Dev, DM
Stalfos
Stalfos Knight
- Power: 15 (+0)
- Courage: 20 (+4)
- Wisdom: 6 (+0)
- Hearts: 21/21 (+0)
- Magic: 2/2 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 3
- Armor: 1
Affinities: None
Description
Origin: Ocarina of Time
The bigger brother to the Stalchild, the Stalfos enters the fray with a jagged edged sword and a shield. While it may not be as explosive or infectious, it’s incredibly difficult to kill, and even if you do kill it, it can bring something back.
The bigger brother to the Stalchild, the Stalfos enters the fray with a jagged edged sword and a shield. While it may not be as explosive or infectious, it’s incredibly difficult to kill, and even if you do kill it, it can bring something back.
- Can’t take more than 8 Damage at once
- Death protection at 1 Heart
- Taunt on single-target attacks
- An extra +4 Armor against Taunted targets
- If you die, resurrect a dead ally with 5 Hearts
If Enemy dies, it has a team drop of 75 Rupees and a Magical Bone Dust.
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.
Add Magical Bone Dust to your Consumables
Code:Select All
[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]
Skills
Reanimate
- 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.
Armored Core
- RESTRICTIONS: This is an Innate Skill. Only Stalfos Knights can learn and use this skill.
- DESCRIPTION: Stalfos Knights are incredibly difficult to kill, with a reinforced bone structure that prevents them from taking too much damage at once.
- EFFECT 1: You cannot take more than 8 Damage (including Armor) from any damage instance.
- EFFECT 2: Once per battle, if an attack would kill you, you are instead dropped to 1 Heart instead.
(3) Defense Booster x1
- Point Cost: 3
- DESCRIPTION: Increases your defensive capabilities.
- Defense Dice: +2 per stack
(2) Courage Booster x2
- Point Cost: 1
- DESCRIPTION: Increases your speed.
- Courage: +1 per stack
Leap Attack
- REQUIREMENTS: A melee attack
- CHARGE: 1 Turn
- Begin charging by readying your attack, and preparing to leap at the target.
Cover
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- If you are unsuccessful in defending any attack, Cover wears off.
- 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.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- Cover:
Hide
- 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.
- This can stack up to three times.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
Basic Counter
- 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.
- 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.
Two Hands for One
- 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.
- 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.
Punch
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- Damage: Halved
- Roll your Power +5 dice vs. targets' Power dice
Bash
- 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
- Damage: -2
- Damage: -2
- Roll your Power +3 dice vs. targets' Power dice
Throw
- 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.
- Damage: None
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- Target Damage: +0
- ATTACK 1: Roll your Power dice vs. targets' Power dice
Kick
- 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
- Damage: Halved
- Damage: Halved
- Roll your Courage +5 dice vs. targets' Courage dice
Escape
- 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.
- Damage: None
- Roll your Courage +3 dice vs. targets' Courage dice
- 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.
- Damage: None
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Outrun:
Sneak-Up
- 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).
Taunt
- 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.
- Target’s single-target Combat Actions can only target you.
- Damage: None
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
Stealth Strike
- 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).
Items
Jagged Edged Sword
- DESCRIPTION: A deadly blade with jagged edges that causes its victims to bleed to death. Can use Slash or Stab on a target.
- Slash:
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target takes Damage-Over-Time:
- At the start of each round, target takes 3 Neutral Damage.
Skeletal Shield
- 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.
Taunt Armor
- DESCRIPTION: A steel-plated armor enchanted with magnetism. It provides little protection normally, but when someone is forcibly focused on you, it becomes much stronger.
- Armor: +1
- EFFECT 1: When you successfully hit someone with a single-target attack, target gets 1 stack of the Taunted Affliction:
- Target’s single-target Combat Actions can only target you.
Baby Dodongo
Baby Dodongo
- Power: 25 (+0)
- Courage: 21 (+1)
- Wisdom: 12 (+0)
- Hearts: 4/4 (+0)
- Magic: 2/2 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 6
Affinities: Fire
Description
Origin: Ocarina of Time
Baby Dodongos are nowhere near as massive when young, though they still maintain their explosively vicious behavior.
Baby Dodongos are nowhere near as massive when young, though they still maintain their explosively vicious behavior.
- $1d3 chance to crit.
- Once per round, at any time, remove 1 stack of an Affliction from yourself.
- Explode on death.
If Baby Dodongo dies, it has a team drop of 100 Rupees.
Skills
Hard Skin
- RESTRICTIONS: This is an Innate Skill. Only Dodongos can learn and use this skill.
- DESCRIPTION: Whether they’re babies or fully grown, Dodongos have incredibly tough skin, easily deflecting anything but a lethal strike.
- Armor: +6
- EFFECT: Once per round, at any time, remove 1 stack of an Affliction from yourself.
Explosive Death
- RESTRICTIONS: This is an Innate Skill. Only Baby Dodongos can learn and use this skill.
- DESCRIPTION: When Baby Dodongos die, they let out a scream so shrill, that it causes itself to explode violently, hitting everyone else.
- Roll your Power +3 dice vs. targets' Power dice
- Damage: 8
(1) Courage Booster x1
- Point Cost: 1
- DESCRIPTION: Increases your speed.
- Courage: +1 per stack
(4) Critical Strike
- Point Cost: 4
- DESCRIPTION: Do you have the skills to RNG your way to a victory? If so, then be random when you kill your foes.
- EFFECT: Once per turn, when you are successful in attacking with a single-target attack, roll $1d3.
- If the result is a 3, multiply the difference in successes by x1.5.
Leap
- DESCRIPTION: Baby Dodongo leaps at a target with the full force of its weight. They may be small, but they’re still heavy enough to hurt!
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: +0
Cover
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- If you are unsuccessful in defending any attack, Cover wears off.
- 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.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- Cover:
Hide
- 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.
- This can stack up to three times.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
Basic Counter
- 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.
- 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.
Two Hands for One
- 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.
- 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.
Punch
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- Damage: Halved
- Roll your Power +5 dice vs. targets' Power dice
Bash
- 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
- Damage: -2
- Damage: -2
- Roll your Power +3 dice vs. targets' Power dice
Throw
- 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.
- Damage: None
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- Target Damage: +0
- ATTACK 1: Roll your Power dice vs. targets' Power dice
Kick
- 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
- Damage: Halved
- Damage: Halved
- Roll your Courage +5 dice vs. targets' Courage dice
Escape
- 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.
- Damage: None
- Roll your Courage +3 dice vs. targets' Courage dice
- 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.
- Damage: None
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Outrun:
Sneak-Up
- 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).
Taunt
- 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.
- Target’s single-target Combat Actions can only target you.
- Damage: None
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
Stealth Strike
- 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).
Spells
Scorch
- REQUIREMENTS: Fire
- COSTS: 2 Magic
- DESCRIPTION: Fire waves of Fire at a target, burning away their defense.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target loses 4 Defense Dice.
Cleansing Flames
- REQUIREMENTS: Fire
- COSTS: 1 Magic
- DESCRIPTION: A gentle flame graces a target.
- EFFECT: Remove 1 stack of an Affliction from the target; as a result, the target also takes 1 Neutral Damage.
Wisp
Wisp
- Power: 5 (+0)
- Courage: 5 (+0)
- Wisdom: 21 (+0)
- Hearts: 5/5 (+0)
- Magic: 22/22 (+1)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: Light
Description
Origin: ZURPG
The flame-wreathed skulls known as Wisps may appear frightening, but in reality, they are quite fragile. However, should they survive a battle long enough, their regenerative abilities will remove their fragility and boost their allies infinitely.
The flame-wreathed skulls known as Wisps may appear frightening, but in reality, they are quite fragile. However, should they survive a battle long enough, their regenerative abilities will remove their fragility and boost their allies infinitely.
- Warp Shield
- At the start of each round, you recover Magic equal to the Current Round # * 2.
- You may do an additional Support Action on your turn for no Action Cost.
If Wisp dies, it has a team drop of 100 Rupees.
Skills
Infinite Support
- RESTRICTIONS: This is an Innate Skill. Only Wisps can learn and use this skill.
- DESCRIPTION: Wisps may look scary, but they have a limited ability to actually fight. Instead, they stay back and support their allies.
- EFFECT 1: At the start of each round, you recover Magic equal to the Current Round # * 2.
- EFFECT 2: You may do an additional Support Action on your turn for no Action Cost.
(1) Magic Booster x1
- Point Cost: 1
- DESCRIPTION: Increases your magical capacity.
- Magic: +1/1 per stack
(4) Warp Shield
- Point Cost: 4
- DESCRIPTION: A shield that seems to have warped dimensions slightly is surrounding you. Wonder what that means?
- EFFECT: When you take damage, instead of losing Hearts, you can choose to lose Magic equal to the damage taken instead.
- If you choose to lose any amount of Magic, your Armor is not factored in until Warp Shield is deactivated.
- If you run out of Magic, Warp Shield deactivates for the remainder of the battle.
Light Orb
- REQUIREMENTS: Light
- DESCRIPTION: Fire an orb of Light, which disperses into a bunch of Light bullets that strike all enemies.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: For each target hit, you recover 1 Magic.
Reverse Cover
- DESCRIPTION: Use someone else’s body as a shield! Coward. Select an ally to use Reverse Cover on.
- EFFECT: The target is now using Cover on you. Convenient, you jerk.
Cover
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- If you are unsuccessful in defending any attack, Cover wears off.
- 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.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- Cover:
Hide
- 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.
- This can stack up to three times.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
Basic Counter
- 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.
- 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.
Two Hands for One
- 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.
- 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.
Punch
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- Damage: Halved
- Roll your Power +5 dice vs. targets' Power dice
Bash
- 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
- Damage: -2
- Damage: -2
- Roll your Power +3 dice vs. targets' Power dice
Throw
- 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.
- Damage: None
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- Target Damage: +0
- ATTACK 1: Roll your Power dice vs. targets' Power dice
Kick
- 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
- Damage: Halved
- Damage: Halved
- Roll your Courage +5 dice vs. targets' Courage dice
Escape
- 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.
- Damage: None
- Roll your Courage +3 dice vs. targets' Courage dice
- 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.
- Damage: None
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Outrun:
Sneak-Up
- 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).
Taunt
- 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.
- Target’s single-target Combat Actions can only target you.
- Damage: None
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
Stealth Strike
- 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).
Spells
Illuminate
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: A bright orb of Light descends on the field, exploding into rays of Light that hit all enemies while healing your team.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: For each target hit, you and your allies recover 1 Heart.
Boost
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: Give a target a burst of energy.
- EFFECT: Increase one of the target’s stats by 3 (except Magic).
Empower
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: Raise someone’s spirits with a pulse of encouraging Light, strengthening them when they do well.
- EFFECT: Give a target 1 stack of the Empower Buff:
- Every time the target attacks or defends successfully, they gain 1 Power, 1 Courage, and 1 Wisdom.
Blinding Reflection
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Place a mirror of Light around someone, blinding whoever attacks them.
- EFFECT: Give someone one stack of the Blinding Reflection Buff:
- After the target is attacked, the attacker gets 1 stack of the Blinded Affliction, removing 1 stack of Blinding Reflection.
- Blinded Affliction:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
Barricading Light
- REQUIREMENTS: Light
- COSTS: 6 Magic
- DESCRIPTION: A series of barricades surround a target, replacing their negative effects.
- EFFECT 1: Remove all stacks of one Affliction from a target.
- EFFECT 2: Then, for each stack removed, target gets 1 stack of the Affliction Blocker Buff:
- Once per round, at any time, remove one stack of an Affliction from yourself.