Dev, DM
Gerudo Pirate (Level: 20)
[enemy Power=18 Courage=32 Wisdom=27 Hearts=15/15 Magic=8/8]
Description
Origin: Majora's Mask
A standard Gerudo pirate carries two scimitars and is extremely agile. While oddly not well clothed in terms of armor, Gerudo pirates make up for it with lots of firepower.
A standard Gerudo pirate carries two scimitars and is extremely agile. While oddly not well clothed in terms of armor, Gerudo pirates make up for it with lots of firepower.
Affinities
Water (Level: 5)
Skills
Replaced Drop (Passive)
- When Gerudo Pirate is defeated, any equipped items are dropped, replacing the random item drop.
Add Dual Scimitars to your WeaponsCode:Select All[box=Dual Scimitars][list]
[*][Level=20] and [Water 4]
[*]Two scimitars with blades naturally pressurized by intense flow of [Water] are sure to bring death to what they slice. Hits one target twice.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage]
[*]If both attacks are successful, wipe one [b]Buff[/b] that the target has.[list]
[*]Additionally, deal neutral damage to the target equal to the [Magic] Cost of the [b]Buff[/b].[/list][/list][/list][/box]Add Gerudo Chestplate to your ArmorsCode:Select All[box=Gerudo Chestplate][list]
[*][Level=20]
[*]A chestplate that reduces damage taken and recovers [Magic].[list]
[*]Damage taken is reduced by 3
[*]You recover Current [Magic] equal to the amount of damage reduced by this armor.[/list][/list][/box]
Extreme Agility (Passive)
- Gerudos are naturally agile, increasing their ability to dodge and attack.
- When defending, Gerudo's roll is increased by 4 dice.
- When attacking, Gerudo's roll is increased by 2 dice.
Intercept (Cover Skill)
- When an ally is attacked, Gerudo Pirate can leap in and attempt to deflect the hit with her blades.
- Extreme Agility is inactive for this defense.
- Gerudo Pirate's roll for this defense is decreased by 3 successes.
Kaiten! (Active)
- Level 20, Water (Level: 3), and two swords
- Costs 4 Magic
- When Gerudo Pirate is attacked by a ranged attack, she can spin rapidly and stave the attack off with her swords.
- Gerudo Pirate rolls half of her Courage stat. Half of the successes from that roll are added to her normal defense.
Spells
Water Blade Fury
- Level 20 and Water (Level: 4)
- Costs 6 Magic
- A flurry of water blades is fired, hitting all enemies twice.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage is halved
Items
Dual Scimitars (Weapon)
- Level 20 and Water (Level: 4)
- Two scimitars with blades naturally pressurized by intense flow of Water are sure to bring death to what they slice. Hits one target twice.
- Roll your Courage +3 dice vs. targets' Courage dice
- If both attacks are successful, wipe one Buff that the target has.
- Additionally, deal neutral damage to the target equal to the Magic Cost of the Buff.
Gerudo Chestplate (Armor)
- Level 20
- A chestplate that reduces damage taken and recovers Magic.
- Damage taken is reduced by 3
- You recover Current Magic equal to the amount of damage reduced by this armor.
Masked Gerudo (Level: 21)
[enemy Power=14 Courage=29 Wisdom=32 Hearts=12/12 Magic=15/15]
Magic Shell lasts for the remainder of the battle.
Magic Barrier lasts until the end of your turn two rounds later, but it refreshes when converted damage is added to its Hearts and Magic.
Description
Origin: ZURPG
It's a Gerudo wearing the Mask of Truth. Oddly, these Gerudo seem to have command and control over other Gerudo.
It's a Gerudo wearing the Mask of Truth. Oddly, these Gerudo seem to have command and control over other Gerudo.
Affinities
Water (Level: 5)
Skills
Replaced Drop (Passive)
- When Masked Gerudo is defeated, any equipped items are dropped, replacing the random item drop.
Add Drain Blade to your WeaponsCode:Select All[box=Drain Blade][list]
[*][Level=20]
[*]A rather dull sword that turns the lifeforce of its victims into a [Magic] barrier on the user.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Wisdom] / Damage is halved
[*]If the attack is successful, the damage that is dealt is converted into the [b]Magic Barrier[/b] [u]Buff[/u]:[list]
[*]The barrier has [Magic] and [Hearts] equal to the damage dealt by [b]Drain Blade's[/b] attacks.
[*]You can draw [Magic] from the barrier to cast your spells.[/list]
[*][b]Magic Barrier[/b] lasts until the end of your turn two rounds later, but it refreshes when converted damage is added to its [Hearts] and [Magic].[/list][/list][/box]Add Arcane Shield to your ShieldsCode:Select All[box=Arcane Shield][list]
[*][Level=20]
[*]Costs [Magic]3[/Magic] at the start of each round to maintain
[*]A floating shield of [Magic] floats in mid-air, controlled by you. It can be moved to yourself or any ally to mitigate attacks at any time.[list]
[*]Target's roll when defending is increased by 3 dice.
[*]Spell damage taken by the target is reduced by 3.[/list][/list][/box]Add Gerudo Chestplate to your ArmorsCode:Select All[box=Gerudo Chestplate][list]
[*][Level=20]
[*]A chestplate that reduces damage taken and recovers [Magic].[list]
[*]Damage taken is reduced by 3
[*]You recover Current [Magic] equal to the amount of damage reduced by this armor.[/list][/list][/box]Add Mask of Truth to your MasksCode:Select All[box=Mask of Truth][list]
[*]Bearing the insignia of the Eye of Truth, simply equipping this mask forces you to roll [Wisdom] vs. the [Wisdom] of whoever the current "Master" is.[list]
[*]If you are unsuccessful, you must automatically heed the "Master's" commands.
[*]If you are successful, you manage to ignore the commands, but you periodically hear voices in your head.[list]
[*]Depending on the voices, you may get various voices, depending on DM's discretion.[/list][/list][/list][/box]
Spells
Water Bomb (Offensive)
- Level 20 and Water (Level: 4)
- Costs 7 Magic
- Roll Wisdom and create a highly pressurized bubble of Water. The result of that roll is the Water Bomb's Hearts * 2.
- If by the end of the next round that the Water Bomb has not been destroyed yet, it overloads from the pressure and explodes, shooting high speed Water Bolts at everyone.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Damage increased by 2
- Damage counts as Water Effect Damage
- If you (the caster) are hit by the bomb, you only take half damage.
- Everyone else that is hit takes full damage.
Waterlance (Offensive)
- Level 10 and Water (Level: 2)
- Costs 4 Magic
- Fires a lance made of pressurized Water at a target, ignoring damage reduction.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice / Damage is halved
Magic Shell, Level 2 (Support)
- Requires Water (Level: 2)
- Costs 5 Magic
- Give yourself the Magic Shell Buff:
- Spell damage taken is reduced by 2
- When you are affected by an Affliction that deals damage over time, the Affliction is negated, cancelling Magic Shell.
Items
Drain Blade (Weapon)
- Level 20
- A rather dull sword that turns the lifeforce of its victims into a Magic barrier on the user.
- Roll your Courage +5 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, the damage that is dealt is converted into the Magic Barrier Buff:
- The barrier has Magic and Hearts equal to the damage dealt by Drain Blade's attacks.
- You can draw Magic from the barrier to cast your spells.
Arcane Shield (Shield)
- Level 20
- Costs 3 Magic at the start of each round to maintain
- A floating shield of Magic floats in mid-air, controlled by you. It can be moved to yourself or any ally to mitigate attacks at any time.
- Target's roll when defending is increased by 3 dice.
- Spell damage taken by the target is reduced by 3.
Gerudo Chestplate (Armor)
- Level 20
- A chestplate that reduces damage taken and recovers Magic.
- Damage taken is reduced by 3
- You recover Current Magic equal to the amount of damage reduced by this armor.
Mask of Truth (Mask)
- Bearing the insignia of the Eye of Truth, simply equipping this mask forces you to roll Wisdom vs. the Wisdom of whoever the current "Master" is.
- If you are unsuccessful, you must automatically heed the "Master's" commands.
- If you are successful, you manage to ignore the commands, but you periodically hear voices in your head.
- Depending on the voices, you may get various bonuses, depending on DM's discretion.
Iron Knuckle (Level: 24)
[enemy Power=40 Courage=38 Wisdom=15 Hearts=27/27 Magic=0/0]
When the plating is destroyed, his rage consumes him, increasing his movement speed considerably.
When attacking or defending, Iron Knuckle's roll is increased by 5 dice.
Description
Origin: Ocarina of Time
This giant, armored warrior carries a massive sword with the power of a Goron-built hammer. Its attacks usually knock foes senseless after one strike, but its slow swings allow enemies to counterattack if it misses.
This giant, armored warrior carries a massive sword with the power of a Goron-built hammer. Its attacks usually knock foes senseless after one strike, but its slow swings allow enemies to counterattack if it misses.
Skills
Immense Strength (Passive)
- As strong as Darknuts are, not even they could wield a Goliath. Iron Knuckles are insanely strong, allowing them to carry items that no one else in the world can.
- Iron Knuckle's attacks naturally cleave:
- If the hit kills a target, the attack continues to go through to another enemy at the same success rate -5.
- This continues until the hit misses or doesn't kill a target.
Items
Goliath (Weapon)
- Requires Immense Strength Passive
- A Two-Handed sword larger than an adult Hylian that can smash through shields. Takes a little while to swing though. Hits one target.
- Roll your Power -5 dice vs. targets' Power dice / Damage increased by 6
- If the attack is successful, inflict three stacks of Shield Damage:
- Target's bonus dice when defending from a shield is reduced by 3
- Shield Damage can stack until target's bonus dice when defending from a shield drops to 0.
- The shield must be fixed in order to return to full effectiveness.
Layered Plating (Armor)
- Several layers of armor plating are pinned to Iron Knuckle (cannot be stolen), slowing his movements and preventing him from counterattacking.
- When Iron Knuckles attacks are unsuccessful, targets get to automatically counterattack.
- Iron Knuckle cannot take damage until the armor plating is destroyed.
- Amor plating reduces damage taken to the plating by 6, and the plating can take up to a maximum of 12 damage.
Small Key
- Amount: 1
- It's a key! Wherever could this go?
Add Small Key to your Misc
Code:Select All
[box=Small Key][list]
[*][Amount]1[/Amount]
[*]It's a key! Wherever could this go?[/list][/box]
Grammar Nazi (Level: 20)
[enemy Power=28 Courage=28 Wisdom=28 Hearts=16/16 Magic=0/0]
Typo Fever lasts for the remainder of the battle.
I COMMAND THEE! lasts for the remainder of the battle.
Description
The origin of Grammar Nazi is 4chan. Nuff said.
Affinities
Grammar Nazi has Shadow affinity level of 5.
Skills
Grammar Patrol (Passive)
- Grammar Nazi will automatically counterattack anyone that uses incorrect grammar in any way, regardless of the time and situation.
- If Grammar Nazi ever uses incorrect grammar, he will lose 6 Hearts.
Y U NO WERDZ (Active)
- Grammar Nazi fires a flurry of typos at a target.
- Roll your Courage +4 dice vs. targets' Courage dice
- If the attack is successful, target gets the Typo Fever Affliction:
- Target must incorporate exactly 10 typos in each of his lines.
- Failure to incorporate these typos will lower your dice when defending on the next attack by 5.
Imperative Sentence (Active)
- Grammar Nazi uses a commanding sentence to bash someone's head in.
- Roll your Power +2 dice vs. targets' Power dice / Damage increased by 2
- If the attack is successful, target gets the I COMMAND THEE! Affliction:
- Target's lines must be entirely in imperative sentences, even when doing actions.
- If the target does not use an imperative sentence, Grammar Nazi gets to control the target's next turn.
- If it is currently the target's turn, Grammar Nazi will then take over the rest of it.
Items
Question Mark (Weapon)
- Level 20 and Shadow (Level: 5)
- Question Mark can only be used by Grammar Nazis.
- Grammar Nazi illogically wields a deadly question mark that makes absolutely no sense. Hits one target.
- Roll your Wisdom +6 dice
- Target rolls $1d5 to determine what he rolls to defend.
- Power dice
- Courage dice
- Wisdom dice
- Maximum Hearts dice
- Maximum Magic dice
Rebonack (Boss)
Description
Origin: The Adventure of Link
Mounted on a horse with a lance, this heavily armored foe is known as Rebonack, though it seems there are multiple Iron Knuckles with the name "Rebonack", suggesting that Rebonack is a name given to the most elite of Iron Knuckles. While he's on the ghostly armored horse, his firepower remains unmatched. Even when he's knocked off his horse, his horse attacks others on its own.
Mounted on a horse with a lance, this heavily armored foe is known as Rebonack, though it seems there are multiple Iron Knuckles with the name "Rebonack", suggesting that Rebonack is a name given to the most elite of Iron Knuckles. While he's on the ghostly armored horse, his firepower remains unmatched. Even when he's knocked off his horse, his horse attacks others on its own.
Affinities
Light (Level: 4), Fire (Level: 4)
Skills
Mounted (Passive)
- Ghostly Horse's turn is replaced by Rebonack's turn so long as he's mounted.
- Rebonack's Piercing Fang gains an additional 7 attack dice while he's mounted.
- Attacks that specifically target Rebonack while he's mounted lose 6 dice.
- Rebonack is knocked off the Ghostly Horse if he or the Ghostly Horse takes 10 damage in a single hit.
- Rebonack can remount Ghostly Horse on either his or Ghostly Horse's turn, costing the turn.
Additional Drop (Passive)
- The random item drop reward from defeating Rebonack and Ghostly Horse is tripled.
- When Rebonack is defeated, any equipped items are dropped, in addition to the random item drop.
Add Piercing Fang to your ArtifactsCode:Select All[box=Piercing Fang (Weapon)]
[i]Yours is a fang that will pierce the heavens![/i][list]
[*][Level=20] and [Light 4]
[*]This lance was built from the fang of a powerful Lynel, allowing it to pierce enemies and cleanse them of life. The lance pierces straight through the target's armor, ignoring damage reduction. Hits one target.[list]
[*][dice type-a=Power amount-a=+4 type-b=Courage]
[*]If the attack is successful, all [u]Status Effects[/u] on the target are cleansed:[list]
[*]For each [u]Status Effect[/u] cleansed, target takes 4 neutral damage.
[*]If there are stacks of a [u]Status Effect[/u], each additional stack will cause 2 neutral damage.[/list][/list][/list][/box]Add Desolator to your WeaponsCode:Select All[box=Desolator]
[i]Desolation awaits the victims of this blade.[/i][list]
[*][Level=20] and [Fire 4]
[*]Costs [Magic]1[/Magic] per swing
[*]A burning sword that magically burns layers of armors off of its victims. Hits one target.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage] / Damage increased by 2 burn damage (neutral)
[*]If the attack is successful, target gets the [b]Desolate[/b] [u]Affliction[/u]:[list]
[*]Target's damage reduction is reduced by 3.[list]
[*]This does not include neutral damage reduction.[/list][/list]
[*][b]Desolate[/b] lasts until the end of your turn one round later.[/list][/list][/box]Add Invigorating Kite Shield to your ShieldsCode:Select All[box=Invigorating Kite Shield][list]
[*][Level=20]
[*]A large shield that recovers [Magic] by blocking attacks, though its actual defensive power only shines when covering allies.[list]
[*]When defending, your roll is increased by 2 dice[list]
[*]If you are covering an ally, your roll when defending is increased by an additional 3 dice[/list]
[*]When you successfully defend an attack, you recover [Magic] equal to half of the difference in successes.[/list][/list][/box]Add Armor of Defiance to your ArmorsCode:Select All[box=Armor of Defiance (Armor)]
[i]I defy you by ignoring you.[/i][list]
[*][Level=30]
[*]A thick, steel-plated armor that protects you from small attacks.[list]
[*]If an attack would do 6 or less damage to you (or if the difference in successes is 6 or less), the attack is negated, including any effects it would have.
[*]If an attack would do 7 or more damage to you (or if the difference in successes is 7 or more), the attack's damage is reduced by 2.[/list][/list][/box]
Spells
Cleansing Flames (Support)
- Requires Fire (Level: 1)
- Costs 3 Magic
- A gentle flame graces a target, removing an Affliction.
- As a result of an affliction being removed, the target takes 2 burn damage (neutral).
Flame Trail (Support)
- Level 10 and Fire (Level: 3)
- Costs 2 Magic to activate
- Costs 2 Magic at the start of each round while active
- Start a trail of flames that burn behind you.
- When someone attacks you and you are successful in defending, target gets engulfed in flames, taking 3 burn damage (neutral).
Barrier (Support)
- Requires Light (Level: 1)
- Costs 3 Magic
- Give a target the Barrier Buff:
- Target gets an ethereal barrier that protects the target from attacks.
- Barrier has 8 Hearts
- Any damage that goes through Barrier hits the target.
Healing Light (Support)
- Level 10 and Light (Level: 2)
- Costs 3 Magic + 2 Magic per additional stack
- Target someone that has an Affliction that's capable of stacking.
- A ray of Light descends upon the target, removing all stacks of that particular Affliction.
- For each stack of the Affliction removed, the target heals by 2 Hearts.
Super Boost (Support)
- Level 20 and Light (Level: 4)
- Costs 5 Magic
- Give an ally the Boost Buff:
- Target gets a +7 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
Piercing Fang (Weapon)
Yours is a fang that will pierce the heavens!
- Level 20 and Light (Level: 4)
- This lance was built from the fang of a powerful Lynel, allowing it to pierce enemies and cleanse them of life. The lance pierces straight through the target's armor, ignoring damage reduction. Hits one target.
- Roll your Power +4 dice vs. targets' Courage dice
- If the attack is successful, all Status Effects on the target are cleansed:
- For each Status Effect cleansed, target takes 4 neutral damage.
- If there are stacks of a Status Effect, each additional stack will cause 2 neutral damage.
Desolator (Weapon)
Desolation awaits the victims of this blade.Desolate lasts until the end of your turn one round later.
- Level 20 and Fire (Level: 4)
- Costs 1 Magic per swing
- A burning sword that magically burns layers of armors off of its victims. Hits one target.
- Roll your Courage +5 dice vs. targets' Courage dice / Damage increased by 2 burn damage (neutral)
- If the attack is successful, target gets the Desolate Affliction:
- Target's damage reduction is reduced by 3.
- This does not include neutral damage reduction.
Invigorating Kite Shield (Shield)
- Level 20
- A large shield that recovers Magic by blocking attacks, though its actual defensive power only shines when covering allies.
- When defending, your roll is increased by 2 dice
- If you are covering an ally, your roll when defending is increased by an additional 3 dice
Armor of Defiance (Armor)
I defy you by ignoring you.
- Level 30
- A thick, steel-plated armor that protects you from small attacks.
- If an attack would do 6 or less damage to you (or if the difference in successes is 6 or less), the attack is negated, including any effects it would have.
- If an attack would do 7 or more damage to you (or if the difference in successes is 7 or more), the attack's damage is reduced by 2.
Ghostly Horse (Boss)
Description
Origin: The Adventure of Link
The Ghostly Horse is Rebonack's mount, which is the phantom of a steed. It remains loyal and soulbound to its master. The Ghostly Horse is also equipped with a fair amount of armor, which, oddly enough, doesn't phase right through its ghostly body.
The Ghostly Horse is Rebonack's mount, which is the phantom of a steed. It remains loyal and soulbound to its master. The Ghostly Horse is also equipped with a fair amount of armor, which, oddly enough, doesn't phase right through its ghostly body.
Affinities
Shadow (Level: 6)
Skills
Soulbound (Passive)
- When Rebonack dies, Ghostly Horse (or if it's Ghostly Head) dies too.
- Additionally, any items equipped by Ghostly Horse are bound to it and cannot be removed or stolen.
- These items are destroyed when Ghostly Horse dies.
Poisonous Despair (Passive)
- When a melee attack successfully hits Ghostly Horse, target gets the Poisoned Affliction:
- Target takes 2 poison damage (neutral) at the start of each round. This stacks infinitely.
Rampage (Active)
- Hecarim the Ghostly Horse rampages through the battlefield, directly charging at a target.
- Roll your Courage +8 dice vs. targets' Courage dice
Ghost of a Ghost (Passive-Active)
You don't stand a GHOST of a chance!
- When Ghostly Horse dies, it revives as Ghostly Head, which floats around and shoots Shadow Bolts.
- Ghostly Head has 16 Hearts and is immune to physical damage.
- When Ghostly Head runs out of Magic, its remaning Hearts are siphoned to Rebonack.
Spells
Shadow Bolt
- Requires Ghostly Head form and Shadow (Level: 2)
- Costs 3 Magic
- Ghostly Head fires a shadowy bolt at a target that ignores damage reduction.
- Roll your Wisdom dice vs. targets' Wisdom dice
Items
Phantom Armor (Armor)
- Level 20
- Ghostly Horse is covered in war armor with a rather phantom look to it.
- Physical damage taken is reduced by 3
- Phantom Armor absorbs up to 15 spell damage, after which the armor will break.
- As a result, Rebonack cannot mount Ghostly Horse.