On Sunday 27th October 2013 from 7:30 PM CST (11:30 AM AEST), I will be hosting a quick improvised dungeon that lasts for 2.5-3 hours. This improv dungeon will be for the players who are Levels 4-8. I will accept up to three players this time (if less than three turn up, I will bring in Harvey). Remember: First in, first served.
- Zelda Universe RPG
- ZURPG General
- Quests
- Backlog
- 10-27-13: Improv Dungeon
10-27-13: Improv Dungeon
Lead Dev, DM, Hal
Just to inform you, I am going to be delaying this by an hour, to start at 8:30 PM CST (12:30 PM AEST) because of Public Transport shenanigans. I won't be home by the original starting time.
Lead Dev, DM, Hal
Baby Dodongo (Level: 9)
[enemy Power=16 Courage=13 Wisdom=8 Hearts=6/6 Magic=2/2]
Description
Origin: The Ocarina of Time
Baby Dodongos are nowhere near as massive when young, though they still maintain their explosively vicious behavior.
Baby Dodongos are nowhere near as massive when young, though they still maintain their explosively vicious behavior.
Bomb (Drop)
- When Baby Dodongo dies, it drops a Bomb.
- Amount: 1
- Level 10
- A normal bomb that causes havoc and destruction when it explodes. Can hit one target.
- Roll your Power dice vs. targets' Power dice
- If the attack is successful, the bomb explodes at the target's feet. Add the result of $1d4 for additional damage.
- If the attack is unsuccessful, the bomb explodes, dealing 3 damage to everyone.
- Explosions use original successes of the attack. Targets roll Power to defend.
Add Bomb to your Weapons
Code:Select All
[box=Bombs][list]
[*][Amount]1[/Amount]
[*][Level=10]
[*]A normal bomb that causes havoc and destruction when it explodes. Can hit one target.[list]
[*][dice type-a=Power type-b=Power]
[*]If the attack is successful, the bomb explodes at the target's feet. Add the result of $1d4 for additional damage.
[*]If the attack is unsuccessful, the bomb explodes, dealing 3 damage to everyone.[list]
[*]Explosions use original successes of the attack. Targets roll [Power] to defend.[/list][/list][/list][/box]
Affinities
Fire (Level: 2)
Skills
Hard Skin (Passive)
- Damage taken is reduced by 2.
Leap (Active)
- Baby Dodongo leaps at a target, hitting with the full force of its weight.
- Roll your Power +2 dice vs. targets' Power dice
- Whether the attack is successful or not, Baby Dodongo loses 1 Heart.
Explosion (Active)
- When Baby Dodongo dies, it explodes, which hits everyone.
- Roll your Courage dice vs. targets' Courage dice / Damage increased by 1
Spells
Fire Breath (Offensive)
- Requires Fire (Level: 1)
- Costs 1 Magic
- Baby Dodongo breaths Fire at an enemy, dealing damage and burning destructible items.
- Roll your Courage dice vs. targets' Wisdom dice / Damage increased by 2
- If the attack is successful, the attack instantly destroys any item susceptible to destruction by burn damage.
Lynel (Level: 9)
[enemy Power=9 Courage=13 Wisdom=7 Hearts=12/12 Magic=4/4]
Partial Blindness lasts until the end of your turn one round later.
It also fires silver beams that can hit one target.
Roll your Courage +2 dice vs. targets' Courage dice
If the attack is successful, target gets the Silver Sliver Status Effect:
The next person that attacks the target will recover Hearts equal to half of his Current Hearts.
As a result, the target will then take damage equal to half of that amount.
Silver Sliver lasts until the end of your turn one round later.
[/list]
Description
Origin: The Legend of Zelda
With the head of a man and the body of a lion, these centaur-like creatures roam around mountains, hunting down unsuspecting prey. They carry tridents and are able to blind their foes with blasts of Light.
With the head of a man and the body of a lion, these centaur-like creatures roam around mountains, hunting down unsuspecting prey. They carry tridents and are able to blind their foes with blasts of Light.
Affinities
Light (Level: 2)
Skills
Thick Hide (Passive)
- Physical damage taken reduced by 1
- Spell damage taken reduced by 2
Fierce Combat (Passive)
- When Lynel’s Hearts are less than or equal to 5, he is in Fierce Combat mode.
- Courage is increased by 4, Power is increased by 3, and Wisdom is increased by 2.
- Light Blast costs 1 Magic
Replaced Drop (Passive)
- When Lynel dies, any equipped items are dropped, replacing the random item drop.
Add Silver Trident to your WeaponsCode:Select All[box=Silver Trident][list]
[*][Level=10]
[*]A gleaming, [i]Two-Handed[/i] silver trident that helps block attacks.[list]
[*]When defending, your roll is increased by 2 dice.[/list]
[*]It also fires silver beams at a target target.[list]
[*][dice type-a=Courage amount-a=+2 type-b=Courage]
[*]If the attack is successful, target gets the [b]Silver Sliver[/b] [u]Status Effect[/u]:[list]
[*]The next person that attacks the target will recover [Hearts] equal to half of his Current [Hearts].
[*]As a result, the target will then take damage equal to half of that amount.[/list]
[*][b]Silver Sliver[/b] lasts until the end of your turn one round later.[/list][/list][/list][/box]
Spells
Light Blast (Offensive)
- Requires Light (Level: 2)
- Costs 3 Magic
- Lynel fires a blast of Light at a target, causing partial blindness.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- If the attack is successful, target gets the Partial Blindness Affliction:
- Target's Courage stat is decreased by 3.
- If target tries to use an action or counterattack that targets someone else, afflicted target rolls $1d3 first. If the result is a 1, the action/counterattack misses.
- Actions or counterattacks that hit everyone on the field are not included.
Items
Silver Trident (Weapon)
- Level 10
- Lynel carries a gleaming, Two-Handed silver trident that helps it block attacks.
- When defending, your roll is increased by 2 dice.
Hydra (Boss)
[enemy Power=17 Courage=14 Wisdom=8 Hearts=14/14 Magic=6/6]
If this leap is unsuccessful, the target gets an automatic counterattack.
Description
Origin: Lufia II: Rise of the Sinistrals.
A fully-grown Hydra, this massive 5-headed beast lumbers around on its four stubby legs, but its attacks are wide and sweeping, hitting everybody with nearly every strike.
A fully-grown Hydra, this massive 5-headed beast lumbers around on its four stubby legs, but its attacks are wide and sweeping, hitting everybody with nearly every strike.
Affinities
Shadow (Level: 3)
Skills
Lumbering (Passive)
- Hydra is very slow, reducing its $init roll and attacking dice.
- Hydra rolls $init 1d5 for its initiative roll.
- Hydra loses 2 dice when attacking and defending.
Sponge Hide (Passive)
- Hydras have a thick layer of soft flesh that acts as a sponge for attacks. It is most effective against Magic attacks.
- Damage taken from spell attacks is reduced by 2.
- Damage taken from physical attacks is reduced by 1.
Flurry (Active)
- Requires Shadow (Level: 2).
- Hydra leaps at one target and repeatedly snaps at it with its 5 heads while holding it down.
- Roll your Power -2 dice vs. targets' Power dice / Deals 4 damage initially.
- If successful, Hydra pins the target to the ground and begins snapping at it with all five heads, with each head's attack counting as a separate roll.
- Roll your Courage dice vs. targets' Courage -3 dice / Deals up to 5 damage per strike.
- If any strike is unsuccessful, Hydra is thrown off the target (cancelling the attack) and it gets an automatic counterattack.
Sweep (Active)
- Hydra's heads sweep through the air and hit their targets head-on (APPLY DIRECTLY TO THE FOREHEAD!):
- Roll your Power +2 dice vs. targets' Power dice
- This attack can hit up to 5 targets.
Spells
Benevolent Shadows (Supportive)
- Requires Shadow (Level: 1)
- Costs 3 Magic to cast.
- You plunge a target into a pit of shadows, healing 5 Hearts and removing one affliction.
- Zelda Universe RPG
- ZURPG General
- Quests
- Backlog
- 10-27-13: Improv Dungeon
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