Dev, DM
Strange Doc (Level: 10)
[enemy Power=9 Courage=7 Wisdom=10 Hearts=14/21 Magic=7/7]
If the selected target is unsuccessful in defending any attack, Reverse Cover wears off.
Reverse Cover lasts until you're hit or until you use Cover (any type) on someone else, jerk.
Cage lasts until the end of your turn two rounds later. Veil of Flames lasts for the remainder of the battle.
Description
As one of the Strange Brothers, Doc is essentially a troll. His speech resembles that of a parrot on crack, and often times, it's impossible to tell just what he's saying. Doc keeps using his "stethoscope" on everything, commentating on the living condition of even an Ore Chunk or a Rupee. In actuality, his stethoscope is just a rock tied to a necklace made of lavarope.
He has been known to trick a Moblin into thinking it was sick, at which point Doc bashed the Moblin's head with the stethoscope. "This treatment rocks! It took care of this fellow's disease with ease." Doc is quite possibly the only living being with jokes as bad Smithy's jokes. Oddly enough, he rhymes better than his brother Hat does.
He has been known to trick a Moblin into thinking it was sick, at which point Doc bashed the Moblin's head with the stethoscope. "This treatment rocks! It took care of this fellow's disease with ease." Doc is quite possibly the only living being with jokes as bad Smithy's jokes. Oddly enough, he rhymes better than his brother Hat does.
Affinities
Fire (Level: 1), Nature (Level: 2)
Skills
Hard Skin (Passive)
- As you gain more Hearts, your skin hardens, protecting you against damage better.
- For every 20 Hearts that you have (Maximum), damage taken is reduced by 1.
Reverse Cover
- This is a Cover Skill. You may only have one Cover skill active at a time. All others must be set to (Disabled).
- Select an ally to use Reverse Cover on.
- Anyone targeting you will instead hit the selected target, coward.
- Attacks that hit multiple targets can bypass Reverse Cover.
Double Bash
- Requires two shields
- Attack a target twice in one turn with two small bashes.
- Roll your Power dice vs. targets' Power dice / Damage is halved
Spells
Cage, Level 2
- Requires Nature (Level: 2)
- Costs 5 Magic
- Give yourself or an ally the Cage Buff:
- Target becomes automatically caged in a cell of roots and vines, which has 15 Hearts and "9 dice" for its defending stat.
- Target gains 3 Hearts and 3 Magic at the start of each of each round.
- Until Cage ends, target is forced to automatically end his turn, unable to use any action or defense.
- Any carryover damage that breaks through Cage goes to the target as neutral damage
Veil of Flames
- Requires Fire (Level: 1)
- Costs 2 Magic
- Target yourself or an ally to use Veil of Flames on
- Anyone that attacks the target by melee (successful or not) takes 1 burn damage from Veil of Flames
- Cannot use Veil of Flames on someone with Water affinity
- If used on someone with Nature affinity, target takes 1 burn damage (neutral) at the start of each round from Veil of Flames
Items
Heavy Shield 1
- It's considerably heavier than most shields, but consider yourself safe while using it.
- When defending, your roll is increased by 4 dice.
- While this shield is equipped:
- Roll $init 1d9 for initiative.
- You cannot get critical hits or use counterattacks.
Heavy Shield 2
- It's considerably heavier than most shields, but consider yourself safe while using it.
- When defending, your roll is increased by 4 dice.
- While this shield is equipped:
- Roll $init 1d9 for initiative.
- You cannot get critical hits or use counterattacks.
Green Tunic, Level 2
- This tunic, having been enchanted by fairies over a long period of time, allows you to transcend time control the airflow around you to a small extent.
- Cannot use if you have Water affinity
- Damage taken is reduced by 1
- Afflictions that last for the remainder of the battle do not affect you.
Firerobe (Level: 7)
Description
Origin: Zelda Classic
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Affinities
Fire (Level: 2)
Skills
Regeneration (Passive)
- Firerobe gains 2 Magic at the start of each round.
Warp Shield
- When damage is taken, Stormrobe can expend 1 Magic for any 1 Heart lost in its place.
Spells
Firebolt
- Requires Fire (Level: 1)
- Costs 1 Magic
- A bolt of Fire is cast forth, striking a target.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage increased by 1
Shockwave
- Requires Fire (Level: 2)
- Costs 3 Magic
- An orb of Fire spawns and explodes, hitting all enemies with a fiery shockwave.
- Roll your Wisdom -1 dice vs. targets' Wisdom dice
Siphon
- Firerobe transfers Magic to an ally.
- Cannot transfer more than 4 Magic in a single Siphon.
Lynel (Level: 8)
[enemy Power=9 Courage=12 Wisdom=5 Hearts=10/10 Magic=4/4]
Partial Blindness lasts until the end of your turn one round later.
When defending, your roll is increased by 1 dice.
Description
Origin: The Legend of Zelda
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Affinities
Light (Level: 2)
Skills
Thick Hide (Passive)
- Physical damage taken reduced by 2
- Spell damage taken reduced by 1
Fierce Combat (Passive)
- When Lynel’s Hearts are less than or equal to 4, he is in Fierce Combat mode.
- Courage is increased by 3, Power is increased by 2, and Wisdom is increased by 1.
- Light Blast costs 1 Magic
Spells
Light Blast
- Requires Light (Level: 2)
- Costs 3 Magic
- Lynel fires a blast of Light at a target, causing partial blindness.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- If the attack is successful, target gets the Partial Blindness Affliction:
- Target's Courage stat is decreased by 3.
- If target tries to use an action or counterattack that targets someone else, afflicted target rolls $1d3 first. If the result is a 1, the action/counterattack misses.
- Actions or counterattacks that hit everyone on the field are not included.
Items
Silver Trident
- Lynel carries a gleaming, Two-Handed silver trident that fires silver beams. Can hit one target.
- Roll your Courage +2 dice vs. targets' Courage dice
Fire Keese (Level: 7)
[enemy Power=5 Courage=18 Wisdom=5 Hearts=5/5 Magic=2/2]
Description
Origin: The Ocarina of Time
"While they may simply seem like Keese unfortunate enough to have caught flame, Fire Keese aren't harmed by the blaze, and indeed even have a great deal of control over it."
"While they may simply seem like Keese unfortunate enough to have caught flame, Fire Keese aren't harmed by the blaze, and indeed even have a great deal of control over it."
Affinities
Fire (Level: 2)
Skills
Wreath of Flames (Passive)
- Anyone who attacks Fire Keese by melee (successful or not) will take 1 burn damage (neutral).
Fire Slash
- Costs 1 Magic
- Requires Fire (Level: 1)
- Fire Keese slashes at a target with its burning wings.
- Roll your Courage dice vs. targets' Courage dice
Incinerate
- Requires Fire (Level: 2)
- Fire Keese superheats its wings, doing a large amount of Fire damage.
- Roll your Courage +3 dice vs. targets' Courage dice
- At the end of the attack, Fire Keese incinerates and dies.
Green ChuChu (Level: 7)
[enemy Power=7 Courage=7 Wisdom=7 Hearts=7/7 Magic=7/7]
Description
Origin: Majora's Mask
"Another member of the ChuChu family, these slimy beasts sap away at their opponents, excreting absorbed magic to its allies. Their gelly exterior causes attacks to bounce off, making them very difficult to harm directly."
"Another member of the ChuChu family, these slimy beasts sap away at their opponents, excreting absorbed magic to its allies. Their gelly exterior causes attacks to bounce off, making them very difficult to harm directly."
Skills
Goo
- Unless Green ChuChu would die from a single hit, Green ChuChu takes a maximum of 3 damage from physical attacks.
- Spell damage taken is reduced by 1
Glomp
- Green ChuChu glomps a target, stealing Hearts and Magic.
- Roll your Courage +2 dice vs. targets' Courage dice / Deals no damage
- If the attack is successful, steal 2 Hearts and 2 Magic from the target.
Spells
Siphon
- Green ChuChu transfers Magic to an ally.
- Cannot transfer more than 4 Magic in a single Siphon.
Possessed Rogue (Level: 10)
Description
He appears to be a survivor from his group of rogues. Something or someone seems to have killed some of his comrades. His eyes are red and wide opened, as if possessed.
A note about rogues - they used to be adventurers like you, but then they took an arrow to the knee, but they decided to attack others at the request of greater powers, usually as a result of being threatened. That said, their stats include a player's starting stats.
A note about rogues - they used to be adventurers like you, but then they took an arrow to the knee, but they decided to attack others at the request of greater powers, usually as a result of being threatened. That said, their stats include a player's starting stats.
Affinities
Light (Level: 2), Fire (Level: 1)
Skills
Bash
- Requires a shield
- When you have your shield out, you can bash a target, effectively dealing some damage.
- Roll your Power +2 dice vs. targets' Power dice / Damage is halved
Spin Attack
- Costs 4 Magic
- Use a spin attack on a target using your primary weapon. Must be a melee weapon.
- If the attack is successful, a wave of energy hits all enemies, including the one you just hit.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage is halved
Spells
PSI Flare
- Requires Fire (Level: 1)
- Costs 1 Magic
- A basic Fire spell, PSI Flare hits one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
Fireball
- Requires Fire (Level: 1)
- Costs 3 Magic
- Shoot a slow moving ball of fire at a target.
- Roll your Wisdom -3 dice vs. targets' Wisdom dice / Damage increased by 1
- If the attack is successful, the fireball explodes in a rain of sparks that hit all enemies at the same success rate.
- Sparks do 2 Fire Effect Damage each.
Beam
- Requires Light (Level: 1)
- Costs 2 Magic
- Fire an inaccurate focused beam of Light at a target.
- Roll your Wisdom -3 dice vs. targets' Wisdom dice / Damage increased by 3
Boost
- Requires Light (Level: 1)
- Costs 2 Magic
- Give an ally the Boost Buff:
- Target gets a +3 stat boost to whatever the caster's highest stat is.
- If this is for Hearts or Magic, it increases both the current and maximum.
Items
White Sword
- Requires 6 Hearts
- An enchanted blade painted white, this sword can hit one target and has the Air Blade ability.
- Roll your Courage +3 dice vs. targets' Courage dice / Damage increased by 1
Majora's Shield
- Requirements Unknown
- Costs Unknown
- It appears to be the left half of Majora's Mask, converted into the form of an asymmetrical shield. An evil aura is being emitted from it.
- Increases dice when defending by +7
- Shockwave:
- The aura is compressed briefly and then explodes, hitting everyone except the user.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target(s) gets the Subdued Affliction:
- While Subdued, you cannot perform any actions.
- If you are hit by anything, you wake up and are able to defend against it with a -5 dice penalty.
Dragonhide Tunic
- Woven and developed from the hide of a dragon, this tunic provides good protection and increases your Courage slightly.
- Damage taken is reduced by 2
- Your Courage is increased by 2
Cloaked Figure (Level: ??)
Description
He wears a black cloak stained in blood. A veil of darkness covers his face. Most of his abilities and stats appear to be invisible.
Affinities
Shadow (Level: 7)
Skills
Escape
- Allows you (specifically) to escape from the current battle. 'Hits' all enemies.
- Roll your Courage dice vs. targets' Wisdom dice
- If successful, you (specifically) escape from the battle.
Spells
Blood Stain
- Requires Shadow (Level: 5)
- Costs 8 Magic and half of your Maximum Hearts
- Part of your blood is summoned from your body into deadly rain above a target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- If the attack is successful and the target dies, the target explodes, and his blood is siphoned back to you.
- Recover Hearts equal to the target's Maximum Hearts.
Items
Cloak of Grave
- A black cloak stained in the blood of the wearer's victims.
- All damage taken reduced by 3 (including neutral damage)
- ???