Dev, DM
Deku Baba
Deku Baba
- Power: 15 (+0)
- Courage: 18 (+0)
- Wisdom: 5 (+0)
- Hearts: 17/12 (+5)
- Magic: 8/8 (+0)
- Initiative: $init 1d10
- Attack Dice: 3
- Defense Dice: 3
- Armor: 0
Affinities: Nature
Description
Origin: Ocarina of Time
These khaki-green plants with large distinctive purple-blue heads are the source of Deku Sticks, Deku Nuts, and the high prices of both. Its carnivorous nature and ground-level height often makes it difficult to notice - until it tries to take a bite out of your leg and continues attempting to do so from a range thanks to its long stalk.
These khaki-green plants with large distinctive purple-blue heads are the source of Deku Sticks, Deku Nuts, and the high prices of both. Its carnivorous nature and ground-level height often makes it difficult to notice - until it tries to take a bite out of your leg and continues attempting to do so from a range thanks to its long stalk.
- You start off with Regenx6
- You can not Escape
- Your stalk can be targeted instead of you via single-target attacks:
- The stalk’s defending roll is overridden by your Courage.
- The stalk has 8 Hearts and you die if it reaches 0 Hearts.
Skills
Baba Stalk
- RESTRICTIONS: This is an Innate Skill. Only Deku Babas can learn and use this skill.
- DESCRIPTION: Deku Babas grow on long, woody stalks; granting them general boosts but opens up a number of weaknesses that work against it.
- Attack Dice: +3
- Defense Dice: +3
- EFFECT 1: You start off with Regenx3
- EFFECT 2: You can not use any form of Escape.
- EFFECT 3: When targeting Deku Baba for a single-target attack, you can opt to attack it’s stalk instead:
- The stalk’s defending roll is overridden by your Courage.
- The stalk has 8 Hearts and you die if it reaches 0 Hearts.
Growth
- RESTRICTIONS: This is an Innate Skill. Only Deku Baba can learn and use this skill.
- DESCRIPTION: Deku Babas continue to grow throughout the battle, influencing the growths of their allies.
- Hearts: +5
- EFFECT: Whenever you receive a Bonus to one of your stats in battle, all of your allies gain half of the bonus you got.
- This does not proc itself.
(4) Regeneration
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Hearts over time.
- EFFECT: You gain Regen x3.
(5) Counter Window
- Stat Point Cost: 5
- 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: Allows you counter attacks that you defend against, with a certain threshold.
- CONDITION: When you successfully defend an attack, if the difference in successes is between 1 and 5 (inclusive), you can Counterattack by using any non-charge attack.
Chomp
- DESCRIPTION: Deku Baba gleefully chomps on a target, leaving a nasty wound in the process.
- Roll your Courage dice vs. targets' Courage dice
- Damage: +4
Nutcracker
- DESCRIPTION: Deku Baba hurls a cracked Deku Nut at an enemy, blinding them.
- Roll your Courage +3 dice vs. targets' Power dice
- Damage: None
- EFFECT: If it hits, target gets Blinded:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
Toxic Sap
- DESCRIPTION: Deku Baba spews toxic sap all over the enemy party, eroding away at their defenses.
- Roll your Power dice vs. targets' Wisdom dice
- Neutral Damage: 2
- EFFECT: Any target(s) hit lose 3 Defense Dice
Leech
- DESCRIPTION: Grab a target and leech off them, stealing some Magic from them in the process.
- Roll your Power dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: Siphon Magic from the target equal to half the difference in successes.
Camouflage
- COSTS: 3 Magic
- DESCRIPTION: Shh! I'm being sneaky. Go away! Magically camouflage in with your surroundings to go sneaky.
- You cannot be targeted by anything Single-Target.
- If you take any damage or do anything other than moving around, Camouflage ends.
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
Roots
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A plethora of roots grow from the ground, grabbing a target from below.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target becomes Immobilized.
- Target cannot move or use any melee attacks.
- DURATION: One round.
Blessing
- COSTS: 3 Magic
- DESCRIPTION: You become blessed by an Arcane light, allowing you to bestow a minor Bonus to yourself or an ally.
- EFFECT: Select either the target's Power, Courage, or Wisdom stat, and increase it by 2.
Great Rejuvenation
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: With a blessing from the Great Fairy, the target’s wounds are whisked away.
- EFFECT: Target recovers 10 Hearts.
Earth Shield
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A mold of earth covers a target in a protective shell.
- EFFECT: Target gains 2 Armor.
Green Bubble
Green Bubble
- Power: 5 (+0)
- Courage: 16 (+0)
- Wisdom: 23 (+0)
- Hearts: 12/12 (+0)
- Magic: 8/8 (+0)
- Initiative: $init 1d10
- Attack Dice: 3
- Defense Dice: 3
- Armor: 0
Affinities: Nature
Description
Origin: Zelda I & II
A floating skull engulfed with green lightning. Unlike the Red Bubble, the Green Bubble cannot be controlled by others and has a tendency to camp in dungeons, surprising its prey while they're already in battle with others. It thrives on sapping Magic from its target, as its rather squishy. Reviving a Green Bubble with Infusion can get you its favor, so while you can't directly control it, you can certainly make quite a handy ally.
A floating skull engulfed with green lightning. Unlike the Red Bubble, the Green Bubble cannot be controlled by others and has a tendency to camp in dungeons, surprising its prey while they're already in battle with others. It thrives on sapping Magic from its target, as its rather squishy. Reviving a Green Bubble with Infusion can get you its favor, so while you can't directly control it, you can certainly make quite a handy ally.
- Magic Regen x2
- Magic Costs: -1 (down to a minimum of 1 Magic)
The first time Green Bubble dies, it has a team drop of 50 Rupees, and it drops a Magic Jar, which can be found here.
Skills
Death by Sunlight
- DESCRIPTION: Bubbles can only survive in dungeon-like environments, lit by torches and other light sources. Sunlight, however, will kill it.
- EFFECT: If Bubble comes in contact with natural sunlight, it will die instantly, granting no Rupees or drops.
- The actual Bubble itself disintegrates and cannot be revived with Infusion.
- Artificial sunlight has no effect on Bubbles.
Green Blur
- DESCRIPTION: Green Bubbles move at lightning speeds, bouncing around so fast, they’re practically a blur.
- Attack Dice & Defense Dice: +3
- Magic Costs: -1 (down to a minimum of 1 Magic)
- EFFECT: If Green Bubble runs out of Magic, it will automatically die and fall to the ground as a lifeless skull... which can be revived with Infusion.
Infusion
- REQUIREMENTS: Bubble is dead
- DESCRIPTION: If Bubble is dead, it can be revived with an infusion of Magic. It does not automatically give control to the reviver though. That requires more specialized means.
- EFFECT: By transferring Magic to Bubble and restoring it to its Maximum Magic, it will revive back to Maximum Hearts.
- This can be done in battle with a Support Action. All you have to do is touch it, and it will naturally sap the Magic from you.
(4) Magic Regeneration
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Magic over time.
- EFFECT: You gain Magic Regen x2.
Green Disable
- DESCRIPTION: Green Bubble suddenly flies at a target at lightning velocities.
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target loses 5 Magic.
Basic
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
Lightning Bolt
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A bolt of Lightning strikes a target from the sky almost instantaneously.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +14 dice vs. targets' Wisdom dice
- Damage: Halved
Neutralize
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: A tame jolt of lightning zaps a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to yourself or an ally.
- Offensive Spell:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT 1: If it hits, remove one Water Named Effect from the target.
- EFFECT 2: Additionally, remove up to 3 Regen from the target.
Heal Beam
- REQUIREMENTS: Nature
- COSTS: 1 Magic
- DESCRIPTION: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.
- EFFECT: Target recovers 4 Hearts.
Fairy Beam
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Create a magical fairy with a fleeting life, capable of restoring life to a dead target.
- EFFECT: Target is revived to 3 Hearts.
Green ChuChu
Green ChuChu
- Power: 15 (+0)
- Courage: 15 (+0)
- Wisdom: 15 (+0)
- Hearts: 13/13 (+0)
- Magic: 10/7 (+3)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 5
- Armor: 0
Affinities: Nature
Description
Origin: Majora’s Mask
A green blob of blobbiness, complete with a set of googly eyes and one heck of a creepy smile, as it slobbers its way around, leaving an icky green goo behind.
A green blob of blobbiness, complete with a set of googly eyes and one heck of a creepy smile, as it slobbers its way around, leaving an icky green goo behind.
- Magic Regen x3
- Counterattacks when hit with Bounce Back
- Auto-cover an ally at the start of each round
- Multi-Cover
- Defense Dice: +1 every time you successfully defend while covering
Skills
Bounce Back
- RESTRICTIONS: This is an Innate Skill. Only ChuChus can learn and use this skill.
- DESCRIPTION: ChuChus are like Wobbuffet have a tendency to bounce back after they’ve been hit.
- Defense Dice: +5
- EFFECT: After ChuChu is hit by an attack, it Counterattacks the attacker by slamming its head into them!
- Roll your Power +10 dice vs. targets' Power dice
- Damage: Halved
In the Way
- RESTRICTIONS: This is an Innate Skill. Only ChuChus can learn and use this skill.
- DESCRIPTION: ChuChus like getting in the way of their enemies, as they naturally shift towards their allies.
- EFFECT 1: At the start of each round, use Cover on an ally for free, if you have one.
- EFFECT 2: Every time you successfully defend while using Cover, you gain 1 Defense Dice.
Green Recovery
- RESTRICTIONS: This is an Innate Skill. Only Green ChuChus can learn and use this skill.
- DESCRIPTION: GreenChuChu naturally generates its own Magic.
- Magic: +3
- Magic Regen: x3
(3) Multi-Cover
- Stat Point Cost: 3
- DESCRIPTION: Why protect only one when you can protect your whole team?
- EFFECT: You can have Cover active on multiple targets at a time.
Green Siphoning Strike
- DESCRIPTION: Green ChuChu launches a disgusting, acidic blob of itself at a target.
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, siphon Magic from the target to you equal to the difference in successes.
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
Heal Beam
- REQUIREMENTS: Nature
- COSTS: 1 Magic
- DESCRIPTION: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.
- EFFECT: Target recovers 4 Hearts.
Great Rejuvenation
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: With a blessing from the Great Fairy, the target’s wounds are whisked away.
- EFFECT: Target recovers 10 Hearts.
Thorns
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: A line of thorns protects an ally, reflecting the next attack they take.
- EFFECT: Target gains Thorns.
- The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
Fairy Beam
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Create a magical fairy with a fleeting life, capable of restoring life to a dead target.
- EFFECT: Target is revived to 3 Hearts.
Moblin
Moblin
- Power: 16 (+0)
- Courage: 20 (+0)
- Wisdom: 4 (+0)
- Hearts: 20/20 (+0)
- Magic: 4/4 (+0)
- Initiative: $init 1d10
- Attack Dice: 2
- Defense Dice: 2
- Armor: 4
Affinities: Nature
Description
Origin: Zelda 1
Moblins are thuggish, unintelligent, porcine creatures that nonetheless can hold their own in a fight. However, they will submit to a higher command if they are ordered as such. These particular Moblins are very bulky and hard to kill. They also know some basic Magic to heal and protect their allies.
Moblins are thuggish, unintelligent, porcine creatures that nonetheless can hold their own in a fight. However, they will submit to a higher command if they are ordered as such. These particular Moblins are very bulky and hard to kill. They also know some basic Magic to heal and protect their allies.
- Allies also gain 2 Attack Dice & Defense Dice
- Super Cover
Skills
Mob Mentality
- RESTRICTION 1: This is an Innate Skill. Only Moblins can learn and use this skill.
- RESTRICTION 2: Only one Mob Mentality among Moblins can be active at a time.
- DESCRIPTION: Moblins have a powerful command-oriented mentality, and they share its energy passively with their allies.
- EFFECT: You and your allies gain 2 Attack Dice & Defense Dice.
(4) Super Cover
- Stat Point Cost: 4
- DESCRIPTION: You become more sturdy, granting you the ability to stand guard through all but heavy attack
- EFFECT: Cover does not end for you until you are hit by an attack that would deal 6 or more Damage to you (after Armor is factored in) or switch targets (unless you have Multi-Cover).
Ram
- CHARGE: 1 Action
- Start charging by bracing yourself into the ground and spending a Support Action. Once charged, you gain a defensive bonus.
- Defense Dice: +2
- Armor: +2
- These bonuses persist until you attack.
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
Heal Beam
- REQUIREMENTS: Nature
- COSTS: 1 Magic
- DESCRIPTION: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.
- EFFECT: Target recovers 4 Hearts.
Earth Shield
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A mold of earth covers a target in a protective shell.
- EFFECT: Target gains 2 Armor.
Items
Spear
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A long spear with a steel tip, capable of warding off small attacks and piercing through Cover. You can swing at two enemies at once with a Slash, or you can Stab one target.
- Slash:
- EFFECT: Can target two targets.
- Roll your Courage +2 dice vs. targets' Courage dice
- Damage: +0
Soldier Platemail
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +4
Red Leever
Red Leever
- Power: 26 (+0)
- Courage: 13 (+0)
- Wisdom: 10 (+0)
- Hearts: 13/13 (+0)
- Magic: 6/6 (+0)
- Initiative: $init 1d13
- Attack Dice: 0
- Defense Dice: 4
- Armor: 8
Affinities: Nature
Description
Origin: Zelda 1
Crafty and subterranean, the carnivorous Red Leever flora remain burrowed in the sand, springing up to catch their unwary prey. Even if the adventurer manages to escape the initial snap, the massive plant will often give chase, sweeping across the ground rapidly.
Crafty and subterranean, the carnivorous Red Leever flora remain burrowed in the sand, springing up to catch their unwary prey. Even if the adventurer manages to escape the initial snap, the massive plant will often give chase, sweeping across the ground rapidly.
- Gets screwed over by moves that “Bypass Cover” or when getting Counterattacked
- +10 Dice when using Escape
If Red Leever dies, it has a team drop of 70 Rupees.
Skills
Tunneling
- RESTRICTIONS: This is an Innate Skill. Only Leevers can learn and use this skill.
- DESCRIPTION: By moving around underground, Leevers generally get the first move, and they’re able to escape battles easily.
- Initiative: +0d3
- EFFECT: You gain 10 Dice when using Escape.
Underground
- RESTRICTIONS: This is an Innate Skill. Only Red Leevers can learn and use this skill.
- DESCRIPTION: Red Leevers remain underground at all times, making them rather difficult to kill.
- Defense Dice: +4
- Armor: +8
- EFFECT: The above bonuses are disabled while being hit by an attack that “Bypasses Cover” OR while you’re being Counterattacked.
SPIKE
- DESCRIPTION: Red Leever flings one of its spiky tentacles through the ground, hitting someone with a surprise attack.
- EFFECT: This bypasses Cover.
- Roll your Power +3 dice vs. targets' Wisdom dice
- Damage: +3
- IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
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
Earth Shield
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A mold of earth covers a target in a protective shell.
- EFFECT: Target gains 2 Armor.
Thorns
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: A line of thorns protects an ally, reflecting the next attack they take.
- EFFECT: Target gains Thorns.
- The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
Wind Keese
Wind Keese
- Power: 5 (+0)
- Courage: 25 (+0)
- Wisdom: 20 (+0)
- Hearts: 9/9 (+0)
- Magic: 6/6 (+0)
- Initiative: $init 1d18
- Attack Dice: 4
- Defense Dice: 4
- Armor: 0
Affinities: Nature
Description
Origin: ZURPG
The most common form of Keese, these Keese roam just about anywhere over the world at night away from towns and cities and will adapt to various conditions. They have the ability to generate powerful gusts of wind where applicable.
The most common form of Keese, these Keese roam just about anywhere over the world at night away from towns and cities and will adapt to various conditions. They have the ability to generate powerful gusts of wind where applicable.
- Bonus turn is skipped
- Up to twice per round, you can reroll any of your rolls.
- Immunity to effects that affect eyesight.
When Wind Keese dies, it has a team drop of 50 Rupees, and it drops a Gale Seed, which can be found here.
Skills
Sonar
- RESTRICTIONS: This is an Innate Skill. Only Keese can learn and use this skill.
- DESCRIPTION: Keese has the innate ability to locate enemies and prey even in complete darkness; making it impossible to hinder their attacks by preventing visibility.
- Attack Dice: +4
- EFFECT: You are unaffected by any effects that affect their eyes or their visibility.
Swift Flight
- RESTRICTIONS: This is an Innate Skill. Only Wind Keese can learn and use this skill.
- DESCRIPTION: Wind Keese has the innate ability to fly swiftly using their sharp, airy wings to adeptly evade attack.
- Defense Dice: +4
- EFFECT: Up to twice per round, you can reroll any of your rolls.
(3) Flashstep
- Stat Point Cost: 3
- DESCRIPTION: You enter battles in a flash, though it's too fast for an extra move.
- Initiative: +0d8
- EFFECT: If you get a Bonus Turn, it's skipped.
Wind Slash
- REQUIREMENTS: Nature
- DESCRIPTION: Wind Keese calls the wind to its control briefly and charges a target, slashing them with the wind.
- Roll your Courage +2 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you gain 1 Attack Dice & Defense Dice.
Spells
Wind Torrent
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: Blast a torrent of powerful winds at a target.
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, the target is thrown off balance and gets Delayed.
- Target’s next attack is delayed by 2 Turns, which then removes Delayed.
Heal Beam
- REQUIREMENTS: Nature
- COSTS: 1 Magic
- DESCRIPTION: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.
- EFFECT: Target recovers 4 Hearts.
(Code) Deku Baba
Code:Select All
[spoiler=Deku Baba]
[estats name=Deku Baba power=15 (+0) courage=18 (+0) wisdom=5 (+0) hearts=17/12 (+5) magic=8/8 (+0) initiative=1d10 attack-dice=3 defense-dice=3 armor=0][Nature][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Ocarina of Time
These khaki-green plants with large distinctive purple-blue heads are the source of Deku Sticks, Deku Nuts, and the high prices of both. Its carnivorous nature and ground-level height often makes it difficult to notice - until it tries to take a bite out of your leg and continues attempting to do so from a range thanks to its long stalk.
[/tab]
[tab=Other Bonuses][list]
[*]You start off with [b]Regenx6[/b]
[*]You can not [b]Escape[/b]
[*]Your stalk can be targeted instead of you via single-target attacks:[list]
[*]The stalk’s defending roll is overridden by your [Courage].
[*]The stalk has [hearts]8[/hearts] and you die if it reaches 0 [Hearts].[/list]
[*]All allies gain half of the positive [b]Bonuses[/b] you get.
[*]You can counterattack any attack that misses you with a difference of between 1 and 5 [b]Successes[/b].
[/list]
[/tab]
[tab=Item Drop]
If [b]Deku Baba[/b] dies, it has a team drop of [Rupees]75[/Rupees] and a [b]Deku Stick[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-949.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Baba Stalk][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Deku Babas[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Deku Babas[/b] grow on long, woody stalks; granting them general boosts but opens up a number of weaknesses that work against it.[list]
[*][b][Attack Dice][/b]: +3
[*][b][Defense Dice][/b]: +3
[*][b]EFFECT 1[/b]: You start off with [b]Regenx3[/b]
[*][b]EFFECT 2[/b]: You can not use any form of [b]Escape[/b].
[*][b]EFFECT 3[/b]: When targeting [b]Deku Baba[/b] for a single-target attack, you can opt to attack it’s stalk instead:[list]
[*]The stalk’s defending roll is overridden by your [Courage].
[*]The stalk has [hearts]8[/hearts] and you die if it reaches 0 [Hearts].[/list][/list]
[/list][/box]
[box=Growth][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Deku Baba[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Deku Babas[/b] continue to grow throughout the battle, influencing the growths of their allies.[list]
[*][b][Hearts][/b]: +5
[*][b]EFFECT[/b]: Whenever you receive a [b]Bonus[/b] to one of your stats in battle, all of your allies gain half of the bonus you got.[list]
[*]This does not proc itself.[/list][/list]
[/list][/box]
[/tab]
[tab=Passives]
[box=(4) Regeneration][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: You naturally recover [Hearts] over time.[list]
[*][b]EFFECT[/b]: You gain [b]Regen x3[/b].
[/list][/list][/box]
[box=(5) Counter Window][list]
[*][b][Stat Point] Cost[/b]: 5
[*][b]RESTRICTIONS[/b]: This is a [b]Counterattack Skill[/b]. You may only have one [b]Counterattack Skill[/b] enabled at a time. All others must be set to (Disabled).
[*][b]DESCRIPTION[/b]: Allows you counter attacks that you defend against, with a certain threshold.[list]
[*][b]CONDITION[/b]: When you successfully defend an attack, if the difference in successes is between 1 and 5 (inclusive), you can [b]Counterattack[/b] by using any non-charge attack.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Chomp][list]
[*][b]DESCRIPTION[/b]: [b]Deku Baba[/b] gleefully chomps on a target, leaving a nasty wound in the process.[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +4[/list][/list][/list][/box]
[box=Nutcracker][list]
[*][b]DESCRIPTION[/b]: [b]Deku Baba[/b] hurls a cracked [b]Deku Nut[/b] at an enemy, blinding them.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Power][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Blinded[/b][/color]:[list]
[*]When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
[/list][/list][/list][/list][/box]
[box=Toxic Sap][list]
[*][b]DESCRIPTION[/b]: [b]Deku Baba[/b] spews toxic sap all over the enemy party, eroding away at their defenses.[list]
[*][dice type-a=Power type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 2
[*][b]EFFECT[/b]: Any target(s) hit lose 3 [Defense Dice][/list][/list][/list][/box]
[box=Leech][list]
[*][b]DESCRIPTION[/b]: Grab a target and leech off them, stealing some [Magic] from them in the process.[list]
[*][dice type-a=Power type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: Siphon [Magic] from the target equal to half the difference in successes.
[/list][/list][/list][/box]
[box=Camouflage][list]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: [i]Shh! I'm being sneaky. Go away![/i] Magically camouflage in with your surroundings to go sneaky.[list]
[*]You cannot be targeted by anything [b]Single-Target[/b].
[*]If you take any damage or do anything other than moving around, [b]Camouflage[/b] ends.
[/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Roots][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A plethora of roots grow from the ground, grabbing a target from below.[list]
[*][b]EFFECT[/b]: This bypasses [b]Cover[/b].
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, target becomes [color=yellow][b]Immobilized[/b][/color].[list]
[*]Target cannot move or use any melee attacks.
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Blessing][list]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: You become blessed by an [Arcane] light, allowing you to bestow a minor [b]Bonus[/b] to yourself or an ally.[list]
[*][b]EFFECT[/b]: Select either the target's [Power], [Courage], or [Wisdom] stat, and increase it by 2.
[/list][/list][/box]
[box=Great Rejuvenation][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: With a blessing from the [b]Great Fairy[/b], the target’s wounds are whisked away.[list]
[*][b]EFFECT[/b]: Target recovers [Hearts]10[/Hearts].
[/list][/list][/box]
[box=Earth Shield][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A mold of earth covers a target in a protective shell.[list]
[*][b]EFFECT[/b]: Target gains [b]2 [Armor][/b].
[/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
(Code) Green Bubble
Code:Select All
[spoiler=Green Bubble]
[estats name=Green Bubble power=5 (+0) courage=16 (+0) wisdom=23 (+0) hearts=12/12 (+0) magic=8/8 (+0) initiative=1d10 attack-dice=3 defense-dice=3 armor=0][Nature][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Zelda I & II
A floating skull engulfed with green lightning. Unlike the [b]Red Bubble[/b], the [b]Green Bubble[/b] cannot be controlled by others and has a tendency to camp in dungeons, surprising its prey while they're already in battle with others. It thrives on sapping [Magic] from its target, as its rather squishy. Reviving a [b]Green Bubble[/b] with [b]Infusion[/b] can get you its favor, so while you can't directly control it, you can certainly make quite a handy ally.
[/tab]
[tab=Other Bonuses][list]
[*][b][Magic] Regen x2[/b]
[*][b][Magic] Costs[/b]: -1 (down to a minimum of [Magic]1[/Magic])
[/list][/tab]
[tab=Item Drop]
The first time [b]Green Bubble[/b] dies, it has a team drop of [Rupees]50[/Rupees], and it drops a [b][Magic] Jar[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Death by Sunlight][list]
[*][b]DESCRIPTION[/b]: [b]Bubbles[/b] can only survive in dungeon-like environments, lit by torches and other light sources. Sunlight, however, will kill it.[list]
[*][b]EFFECT[/b]: If [b]Bubble[/b] comes in contact with [u]natural[/u] sunlight, it will die instantly, granting no [Rupees] or drops.[list]
[*]The actual [b]Bubble[/b] itself disintegrates and cannot be revived with [b]Infusion[/b].
[*]Artificial sunlight has no effect on [b]Bubbles[/b].
[/list][/list][/list][/box]
[box=Green Blur][list]
[*][b]DESCRIPTION[/b]: [b]Green Bubbles[/b] move at lightning speeds, bouncing around so fast, they’re practically a blur.[list]
[*][b][Attack Dice] & [Defense Dice][/b]: +3
[*][b][Magic] Costs[/b]: -1 (down to a minimum of [Magic]1[/Magic])
[*][b]EFFECT[/b]: If [b]Green Bubble[/b] runs out of [Magic], it will automatically die and fall to the ground as a lifeless skull... which can be revived with [b]Infusion[/b].
[/list][/list][/box]
[box=Infusion][list]
[*][b]REQUIREMENTS[/b]: [b]Bubble[/b] is dead
[*][b]DESCRIPTION[/b]: If [b]Bubble[/b] is dead, it can be revived with an infusion of [Magic]. It does not automatically give control to the reviver though. That requires more specialized means.[list]
[*][b]EFFECT[/b]: By transferring [Magic] to [b]Bubble[/b] and restoring it to its Maximum [Magic], it will revive back to Maximum [Hearts].[list]
[*]This can be done in battle with a [b]Support Action[/b]. All you have to do is touch it, and it will naturally sap the [Magic] from you.
[/list][/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Magic Regeneration][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: You naturally recover [Magic] over time.[list]
[*][b]EFFECT[/b]: You gain [b][Magic] Regen x2[/b].
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Green Disable][list]
[*][b]DESCRIPTION[/b]: [b]Green Bubble[/b] suddenly flies at a target at lightning velocities.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target loses [Magic]5[/Magic].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Expanded Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Lightning Bolt][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A bolt of [b]Lightning[/b] strikes a target from the sky almost instantaneously.[list]
[*][b]EFFECT[/b]: This bypasses [b]Cover[/b].
[*][dice type-a=Wisdom amount-a=+14 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/box]
[box=Neutralize][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: A tame jolt of lightning zaps a target. Can be cast as an [b]Offensive Spell[/b] to an enemy, or as a [b]Support Spell[/b] to yourself or an ally.[list]
[*][b]Offensive Spell[/b]:[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT 1[/b]: If it hits, remove one [b][Water] [color=yellow]Named Effect[/color][/b] from the target.
[*][b]EFFECT 2[/b]: Additionally, remove up to [b]3 Regen[/b] from the target.
[/list][/list]
[*][b]Support Spell[/b]:[list]
[*][b]EFFECT 1[/b]: Remove one [b][Water] [color=yellow]Named Effect[/color][/b] from the target.
[*][b]EFFECT 2[/b]: Additionally, remove any [b]Negative [Attack Dice] Bonuses[/b] the target has.
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Heal Beam][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.[list]
[*][b]EFFECT[/b]: Target recovers [Hearts]4[/Hearts].
[/list][/list][/box]
[box=Fairy Beam][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Create a magical fairy with a fleeting life, capable of restoring life to a dead target.[list]
[*][b]EFFECT[/b]: Target is revived to [Hearts]3[/Hearts].
[/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
(Code) Green ChuChu
Code:Select All
[spoiler=Green ChuChu]
[estats name=Green ChuChu power=15 (+0) courage=15 (+0) wisdom=15 (+0) hearts=13/13 (+0) magic=10/7 (+3) initiative=1d10 attack-dice=0 defense-dice=5 armor=0][Nature][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Majora’s Mask
A green blob of blobbiness, complete with a set of googly eyes and one heck of a creepy smile, as it slobbers its way around, leaving an icky green goo behind.
[/tab]
[tab=Other Bonuses][list]
[*][b][Magic] Regen x3[/b]
[*]Counterattacks when hit with [b]Bounce Back[/b]
[*]Auto-cover an ally at the start of each round
[*][b]Multi-Cover[/b]
[*][b][Defense Dice][/b]: +1 every time you successfully defend while covering
[/list]
[/tab]
[tab=Item Drop]
If it dies, it has a team drop of [Rupees]50[/Rupees], and it drops a [b][Magic] Jar[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Bounce Back][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]ChuChus[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]ChuChus[/b] [s]are like [b]Wobbuffet[/b][/s] have a tendency to bounce back after they’ve been hit.[list]
[*][b][Defense Dice][/b]: +5
[*][b]EFFECT[/b]: After [b]ChuChu[/b] is hit by an attack, it [b]Counterattacks[/b] the attacker by slamming its head into them![list]
[*][dice type-a=Power amount-a=+10 type-b=Power][list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/list][/box]
[box=In the Way][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]ChuChus[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]ChuChus[/b] like getting in the way of their enemies, as they naturally shift towards their allies.[list]
[*][b]EFFECT 1[/b]: At the start of each round, use [b]Cover[/b] on an ally for free, if you have one.
[*][b]EFFECT 2[/b]: Every time you successfully defend while using [b]Cover[/b], you gain [b]1 [Defense Dice][/b].
[/list][/list][/box]
[box=Green Recovery][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Green ChuChus[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]GreenChuChu[/b] naturally generates its own [Magic].[list]
[*][b][Magic][/b]: +3
[*][b][Magic] Regen[/b]: x3
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(3) Multi-Cover][list]
[*][b][Stat Point] Cost[/b]: 3
[*][b]DESCRIPTION[/b]: Why protect only one when you can protect your whole team?[list]
[*][b]EFFECT[/b]: You can have [b]Cover[/b] active on multiple targets at a time.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Green Siphoning Strike][list]
[*][b]DESCRIPTION[/b]: [b]Green ChuChu[/b] launches a disgusting, acidic blob of itself at a target.[list]
[*][dice type-a=Courage amount-a=+6 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, siphon [Magic] from the target to you equal to the difference in successes.
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[box=Heal Beam][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.[list]
[*][b]EFFECT[/b]: Target recovers [Hearts]4[/Hearts].
[/list][/list][/box]
[box=Great Rejuvenation][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: With a blessing from the [b]Great Fairy[/b], the target’s wounds are whisked away.[list]
[*][b]EFFECT[/b]: Target recovers [Hearts]10[/Hearts].
[/list][/list][/box]
[box=Thorns][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: A line of thorns protects an ally, reflecting the next attack they take.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Thorns[/b][/color].[list]
[*]The next time the target is hit by a [b]Combat Action[/b], the attacker takes [b]Damage[/b] equal to the attack’s [b]Damage[/b] (before [Armor] is factored in), which then removes [color=yellow][b]Thorns[/b][/color].
[/list][/list][/list][/box]
[box=Fairy Beam][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Create a magical fairy with a fleeting life, capable of restoring life to a dead target.[list]
[*][b]EFFECT[/b]: Target is revived to [Hearts]3[/Hearts].
[/list][/list][/box]
[/eSpells]
[/spoiler]
(Code) Moblin
Code:Select All
[spoiler=Moblin]
[estats name=Moblin power=16 (+0) courage=20 (+0) wisdom=4 (+0) hearts=20/20 (+0) magic=4/4 (+0) initiative=1d10 attack-dice=2 defense-dice=2 armor=4][Nature][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Zelda 1
[b]Moblins[/b] are thuggish, unintelligent, porcine creatures that nonetheless can hold their own in a fight. However, they will submit to a higher command if they are ordered as such. These particular [b]Moblins[/b] are very bulky and hard to kill. They also know some basic [Magic] to heal and protect their allies.
[/tab]
[tab=Other Bonuses][list]
[*]Allies also gain [b]2 [Attack Dice] & [Defense Dice][/b]
[*][b]Super Cover[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Moblin[/b] dies, it has a team drop of [Rupees]50[/Rupees] and a [b]Bait[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Mob Mentality][list]
[*][b]RESTRICTION 1[/b]: This is an [b]Innate Skill[/b]. Only [b]Moblins[/b] can learn and use this skill.
[*][b]RESTRICTION 2[/b]: Only one [b]Mob Mentality[/b] among [b]Moblins[/b] can be active at a time.
[*][b]DESCRIPTION[/b]: [b]Moblins[/b] have a powerful command-oriented mentality, and they share its energy passively with their allies.[list]
[*][b]EFFECT[/b]: You and your allies gain [b]2 [Attack Dice] & [Defense Dice][/b].
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Super Cover][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: You become more sturdy, granting you the ability to stand guard through all but heavy attack[list]
[*][b]EFFECT[/b]: [b]Cover[/b] does not end for you until you are hit by an attack that would deal 6 or more [b]Damage[/b] to you (after [Armor] is factored in) or switch targets (unless you have [b]Multi-Cover[/b]).
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Ram][list]
[*][b]CHARGE[/b]: 1 Action[list]
[*]Start charging by bracing yourself into the ground and spending a [b]Support Action[/b]. Once charged, you gain a defensive bonus.[list]
[*][b][Defense Dice][/b]: +2
[*][b][Armor][/b]: +2
[*]These bonuses persist until you attack.
[/list][/list]
[*][b]DESCRIPTION[/b]: You use this charge to select a target and charge them at full speed.[list]
[*][dice type-a=Power amount-a=+6 type-b=Power][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: Knock away one of the target’s equipped [b]Handheld Items[/b].[list]
[*]The item lays on the ground. Anyone can then spend a [b]Support Action[/b] to pick it up and stash it in their inventory.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[box=Heal Beam][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.[list]
[*][b]EFFECT[/b]: Target recovers [Hearts]4[/Hearts].
[/list][/list][/box]
[box=Earth Shield][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A mold of earth covers a target in a protective shell.[list]
[*][b]EFFECT[/b]: Target gains [b]2 [Armor][/b].
[/list][/list][/box]
[/eSpells]
[eItems]
[tabs]
[tab=Weapons]
[box=Spear][list]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A long spear with a steel tip, capable of warding off small attacks and piercing through [b]Cover[/b]. You can swing at two enemies at once with a [b]Slash[/b], or you can [b]Stab[/b] one target.[list]
[*][b]Slash[/b]:[list]
[*][b]EFFECT[/b]: Can target two targets.
[*][dice type-a=Courage amount-a=+2 type-b=Courage][list]
[*][b]Damage[/b]: +0
[/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage type-b=Power][list]
[*][b]Damage[/b]: +4
[*][b]EFFECT[/b]: If it hits, this attack also targets anyone who is being [b]Covered[/b] by the initial target at [b]Half Damage[/b].
[/list][/list][/list][/list][/box]
[/tab]
[tab=Armors]
[box=Soldier Platemail][list]
[*][b]DESCRIPTION[/b]: A steadfast, durable plate of armor that protects you well against attacks.[list]
[*][b][Armor][/b]: +4
[/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
(Code) Red Leever
Code:Select All
[spoiler=Red Leever]
[estats name=Red Leever power=26 (+0) courage=13 (+0) wisdom=10 (+0) hearts=13/13 (+0) magic=6/6 (+0) initiative=1d13 attack-dice=0 defense-dice=4 armor=8][Nature][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Zelda 1
Crafty and subterranean, the carnivorous [b]Red Leever[/b] flora remain burrowed in the sand, springing up to catch their unwary prey. Even if the adventurer manages to escape the initial snap, the massive plant will often give chase, sweeping across the ground rapidly.
[/tab]
[tab=Other Bonuses][list]
[*]Gets screwed over by moves that “Bypass [b]Cover[/b]” or when getting [b]Counterattacked[/b]
[*][b]+10 Dice[/b] when using [b]Escape[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Red Leever[/b] dies, it has a team drop of [Rupees]70[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Tunneling][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Leevers[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: By moving around underground, [b]Leevers[/b] generally get the first move, and they’re able to escape battles easily.[list]
[*][b][Initiative][/b]: +0d3
[*][b]EFFECT[/b]: You gain [b]10 Dice[/b] when using [b]Escape[/b].
[/list][/list][/box]
[box=Underground][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Red Leevers[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Red Leevers[/b] remain underground at all times, making them rather difficult to kill.[list]
[*][b][Defense Dice][/b]: +4
[*][b][Armor][/b]: +8
[*][b]EFFECT[/b]: The above bonuses are disabled while being hit by an attack that “Bypasses [b]Cover[/b]” OR while you’re being [b]Counterattacked[/b].
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=SPIKE][list]
[*][b]DESCRIPTION[/b]: [b]Red Leever[/b] flings one of its spiky tentacles through the ground, hitting someone with a surprise attack.[list]
[*][b]EFFECT[/b]: This bypasses [b]Cover[/b].
[*][dice type-a=Power amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: +3
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you, regardless of [b]CONDITIONS[/b].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[box=Earth Shield][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A mold of earth covers a target in a protective shell.[list]
[*][b]EFFECT[/b]: Target gains [b]2 [Armor][/b].
[/list][/list][/box]
[box=Thorns][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: A line of thorns protects an ally, reflecting the next attack they take.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Thorns[/b][/color].[list]
[*]The next time the target is hit by a [b]Combat Action[/b], the attacker takes [b]Damage[/b] equal to the attack’s [b]Damage[/b] (before [Armor] is factored in), which then removes [color=yellow][b]Thorns[/b][/color].
[/list][/list][/list][/box]
[/eSpells]
[/spoiler]
(Code) Wind Keese
Code:Select All
[spoiler=Wind Keese]
[estats name=Wind Keese power=5 (+0) courage=25 (+0) wisdom=20 (+0) hearts=9/9 (+0) magic=6/6 (+0) initiative=1d18 attack-dice=4 defense-dice=4 armor=0][Nature][/estats]
[eDescription]
[tabs]
[tab=Physical Description][u]Origin[/u]: ZURPG
The most common form of [b]Keese[/b], these [b]Keese[/b] roam just about anywhere over the world at night away from towns and cities and will adapt to various conditions. They have the ability to generate powerful gusts of wind where applicable.
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[tab=Other Bonuses][list]
[*]Bonus turn is skipped
[*]Up to twice per round, you can reroll any of your rolls.
[*]Immunity to effects that affect eyesight.
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[tab=Item Drop]
When [b]Wind Keese[/b] dies, it has a team drop of [Rupees]50[/Rupees], and it drops a [b]Gale Seed[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
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[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Sonar][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Keese[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Keese[/b] has the innate ability to locate enemies and prey even in complete darkness; making it impossible to hinder their attacks by preventing visibility.[list]
[*][b][Attack Dice][/b]: +4
[*][b]EFFECT[/b]: You are unaffected by any effects that affect their eyes or their visibility.
[/list][/list][/box]
[box=Swift Flight][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Wind Keese[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Wind Keese[/b] has the innate ability to fly swiftly using their sharp, airy wings to adeptly evade attack.[list]
[*][b][Defense Dice][/b]: +4
[*][b]EFFECT[/b]: Up to twice per round, you can reroll any of your rolls.
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[tab=Passives]
[box=(3) Flashstep][list]
[*][b][Stat Point] Cost[/b]: 3
[*][b]DESCRIPTION[/b]: You enter battles in a flash, though it's too fast for an extra move.[list]
[*][b][Initiative][/b]: +0d8
[*][b]EFFECT[/b]: If you get a [b]Bonus Turn[/b], it's skipped.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Wind Slash][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]DESCRIPTION[/b]: [b]Wind Keese[/b] calls the wind to its control briefly and charges a target, slashing them with the wind.[list]
[*][dice type-a=Courage amount-a=+2 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, you gain [b]1 [Attack Dice] & [Defense Dice][/b].
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[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Wind Torrent][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Blast a torrent of powerful winds at a target.[list]
[*][dice type-a=Wisdom amount-a=+10 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, the target is thrown off balance and gets [color=yellow][b]Delayed[/b][/color].[list]
[*]Target’s next attack is delayed by [b]2 Turns[/b], which then removes [color=yellow][b]Delayed[/b][/color].
[/list][/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Heal Beam][list]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.[list]
[*][b]EFFECT[/b]: Target recovers [Hearts]4[/Hearts].
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[/eSpells][/spoiler]