Dev, DM
On Wednesday, April 9th at 8pm CST as well as Thursday, April 10th at 8pm CST, I will be running a series of test battles. This is to test out a new battle system which isn't much different from the current one, but in theory, it makes battles go way faster. We are not testing out double turns yet; that's for next week.
Anyone is welcome to join in on these tests, and I'll be setting up some extra profiles if you don't have a character within the set level range (we'll vote based on who shows up, but expect it to be in the 10s or 20s). Regarding battle rewards, because this is experimental, there will be no Experience or Item Drops. However, the Rupee reward will be doubled from $#d8 to $#d16.
EDIT: Experience, Rupees and drops are in for the May 11th test battles. Still going for $#d16 for Rupees.
If the attack is unsuccessful, Darknut slams into an inconveniently placed wall.
Darknut takes neutral damage equal to the half of the difference in successes.
Enrage lasts until the end of your turn two rounds later.
Berserk lasts until the end of your turn one round later.
Scarred stacks infinitely.
Scarred lasts for the remainder of the battle or until Darknut dies.
The Yellow Patras’ Hearts are separate from Blue Patra’s.
Stat Swap lasts until the end of your turn two rounds later.
Collective Barrier lasts until it falls or Enchanter dies.
Can hit one target with a quick swing of this staff.
Roll your Courage +4 dice vs. targets' Courage dice
Divine Light:
Level 20 and Light (Level: 4)
Costs 10 Magic
A holy Light envelops a target, giving him the Divine Light Buff:
When the target takes spell damage, half of that amount is added as damage to his next attack. This stacks infinitely and resets after the target's next attack.
Divine Light cannot be used on those with Shadow affinity.
Divine Light lasts until the end of your turn two rounds later.
Soaked lasts until the end of your turn two rounds later.
Reversal lasts for the remainder of the battle.
Sap Shield
Select an ally. Anyone attacking that target will have 5 Hearts and 5 Magic siphoned to you if successful.
Sap Shield and Mark Target last until Pink Bokoblin is attacked or does something else.
Spike Trap lasts until the end of your turn two rounds later or if it hits someone.
Bleeding lasts for the remainder of the battle.
Anyone is welcome to join in on these tests, and I'll be setting up some extra profiles if you don't have a character within the set level range (we'll vote based on who shows up, but expect it to be in the 10s or 20s). Regarding battle rewards, because this is experimental, there will be no Experience or Item Drops. However, the Rupee reward will be doubled from $#d8 to $#d16.
EDIT: Experience, Rupees and drops are in for the May 11th test battles. Still going for $#d16 for Rupees.
Darknut, Blue (Level: 28)
Description
Origin: The Legend of Zelda
Blue Darknuts are considerably faster and a bit more intelligent than Red Darknuts. Instead of using a Tower Shield for defense, it banks on its offensive capabilities by wielding two claymores.
Blue Darknuts are considerably faster and a bit more intelligent than Red Darknuts. Instead of using a Tower Shield for defense, it banks on its offensive capabilities by wielding two claymores.
Affinities
Shadow (Level: 6)
Skills
Darknut Strength (Innate)
- All Darknuts have absurd strength and are thus able to carry Two-Handed items with one hand instead.
- Darknut attacks also deal impact damage to those that successfully block their attacks.
- Targets that successfully defend Darknut attacks take damage equal to their bonus dice and bonus successes when defending.
Retaliation (Innate)
- When Darknut covers for someone and successfully defends a melee attack, it can immediately counterattack the attacker with a slash from its sword.
- If the attack is unsuccessful, Cover is lost.
Cross Slash (Active)
- Requires two swords equipped
- Slash a target with the standard attacks of both of your swords in a cross pattern. Rather than two separate rolls, the rolls are combined into one roll.
- Roll the average of the attack rolls vs. the average of the target's defense rolls. The damage modifier is whichever of the two damage modifiers was lower.
- If the attack is successful, any Passive Effects from both swords are applied to the target.
Ramming Speed (Active)
- Darknut charges at a target at super speeds, exceeding 88 mph.
- Roll your Courage +4 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target's shield is knocked far away.
- Anyone can spend an action or a counterattack to go and pick it up.
Spells
Enrage (Support)
- Requires Shadow (Level: 4)
- Costs 6 Magic
- Send you or an ally into a fit of pure rage and hatred, giving him the Enrage Affliction:
- While Enraged, target has no control over its targets and rolls $1d#, where # is the number of players in the turn order.
- When the target attacks someone, he can attack a second time if the first attack is successful.
- Target’s damage taken is increased by 3
Shadow Strike (Offensive)
- Requires Shadow (Level: 1)
- Costs 2 Magic
- Strike a target with a ranged, physical Shadow attack. Does not count as spell damage.
- Roll your Courage -3 dice vs. targets' Wisdom dice / Damage increased by 1
Items
Berserker's Claymore (Weapon)
- Level 20
- A heavy, Two-Handed curved blade that causes its victims to go berserk. Hits one target.
- Roll your Courage dice vs. targets' Courage dice / Damage increased by 3
- If the attack is successful, target gets the Berserk Affliction:
- Target is forced to use melee attacks.
- Target gains +3 damage on all physical attacks.
- Target takes +2 damage from all attacks.
Desertion (Weapon)
- A gargantuan Two-Handed blade the size of an adult Hylian that’s capable of breaking its foes in a single strike. Hits one target.
- Roll your Power -5 dice vs. targets' Power dice / Damage increased by 6
- If the attack is successful, target gets the Scarred Affliction:
- A Magic scar is left on all of the target’s equipped items, lowering all numerical bonuses by 1.
- This does not include durations of effects.
Charge Platemail (Armor)
- Level 20
- As Darknut takes attacks, his armor charges over time, eventually empowering his attacks.
- Damage taken is reduced by 3
- Each time Darknut is hit, Charge Platemail gains a charge, up to a maximum of 3.
- When the armor is fully charged, Darknut’s next attack is increased by 6 successes.
- Regardless of whether the attack hits or not, all of the charges are spent, resetting the charge count to 0.
Patra, Blue (Level: 28)
Description
Origin: The Legend of Zelda
As if flies weren't bad enough... the Blue Patra is an overgrown fly with additional flies rotating in a ring around it at extreme speeds. They bat their opponents to death, and even when they're gone, the Blue Patra itself spits out fireballs to burn its enemies to death.
As if flies weren't bad enough... the Blue Patra is an overgrown fly with additional flies rotating in a ring around it at extreme speeds. They bat their opponents to death, and even when they're gone, the Blue Patra itself spits out fireballs to burn its enemies to death.
Affinities
Fire (Level: 6)
Skills
Spell Immunity (Innate)
- Blue Patra is immune to all spell damage.
- Damage taken is reduced by 4
Yellow Patras (Innate)
- Blue Patra has a ring of 4 smaller Yellow Patras surrounding it with 10 Hearts each. Until these Yellow Patras are dead, Blue Patra cannot take damage in any way.
- A multi-target attack can hit multiple Yellow Patras, as each one counts as a separate target.
Doubled Cover (Innate)
- When Blue Patra covers someone, as long as it has at least one Yellow Patra, it takes two attacks for Cover to wear off.
Expand (Active)
- Requires at least one Yellow Patra
- The ring of Yellow Patras expand, hitting all enemies and dealing bonus damage depending on the number of flies.
- Roll your Courage dice vs. targets' Courage dice / Damage is increased by # of Yellow Patras
Spells
Firebolt (Offensive)
- Fire (Level: 1)
- Costs 2 Magic
- Blue Patra fires a bolt of Fire at a target.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- If the attack is successful, the target takes an additional 3 burn damage (neutral).
Enchanter (Level: 28)
Description
Origin: ZURPG
Part of a religious sect known as "The Followers of Wisdom", the Enchanter is usually a hooded figure that stacks in the back of its group, buffing its allies with barriers and other effects. Enchanters bring down what they call "the goddesses rage" upon those that don't follow their beliefs.
Part of a religious sect known as "The Followers of Wisdom", the Enchanter is usually a hooded figure that stacks in the back of its group, buffing its allies with barriers and other effects. Enchanters bring down what they call "the goddesses rage" upon those that don't follow their beliefs.
Affinities
Light (Level: 6)
Skills
Regeneration (Passive)
- Enchanter gains 4 Magic at the start of each round.
Warp Shield (Passive)
- When damage is taken, Enchanter can expend 1 Magic for any 1 Heart lost in its place.
Spells
Stat Swap (Offensive)
- Level 20 Light (Level: 3)
- Costs 6 Magic
- Fire a series of mind blowing numbers at a target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the Stat Swap Status Effect:
- Target's highest and lowest stats are switched when the target is defending.
- This does not include Hearts or Magic.
Collective Barrier (Support)
- Level 20 and Light (Level: 4)
- Costs half of your Maximum Magic
- Roll your Maximum Magic and create a massive barrier that engulfs you and all allies.
- Barrier has bonus successes equal to the successes of your Maximum Magic.
- When any ally inside the barrier is defending, he can draw up to 5 successes from the Collective Barrier to his defending roll.
- Collective Barrier is not a Field Effect, but it can be dispelled like one.
Healing Light (Support)
- Level 10 and Light (Level: 2)
- Costs 3 Magic + 1 Magic per additional stack
- Target someone that has an Affliction that's capable of stacking.
- A ray of Light descends upon the target, removing all stacks of that particular Affliction.
- For each stack of the Affliction removed, the target heals by 2 Hearts.
Items
Casting Staff (Weapon)
- Level 20
- A Two-Handed staff imbued with magical powers, it returns your spent Magic over the course of the battle.
- Half of the Magic that you spend on your turn is returned to you at the start of the following round.
Guardian Robes (Armor)
- Level 20 and Light (Level: 2)
- These robes are enchanted with Light Magic and have the crest of the Triforce across the chest. It provides minor damage protection.
- All damage taken (including neutral) is reduced by 1.
Tonberry (Level: 28)
Description
Origin: Final Fantasy
It sees you. It wants you. You will die... eventually. Curse you arthritis.
It sees you. It wants you. You will die... eventually. Curse you arthritis.
Affinities
Shadow (Level: 6)
Skills
Slowpoke (Innate)
- Tonberry moves veeery slow and has an initiative of only $init 1d2.
- When Tonberry declares an action, it will happen two rounds later due to taking that long to walk up to the target.
- IT DOESN'T MATTER WHERE YOU RUN OR HIDE. HE WILL GET YOU.
Items
Knife (Weapon)
- It's just a little knife. Why are you frightened, my friend? Scared, are you? Then come closer. Let me hug you. Hits one target.
- Roll your Courage +2 dice vs. targets' Courage dice
Lantern of Doom (Tool)
- Level 10
- A dimly-lit lantern carried by Tonberry. It leads the way to death.
- When Lantern of Doom is carried by Tonberry, his Knife's dice when attacking is increased by 100.
- When Lantern of Doom is carried by a player, it siphons 1 Magic from all enemies to the user at the start of each round.
Cloak (Armor)
- A standard cloak that provides minimal protection against all types of damage.
- All damage taken (including neutral) is decreased by 1.
Bokoblin, Mini (Level: 28)
Description
Origin: The Wind Waker
Also known as the "children of Bokoblins", these Miniblins repeatedly charge a target to death, cycling through different attacks. Unlike Bokoblins, they have no need of a leader. They just feast on whatever is tasty to them.
Also known as the "children of Bokoblins", these Miniblins repeatedly charge a target to death, cycling through different attacks. Unlike Bokoblins, they have no need of a leader. They just feast on whatever is tasty to them.
Skills
Collective Swarm (Innate)
- All Miniblins share one collective turn and only get one action total. As such, only one initiative roll is made for all Miniblins.
- Each Minblin still counts as a separate target.
Swarm Protection (Innate)
- Miniblins can get in the way of any attack that was directed at an ally.
- Swarm Protection can only be used once per round for all Miniblins.
Low Value (Passive)
- Miniblins are worth 10 experience each.
Swarm Charge (Active)
- Each Miniblin can attack a target at once per turn. For each Miniblin, attack again cycling through this list:
- Roll your Courage +2 dice vs. targets' Courage dice
- Roll your Power +4 dice vs. targets' Power dice
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Miniblins cannot hit a single target more than three times in one turn with Swarm Charge.
Bokoblin, Pink (Level: 28)
Description
Origin: The Wind Waker
Pink Bokoblins serve as scouts for their boss, allowing Bokoblins to ambush the enemy whenever they can. In battle, they support their allies by looking at someone with a scope.
Pink Bokoblins serve as scouts for their boss, allowing Bokoblins to ambush the enemy whenever they can. In battle, they support their allies by looking at someone with a scope.
Affinities
Water (Level: 6)
Skills
Spellvamp Aura (Passive)
- While Pink Bokoblin is on the field, all Bokoblins siphon 3 Hearts and 3 Magic when attacking with a spell.
- Only one Spellvamp Aura can be active at a time.
Spells
Bullet Spray (Offensive)
- Requires Water (Level: 1)
- Costs 3 Magic
- Fire a spray of Water bullets at a target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals Water Effect Damage
Cold Wave (Offensive)
- Requires Water (Level: 1)
- Costs 3 Magic
- Splash a target with freezing water, eliminating a Status Effect that the target has.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage decreased by 2
- If the attack is successful, target has the Soaked Affliction:
- Erase one Status Effect that the target has.
- While Soaked, shock damage (neutral) is increased by 1 against the target.
Restore (Support)
- Requires Water (Level: 3)
- Costs 5 Magic
- Heal an ally by 5 Hearts and give the target the Reversal Buff.
- If the target is taking damage over time, it's reversed to a healing over time effect of the same amount.
- If the target returns to maximum Hearts, Reversal is automatically removed.
Items
Siphoning Wand (Weapon)
Souls... give me your SOULS!
- Level 10
- While it doesn't have much power, it makes up for it by allowing its beam to siphon Magic from one to another. Hits one target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, you can siphon Magic from the target to you or another target up to an amount equal to the damage dealt.
- Alternatively, you can transfer any amount of Magic from you to the target.
Scope (Tool)
- Level 20
- Pink Bokoblin’s Scope has two channeled abilities that last as long as Pink Bokoblin is looking at the target with the Scope.
- Mark Target:
- Select any target. Everyone gains +5 dice when attacking that target.
Bokoblin, Blue (Level: 28)
Description
Origin: The Wind Waker
Every Green Bokoblin is accompanied by at least one Blue Bokoblin, a rabid beast that throws itself at the enemy at blinding speeds. Under the command of a leader, it throws its grappling hook at enemies to bring them closer to its kin.
Every Green Bokoblin is accompanied by at least one Blue Bokoblin, a rabid beast that throws itself at the enemy at blinding speeds. Under the command of a leader, it throws its grappling hook at enemies to bring them closer to its kin.
Affinities
Water (Level: 6)
Skills
Bokoblin Swarm (Innate)
- For every Bokoblin (including Miniblins) on the field, all Bokoblins gain +2 Courage and +1 Power.
- Only one Bokoblin Swarm can be active at a time.
Fling (Active)
- Blue Bokoblin idiotically flings himself at a target.
- Roll your Courage +8 dice vs. targets' Courage dice
- Regardless of whether Fling is successful or not, target can counterattack Blue Bokoblin.
Items
Rabid Sword (Weapon)
- Level 20
- It’s not a particularly strong sword, but it allows Blue Bokoblin to hit the same target twice with this sword.
- Roll your Courage +3 dice vs. targets' Courage dice / Damage decreased by 4
Grappling Hook (Tool)
- Level 10
- Blue Bokoblin can throw its Grappling Hook at a target, allowing an ally to hit the target.
- Roll your Courage dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, the hook brings the target to an ally.
- Ally can attack hooked target once.
- Target loses 5 dice when defending against this attack.
- This counts as a counterattack.
Bokoblin, Green (Level: 28)
Description
Origin: The Wind Waker
Bokoblins are similar to their Moblin kin, though rather than being forest fellows, they're sea folk, and sometimes, pirates. The Green Bokoblin is the leader of its group and will never be seen alone. It gives commands to other Bokoblins, usually to focus all of their attacks on one target at a time. Without the leader, the rest of the Bokoblins attack whatever they want with no coordination.
Bokoblins are similar to their Moblin kin, though rather than being forest fellows, they're sea folk, and sometimes, pirates. The Green Bokoblin is the leader of its group and will never be seen alone. It gives commands to other Bokoblins, usually to focus all of their attacks on one target at a time. Without the leader, the rest of the Bokoblins attack whatever they want with no coordination.
Affinities
Nature (Level: 3), Water (Level: 3)
Skills
Leadership (Innate)
- There can only be one Green Bokoblin among any group of Bokoblins.
- While Green Bokoblin is on the field, all other Bokoblins have a damage reduction bonus of 2
- For every other Bokoblin on the field, Green Bokoblin gains a damage reduction bonus of 1
Boko Brigade (Active)
- Requires 3 Turns to Charge
- Charge the first turn. While Green Bokoblin is charging, all other Bokoblins (including Miniblins) can only use Cover on their turns.
- On Green Bokoblin’s next turn, all Bokoblins charge forth simultaneously, each one attacking any target with any attack.
- All Bokoblins have +6 dice when attacking during Boko Brigade
- Bokoblins with Boko Brigade cannot be counterattacked
Spells
Spike Trap (Support)
- Requires Nature (Level: 3)
- Costs 4 Magic
- Summon a Spike Trap that hurts melee attackers, telling only the target where you put it.
- If an enemy engages an ally that has a Spike Trap with a melee attack, target takes 5 damage.
- Additionally, target enemy loses 3 successes when attacking on that particular attack.
Items
Scimitar (Weapon)
- Level 20
- A large, curved sword, forged strong with jagged edges, the Scimitar sends foes flying and bleeding. Can hit one target.
- Roll your Power +2 dice vs. targets' Courage dice / Damage increased by 2
- If the attack is successful, target gets two stacks of the Bleeding Affliction:
- At the start of each round, target takes 1 bleed damage (neutral).
- This stacks infinitely.
Spiked Shield (Shield)
- Green Bokoblin carries a broad, Spiked Shield that hurts attackers in melee.
- When defending, your roll is increased by 4 dice.
- When an attacker successfully hits you in melee, the attacker takes 5 damage.
- When you Bash a target using Spiked Shield, the target takes a separate 5 damage.