02-06-2016: Improv Dungeon - Elima's Nightmare [Quest Completed] - Orithan - 02-03-2016
Soon, possibly this weekend if I get more than two players saying they want in by 5PM Saturday the 6th February CST (9 AM Sunday 7th February AEST, my earliest possible start time) and we can work out timetables, I will be hosting an improv dungeon to test game balance.
The improv dungeon will be themed around the dead and expect to be fighting a lot of undead and Shadow creatures.
Player cap is 4 players.
The dungeon is geared towards players who don't have Artifacts.
The dungeon will provide an Artifact upon completion.
Everyone who wants to be in this quest, post in this thread that you want in and I will arrange something.
Currently, the party has 1 Key.
Current participants:
- Lunaria - Starting between 6 AM - 5 PM CST (1 PM - 12 AM GMT+1)
- Forgotten Third Eye - Any time
- Coolgamer12345
- Maliki
RE: 02-06-2016: Improv Dungeon - Elima's Nightmare - Lunaria - 02-03-2016
Me. :V
RE: 02-06-2016: Improv Dungeon - Elima's Nightmare - Forgotten Third Eye - 02-03-2016
I plan on joining with either Nigel or Melizea. Who knows? Maybe I'll just go with Nigel for lulz.
RE: 02-06-2016: Improv Dungeon - Elima's Nightmare - coolgamer012345 - 02-03-2016
I'd like to join, if there's enough space.
RE: 02-06-2016: Improv Dungeon - Elima's Nightmare - Lunaria - 02-04-2016
The starting time for the session need to be somewhere between GMT+1 13:00 - 24:00 on my end. That's an eleven hour time span, and should be enough I'd think.
RE: 02-06-2016: Improv Dungeon - Elima's Nightmare - Orithan - 02-06-2016
Enemies:
- 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.
- Power: 13 (+0)
- Courage: 13 (+0)
- Wisdom: 13 (+0)
- Hearts: 16/16 (+0)
- Magic: 5/5 (+4)
- Initiative: $init 1d10
- Attack Dice: 2
- Defense Dice: 2
- Armor: 4
Affinities: Shadow
Origin: Link’s Awakening DX
Camo Goblins are white blobs of goo which slide along the ground, looking for targets to seize and frighten by rising up with a scary face and grabbing them with their grubby, gooey hands. They change colour to adapt to attacks that strike them, making them notoriously difficult to hammer down alone.
- Out of Combat: +5 Dice when defending against Spot Checks, can fit through almost any gap.
- EFFECT: Colour Change.
When Camo Goblin dies, it has a team drop of 75 Rupees and a Rainbow Potion.
- Amount: 1
- SELL VALUE: 50 Rupees
- DESCRIPTION: A potion with all of the colours of the rainbow flashing through as the gooey contents move around. It can be consumed to remove stat reductions. Groovy, man.
- EFFECT: Consume this potion to remove all Stat Losses (including siphoned stats) from one stat.
[box=Rainbow Potion][list]
[*][Amount]1[/Amount]
[*][b]SELL VALUE[/b]: [Rupees]50[/Rupees]
[*][b]DESCRIPTION[/b]: A potion with all of the colours of the rainbow flashing through as the gooey contents move around. It can be consumed to remove stat reductions. Groovy, man.[list]
[*][b]EFFECT[/b]: Consume this potion to remove all [b]Stat Losses[/b] (including siphoned stats) from one stat.[/list][/list][/box]
- RESTRICTIONS: This is an Innate Skill. Only Camo Goblin can learn and use this skill. There is no restriction on Passive Innate Skills.
- DESCRIPTION: Camo Goblins have a body made out of a strange gooey substance, upping its defensive capabilities some and enabling it to sneak around almost anywhere.
- Magic: +4/4
- Armor: +4
- Defense Dice: +5 (against Spot Checks only).
- EFFECT: You can fit into almost any gap.
- While sliding around in a gap too small for you to rise up and attack, you cannot attack.
- RESTRICTIONS: This is an Innate Skill. Only Camo Goblins can learn and use this skill. There is no restriction on Passive Innate Skills.
- DESCRIPTION: Camo Goblins are capable of changing colour to adapt to attacks that hit them.
- EFFECT: After you are targeted by an attack (successful or not), you change colour depending on which stat you defended with:
- Defending with Power: You become Red, gaining 8 Power.
- Defending with Courage: You become Green, gaining 8 Courage.
- Defending with Wisdom: You become Blue, gaining 8 Wisdom.
- Only one of the above bonuses can be active at any given time, and they do not stack.
- Point Cost: 1 per stack
- DESCRIPTION: Increases your offensive capabilities.
- Attack Dice: +1 per stack
- Point Cost: 3 per stack
- DESCRIPTION: Increases your defensive capabilities.
- Defense Dice: +2 per stack
- DESCRIPTION: Move over to a target and frighten them.
- Roll your Power +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: This attack gains +5 Dice if used in a Sneak Attack
- EFFECT 2: If it hits, target loses 5 Attack Dice
- DESCRIPTION: Grab a target and hug him, squeezing out some Magic from them in the process.
- Roll your Power dice vs. targets' Courage dice
- Damage: None
- EFFECT: Siphon Magic from the target equal to half the difference in successes.
- DESCRIPTION: Camo Goblins are capable of slapping their target in goopy hands, reducing their targets’ ability to handle oncoming attacks.
- Roll your Courage dice vs. targets' Courage dice
- Damage: -2
- EFFECT: Target is covered in goop, causing them to lose 2 Power and Courage.
- REQUIREMENTS: Two free hands
- DESCRIPTION: Punch a target with a series of three light, rapid punches. The following roll is rolled three times.
- Roll your Courage +5 dice vs. targets' Courage dice * 3
- Damage: Halved
- EFFECT: If you hit the target with all three hits successfully, the third punch will do full damage.
- DESCRIPTION: Mimic a target's memory of their own abilities... what?
- Roll your Wisdom +10 dice vs. targets' Courage dice
- Damage: None
- EFFECT: You get 1 stack of the Ability Clone Buff:
- Temporarily gain one Active Skill or Spell that the target has.
- Stacking this will enable you to temporarily gain multiple abilities.
- 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: 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: 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: 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.
- Power: 17 (+2)
- Courage: 24 (+3)
- Wisdom: 6 (+0)
- Hearts: 13/13 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d12
- Attack Dice: 4
- Defense Dice: 4
- Armor: 1
Affinities: None
Origin: The Legend of Zelda
A short, scantily armored skeleton wearing a spiked helmet and dual-wielding swords. They like to charge onto their victims and end their lives with a flurry of swift slashes. Only distantly related to Stalfos Knights and Stalchildren, Sword Stalfos are fragile; going down in only a couple of hits. However, during that time, it is likely to kill or maim someone in the process.
What swords they have equipped seems to vary depending on the area they’re found in.
- If you die, resurrect a dead ally with 5 Hearts
If Sword Stalfos 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 Sword Stalfos can learn and use this skill.
- DESCRIPTION: Sword Stalfos reign supreme in the realms of swordplay, boosting their ability to block attacks and master the art of the sword.
- Courage: +3
- Defense Dice: +2 per sword equipped
- Point Cost: 3 per stack
- DESCRIPTION: Increases your speed when initiating battles.
- Initiative: +0d2 per stack
- Point Cost: 1 per stack
- DESCRIPTION: Increases your strength.
- Power: +1 per stack
- REQUIREMENTS: Two swords equipped
- CHARGE: 2 Turns
- Begin charging by winding yourself up; gathering energy to execute a double attack.
DESCRIPTION: When fully charged, unleash two powerful consecutive slashes:
ATTACK: The Slash attacks from both swords equipped, one after another
Attack Dice: +3 (for this attack only)
- REQUIREMENTS: Two swords
- DESCRIPTION: Slash your opponent with your swords in a cross pattern. X marks the death!
- EFFECT: Slash a target with the Slash attacks of both of your swords.
- The Dice & Damage Modifiers use the averages of both swords’ Slash attacks, respectively.
- If the attack succeeds, any EFFECTS from both swords' Slash attacks are applied to the target.
- REQUIREMENTS: An equipped Melee Weapon
- DESCRIPTION: Throw a melee weapon at a target with all your might!
- EFFECT: Roll half of your Power stat. Throw a melee weapon at a target, and add half of the result from the Power roll as Bonus Attack Dice to the weapon's standard attack.
- IF SUCCESS: The weapon bounces off the target and boomerangs back to you. Yay for science!
- IF FAIL: The weapon 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).
- DESCRIPTION: Every time this sword strikes, your offensive power increases. Can Slash or Stab a target.
- Slash:
- Roll your Courage dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you gain 3 Attack Dice.
Stab:
Roll your Courage -3 dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, you gain 6 Attack Dice.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- DESCRIPTION: A blade shining with shadows that strikes those who would cast spells. Can Slash or Stab or a target.
- Slash:
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 3 Magic.
Stab:
Roll your Courage -3 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: If it hits, target loses 6 Magic.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- DESCRIPTION: A lightweight armor that enhances the offense of its wearer, though the protection it provides is subpar.
- Armor: +1
- Attack Dice: +4
RE: 02-06-2016: Improv Dungeon - Elima's Nightmare - coolgamer012345 - 02-07-2016
Are we to assume that the next session of this dungeon will happen at around the same time/day as before, or will the time/day be worked out before each session?
RE: 02-06-2016: Improv Dungeon - Elima's Nightmare - Orithan - 02-08-2016
I will work out the time/day later, once I work out what I am to do over the weekend.
RE: 02-06-2016: Improv Dungeon - Elima's Nightmare - Orithan - 02-13-2016
- Power: 18 (+0)
- Courage: 13 (+0)
- Wisdom: 4 (+0)
- Hearts: 25/25 (+10)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 12
Affinities: None
Origin: The Legend of Zelda
Gibdos are Redeads covered in mummy wrappings. They latch onto their foes, sucking their life force and turning them to mummies. Thankfully, unlike bare Redeads, they don't let out paralyzing shrieks. On the flipside, they are among the bulkiest of “standard” enemies an adventurer can encounter, being able to take numerous hits before going down. Just pray to god a Wizzrobe doesn’t take residence inside one...
- Everyone who does not have the Undead Innate Skill takes 2 Neutral Damage and loses 1 Power, Courage and Wisdom at the start of each round.
- Gidbo Wrapping’s Armor bonus decreases by 2 each time you are hit with an attack that deals damage. If the Armor bonus reaches 0, you automatically take 6 Neutral Damage
- All non-siphoning Heart recovery effects are multiplied by -1
- Whenever you are hit by a non-Magic attack, attacker takes damage equal to your Armor stat
If Gidbo dies, it has a team drop of 150 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Undead Monsters can learn and use this skill.
- DESCRIPTION: Gidbos are undead zombie-like creatures, radiating an aura of death and decay that affects the living and affects their ability to recover.
- EFFECT 1: At the start of each round, everyone takes 2 Neutral Damage.
- EFFECT 2: At the start of each round, everyone loses 1 Power, Courage and Wisdom
- Anyone with the Undead Innate Skill are unaffected by the above effects.
- This aura is shared collectively between everyone who has the Undead Innate Skill
EFFECT 3: Any non-siphoning Heart recovery effects on you are multiplied by -1.
- RESTRICTIONS: This is an Innate Skill. Only Gidbos can learn and use this skill.
- DESCRIPTION: Gidbos are protected by their wrappings, which provide heavy protection from attacks at first.
- Armor: +10
- Every time you are hit with an attack that deals damage, this Armor bonus is reduced by 2.
- No, this does not include Poke
If this Armor bonus reaches 0, the wrapping constrict on you before breaking, dealing 4 Neutral Damage
- Point Cost: 1 per stack
- DESCRIPTION: Increases your health.
- Hearts: +1/1 per stack
- Point Cost: 3 per stack
- DESCRIPTION: Decreases the damage dealt to you.
- Armor: +2 per stack
- SELL VALUE: 250 Rupees
- Point Cost: 5
- DESCRIPTION: Your armor becomes a weapon, using the force it takes and sending it back to the attacker.
- EFFECT: Once per turn, when someone successfully hits you with a non-Magic-based attack, they take Damage equal to your Armor.
- DESCRIPTION: Swipe a target with your hands, cloaked in the death and decay that your aura emanates, to poison them:
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- EFFECT 1: Target gets Damage-Over-Time:
- Target takes 2 Neutral Damage at the start of each round.
EFFECT 2: Target gets Stat Loss-Over-Time:
Target loses 1 Power, Courage and Wisdom at the start of each round.
- DESCRIPTION: Open your mouth and unleash a wave of horrifyingly putrid breath, affecting everyone who does not have the Undead Innate Skill:
- Roll your Power +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target(s) hit get Stat Loss-Over-Time:
- Targets lose 2 Power, Courage and Wisdom at the start of each round.
- DESCRIPTION: Grapple onto a target and leech them, leeching them dry.
- Roll your Power +5 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: Latch onto the target, leeching their lifeforce away while doing so:
- At the end of each of the targets’ turns, siphon 5 Hearts from the target.
- The target can attempt to escape by rolling their Courage or Power (with any offensive bonuses factored in) against the original successes of the attack at the start of their turn.
- If this roll is successful, the target escapes your Leech
You and the target can not do anything else while latched on and half of any damage you take is transferred to the target.
- 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).
- Power: 0 (+0)
- Courage: 9 (+0)
- Wisdom: 40 (+0)
- Hearts: 6/6 (+0)
- Magic: 5/5 (+5)
- Initiative: $init 1d12
- Attack Dice: 6
- Defense Dice: 1
- Armor: 1
Affinities: Fire, Shadow
Origin: ZURPG
A black-robed mage that's partially out of phase with reality. It phases from wall to wall, stalking someone around until it gets the perfect opportunity to attack. While exceptionally fragile, Black Wizzrobes just destroy whatever they hit; including mages.
- Attack Dice: +9 w/ Two Hands for One
- Re-Stealth on-hit
- If you kill someone with an attack, you get a chance to automatically Escape from battle.
- Non-Magic-based Damage is halved
If Black Wizzrobe dies, it has a team drop of 150 Rupees and it drops its robe.
[box=Black Robe][list]
[*][b]SELL VALUE[/b]: [Rupees]200[/Rupees]
[*][b]DESCRIPTION[/b]: A pitch-black robe that hides you from sight really well, making it harder to find 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][Defense Dice][/b]: +1
[/list]
[*][b]Augmented Mode[/b]:[list]
[*][b]COSTS[/b]: [Magic]5[/Magic] at the start of each round
[*][b][Defense Dice][/b]: +1
[*][b]EFFECT[/b]: Upon activating [b]Augmented Mode[/b], if you’re not [b]Camouflaged[/b], automatically enter [b]Camouflage[/b] for no [b]Action Cost[/b].
[/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 Black Wizzrobes can learn and use this skill. There is no restriction on Innate Skills.
- DESCRIPTION: Black Wizzrobes phase from wall to wall, evading sight. However, this leaves a telltale effect that indicates they are around.
- Initiative: +0d2
- Defense Dice: +6 (when hiding inside a wall)
- EFFECT 1: If you kill someone with an attack, you get to automatically Escape from battle.
- EFFECT 2: Sounds in the area around you become muffled, alerting everyone around you to your presence.
- When you leave the wall to attack, the muffling effect suddenly intensifies; prompting a spot check.
- Point Cost: 1 per stack
- DESCRIPTION: Increases your offensive capabilities.
- Attack Dice: +1 per stack
- Point Cost: 4
- DESCRIPTION: You can gain a bonus when using two hands for something that normally requires one hand.
- EFFECT: Enables you to wield One-Handed Weapons as Two-Handed, granting you a major offensive bonus when attacking with them:
- Attack Dice: +9
- Point Cost: 4
- REQUIREMENTS: Camouflage Active Skill
- DESCRIPTION: Continue to harass your enemies while invisible. Just don't forget that you exist!
- EFFECT 1: When you successfully hit someone while Camouflaged, you keep Camouflage instead of it wearing off.
- EFFECT 2: If you lose any amount of Hearts, Camouflage deactivates.
- 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.
- DESCRIPTION: Shh! I'm being sneaky. Go away! Camouflage in with your surroundings to go sneaky.
- EFFECT: You become practically invisible, and you get a slew of effects.
- You cannot be targeted.
- Defense Dice: -4
- Attack Dice: +6
- If your attack fails, target can Counterattack you, regardless of CONDITIONS.
DURATION: Camouflage wears off after you get hit or do a Combat Action.
Using Support Actions will not cause Camouflage to wear off, but it will automatically proc a Spot Check.
- 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: Wrap a target in a bubble of flames, then intensify the flames, searing the target with intense heat.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +4
- EFFECT: If the target dies, they are turned to nothingness and cannot be revived for the remainder of the battle.
- 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: 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.
- REQUIREMENTS: Shadow
- COSTS: 8 Magic
- DESCRIPTION: Create an illusionary copy of yourself, giving you the chance to completely avoid attacks targeted at you.
- EFFECT: Give a target 1 stack of the Disillusion Buff:
- Whenever target is targeted by an attack, roll $1d2.
- If the result is a 2, the attack hits the illusion instead, removing 1 stack of Disillusion.
- DESCRIPTION: A basic wand commonly used by Wizzrobes, which has a rotatable base, allowing you to switch between two different attack modes. You can fire a Focused shot that hits one target, or a Dispersed blast that hits all enemies.
- Focused:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
Dispersed:
Roll your Wisdom +3 dice vs. targets' Wisdom dice
Damage: Halved
- 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: A lightweight armor that enhances the offense of its wearer, though the protection it provides is subpar.
- Armor: +1
- Attack Dice: +4
- SELL VALUE: 200 Rupees
- DESCRIPTION: A pitch-black robe that hides you from sight really well, making it harder to find 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:
- Defense Dice: +1
Augmented Mode:
COSTS: 5 Magic at the start of each round
Defense Dice: +1
EFFECT: Upon activating Augmented Mode, if you’re not Camouflaged, automatically enter Camouflage for no Action Cost.
RE: 02-06-2016: Improv Dungeon - Elima's Nightmare - Orithan - 02-27-2016
And now it is the boss:
- Power: 17 (+0)
- Courage: 22 (+2)
- Wisdom: 12 (+0)
- Hearts: 40/40 (+0)
- Magic: 20/20 (+0)
- Initiative: $init 2d9
- Attack Dice: 2
- Defense Dice: 5
- Armor: 5
Affinities: Shadow
Origin: Link’s Awakening
A big boss of the Stalfos, Stalfos Master is a large Stalfos; bearing armor highly decorated with skull, bone and other markings associated with skeleton business. It springs into action ahead of other Stalfos and strikes first before running behind the line and empowering its allies.
Unlike other Stalfos, Stalfos Master can revive itself nearly indefinitely unless its dead body is destroyed beforehand.
- Can’t die until its Bone Pile is at 0 Hearts and it is downed.
- Bone Pile starts off with 100 Hearts, can’t defend, can only be attacked while Stalfos Master is downed and takes half damage from all attacks.
- At the start of your next turn after you are downed, you can draw Hearts from your Bone Pile to revive yourself
Your equipped items can not be stolen or unequipped in any way until you are truly dead.
All Stalchildren, Stalfos Knights and Sword Stalfos gain 3 Attack Dice & Defense Dice while you are alive.
Once per battle, can spend 2 Magic to gain 6 Dice on an attack or defense.
Once per round, gain 1 Attack Dice & Defense Dice when you are hit by an attack
Whenever you hit an enemy with an attack, you recover 1 Magic
If Stalfos Master is defeated, it has a team drop of 500 Rupees, 1 Stat Point and 1 Magical Bone Dust for all players.
- 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]
- RESTRICTIONS: This is a Boss Skill. Only Bosses can learn and use this skill.
- DESCRIPTION: Bosses are granted the almighty power of having an extra turn, allowing them to stand up to larger parties easier.
- initiative: $2d9
- RESTRICTIONS: This is an Innate Skill. Only Stalfos Master can learn and use this skill.
- DESCRIPTION: The bones of Stalfos Master are very magical, giving it the ability to revive itself almost indefinitely unless the pile of bones are destroyed.
- EFFECT 1: If you fall to 0 Hearts or below, you crumble into a pile of bones instead of “dying”:
- The pile of bones has 100 Hearts and does not get refreshed each time Stalfos Master revives.
- Upon death, half the value of all of your numerical EFFECTS transfer to the bone pile, and then back to stafos master when it revives.
- The pile of bones can not defend against attacks, but any damage taken is halved.
- After 2 Turns, you rise back up; drawing up to 40 Hearts from the bone pile.
- If your bone pile reaches 0 Hearts while you are downed, you truly die.
EFFECT 2: You are immune to any EFFECTS that would instantly kill you or prevent revival.
- RESTRICTIONS: This is an Innate Skill. Only Stalfos Masters can learn and use this skill.
- DESCRIPTION: Stalfos Masters have merged their equipment with their skeletal structure, preventing the forced removal or theft of any equipped items until they die.
- Attack Dice, Defense Dice and Armor: +2
- EFFECT: You are immune to Steal or any EFFECTS that knock equipment out of your hands until you truly die.
- RESTRICTIONS: This is an Innate Skill. Only Stalfos Masters can learn and use this skill.
- DESCRIPTION: Stalfos Masters are Stalfos commanders, empowering all lower forms of Stalfos with a big morale boost.
- EFFECT: Any allied Stalchildren, Stalfos Knights and Sword Stalfos within your vicinity gain 3 Attack Dice and 3 Defense Dice while you are alive.
- This does not stack.
- Point Cost: 3 per stack
- DESCRIPTION: Increases your defensive capabilities.
- Defense Dice: +2 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.
- 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: 1
- 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.
- 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: 1 Turn
- Begin charging by preparing to jump.
DESCRIPTION: Once charged, you can leap over the target and stab its head along the way. Why? Because that's how things work.
Jump first by rolling your Courage stat. Add half of the result as Successes to your attack roll as you fall on your target from above, hitting them with a melee attack from your weapon.
- DESCRIPTION: Grab a target and hug him, squeezing out some Magic from them in the process.
- Roll your Power dice vs. targets' Courage dice
- Damage: None
- EFFECT: Siphon Magic from the target equal to half the difference in successes.
- REQUIREMENTS: A shield
- DESCRIPTION: Rush towards a target, bashing their skull in with your shield.
- Roll your Power -3 dice vs. targets' Power dice
- Damage: +3
- EFFECT: Target gets 1 stack of the Spell Lock Affliction:
- The only Spell the target can use is the last Spell he used.
- 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: 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: 3 Magic
- DESCRIPTION: Chant unholy words of darkness as a Shadow materializes over someone, awaiting their death so you can steal their dead essence.
- EFFECT: Select a target. When that target dies, recover 6 Hearts and siphon 6 Maximum Hearts from the target’s body.
- 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.
- REQUIREMENTS: Shadow
- COSTS: 7 Magic
- DESCRIPTION: Accelerate a target a using a shadow dancing around the battle, buffing their speed.
- EFFECT: Target gains 3 Attack Dice & Defense Dice
- INFORMATION: This item is an Artifact
- DESCRIPTION: A large, fearsome-looking sword that gleams brightly under the Magic that collects onto it as the battle goes on; this sword’s attack power increases with each strike. Can Slash or Stab a target.
- This sword starts off with with 3 Pulse Charges at the start of each battle.
- EFFECT: At the start each round, recover Magic equal to the sword’s Pulse Charges
- Slash:
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: +0
- EFFECT 1: If it hits, the Dice Modifier for all of this sword’s attacks are increased by 3.
- EFFECT 2: The sword gains 1 Pulse Charge
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +4
EFFECT 1: If it hits, the Damage Modifier for all of this sword’s attacks are increased by 3.
EFFECT 2: The sword gains 2 Pulse Charges
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Pulse Discharge:
CHARGE: 1 Turn
Begin charging by focusing the Magic on this sword onto the hilt
COSTS: All of the sword’s Pulse Charges.
DESCRIPTION: Once charged, the sword’s Magic becomes unstable, exploding outwards and hitting all enemies.
Roll your Courage +5 dice vs. targets' Wisdom dice
Damage: Halved.
EFFECT 1: Target(s) that were hit have their Magic costs increased by 1.
EFFECT 2: Target(s) that were hit also lose Magic equal to the number of Pulse Charges on the sword.
- DESCRIPTION: A blade shining with shadows that strikes those who would cast spells. Can Slash or Stab or a target.
- Slash:
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 3 Magic.
Stab:
Roll your Courage -3 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: If it hits, target loses 6 Magic.
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 standard platemail that's not quite soldier quality, but it grows in strength as you take hits, giving you bonus attack and evasion.
- Armor: +2
- EFFECT: Once per round, when you’re hit by an attack, you gain 1 Attack Dice & Defense Dice.
- SELL VALUE: 150 Rupees
- 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: 4 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.
- INFORMATION: This item is an Artifact
- DESCRIPTION: A large, fearsome-looking sword that gleams brightly under the Magic that collects onto it as the battle goes on; this sword’s attack power increases with each strike. Can Slash or Stab a target.
- This sword starts off with with 3 Pulse Charges at the start of each battle.
- EFFECT: At the start each round, recover Magic equal to the sword’s Pulse Charges
- Slash:
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: +0
- EFFECT 1: If it hits, the Dice Modifier for all of this sword’s attacks are increased by 3.
- EFFECT 2: The sword gains 1 Pulse Charge
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +4
EFFECT 1: If it hits, the Damage Modifier for all of this sword’s attacks are increased by 3.
EFFECT 2: The sword gains 2 Pulse Charges
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Pulse Discharge:
CHARGE: 1 Turn
Begin charging by focusing the Magic on this sword onto the hilt
COSTS: All of the sword’s Pulse Charges.
DESCRIPTION: Once charged, the sword’s Magic becomes unstable, exploding outwards and hitting all enemies.
Roll your Courage +5 dice vs. targets' Wisdom dice
Damage: Halved.
EFFECT 1: Target(s) that were hit have their Magic costs increased by 1.
EFFECT 2: Target(s) that were hit also lose Magic equal to the number of Pulse Charges on the sword.
[box=Amplification Blade][list]
[*][b]INFORMATION[/b]: [color=Red][i]This item is an [b]Artifact[/b][/i][/color]
[*][b]DESCRIPTION[/b]: A large, fearsome-looking sword that gleams brightly under the [Magic] that collects onto it as the battle goes on; this sword’s attack power increases with each strike. Can [b]Slash[/b] or [b]Stab[/b] a target.[list]
[*]This sword starts off with with 3 [b]Pulse Charges[/b] at the start of each battle.
[*][b]EFFECT[/b]: At the start each round, recover [Magic] equal to the sword’s [b]Pulse Charges[/b]
[*][b]Slash[/b]:[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT 1[/b]: If it hits, the [b]Dice Modifier[/b] for all of this sword’s attacks are increased by 3.
[*][b]EFFECT 2[/b]: The sword gains 1 [b]Pulse Charge[/b]
[/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +4
[*][b]EFFECT 1[/b]: If it hits, the [b]Damage Modifier[/b] for all of this sword’s attacks are increased by 3.
[*][b]EFFECT 2[/b]: The sword gains 2 [b]Pulse Charges[/b]
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you, regardless of [b]CONDITIONS[/b].
[/list][/list]
[*][b]Pulse Discharge[/b]:[list]
[*][b]CHARGE[/b]: 1 Turn[list]
[*]Begin charging by focusing the [Magic] on this sword onto the hilt[/list]
[*][b]COSTS[/b]: All of the sword’s [b]Pulse Charges[/b].
[*][b]DESCRIPTION[/b]: Once charged, the sword’s [Magic] becomes unstable, exploding outwards and hitting all enemies.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved.
[*][b]EFFECT 1[/b]: Target(s) that were hit have their [Magic] costs increased by 1.
[*][b]EFFECT 2[/b]: Target(s) that were hit also lose [Magic] equal to the number of [b]Pulse Charges[/b] on the sword.[/list][/list][/list][/list][/list][/box]
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