10-10-10: Prison of Shenanigans - WindStrike - 01-20-2016
I don't know what the actual timedate stamp was of the start of this side, but I'm setting it to 10-10-10, which in binary, is 42.
Party:
The logs are worth reading for pure insanity.
10-10-10: Prison of Shenanigans - WindStrike - 01-21-2016
MOAR BATTLES!
- Power: 15 (+0)
- Courage: 20 (+4)
- Wisdom: 6 (+0)
- Hearts: 21/21 (+0)
- Magic: 2/2 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 3
- Armor: 1
Affinities: None
Origin: Ocarina of Time
The bigger brother to the Stalchild, the Stalfos enters the fray with a jagged edged sword and a shield. While it may not be as explosive or infectious, it’s incredibly difficult to kill, and even if you do kill it, it can bring something back.
- Can’t take more than 10 Damage at once
- Death protection at 1 Heart
- Taunt on single-target attacks
- An extra +4 Armor against Taunted targets
- If you die, resurrect a dead ally with 5 Hearts
If Enemy dies, it has a team drop of 75 Rupees and a Magical Bone Dust.
- Amount: 1
- DESCRIPTION: A bottle of magical bone dust from the remains of a Stalfos.
- EFFECT: Pour it over a dead target to bring them back to life with 1 Heart.
[box=Magical Bone Dust][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A bottle of magical bone dust from the remains of a [b]Stalfos[/b].[list]
[*][b]EFFECT[/b]: Pour it over a dead target to bring them back to life with [Heart]1[/Heart].
[/list][/list][/box]
- RESTRICTION 1: This is an Innate Skill. Only Stalfos can learn and use this skill.
- RESTRICTION 2: This can only be used once per battle.
- DESCRIPTION: The bones of Stalfos are actually quite magical, and when the Stalfos falls, the bones turn into a magical dust that can resurrect someone.
- EFFECT: If you die, select one dead target (this can be yourself) and cause them to revive to 5 Hearts.
- RESTRICTIONS: This is an Innate Skill. Only Stalfos Knights can learn and use this skill.
- DESCRIPTION: Stalfos Knights are incredibly difficult to kill, with a reinforced bone structure that prevents them from taking too much damage at once.
- EFFECT 1: You cannot take more than 10 Damage (including Armor) from any damage instance.
- EFFECT 2: Once per battle, if an attack would kill you, you are instead dropped to 1 Heart instead.
- Point Cost: 3
- DESCRIPTION: Increases your defensive capabilities.
- Defense Dice: +2 per stack
- Point Cost: 1
- DESCRIPTION: Increases your speed.
- Courage: +1 per stack
- REQUIREMENTS: A melee attack
- CHARGE: 1 Turn
- Begin charging by readying your attack, and preparing to leap at the target.
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.
- 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 deadly blade with jagged edges that causes its victims to bleed to death. Can use Slash or Stab on a target.
- Slash:
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target takes Damage-Over-Time:
- At the start of each round, target takes 3 Neutral Damage.
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, target takes Damage-Over-Time:
At the start of each round, target takes 6 Neutral Damage.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- DESCRIPTION: A shield made entirely of bone which taps into your own bone structure, amplifying your movements.
- Defense Dice: +1
- Courage: +2
- Rapid Dash:
- RESTRICTIONS: This can only be used once per battle
- COSTS: 2 Magic
- EFFECT: When attacking or defend, infuse your bones with Magic, giving you a one-time boost of 6 Dice.
- DESCRIPTION: A steel-plated armor enchanted with magnetism. It provides little protection normally, but when someone is forcibly focused on you, it becomes much stronger.
- Armor: +1
- EFFECT 1: When you successfully hit someone with a single-target attack, target gets 1 stack of the Taunted Affliction:
- Target’s single-target Combat Actions can only target you.
EFFECT 2: Your Armor increases from +1 to +5 against anyone with the Taunted Affliction.
- Power: 15 (+0)
- Courage: 8 (+0)
- Wisdom: 14 (+0)
- Hearts: 14/14 (+3)
- Magic: 8/8 (+0)
- Initiative: $init 1d8
- Attack Dice: 0
- Defense Dice: 3
- Armor: 5
Affinities: Fire
Origin: The Legend of Zelda
With the head of a man and the body of a lion, these centaur-like creatures roam around mountains, hunting down unsuspecting prey. They carry spears and are able to blind their foes with blasts of Light. Considered to be the "breadwinners" of the herd, Blue Lynels are bulky and tough, refusing to fall without taking heavy punishment and tend to make the kills or cover their allies.
- When you drop to 6 Hearts or less, you enter Fierce Combat Mode:
- Attack Dice & Defense Dice: +2
- Magic Costs: -1 Magic (minimum of 1 Magic)
When Blue Lynel dies, it has a team drop of 75 Rupees and drops its trident.
[box=Brassy Trident][list]
[*][b]SELL VALUE[/b]: [Rupees]125[/Rupees]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A big formidable brass trident imbued with the blessing carried by the sun, often being carried by [b]Blue Lynels[/b] and serves as their primary weapon for fighting. It has the ability to [b]Cleave[/b], [b]Thrust[/b] or shoot a [b]Sun Beam[/b] at a target.[list]
[*][b][Defense Dice][/b]: +3
[*][b]Cleave[/b]:[list]
[*][dice type-a=Power amount-a=+3 type-b=Power]
[*][b]Damage[/b]: +2[/list]
[*][b]Thrust[/b]:[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +5
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you regardless of [b]CONDITIONS[/b][/list][/list]
[*][b]Sun Beam[/b]:[list]
[*][b]COST[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: Fire a beam of sun energy at a target, causing them to shine in a light that heals attackers.
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target gets one stack of the [b]Partial Hit Recovery[/b] [u]Status Effect[/u]:[list]
[*]Whenever someone hits target with an attack, the attacker recovers [Hearts] equal to half the damage caused.
[/list][/list][/list][/list][/box]
- RESTRICTIONS: This is an Innate Skill. Only Lynels can learn and use this skill. There is no restriction on Passive Innate Skills.
- REQUIREMENTS: Your current Hearts being currently being at or below 33% of your maximum Hearts.
- DESCRIPTION: Lynels hold their fearsome reputation for a reason, which become even more apparent when they are backed into a corner and somehow lucksack their rolls.
- EFFECT: Lynel enters Fierce Combat Mode when their current Hearts drop to 4 Hearts or less, granting the following bonuses:
- Attack Dice & Defense Dice: +2
- Magic Costs: -1
- RESTRICTIONS: This is an Innate Skill. Only Monsters can learn and use this skill. There is no restriction on Passive Innate Skills.
- DESCRIPTION: Blue Lynels bear a thick, heavy hide that slows them down, but beefs up their tanking abilities.
- Initiative: -0d2
- Hearts: +3/3
- Armor: +3
- Point Cost: 3
- DESCRIPTION: Decreases the damage dealt to you.
- Armor: +2 per stack
- Point Cost: 2
- 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: 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 one of the attacks listed on an equipped weapon or a PSI Spell.
- DESCRIPTION: Blue Lynels bear multiple razor-sharp fangs in their mouths which penetrate and damage Armor. Can hit one target.
- Roll your Courage +2 dice vs. targets' Courage dice
- Damage: +0
- EFFECT 1: Ignores half of targets’ Armor
- EFFECT 2: Target’s loses 3 Armor.
- IF FAIL: Target can Counterattack you regardless of CONDITIONS
- REQUIREMENTS: A melee attack
- CHARGE: 1 Turn
- Begin charging by readying your attack, and preparing to leap at the target.
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.
- REQUIREMENTS: A melee weapon
- CHARGE: 2 Turns
- Begin charging by pouring your energy into your weapon, which emits a blue glow.
DESCRIPTION: Once charged, you can spin rapidly with the weapon, causing a wave of energy to hit all enemies.
Roll your Wisdom +6 dice vs. targets' Wisdom dice
Damage: Halved
EFFECT: Select an attack from the weapon, and add either its Dice Modifier or its Damage Modifier to the attack.
- DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gets a boost based on how low your health is.
- EFFECT: Your next attack gains Dice equal to half the difference between your Current & 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: 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: 5
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Summon an endless amount of flames to surround and consume the target, until there is nothing left.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target takes Damage-Over-Time:
- Target takes 6 Neutral Damage at the start of each round.
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
- EFFECT: Target gains 3 Attack Dice.
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: Surround a target in a blaze of fiery Magic, which will latch onto the next attack they fire.
- EFFECT: Target’s next attack gains 8 Attack Dice.
- SELL VALUE: 125 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A big formidable brass trident imbued with the blessing carried by the sun, often being carried by Blue Lynels and serves as their primary weapon for fighting. It has the ability to Cleave, Thrust or shoot a Sun Beam at a target.
- Defense Dice: +3
- Cleave:
- Roll your Power +3 dice vs. targets' Power dice
- Damage: +2
Thrust:
Roll your Power dice vs. targets' Power dice
Damage: +5
IF FAIL: Target can Counterattack you regardless of CONDITIONS
Sun Beam:
COST: 2 Magic
DESCRIPTION: Fire a beam of sun energy at a target, causing them to shine in a light that heals attackers.
Roll your Wisdom +3 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: If it hits, target gets one stack of the Partial Hit Recovery Status Effect:
Whenever someone hits target with an attack, the attacker recovers Hearts equal to half the damage caused.
- Power: 8 (+0)
- Courage: 12 (+0)
- Wisdom: 20 (+0)
- Hearts: 10/10 (+0)
- Magic: 10/10 (+6)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 1
Affinities: Shadow
Origin: Zelda 1
A blue-robed mage that's partially out of phase with reality. It’s a very control-happy freak that has a tendency to study its enemies before it actually engages with them, using traps to figure out the weaknesses of its victims. Wherever there’s one Blue Wizzrobe, expect there to be a whole team of them, patrolling their territory by constantly phasing through walls.
- Armor: An additional +1 w/ Augmented
- Once per turn, after an enemy attacks you, siphon 2 Attack Dice w/ Augmented.
- Once per round, you can Fragment an enemy spell.
- Non-Magic-based Damage is halved.
If Blue Wizzrobe dies, it has a team drop of 70 Rupees and it drops its robe.
[box=Blue Robe][list]
[*][b]SELL VALUE[/b]: [Rupees]150[/Rupees]
[*][b]DESCRIPTION[/b]: An blue-colored robe that seems to withstand some considerable punishment. With some [Magic], they emit an aura that siphons from enemies who attack you. [b]Basic Mode[/b] is active by default; alternatively, you can instead have [b]Augmented Mode[/b] active as long as you pay its [b][Magic] Cost[/b].[list]
[*][b]Basic Mode[/b]:[list]
[*][b][Armor][/b]: +1
[/list]
[*][b]Augmented Mode[/b]:[list]
[*][b]COSTS[/b]: [Magic]5[/Magic] at the start of each round
[*][b][Armor][/b]: +2
[*][b]EFFECT[/b]: Once per turn, after you are targeted for an attack, siphon 2 [Attack Dice] from the attacker.
[/list][/list][/list][/box]
- RESTRICTIONS: This is an Innate Skill. Only Wizzrobes can learn and use this skill.
- DESCRIPTION: Wizzrobes are partially out-of-sync with the physical realm and thus take considerably less damage.
- Magic: +5/5
- EFFECT 1: Non-Magic-based Damage taken is halved
- If the attack already does Half Damage, it doesn’t get halved a second time.
- RESTRICTIONS: This is an Innate Skill. Only Blue Wizzrobes can learn and use this skill. There is no restriction on Innate Skills.
- DESCRIPTION: Blue Wizzrobes can phase in and out of walls, making them notoriously hard to hit while hiding.
- EFFECT: If you hit someone with an attack, you can immediately spend 3 Magic to phase into a wall, greatly buffing your resistance:
- Defense Dice: +7
Phasing is disabled while inside a wall.
DURATION: Until you are hit by an attack or you exit manually during your turn.
- Point Cost: 1
- DESCRIPTION: Increases your magical capacity.
- Magic: +1/1 per stack
- Point Cost: 4
- DESCRIPTION: Enables you to trance enemy spells, directing a part of them towards you.
- EFFECT: Once per round, when a single-target Offensive Spell is directed at one of your allies, you can split the spell into two parts.
- The first part will go towards the original target, and the second part will go towards you, with each part only dealing half damage.
- A spell cannot be Fragmented more than once.
- DESCRIPTION: No matter what kind of Wizzrobe it is, if their life is in too much danger, they can hide in an ally, possessing its body and amplifying its abilities.
- EFFECT: Select an allied target with lower Wisdom than your Wisdom, and hide inside said target.
- While you're hidden in the target, target gains Wisdom equal to half your Base Wisdom.
- You do not take any damage while hidden, but if the target dies while you're hidden inside him, you die as well.
- DURATION: You can remove yourself from the target with a Support Action, also removing the above effects.
- 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 sends a chunk of [shadows] at a target, which steals Hearts.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: Siphon 4 Hearts from the target to you, ignoring Armor.
- REQUIREMENTS: Shadow
- COSTS: 3 Magic
- DESCRIPTION: Produce a cloud of Shadow, serving as an illusion that swallows everyone else while you decide who to attack in the meantime.
- Roll your Wisdom dice vs. targets' Power dice
- Damage: None
- Of the targets hit, select one of them. That target alone takes +0 Damage instead and is affected by EFFECT.
EFFECT: The selected target is hit by a thick, compressed cloud of smoke, causing you to siphon 3 Attack Dice from the target to you.
- REQUIREMENTS: Shadow
- COSTS: 7 Magic
- DESCRIPTION: Steal the rage out of someone’s mind with a jolt of pain and use it to fuel your own attacks.
- 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: 6
- EFFECT: Siphon 6 Attack Dice from the target to you.
- REQUIREMENTS: Shadow
- 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 1 stack of the Second Chance Buff:
- At the start of each round, target gets a temporary Reroll Point, which vanishes by the end of the battle if it’s not used.
- REQUIREMENTS: Shadow
- COSTS: 5 Magic
- DESCRIPTION: Coat someone’s attacks with a poison that eats away at their victims’ senses.
- EFFECT: Give a target 1 stack of the Infect Buff:
- Once per round, if that target hits someone with a single-target attack, the target of that attack gets Stat Loss-Over-Time:
- At the start of each round, target loses 2 Power, Courage, and Wisdom.
- DESCRIPTION: A blue-tinted wand that allows you fire multiple blasts in succession. It is capable of firing Successive Blasts at targets.
- Successive Blasts:
- DESCRIPTION: Fire a small blast of magical power at a target, keeping power conserved for follow up strikes.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: 6
- EFFECT: If it hits, fire the attack again at any target with -5 Dice.
- This this can continue for up to three attacks or until the attack misses.
- 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: Siphon Magic from the target to anyone else, up to an amount equal to the damage dealt.
- DESCRIPTION: An blue-colored robe that seems to withstand some considerable punishment. With some Magic, they emit an aura that siphons from enemies who attack you. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Armor: +1
Augmented Mode:
COSTS: 5 Magic at the start of each round
Armor: +2
EFFECT: Once per turn, after you are targeted for an attack, siphon 2 Attack Dice from the attacker.
RE: 10-10-10: Prison of Shenanigans - WindStrike - 02-06-2016
- Power: 20 (+0)
- Courage: 11 (+0)
- Wisdom: 12 (+0)
- Hearts: 90/90 (+0)
- Magic: 30/30 (+0)
- Initiative: $init 2d9
- Attack Dice: 3
- Defense Dice: 0
- Armor: 5
Affinities: Fire, Nature, and Light
Origin: EL MEXI-RULE
A big, beefy dragon with a curly mustache and a gentlemanly top hat. Its wings are made entirely of swords, yet through the power of circumventing physics, it is still capable of flight. A thick armor made of its own ego covers its skin, allowing it ignore minor attacks. Like all dragons, Aquamentos’ arms and legs are short and stubby, but with its own ego empowering its weight, Aquamentos will just step on you, crushing you into nothingness.
And yes, its breath is minty fresh, as its teeth are made of diamond-hard Mentos.
- Ignore minor attacks, and then gain 1 Armor.
- Counterattack any disrespectful fools.
- Single Retaliate
- Status Protection
If Aquamentos dies, it has a team drop of ALL THE GOLD- I mean 500 Rupees!
Come, have a cup of tea… or two.
- 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
Word, newbs.
- RESTRICTIONS: This is an Innate Skill. Only Aquamentos can learn and use this skill.
- DESCRIPTION: Your ego is roughly three times the size of this game, preventing itsy bitsy attacks from even existing against you!
- Armor: +5
- EFFECT: Any attack that hits you that would deal 5 Damage to you or less (or if the difference in Successes is 5 or less), the attack ceases to exist, absorbed in your enormous ego. As a result, you gain 1 Armor.
When gentlemen are manly, nothing in the universe can stop them.
- RESTRICTIONS: This is an Innate Skill. Only Aquamentos can learn and use this skill.
- DESCRIPTION: You’re not just gentle. You’re not just manly. You’re Gentle-Manly! And thus, all of your subjects deserve your respect. Should they not pay it back to you, sire, they shall be smitten by the lords of your tophat!
- EFFECT: Anyone that fails to give you, the great Aquamento, the respect that you deserve, will get an immediate Counterattack with any move you desire.
I’m not attacking you. I’m eating your manliness in a gentle way. There’s a difference.
- Point Cost: 1 per stack
- DESCRIPTION: Increases your offensive capabilities.
- Attack Dice: +1 per stack
What is this “single retaliate”? Why not a “couples retaliate”? Teenagers these days…
- Point Cost: 3
- RESTRICTION 1: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
- RESTRICTION 2: This can only be activated once per battle.
- DESCRIPTION: After being attacked, you are capable of projecting a mirror image of yourself behind the target.
- CONDITION: After someone attacks you with an attack (regardless if it was successful or not), you can Counterattack by using one of the attacks listed on an equipped weapon.
Of course I’m keeping my top hat! You’d best not deter my status from my top hat!
- 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.
Oh pardon me, did I step on something?
- DESCRIPTION: Lightly jump into the air with your wings, and then land on someone, stepping on them with your foot.
- Roll your Power +3 dice vs. targets' Courage dice
- Damage: +3
I apologize for the strong breeze. I appear to be quite gassy tonight, or is that just my top hat?
- DESCRIPTION: Fold your wings in, and then release them outwards in an instance, releasing a shockwave of wind at everyone else!
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- EFFECT: Anyone hit has their Handheld Items dropped.
- Anyone can pick up and stash a dropped item by spending a Support Action on it.
I say, my heart burn has been rather immolating lately. If I could just get it out… oh… I did… and now you’re all on fire.
- REQUIREMENTS: Fire
- DESCRIPTION: Let loose an army of flame bolts, firing at all of your enemies!
- Roll your Courage +6 dice vs. targets' Wisdom dice
- Damage: Halved
It appears you angered my top hat. May your rest in the afterlife among my Gentle-Manly Tears.
- RESTRICTIONS: This can only be used once per battle
- DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gets a boost based on how low your health is.
- EFFECT: Your next attack gains Dice equal to half the difference between your Current & Maximum Hearts.
Sorry. You weren’t responding.
- DESCRIPTION: Poke someone. For the lulz. This is automatic and counts as a Support Action, by the way.
- Neutral Damage: 1
- FYI: This does not break Cover.
- 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).
Fear not. It’s just a scorched wound.
- REQUIREMENTS: Fire
- COSTS: 2 Magic
- DESCRIPTION: Fire waves of Fire at a target, burning away their defense.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target loses 4 Defense Dice.
Sorry, I didn’t apply lotion to my skin, so it might be just a bit rough.
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: A line of thorns protects a target, reflecting the next attack they take.
- EFFECT: Give a target 1 stack of the Thorns Buff:
- The next time the target is hit by a Combat Action, the attacker takes Damage equal to the Damage they dealt to that target, which then removes 1 stack of Thorns.
I have no idea what a tempest is.
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Mark you or an ally with a spire of wind, which is then passed around to anyone who you hit.
- EFFECT: You or an ally gets 1 stack of the Tempest Spire Affliction:
- Your Bonus Defense Dice is multiplied by -1.
- The next person to successfully hit that target will STEAL 1 stack of Tempest Chain, and this chain can go on infinitely.
By the power of manliness, I AM THE GENTLEMAN!
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: Raise someone’s spirits with a pulse of encouraging Light, strengthening them when they do well.
- EFFECT: Give a target 1 stack of the Empower Buff:
- Every time the target attacks or defends successfully, they gain 1 Power, 1 Courage, and 1 Wisdom.
My apologies, I don’t know how physics works.
- REQUIREMENTS: Light
- COSTS: 8 Magic
- DESCRIPTION: Pick a target and shine a weird black Light that inverts reality onto them, inverting a stat penalty they have.
- EFFECT: Multiply a negative stat bonus that a target has by *-1
It’s mine. My own. My precious. Shoo.
- RESTRICTIONS: This can only be worn by Aquamento. Anyone that attempts to steal the hat will have to roll against the DM’s Discrimination instead of the DM’s Discretion.
- DESCRIPTION: A gentleman’s top hat, worn by the finest of el mexicano Aquamento! Respect the hat, and the hat will respect you.
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