Major Contributor
To whom this may concern,
An ominous mist has fallen over Parapa Bay, and the citizens in Rauru Town have been attacked by creatures coming from this very mist. I have already sent a few of my bravest knights to investigate the mist, but none have returned yet. This is why I have sent you this letter. I need your help investigating this mist and figuring out what's behind it. If you are to return, you will be rewarded with 1000 Rupees and two Magic Shields. It is important that I know what exactly lies in that mist. I fear that its very presence may be a foreshadowing of darker things to come.
~Princess Zelda of Hyrule~
Items
Baptism by Fire:
Costs 4 Magic
Light the holy water and throw the bottle at a target.
Roll your Power dice vs. targets' Power dice
If the attack is successful, the bottle of holy water shatters at the target's feet and leaves a damaging pillar of fire at the target's current position. Add the result of $2d3 for additional Light Effect Damage and Fire Effect Damage.
If the attack is unsuccessful, the bottle of holy water shatters on the ground.
At the end of your turn one round later, the bottle of Holy Water rematerializes in your inventory.
Hydro Storm:
Costs 8 Magic
Hit a target with a hydraulic blast of Holy Water.
Roll your Wisdom dice vs. targets' Wisdom dice
If the attack is successful, rain clouds will appear high above your enemies and it will start raining holy water on your enemies, dealing 2 neutral damage per turn to your enemies.
This lasts for the next two turns.
This attack will not cause rain clouds to appear over the enemies if you're indoors.
Enemies
"Boss" Enemies
An ominous mist has fallen over Parapa Bay, and the citizens in Rauru Town have been attacked by creatures coming from this very mist. I have already sent a few of my bravest knights to investigate the mist, but none have returned yet. This is why I have sent you this letter. I need your help investigating this mist and figuring out what's behind it. If you are to return, you will be rewarded with 1000 Rupees and two Magic Shields. It is important that I know what exactly lies in that mist. I fear that its very presence may be a foreshadowing of darker things to come.
~Princess Zelda of Hyrule~
Items
Click here for items
Magic Shield
- Level 10
- An ancient shield with powerful enchantments to reflect most magical spells, attacks and projectiles.
- When defending, your roll is increased by 4 dice.
- Can use the Deflect ability:
- When you would normally have the opportunity to counterattack a spell, the spell can be Deflected to any other chosen target.
- The Deflected attack's successes are equal to what you used to block the attack.
Add Magic Shield to your Shields
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[box=Magic Shield][list]
[*]An ancient shield with powerful enchantments to reflect most magical spells, attacks and projectiles.[list]
[*]When defending, your roll is increased by 4 dice.
[*]Can use the [b]Deflect[/b] ability:[list]
[*]When you would normally have the opportunity to counterattack a spell, the spell can be [b]Deflected[/b] to any other chosen target.
[*]The [b]Deflected[/b] attack's successes are equal to what you used to block the attack.[/list][/list][/list][/box]
Holy Water
- A bottle of water blessed by a foreign deity unknown to Hyrule. It can be used for various things, and it can be used repeatedly until you empty it.
- Divine Glow:
- Costs 1 Magic
- The bottle of holy water will glow, illuminating the room.
Add Holy Water to your Bottled Items or fill an empty bottle with Holy Water
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[box=Holy Water][list]
[*][i]A bottle of water blessed by a foreign deity unknown to Hyrule.[/i] It can be used for various things, and it can be used repeatedly until you empty it.[list]
[*][b]Divine Glow[/b]:[list]
[*]Costs [Magic]1[/Magic]
[*]The bottle of holy water will glow, illuminating the room.[/list]
[*][b]Baptism by Fire[/b]:[list]
[*]Costs [Magic]4[/Magic]
[*]Light the holy water and throw the bottle at a target.[list]
[*][dice type-a=Power type-b=Power]
[*]If the attack is successful, the bottle of holy water shatters at the target's feet and leaves a damaging pillar of fire at the target's current position. Add the result of $2d3 for additional [light-color]Light Effect Damage[/light-color] and [fire-color]Fire Effect Damage[/fire-color].
[*]If the attack is unsuccessful, the bottle of holy water shatters on the ground.[/list]
[*]At the end of your turn one round later, the bottle of Holy Water rematerializes in your inventory.[/list]
[*][b]Hydro Storm[/b]:[list]
[*]Costs [Magic]8[/Magic]
[*]Hit a target with a hydraulic blast of Holy Water.[list]
[*][dice type-a=Wisdom type-b=Wisdom]
[*]If the attack is successful, rain clouds will appear high above your enemies and it will start raining holy water on your enemies, dealing 2 neutral damage per turn to your enemies.
[*]This lasts for the next two turns.
[*][color=#FF0000]This attack will not cause rain clouds to appear over the enemies if you're indoors.[/color][/list][/list][/list][/list][/box]
Zombie (Level: 20)
[enemy Power=30 Courage=41 Wisdom=2 Hearts=27/27 Magic=0/0]
Poisoned lasts for the next two rounds.
Description
Origin: Castlevania 1 (NES)
A classic, rotting zombie with green skin and covered in a blood red shroud. These brainless, undead, shambling monstrosity are considered the cannon fodder of Dracula's unholy army.
A classic, rotting zombie with green skin and covered in a blood red shroud. These brainless, undead, shambling monstrosity are considered the cannon fodder of Dracula's unholy army.
Affinities
Shadow (Level: 5)
Skills
Shed thy mortal coil! (Passive-Active)
- Upon death, the zombie is to be reborn as a Skeleton with half of its Maximum Hearts.
- When the reborn Skeleton dies, it gives experience only for the dead Zombie, not the skeleton.
Poisonous Bite (Active)
- Requires Shadow (Level: 3)
- Zombie bites the target with its poisonous teeth.
- Roll your Courage dice vs. targets' Courage dice
- If the attack is successful, target gets the Poisoned Affliction:
- Target takes 3 poison damage (neutral) at the start of each round.
Bash (Active)
- Zombie bashes a target with its head.
- Roll your Power dice vs. targets' Power dice / Damage increased by 2
Skeleton (Level: 20)
[enemy Power=12 Courage=44 Wisdom=12 Hearts=32/32 Magic=0/0]
You cannot steal more than two items per battle.
Until Skeleton has its head back, it is incapable of doing anything else, including defending.
Description
Origin: Castlevania 1 (NES)
Skeletons brought to life by the fearsome dark power of Count Dracula. At first glance these reanimated bones might be mistaken for Stalfoses, but a closer look reveals that these are the reanimated bones of long dead humans, not long dead hylians like stalfoses are.
Skeletons brought to life by the fearsome dark power of Count Dracula. At first glance these reanimated bones might be mistaken for Stalfoses, but a closer look reveals that these are the reanimated bones of long dead humans, not long dead hylians like stalfoses are.
Affinities
Shadow (Level: 5)
Skills
Bone Throwing (Active)
- Skeleton throws one of its bones at a target.
- Roll your Courage +7 dice vs. targets' Courage dice
- Afterwards, Skeleton loses 1 Heart.
Nimble, Bony Fingers (Active)
- Skeleton uses its very nimble and bony fingers to steal something from a target.
- Roll your Power dice vs. targets' Wisdom dice / Deals no damage
- Roll your Courage dice vs. targets' Wisdom dice / Deals no damage
- If both attacks are successful, steal an item that's equipped by the target.
- You cannot steal an armor that is equipped.
- Unless you have two free hands available, you cannot steal a Two-Handed item.
Bare-bones Defense (Passive)
- Since there's no flesh on this guy, swords and other blades are more likely to hit the space between his bones instead.
- Skeleton gains +4 damage reduction against melee attacks.
Alas Poor Yorick! (Active)
- Skeleton throws its head at a target, dealing heavy damage.
- Roll your Courage dice vs. targets' Courage dice / Damage is doubled
- Afterwards, the skeleton will have to spend a turn getting its head back.
- Alternatively, an ally can pick up skeleton's head and put it back on.
Fleaman (Level: 20)
[enemy Power=22 Courage=34 Wisdom=22 Hearts=22/22 Magic=0/0]
Stunned lasts until the end of your turn one round later.
Description
Origin: Castlevania 1 (NES)
This miniature Hunchback may seem weak and insignificant at first glance but it's real strength lies in it's swift, erratic, jumpy and unpredictable movement.
This miniature Hunchback may seem weak and insignificant at first glance but it's real strength lies in it's swift, erratic, jumpy and unpredictable movement.
Affinities
Shadow (Level: 5)
Skills
Irratic Jumping (Passive)
- Fleaman jumps around a lot, though in an irratic way.
- When defending, first roll $1d5.
- Add the result of that to your defending roll.
Jump kick (Active)
- Fleaman jump kicks a target.
- Roll your Courage dice vs. targets' Power dice / Damage increased by 4
Flying Spin Kick (Active)
- Fleaman flies at a target with powerful, spinning kick.
- Roll your Courage dice vs. targets' Courage dice / Damage increased by 2
- If the attack is successful, target gets the Stunned Affliction:
- While Stunned, target cannot move or perform melee attacks. This includes Cover and Escape.
Elizabeth Bartley (Boss)
[enemy Power=20 Courage=24 Wisdom=26 Hearts=24/24 Magic=26/26]
Backfire Shock lasts until the end of your turn two rounds later.
Description
Origin: Castlevania Bloodlines (Sega Genesis/Sega Megadrive)
Elizabeth Bartley is a Vampire and is Dracula's Niece. She is known under many names such "The mistress of Illusion" as well as "The Blood Countess". She seeks to help her uncle get his hands apon the Triforce so he can finally succeed in his evil plans once and for all.
Elizabeth Bartley is a Vampire and is Dracula's Niece. She is known under many names such "The mistress of Illusion" as well as "The Blood Countess". She seeks to help her uncle get his hands apon the Triforce so he can finally succeed in his evil plans once and for all.
Affinities
Shadow (Level: 5), Fire (Level: 5), Nature (Level: 5)
Skills
Vampire's Curse (Passive)
- Since Elizabeth Bartley is a vampire, sunlight is painful for her to stand in.
- Lose 1 Heart per turn while in an area with sunlight in it
Vampiric Bite (Active)
- Roll your Power dice vs. targets' Courage dice / Deals no damage.
- If the attack is successful, Elizabeth Bartley siphons 4 Hearts from the target.
Spells
Thunderspark (Offensive)
- Requires Nature (Level: 1)
- Costs 2 Magic
- Fire off a small orb of Lightning (Nature sub-type) that deals neutral damage based on target's damage reduction. Hits one target.
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, deal 2 shock damage (neutral) to the target per point of damage reduction the target has.
Shock Therapy (Offensive)
- Requires Nature (Level: 4)
- Costs 8 Magic
- Needs more lightning. Shock a target beyond the threshold of sanity.
- Roll your Wisdom +3 dice vs. targets' Courage dice
- If the attack is successful, target gets the Backfire Shock Affliction:
- When the target tries to cast a spell, he must first roll Wisdom against the original successes of this attack.
- If he is successful, Backfire Shock is cancelled, and he can cast his spell.
- If he is unsuccessful, he takes shock damage (neutral) equal to half of his successes, and he can cast his spell.
Flame Lash (Offensive)
- Requires Fire (Level: 4)
- Costs 6 Magic
- Cast a whip like stream of Fire at the target. Hits one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- If the attack is successful, deal 6 Fire Effect Damage to the target.
Inferno Bomb (Offensive)
- Requires Fire (Level: 5)
- Costs 4 Magic
- Summons a flaming ball of Fire the size of a small wagon to damage multiple targets.
- Roll your Wisdom dice vs. targets' Wisdom dice
- If the attack is successful, deal 3 Fire Effect Damage to multiple targets.
Confusion
- Requires Shadow (Level: 5)
- Costs 6 Magic
- Cast an illusionary spell upon the target with the intent to confuse them
- Roll your Wisdom dice vs. targets' Wisdom dice
- If the attack is successful, The target will miss his/her target for the next two turn.