Roll your Power dice vs. targets' Power dice
- Damage: +0
- EFFECT 1: If it hits, target gets two stacks of the Defense Down Affliction:
- Target loses 3 Defense Dice.
EFFECT 2: Afterwards, if target’s Defense Dice & Successes bonuses are reduced to 0 or less as a result, any Shields the target has equipped become disabled.
DURATION: For the remainder of the battle or until target’s Defense Dice & Successes are above 0.
Armor Smash:
Roll your Power -6 dice vs. targets' Courage dice
Damage: +5
EFFECT 1: If it hits, target gets two stacks of the Armor Down Affliction:
Target loses 3 Armor.
EFFECT 2: Afterwards, if target’s Armor bonus is reduced to 0 as a result, any Armor (item) the target has equipped become disabled.
DURATION: For the remainder of the battle or until target’s Armor is above 0.
- REQUIREMENTS: Level 10
- DESCRIPTION: A broad Spiked Shield, often carried by Bokoblins, that hurts attackers when they enter melee combat with the holder.
- Defense Dice: +4
- EFFECT 1: When you are hit with a melee attack, the attacker automatically takes 6 Damage.
- EFFECT 2: Any attacks used with this shield gain 3 Damage.
- REQUIREMENTS: Level 10
- DESCRIPTION: A powerful armor, cloaked under a series of other cloaks that cloak themselves with cloaks.
- Armor: +10
- EFFECT 1: Once you equip this armor, you cannot unequip it until its Armor is reduced to +0.
- EFFECT 2: Every time you're attacked (hit or not), one of the cloaks burns off, and this armor loses 2 Armor, down to a minimum of +0.
- At the end of the battle, the cloaks magically find their ways back home and rematerialize, adding themselves back to your armor of cloaks of cloaks and resetting the Armor to +10.
- Power: 0 (+0)
- Courage: 0 (+0)
- Wisdom: 0 (+0)
- Hearts: 80/80 (+0)
- Magic: 20/20 (+0)
Origin: ZURPG
A putrid mass of dark energy that seems to try and latch onto anything that comes close to it. It naturally feeds its own life and energy to anyone engulfed in Dark Flames
- Recovery: Siphon 1 Heart from everyone at the start of each round
- RESTRICTIONS: This is an Innate Skill. Only Dark Energy Masses can learn and use this skill. There is no limit on Innate Skills.
- DESCRIPTION: The bloated mass of darkness naturally saps the life away from everything in the area.
- EFFECT: At the start of each round, siphon 1 Heart (ignoring Armor) from everyone that doesn’t have the Dark Energy Innate Skill.
- Power: 15 (+0)
- Courage: 20 (+0)
- Wisdom: 15 (+0)
- Hearts: 35/35 (+6)
- Magic: 20/20 (+6)
Fire (Level: 2), Shadow (Level: 2)
Origin: Bacon, The Black Bubble
A floating skull, once engulfed in red flames with wobbly eyes, as it followed its previous master, Alexander. But when his master left him behind and didn’t come back, Bacon The Bubble felt betrayed. And now, with the power of the Dark Energy, he has returned, stronger than ever… and with a VENGEANCE.
- Initiative: 2d9
- Armor: +5
- Attack Dice: +3 every time a Dark Energy Mass is hit
- Defense Dice: +5
- Defense: Attack block, once per round
- Stats: +6 Hearts, +6 Magic
- Recovery: 2 Hearts & 2 Magic per hit
- Can also recover 2 Hearts & 2 Magic from Kraken Shell
If Bacon, The Black Bubble dies, it drops a Fire Scroll and a Shadow Scroll:
- Fire Scroll:
- Amount: 1
- DESCRIPTION: A scroll with letters inscribed with burning ink. Choose one of the two below.
- It can teach you a Fire Offensive Spell.
- It can teach you a Fire Support Spell.
Once this scroll is used, the burning ink sets the scroll ablaze, consuming it in fire.
Shadow Scroll:
Amount: 1
DESCRIPTION: A scroll with letters that phase in an out of reality. Choose one of the two below.
It can teach you a Shadow Offensive Spell.
It can teach you a Shadow Support Spell.
Once this scroll is used, the scroll warps in on itself and fades from existence.
[box=Fire Scroll][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A scroll with letters inscribed with burning ink. Choose one of the two below.[list]
[*]It can teach you a [url=http://zurpg.sephiroth.ws/thread-741.html][b][Fire] Offensive Spell[/b][/url].
[*]It can teach you a [url=http://zurpg.sephiroth.ws/thread-748.html][b][Fire] Support Spell[/b][/url].
[/list]
[*]Once this scroll is used, the burning ink sets the scroll ablaze, consuming it in fire.
[/list][/box]
[box=Shadow Scroll][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A scroll with letters that phase in an out of reality. Choose one of the two below.[list]
[*]It can teach you a [url=http://zurpg.sephiroth.ws/thread-745.html][b][Shadow] Offensive Spell[/b][/url].
[*]It can teach you a [url=http://zurpg.sephiroth.ws/thread-752.html][b][Shadow] Support Spell[/b][/url].
[/list]
[*]Once this scroll is used, the scroll warps in on itself and fades from existence.
[/list][/box]
- RESTRICTIONS: This is an Innate Skill. Only those engulfed in Dark Flames can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: You are consumed by a dark and powerful energy. You have lost your free will, and will serve the forces of darkness.
- EFFECT 1: As long as there is a nearby Dark Energy Mass, you will continue to feed off it and grow in power:
- At the start of each round, siphon Hearts and Magic from a nearby Dark Energy Mass until you’re at Maximum Hearts & Magic.
- Every time a Dark Energy Mass is hit, darkness consumes your life yet empowers you, causing you to take 2 Neutral Damage, but you also gain 3 Attack Dice.
EFFECT 2: If any nearby Dark Energy Masses are dead and you run out of Magic, Dark Energy dissipates from you.
- RESTRICTIONS: This is an Innate Skill. Only BS Mini-Bosses and Bosses can use this OP skill. Mwahahahahah.
- DESCRIPTION: Why have one turn a round when you can have TWO turns?
- EFFECT: Roll 2d9 for Initiative.
- DESCRIPTION: Bacon is so racist, he has Armor against bla Bacon, engulfed in loneliness and despair, is shrouded in black flames of sorrow, which depresses oncoming attacks into becoming so sad, they just stop existing.
- Defense Dice: +5
- Armor: +5
- EFFECT 1: Every time Bacon successfully defends an attack, it recovers Hearts & Magic equal to the difference in successes.
- EFFECT 2: Once per round, if Bacon would be attacked, it can engulf the attack in crying flames, stopping it completely. This must be called before the defense roll.
- EFFECT 3: If Bacon runs out of Magic, it will automatically die and fall to the ground as a lifeless skull. You sinners!
- DESCRIPTION: Bacon doesn’t come back to life by getting infusions. It gives life back to its enemies to bring them back… but under Bacon’s control!
- EFFECT: Target a corpse. Transfer Magic from you to the target equal to the target’s Maximum Hearts, and if you do, the target comes back to life… under Bacon’s command!
- 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: Your durability and magic pool are increased, based on your elemental power levels.
- EFFECT: Your Hearts and Magic stats are increased by 6 each.
- RESTRICTIONS: This is an Offensive Skill. You may only have one Offensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: If you're a lucksack, you'll be taking enemies out for the Tanuki Mario Raccoons to feast on.
- EFFECT: Once per turn, before you make an attack roll, roll $1d4.
- If the result is a 4, your attack gains Attack Dice equal to your Total Affinity Levels * 3.
- RESTRICTIONS: This is a Defensive Skill. You may only have one Defensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Behold! You are a KRAKEN! No you're not, but now you feel kind of like one. Maybe you just feel like the skin of a Kraken. Oh well, enjoy.
- EFFECT: Every time you lose 6 Hearts or more from any damage instance, you can select one stack of a Status Effect that you have... and eat it.
- As a result, you recover 2 Hearts and 2 Magic.
- 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: You recover Hearts and Magic from your enemies with every strike.
- EFFECT: Once per turn, when you successfully land an attack, you recover 2 Hearts & 2 Magic.
[/list]
- RESTRICTIONS: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: This gives you the ability to counterattack people with a specific attack.
- COUNTERATTACK: If you meet one of the following CONDITIONS, you can Counterattack by using Black Disable.
- CONDITION 1: If your Successes when defending are at least twice as great as the attacker’s Successes.
- CONDITION 2: When you would "automatically get the chance to Counterattack".
- DESCRIPTION: Empowered by racism Bacon suddenly flies at a target at high velocities, powered by its black flames.
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: Disable the use of either Skills, Spells, or Items for the target.
- DURATION: Until Bacon dies. YOU WOULDN’T KILL BACON, WOULD YOU?
- 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: Level 10 and Fire (Level: 2)
- COSTS: 4 Magic
- DESCRIPTION: Shoot a slow moving ball of fire at a target.
- Roll your Wisdom -3 dice vs. targets' Wisdom dice
- Damage: +4
- EFFECT: Afterwards (successful or not), the fireball explodes in a rain of sparks that hit all enemies at the same success rate.
- Targets roll Wisdom to defend.
- Damage: 8
- REQUIREMENTS: Level 10, Fire (Level: 1) and Shadow (Level: 1)
- COSTS: 8 Magic
- DESCRIPTION: Shadowy flames engulf a target, burning him for using spells.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target gets one stack of the Suppressive Flames Affliction:
- When target casts an Offensive Spell, they lose Successes on it equal to twice the Magic Cost of the spell.
- Stacking Suppressive Flames only acts as a buffer.
- REQUIREMENTS: Fire (Level: 1)
- COSTS: 3 Magic
- DESCRIPTION: Surround a target with a magical ring of Fire that damages nearby targets.
- EFFECT: Give a target one stack of the Veil of Flames, Alpha Buff:
- Anyone that fights the target in melee combat automatically takes # Neutral Damage, where # = your Level / 10, rounded up
- REQUIREMENTS: Fire (Level: 1)
- COSTS: 2 Magic
- DESCRIPTION: A gentle flame graces a target, causing a slight burn while also cleansing him.
- EFFECT: Remove one stack of any Affliction from the target.
- As a result, target takes 1 Neutral Damage.
- REQUIREMENTS: Level 10 and Shadow (Level: 2)
- COSTS: 3 Magic
- DESCRIPTION: Surround a target with a bubble of shadows that alter time and space around the target to a small extent.
- EFFECT: Target gets one stack of the Second Chance Buff:
- Once per round, target can reroll any of their rolls.
- Stacking this only counts as a buffer.
- Power: 0 (+0)
- Courage: 0 (+0)
- Wisdom: 0 (+0)
- Hearts: 80/80 (+0)
- Magic: 20/20 (+0)
Origin: ZURPG
A putrid mass of dark energy that seems to try and latch onto anything that comes close to it. It naturally feeds its own life and energy to anyone engulfed in Dark Flames.
THIS IS VERSION 2. WE AIN'T DAT VISTA CRAP!
- Recovery: Siphon 1 Heart from everyone at the start of each round
- RESTRICTIONS: This is an Innate Skill. Only Dark Energy Masses can learn and use this skill. There is no limit on Innate Skills.
- DESCRIPTION: The bloated mass of darkness naturally saps the life away from everything in the area.
- EFFECT: At the start of each round, siphon 1 Heart (ignoring Armor) from everyone that doesn’t have the Dark Energy Innate Skill or isn’t a Dark Energy Mass.
- DESCRIPTION: The mass sends part of its energies at a target, trying to sap everything from them!
- Roll your Maximum Magic dice vs. targets’ Maximum Magic dice
- Damage: None
- EFFECT: Siphon Hearts & Magic from the target equal to half the difference in successes, ignoring Armor.
RE: 9-12-15: Dungeon of Shenanigans - WindStrike - 01-14-2016
- Power: 20 (+0)
- Courage: 15 (+0)
- Wisdom: 10 (+0)
- Hearts: 12/12 (+0)
- Magic: 3/3 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 2
Affinities: Fire
Origin: Zelda 1
These bipedal beasts have the appearance of wolves. A closer examination would reveal a more eldritch origin - that is, if you can get close enough to examine them without being struck in the back by their wicked boomerangs.
- Recover 2 Hearts & 1 Magic on-hit
- Attack me for Mimic, suckers!
- An additional +6 Armor again 30+ Dice attacks
- Every time you hit a target, you gain 2 Attack Dice against that target. This stacks until they die.
If Red Goriya dies, it has a team drop of 75 Rupees and drops 1 Bait.
- Amount: 1
- SELL VALUE: 50 Rupees
- DESCRIPTION: A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great? You can Eat It! or Throw It!:
- Eat It!:
- EFFECT: You can eat the bait to recover 6 Hearts.
Throw It!:
DESCRIPTION: You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.
Roll your Wisdom +8 dice vs. targets' Wisdom dice
Damage: None
EFFECT: Any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.
This counts as using a Support Action.
Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.
[box=Bait][list]
[*][Amount]1[/Amount]
[*][b]SELL VALUE[/b]: [Rupees]50[/Rupees]
[*][b]DESCRIPTION[/b]: A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great? You can [b]Eat It![/b] or [b]Throw It![/b]:[list]
[*][b]Eat It![/b]:[list]
[*][b]EFFECT[/b]: You can eat the bait to recover [Hearts]6[/Hearts].
[/list]
[*][b]Throw It![/b]:[list]
[*][b]DESCRIPTION[/b]: You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.[list]
[*]This counts as using a [b]Support Action[/b].
[*]Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.
[/list][/list][/list][/list][/list][/box]
- RESTRICTIONS: This is an Innate Skill. Only Red & Blue Goriyas can learn and use this skill.
- DESCRIPTION: Goriyas naturally copy the movements of their attackers, copying both their offense and defense.
- EFFECT 1: After being attacked (whether hit or not), you gain all of the target’s Bonuses, which includes the following:
- Power, Courage, Wisdom, Attack Dice, and Defense Dice
EFFECT 2: You can only retain one person’s Bonuses at a time, meaning after different person attacks you, you lose the first person’s Bonuses and gain the second person’s Bonuses.
- RESTRICTIONS: This is an Innate Skill. Only Red Goriyas can learn and use this skill.
- DESCRIPTION: Red Goriyas love to single out targets, even if their boomerangs naturally cause them to hit multiple targets. As such, the more they hit a target, the higher bonus against them.
- EFFECT: Every time you hit a target, you gain 2 Attack Dice against that target. This stacks until they die.
- Point Cost: 3 per stack
- DESCRIPTION: You recover Hearts from your enemies with every strike.
- EFFECT: Once per turn, when you successfully land an attack, you recover 2 Hearts per stack.
- Point Cost: 2 per stack
- DESCRIPTION: You recover Magic from your enemies with every strike.
- EFFECT: Once per turn, when you successfully land an attack, you recover 1 Magic per stack.
- 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: Fire
- COSTS: 1 Magic
- DESCRIPTION: A gentle flame graces a target.
- EFFECT: Remove 1 stack of an Affliction from the target; as a result, the target also takes 1 Neutral Damage.
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
- EFFECT: Target gains 3 Attack Dice.
- DESCRIPTION: A nice, metal boomerang, duct tape'd to the brim with spikes. It's a wonder you can even hold it, much less throw it. You can hit a target with Throw or use Golden Throw.
- Throw:
- Roll your Power dice vs. targets' Power dice
- Damage: -3
- EFFECT: If it hits, the Spiked Boomerang bounces off and directs itself towards one more target at the same success rate.
- This effect does not proc itself again.
Golden Throw:
CHARGE: 1 Turn
Begin charging by forgetting your Spiked Boomerang exists... wait what?
DESCRIPTION: Once charged, your boomerang disappears, and when you want to hit something with it, it will reappear and remember itself, teleporting directly behind a target.
Roll your Power +6 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: This attack ignores target’s Bonus Defense Dice.
- DESCRIPTION: A lightweight set of Armor that compresses as the wearer is attacked by a strong or accurate attack.
- Armor: +2
- EFFECT: If you are targeted by an attack that has an attacking roll of at least 30 Dice, the Armor bonus this Armor provides increases from +2 to +8 for the duration of the attack.
- Power: 16 (+0)
- Courage: 16 (+0)
- Wisdom: 4 (+0)
- Hearts: 19/19 (+1)
- Magic: 5/5 (+0)
- Initiative: $init 1d10
- Attack Dice: 2
- Defense Dice: 6
- Armor: 6
Affinities: Nature
Origin: Zelda 1
Moblins are thuggish, unintelligent, porcine creatures that nonetheless can hold their own in a fight. However, they will submit to a higher command if they are ordered as such. These particular Moblins are very bulky and hard to kill. They also know some basic Magic to heal and protect their allies.
- Allies also gain 2 Attack Dice & Defense Dice
- Once per round, remove 1 stack of an Affliction from yourself
If Moblin dies, it has a team drop of 75 Rupees and an item.
- Amount: 1
- SELL VALUE: 50 Rupees
- DESCRIPTION: A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great? You can Eat It! or Throw It!:
- Eat It!:
- EFFECT: You can eat the bait to recover 6 Hearts.
Throw It!:
DESCRIPTION: You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.
Roll your Wisdom +8 dice vs. targets' Wisdom dice
Damage: None
EFFECT: Any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.
This counts as using a Support Action.
Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.
[box=Bait][list]
[*][Amount]1[/Amount]
[*][b]SELL VALUE[/b]: [Rupees]50[/Rupees]
[*][b]DESCRIPTION[/b]: A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great? You can [b]Eat It![/b] or [b]Throw It![/b]:[list]
[*][b]Eat It![/b]:[list]
[*][b]EFFECT[/b]: You can eat the bait to recover [Hearts]6[/Hearts].
[/list]
[*][b]Throw It![/b]:[list]
[*][b]DESCRIPTION[/b]: You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.[list]
[*]This counts as using a [b]Support Action[/b].
[*]Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.
[/list][/list][/list][/list][/list][/box]
- RESTRICTION 1: This is an Innate Skill. Only Moblins can learn and use this skill.
- RESTRICTION 2: Only one Mob Mentality among Moblins can be active at a time.
- DESCRIPTION: Moblins have a powerful command-oriented mentality, and they share its energy passively with their allies.
- EFFECT: You and your allies gain 2 Attack Dice & Defense Dice.
- Point Cost: 1
- DESCRIPTION: Increases your health.
- Hearts: +1/1 per stack
- Point Cost: 4
- DESCRIPTION: A cleansing bubble surrounds you, periodically protecting you from various effects.
- EFFECT: Once per round, at any time, you can remove one stack of an Affliction you have.
- CHARGE: 1 Turn
- Start charging by bracing yourself into the ground. Once charged, you gain a defensive bonus.
- Defense Dice: +2
- Armor: +2
- If you use any attack too early, you use this charge, cancelling the defensive bonuses.
DESCRIPTION: You use this charge to select a target and charge them at full speed.
Roll your Power +8 dice vs. targets' Power dice
Damage: +0
EFFECT: Knock away one of the target’s equipped Handheld Items.
The item lays on the ground. Anyone can then spend a Support Action to pick it up and stash it in their inventory.
- 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: 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 shield of leaves appears around the target, protecting them from attacks.
- EFFECT: Target gains 2 Defense Dice.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A long spear with a steel tip, capable of warding off small attacks and piercing through light defenses. You can swing at two enemies at once with a Slash, or you can Stab one target.
- Defense Dice: +4
- Slash:
- Roll your Courage dice vs. targets' Courage dice
- Damage: +0
Stab:
Roll your Courage dice vs. targets' Power dice
Damage: +7
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +4
- Power: 15 (+2)
- Courage: 24 (+2)
- Wisdom: 10 (+2)
- Hearts: 5/5 (+1)
- Magic: 6/6 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: Fire
Origin: Zelda 1
These small, colored balls of slime bounce around seemingly at random, causing sticky havoc wherever they go. Although they seem small and insignificant, should they pack together as a swarm, they’ll be a force to be reckoned with.
- You take half damage against Magic-based attacks.
- For every other Gel there is, you gain 1 Courage, Power, & Wisdom.
- For every other Zol there is, you gain 2 Courage, Power, & Wisdom.
- You can Cover or Reverse Cover any target you want at any time for no Action Cost.
- If you have at least 6 Hearts, you can use Hanging On
If Gel dies, it has a team drop of 75 Rupees and its goo turns into a Magic Potion for you to drink later! … ew.
- Amount: 1
- SELL VALUE: 50 Rupees
- DESCRIPTION: A light green liquid that restores your magical powers when you drink it. This isn't actually poison, is it?
- EFFECT: Consume this to recover either:
- Recover 10 Magic... OR
- Half of your Maximum Magic.
[box=Green Potion][list]
[*][Amount]1[/Amount]
[*][b]SELL VALUE[/b]: [Rupees]50[/Rupees]
[*][b]DESCRIPTION[/b]: A light green liquid that restores your magical powers when you drink it. This isn't actually poison, is it?[list]
[*][b]EFFECT[/b]: Consume this to recover either:[list]
[*]Recover [Magic]10[/Magic]... OR
[*]Half of your [b]Maximum [Magic][/b].
[/list][/list][/list][/box]
- RESTRICTIONS: This is an Innate Skill. Only Gels & Zols can learn and use this skill.
- DESCRIPTION: Both Gels & Zols are super gooey, which naturally absorbs Magic.
- EFFECT: You take half damage against Magic-based attacks.
- RESTRICTIONS: This is an Innate Skill. Only Gels & Zols can learn and use this skill.
- DESCRIPTION: The collective gooey power emanating from the sheer amount of goo caused by Gels & Zols causes them to grow in power together!
- Power, Courage, & Wisdom: +2
- EFFECT 1: For every other Gel there is, you gain 1 Courage, Power, & Wisdom.
- EFFECT 2: For every other Zol there is, you gain 2 Courage, Power, & Wisdom.
- RESTRICTIONS: This is an Innate Skill. Only Gels can learn and use this skill.
- DESCRIPTION: With their high speed and their collective minds, they’re able to switch themselves in and out of the frontlines, determining who gets hit and who stays in the back.
- EFFECT: You can Cover or use Reverse Cover on any target you want at any time for no Action Cost.
- Point Cost: 1 per stack
- DESCRIPTION: Increases your health.
- Hearts: +1/1 per stack
- Point Cost: 4
- RESTRICTIONS: You can only activate Hanging On once per battle.
- DESCRIPTION: You are capable of surviving a powerful attack that would normally kill you.
- EFFECT: If you have at least 6 Hearts before damage is calculated, you can activate this skill.
- Your Hearts are reduced to 1 instead.
- DESCRIPTION: Go! Leap forth and do a minor hop attack at a target, leaving goo all over them!
- Roll your Courage dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target is weighed down by the goo and loses 2 Power & Courage.
- DESCRIPTION: Use someone else’s body as a shield! Coward. Select an ally to use Reverse Cover on.
- EFFECT: The target is now using Cover on you. Convenient, you jerk.
- 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: Fire
- COSTS: 3 Magic
- DESCRIPTION: Surround a target with a magical ring of Fire that damages nearby targets.
- EFFECT: Give a target 1 stack of the Veil of Flames Buff:
- Anyone that fights the target in melee combat automatically takes 2 Neutral Damage.
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Cause a trail of flames to burn behind someone, setting their attackers on Fire.
- EFFECT: Target gets 1 stack of the Flame Trail Buff:
- When the target successfully defends an attack, the attacker is caught in the flames, taking 2 Neutral Damage.
RE: 9-12-15: Dungeon of Shenanigans - WindStrike - 01-29-2016
BOSS YO!
- Power: 10 (+0)
- Courage: 15 (+0)
- Wisdom: 12 (+0)
- Hearts: 40/40 (+0)
- Magic: 35/35 (+0)
- Initiative: $init 2d9
- Attack Dice: 0
- Defense Dice: 0
- Armor: 5
Affinities: Fire and Shadow
Origin: Zelda 1
It’s not just a Patra. The central fly is on Fire and dropping goopy lava wherever it goes, and each of its smaller flies that circle it are constantly sparking fireworks everywhere. Its corruption powers also allow Moltra to constantly siphon stats. The longer the battle goes, even when the little flies are gone, the more powerful Moltra itself is.
- Attack Dice & Defense Dice: +4 for each dead fly
- Once per turn, recover 1 Magic per hit
- Constant Immolation
- Spell Immunity
- Status Protection
- Calm
If Moltra dies, it has a team drop of 500 Rupees and triple the random item drop.
- RESTRICTIONS: This is an Innate Skill. Only Bosses can learn and use this skill.
- DESCRIPTION: Against a party of 3 or more players, you’re given the power to move twice as fast… LIKE A BOSS!
- Initiative: $2d9
- RESTRICTIONS: This is an Innate Skill. Only Moltra can learn and use this skill.
- DESCRIPTION: The main fly, although in flames, still has a blue coating beneath the flames that prevents spells from affecting it.
- Armor: +5
- EFFECT: Offensive Spells aimed at you automatically fail and bounce off you.
- RESTRICTIONS: This is an Innate Skill. Only Moltra can learn and use this skill.
- DESCRIPTION: A circle of smaller, burning flies surrounds the main one. The less there are, the faster they spin, and the crazier the main one’s flames burn.
- Attack Dice & Defense Dice: +4 for each dead fly
- EFFECT 1: There are 4 Flies. Each small fly has 20 Hearts and no Armor. They use the rest of your stats and bonuses though.
- EFFECT 2: Until the smaller flies die, you (the main fly) cannot be affected by anything except your own effects.
- RESTRICTIONS: This is an Innate Skill. Only Moltra can learn and use this skill.
- DESCRIPTION: The flames around Moltra and its smaller flies continue to burst and spark. Throughout the battle, its pain increases, both to itself and its enemies.
- EFFECT: At the start of each round, you (the main fly) and all of your enemies automatically take Neutral Damage equal to the Current Round #.
- Point Cost: 2 per stack
- DESCRIPTION: You recover Magic from your enemies with every strike.
- EFFECT: Once per turn, when you successfully land an attack, you recover 1 Magic per stack.
- Point Cost: 4
- DESCRIPTION: A cleansing bubble surrounds you, periodically protecting you from various effects.
- EFFECT: Once per round, at any time, you can remove one stack of an Affliction you have.
- Point Cost: 4
- DESCRIPTION: Your mental state remains calm, helping prevent changes to your stats.
- EFFECT: Any effects that would lower your Power, Courage, Wisdom, Hearts, and/or Magic stats are halved (rounded down).
- To clarify the rounding, if your Power would be reduced by 5, it’s instead only reduced by 2.
- DESCRIPTION: The smaller flies expand in a large ring, hitting all enemies.
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If there are two flies or less, the attack only does half damage.
- DESCRIPTION: Cause one of the smaller flies to suicide run a target.
- Roll your Courage +8 dice vs. targets' Courage dice
- Damage: None
- EFFECT 1: If it hits, the target takes Damage equal to the difference between the fly’s Current & Maximum Hearts.
- EFFECT 2: Afterwards, the fly explodes and dies.
- CHARGE: 1 Turn
- Begin charging by focusing your flames on one of the corpses of the flies.
DESCRIPTION: Once charged, the flames infuse the target fly with life.
EFFECT: Target is revived to half of its Maximum Hearts.
- 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: 2 Magic
- DESCRIPTION: Fire a bolt of energy that leaps from shadow to shadow to reach the enemy, at which point it fires from their own shadow to steal their Courage.
- EFFECT: Bypasses Cover
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Siphon 4 Courage from the target to you.
- REQUIREMENTS: Shadow
- COSTS: 6 Magic
- DESCRIPTION: Time to pay your enemies back! Take all the damage you've taken and concentrate it directly into your opponent's mind!
- EFFECT: Bonus Attack Dice & Defense Dice for both the attacker and the target are disabled for this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Transfer the memories of damage you've taken into the target's mind, causing them to take Neutral Damage equal to the difference between your Current Hearts and your Maximum Hearts.
- REQUIREMENTS: Shadow
- COSTS: 7 Magic
- DESCRIPTION: Out of spite and insanity, stress your mind severely and feed off a target’s mind and soul.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Siphon 6/6 Hearts & 3/3 Magic from the target to you, ignoring Armor.
- REQUIREMENTS: Shadow
- COSTS: 9 Magic
- DESCRIPTION: A mob of shadows emerge from nowhere and surround a target, screeching in agony from both sides, hitting them with two ATTACKS.
- ATTACK 1: Roll your Wisdom +5 dice vs. targets' Power dice
- Damage: Halved
- EFFECT: If it hits, siphon 5 Wisdom from the target to you.
ATTACK 2: Roll your Wisdom +5 dice vs. targets' Wisdom dice
Damage: Halved
EFFECT: If it hits, siphon 5 Power from the target to you.
- REQUIREMENTS: Shadow
- COSTS: 9 Magic
- DESCRIPTION: Your Shadow sneaks up to a target’s Shadow and battles each other- What?
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Neutral Damage: 5
- EFFECT: If your Shadow wins, steal all of their Stat Bonuses.
- REQUIREMENTS: Fire
- COSTS: 2 Magic
- DESCRIPTION: Surround a target with a magical ring of Fire that damages nearby targets.
- EFFECT: Give a target 1 stack of the Veil of Flames Buff:
- Anyone that fights the target in melee combat automatically takes 1 Neutral Damage.
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Cause a trail of flames to burn behind someone, setting their attackers on Fire.
- EFFECT: Target gets 1 stack of the Flame Trail Buff:
- When the target successfully defends an attack, the attacker is caught in the flames, taking 2 Neutral Damage.
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: Burning with the passion of Through the Fire and Flames, you can give someone a shield of Fire.
- EFFECT: Target gets 1 stack of the Flame Shield Buff:
- At the start of each round, all enemies automatically take 1 Neutral Damage.
- REQUIREMENTS: Fire
- COSTS: 8 Magic
- DESCRIPTION: A blazing wave of heat covers the field, devouring anyone too weak to stand.
- EFFECT 1: Remove an existing Field Effect.
- EFFECT 2: Summon the Heatwave Field Effect.
- At the start of each round, anyone without Fire Affinity automatically takes 3 Neutral Damage.
- Anyone that drops down to 3 Hearts or less instantly dies.
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