Dev, DM
Baby Dodongo
Baby Dodongo
- Power: 18 (+0)
- Courage: 26 (+0)
- Wisdom: 15 (+0)
- Hearts: 5/5 (+0)
- Magic: 2/2 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 6
Affinities: Fire
Description
Origin: 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.
- $1d3 chance to crit.
- Immune to Disruption effects.
- Explode on death.
If Baby Dodongo dies, it has a team drop of 70 Rupees.
Skills
Hard Skin
- RESTRICTIONS: This is an Innate Skill. Only Dodongos can learn and use this skill.
- DESCRIPTION: Whether they’re babies or fully grown, Dodongos have incredibly tough skin, easily deflecting anything but a lethal strike. They also can’t be held down.
- Armor: +6
- EFFECT: You are immune to Disruption effects.
Explosive Death
- RESTRICTIONS: This is an Innate Skill. Only Baby Dodongos can learn and use this skill.
- DESCRIPTION: When Baby Dodongos die, they let out a scream so shrill, that it causes itself to explode violently, hitting everyone else.
- Roll your Power +6 dice vs. targets' Power dice
- Damage: 8
(5) Critical Strike
- Stat Point Cost: 5
- DESCRIPTION: Do you have the skills to RNG your way to a victory? If so, then be random when you kill your foes.
- EFFECT: Once per turn, when you are successful in attacking with an attack, roll $1d3.
- If the result is a 3, multiply the attack’s damage by x1.5.
Leap
- DESCRIPTION: Baby Dodongo leaps at a target with the full force of its weight. They may be small, but they’re still heavy enough to hurt!
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: +0
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
Melt
- REQUIREMENTS: Fire
- COSTS: 2 Magic
- DESCRIPTION: An ultra hot beam that melts the target’s armor.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +3
- EFFECT: If it hits, target loses 2 Armor.
Blue Lynel
Blue Lynel
- Power: 19 (+0)
- Courage: 9 (+0)
- Wisdom: 19 (+0)
- Hearts: 14/14 (+3)
- Magic: 6/6 (+0)
- Initiative: $init 1d8
- Attack Dice: 0
- Defense Dice: 3
- Armor: 3
Affinities: Fire
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 spears and are able to blind their foes with blasts of Light. Considered to be the "breadwinners" of the herd, Blue Lynels are bulky and tough, refusing to fall without taking heavy punishment and tend to make the kills or cover their allies.
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 spears and are able to blind their foes with blasts of Light. Considered to be the "breadwinners" of the herd, Blue Lynels are bulky and tough, refusing to fall without taking heavy punishment and tend to make the kills or cover their allies.
- When you drop to half your Hearts or less, you enter Fierce Combat Mode:
- Attack Dice & Defense Dice: +3
- Recovery: When successfully you hit a target, you recover 2 Hearts & 2 Magic.
- DURATION: This lasts for the remainder of the battle, even if you recover to more than half your Maximum Hearts.
When Blue Lynel dies, it has a team drop of 75 Rupees and drops a Brassy Trident, which can be found here.
Skills
Fierce Combat
- RESTRICTIONS: This is an Innate Skill. Only Lynels can learn and use this skill.
- DESCRIPTION: Lynels hold their fearsome reputation for a reason, which become even more apparent when they are backed into a corner and somehow lucksack their rolls.
- EFFECT: When you drop to half your Hearts or less, you enter Fierce Combat Mode:
- Attack Dice & Defense Dice: +3
- Recovery: When successfully you hit a target, you recover 2 Hearts & 2 Magic.
- DURATION: This lasts for the remainder of the battle, even if you recover to more than half your Maximum Hearts.
Heavy Hide
- RESTRICTIONS: This is an Innate Skill.
- DESCRIPTION: Blue Lynels bear a thick, heavy hide that slows them down, but beefs up their tanking abilities.
- Initiative: -0d2
- Hearts: +3/3
- Armor: +3
Razor Fang
- DESCRIPTION: Blue Lynels bear multiple razor-sharp fangs in their mouths which penetrate and damage Armor. Can hit one target.
- Roll your Power +3 dice vs. targets' Courage dice
- Damage: +3
- EFFECT: If it hits, target loses 2 Armor.
- IF FAIL: Target can Counterattack you regardless of CONDITIONS
Leap Attack
- REQUIREMENTS: A melee attack
- CHARGE: 1 Action
- Begin charging by readying your attack, and preparing to leap at the target. As you charge, a burst of a energy flows into your legs.
Spin Attack
- REQUIREMENTS: A melee weapon
- CHARGE: 1 Action
- Charge by pouring your energy into your weapon, which emits a blue glow.
- If you have two melee weapons equipped, you can bypass the Charge time entirely.
Enrage
- COSTS: 3 Hearts
- DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gains a boost.
- EFFECT: Your next attack gains 6 Dice.
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
PSI Flare
- REQUIREMENTS: Fire
- COSTS: 1 Magic
- DESCRIPTION: A basic Fire spell that causes a flurry of sparks to explode around the target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- Neutral Damage: 4
Endless Flames
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Summon an endless amount of flames to surround and consume the target, until there is nothing left.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target gets Bleeding x4.
Burning Blade
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
- EFFECT: Target gains 2 Attack Dice.
Flare Up
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Infuse an ally with high intensity flames, empowering their next attack.
- EFFECT: Target’s next attack gains 8 Dice.
Items
Brassy Trident
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A big formidable brass trident imbued with the blessing carried by the sun, often being carried by Blue Lynels and serves as their primary weapon for fighting. It has the ability to Cleave, Thrust or shoot a Sun Beam at a target.
- Defense Dice: +3
- Cleave:
- Roll your Power +3 dice vs. targets' Power dice
- Damage: +3
Fire Keese
Fire Keese
- Power: 4 (+0)
- Courage: 27 (+0)
- Wisdom: 17 (+0)
- Hearts: 8/8 (+0)
- Magic: 8/8 (+0)
- Initiative: $init 1d18
- Attack Dice: 4
- Defense Dice: 4
- Armor: 0
Affinities: Fire
Description
Origin: Ocarina of Time
At first glance, Fire Keese look like unfortunate Keese who have been caught in a flame. However, it doesn't harm it and it indeed has great control over it.
At first glance, Fire Keese look like unfortunate Keese who have been caught in a flame. However, it doesn't harm it and it indeed has great control over it.
- Bonus turn is skipped
- Melee attackers takes 2 Neutral Damage.
- Immunity to effects that affect eyesight.
When Fire Keese dies, it has a team drop of 50 Rupees, and it drops an Ember 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.
Burning Flight
- RESTRICTIONS: This is an Innate Skill. Only Fire Keese can learn and use this skill.
- DESCRIPTION: Fire Keese have Fire on their wings, which sets enemies who touch it on Fire.
- Defense Dice: +4
- EFFECT: Whenever you are targeted with a melee attack, the attacker takes 2 Neutral Damage.
(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.
Fire Sweep
- REQUIREMENTS: Fire
- DESCRIPTION: Fire Keese flies past all of its enemies, singing them with the trail of fire that it produces.
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: Halved
- Neutral Damage: 2
Suicide Run!
- REQUIREMENTS: Fire
- DESCRIPTION: Fire Keese superheats itself, creating a massive fireball, and then proceeds to fly directly at the target to hopefully take them down with Fire Keese.
- EFFECT 1: This attack gains Dice equal to the amount of Hearts you have left.
- EFFECT 2: This attack gains Damage equal to the amount of Magic you have left.
- Roll your Courage dice vs. targets' Courage dice
- Damage: +0
- EFFECT: You die as the result of this attack
- You can not be revived for the rest of the battle
Spells
Valoo's Rage
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: Bring down the rage of the great Fire dragon upon the target!
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- Neutral Damage: 8
Flare Up
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Infuse an ally with high intensity flames, empowering their next attack.
- EFFECT: Target’s next attack gains 8 Dice.
Disintegration Field
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: A blazing wave of heat covers the field, devouring anyone too weak to stand.
- EFFECT: Summon the Heatwave Field Effect.
- Overwrite any current Field Effect in play.
- Anyone that drops down to 2 Hearts or less instantly dies.
Fire Spirit
Fire Spirit
- Power: 0 (+0)
- Courage: 0 (+0)
- Wisdom: 33 (+0)
- Hearts: 30/30 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: Fire
Description
Origin: ZURPG
A vengeful spirit, born from the flames of the Lava Lands that uses its intense hatred to burn its enemies into nothingness. It doesn’t care much for its own safety or even its allies, as long as it’s able to decimate its enemies.
As for what exactly the Fire Spirits hate, no one really knows...
A vengeful spirit, born from the flames of the Lava Lands that uses its intense hatred to burn its enemies into nothingness. It doesn’t care much for its own safety or even its allies, as long as it’s able to decimate its enemies.
As for what exactly the Fire Spirits hate, no one really knows...
- Anyone that enters melee combat with you automatically takes 2 Neutral Damage.
- Anyone killed by your attacks is turned to ashes, preventing them from being revived for the remainder of the battle.
- The first attack you receive that causes any amount of Damage is negated, causing the barrier to fall.
- Once the barrier falls, immediately use the Flamefall Skill without spending an Action.
If Fire Spirit dies, it has a team drop of 50 Rupees, and it drops an Ember Seed, which can be found here.
Skills
Turn To Ashes
- RESTRICTIONS: This is an Innate Skill. Only Fire Spirits can learn and use this skill.
- DESCRIPTION: With your flames empowered by hatred, they reach incredibly hot temperatures, naturally scalding attackers and turning anything they touch into ashes.
- EFFECT 1: Anyone that enters melee combat with you automatically takes 2 Neutral Damage.
- EFFECT 2: Anyone killed by your attacks is turned to ashes, preventing them from being revived for the remainder of the battle.
Flame Barrier
- RESTRICTIONS: This is an Innate Skill. Only Fire Spirits can learn and use this skill.
- DESCRIPTION: A natural barrier of flames surrounds you, protecting you from an attack, and exploding once the barrier is gone.
- EFFECT: The first attack you receive that causes any amount of Damage is negated, causing the barrier to fall.
- Once the barrier falls, immediately use the Flamefall Skill without spending an Action.
(5) Critical Strike
- Stat Point Cost: 5
- DESCRIPTION: Do you have the skills to RNG your way to a victory? If so, then be random when you kill your foes.
- EFFECT: Once per turn, when you are successful in attacking with an attack, roll $1d3.
- If the result is a 3, multiply the attack’s damage by x1.5.
Flamefall
- REQUIREMENTS: Fire
- DESCRIPTION: LET THE FLAMES OF DEATH MOUNTAIN RAIN DOWN UPON THEM! Summon a storm of Fire that drops destructive flames on all enemies.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: Halved
Overscald
- REQUIREMENTS: Fire
- DESCRIPTION: Burn a target with such intense flames that their whole body is scalded.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +2
- EFFECT: If it hits, target gets Bleeding x2.
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).
Green Zirro
Green Zirro
- Power: 8 (+0)
- Courage: 17 (+0)
- Wisdom: 20 (+0)
- Hearts: 12/12 (+0)
- Magic: 6/6 (+0)
- Initiative: $init 1d10
- Attack Dice: 4
- Defense Dice: 3
- Armor: 0
Affinities: Fire
Description
Origin: A Link to the Past
Staying afloat with a large pair of wings, Zirro (also known as Bombers) are large sentient fungi-like creatures, consisting of a huge mushroom with wings and with small beady eyes below the cap, which fly around fields and water; looking for nutrients to draw into them. While looking fragile at first glance, they are surprisingly sturdy and become faster as their condition deteriorates.
Green Zirros primarily inhabit grassy areas like Hyrule Field, often where there is a lot of long grass. They normally lurk in said grass to feed off the nutrients in them until enemies come close. Once they take flight, attackers are often bombarded by fiery bombs they drop from their mouths; which set grass on Fire. While they often do not survive past the first stages of the battle, they will have normally sparked the countdown to the demise of their attackers by the time they die.
Staying afloat with a large pair of wings, Zirro (also known as Bombers) are large sentient fungi-like creatures, consisting of a huge mushroom with wings and with small beady eyes below the cap, which fly around fields and water; looking for nutrients to draw into them. While looking fragile at first glance, they are surprisingly sturdy and become faster as their condition deteriorates.
Green Zirros primarily inhabit grassy areas like Hyrule Field, often where there is a lot of long grass. They normally lurk in said grass to feed off the nutrients in them until enemies come close. Once they take flight, attackers are often bombarded by fiery bombs they drop from their mouths; which set grass on Fire. While they often do not survive past the first stages of the battle, they will have normally sparked the countdown to the demise of their attackers by the time they die.
- Can survive any attack from 6 Hearts or higher.
- Gain Defense Dice equal to half the difference between your Current & Maximum Hearts
- Whenever you are hit by attacks, you take 1 Neutral Damage and the attacker gets Bleeding x2
Skills
Heavy Flight
- RESTRICTIONS: This is an Innate Skill. Only Zirros can learn and use this skill.
- DESCRIPTION: Zirros fly around on their heavy wings, keeping them off the ground and out of reach, becoming faster at dodging as it takes damage.
- Defense Dice: +3
- EFFECT: This Defense Dice bonus is increased by half the difference between your Current and Maximum Hearts.
Incandescent Spores
- RESTRICTIONS: This is an Innate Skill. Only Green Zirros can learn and use this skill.
- DESCRIPTION: Green Zirros are packed with incandescent spores which release when hit; burning itself a little to set any attackers on Fire in process.
- Attack Dice: +4
- EFFECT: Whenever you are hit by an attack, you take 1 Neutral Damage and the attacker gets Bleeding x2.
(4) Hanging On
- Stat Point Cost: 4
- RESTRICTIONS: You can only activate Hanging On once per battle.
- DESCRIPTION: You are capable of surviving a powerful attack that would normally kill you.
- EFFECT: If you have at least 6 Hearts before damage is calculated, you can activate this skill.
- Your Hearts are reduced to 1 instead.
Headbutt
- DESCRIPTION: Zirro charges at a target, capfirst, in a generic attack. Hits one target.
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +2
Smother
- DESCRIPTION: Zirro flies up to a target and smothers them with its body, stealing nutrients from them. Hits one target.
- Roll your Courage dice vs. targets' Power dice
- Damage: None
- EFFECT: Siphon Hearts & Magic from the target to you (Ignores Armor) equal to half the difference in successes.
Kindle Gale
- REQUIREMENT: Fire
- COSTS: 2 Magic
- DESCRIPTION: Green Zirro gathers momentum to flap its large wings to start up a large gale of hot wind and firery spores, burning whoever fails to ward off the fires. Hits all enemies.
- Roll your Courage +4 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target(s) hit get Bleeding x2.
Bombardment
- REQUIREMENT: Fire
- COSTS: 3 Magic
- DESCRIPTION: Bombardment! Green Zirro drops a ball of Fire amongst the enemy party, scorching all of them regardless of wherever they dodge the main blast or not.
- Roll your Wisdom +5 dice vs. targets' Power dice
- Neutral Damage: 4
- IF FAIL: Any enemy not hit takes 2 Damage instead.
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
Endless Flames
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Summon an endless amount of flames to surround and consume the target, until there is nothing left.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target gets Bleeding x4.
Flare Up
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Infuse an ally with high intensity flames, empowering their next attack.
- EFFECT: Target’s next attack gains 8 Dice.
Red Bubble
Red Bubble
- Power: 15 (+0)
- Courage: 26 (+0)
- Wisdom: 0 (+0)
- Hearts: 18/18 (+0)
- Magic: 8/8 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 5
- Armor: 0
Affinities: Fire
Description
Origin: Zelda I & II
A floating skull engulfed in red flames, wobbling about aimlessly with flaring blue eyes. Unless controlled by someone else, it will not actively attack anyone unless someone hits it first. However, it is an extremely durable creature that's capable of reviving even with just a little bit of Magic. It doesn't hurt much, but it can prevent someone from attacking. Who knows, perhaps you could take control of it yourself?
A floating skull engulfed in red flames, wobbling about aimlessly with flaring blue eyes. Unless controlled by someone else, it will not actively attack anyone unless someone hits it first. However, it is an extremely durable creature that's capable of reviving even with just a little bit of Magic. It doesn't hurt much, but it can prevent someone from attacking. Who knows, perhaps you could take control of it yourself?
- Armor: +10 against Magic-based attacks
The first time Red Bubble dies, it has a team drop of 50 Rupees, and it drops an Ember Seed, 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.
Red Armor
- DESCRIPTION: Red Bubbles are nearly impervious to magical attacks.
- Defense Dice: +5
- Armor: +10 against Magic-based attacks
- EFFECT: If Red 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.
Red Disable
- DESCRIPTION: Red Bubble suddenly flies at a target at high velocities, powered by its red flames.
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target loses 3 Attack Dice.
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
Burning Blade
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
- EFFECT: Target gains 2 Attack Dice.
Cleansing Flames
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: A mild but purifying flame graces a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to yourself or an ally.
- Offensive:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, revert the most recent Hearts Recovery the target received.
- The target cannot drop below 1 Heart as a result of this.
Disintegration Field
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: A blazing wave of heat covers the field, devouring anyone too weak to stand.
- EFFECT: Summon the Heatwave Field Effect.
- Overwrite any current Field Effect in play.
- Anyone that drops down to 2 Hearts or less instantly dies.
(Code) Baby Dodongo
Code:Select All
[spoiler=Baby Dodongo]
[estats name=Baby Dodongo power=18 (+0) courage=26 (+0) wisdom=15 (+0) hearts=5/5 (+0) magic=2/2 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=6][Fire][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Ocarina of Time
Baby Dodongos are nowhere near as massive when young, though they still maintain their explosively vicious behavior.
[/tab]
[tab=Other Bonuses][list]
[*]$1d3 chance to crit.
[*]Immune to [color=yellow][b]Disruption[/b][/color] effects.
[*]Explode on death.
[/list]
[/tab]
[tab=Item Drop]
If [b]Baby Dodongo[/b] dies, it has a team drop of [Rupees]70[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Hard Skin][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Dodongos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: Whether they’re babies or fully grown, [b]Dodongos[/b] have incredibly tough skin, easily deflecting anything but a lethal strike. They also can’t be held down.[list]
[*][b][Armor][/b]: +6
[*][b]EFFECT[/b]: You are immune to [color=yellow][b]Disruption[/b][/color] effects.
[/list][/list][/box]
[box=Explosive Death][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Baby Dodongos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: When [b]Baby Dodongos[/b] die, they let out a scream so shrill, that it causes itself to explode violently, hitting everyone else.[list]
[*][dice type-a=Power amount-a=+6 type-b=Power][list]
[*][b]Damage[/b]: 8
[/list][/list][/list][/box]
[/tab]
[tab=Passives]
[box=(5) Critical Strike][list]
[*][b][Stat Point] Cost[/b]: 5
[*][b]DESCRIPTION[/b]: Do you have the skills to RNG your way to a victory? If so, then be random when you kill your foes.[list]
[*][b]EFFECT[/b]: Once per turn, when you are successful in attacking with an attack, roll $1d3.[list]
[*]If the result is a 3, multiply the attack’s damage by x1.5.
[/list][/list][/list][/box]
[/tab]
[tab=Actives]
[box=Leap][list]
[*][b]DESCRIPTION[/b]: [b]Baby Dodongo[/b] leaps at a target with the full force of its weight. They may be small, but they’re still heavy enough to hurt![list]
[*][dice type-a=Courage amount-a=+6 type-b=Courage][list]
[*][b]Damage[/b]: +0
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[box=Melt][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: An ultra hot beam that melts the target’s armor.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +3
[*][b]EFFECT[/b]: If it hits, target loses [b]2 [Armor][/b].
[/list][/list][/list][/box]
[/eSpells]
[/spoiler]
(Code) Blue Lynel
Code:Select All
[spoiler=Blue Lynel]
[estats name=Blue Lynel power=19 (+0) courage=9 (+0) wisdom=19 (+0) hearts=14/14 (+3) magic=6/6 (+0) initiative=1d8 attack-dice=0 defense-dice=3 armor=3][Fire][/estats]
[eDescription]
[tabs][tab=Physical Description]
[u]Origin:[/u] 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 spears and are able to blind their foes with blasts of [Light]. Considered to be the "breadwinners" of the herd, [b]Blue Lynels[/b] are bulky and tough, refusing to fall without taking heavy punishment and tend to make the kills or cover their allies.
[/tab]
[tab=Other Bonuses][list]
[*]When you drop to half your [Hearts] or less, you enter [b]Fierce Combat Mode[/b]:[list]
[*][b][Attack Dice] & [Defense Dice][/b]: +3
[*][b]Recovery[/b]: When successfully you hit a target, you recover [b][Hearts]2[/Hearts] & [Magic]2[/Magic][/b].
[*][b]DURATION[/b]: This lasts for the remainder of the battle, even if you recover to more than half your [b]Maximum [Hearts][/b].
[/list][/list][/tab]
[tab=Item Drop]
When [b]Blue Lynel[/b] dies, it has a team drop of [Rupees]75[/Rupees] and drops a [b]Brassy Trident[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab][/tabs]
[/eDescription]
[eSkills]
[tabs][tab=Innate]
[box=Fierce Combat][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Lynels[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Lynels[/b] hold their fearsome reputation for a reason, which become even more apparent when they are backed into a corner [s]and somehow lucksack their rolls[/s].[list]
[*][b]EFFECT[/b]: When you drop to half your [Hearts] or less, you enter [b]Fierce Combat Mode[/b]:[list]
[*][b][Attack Dice] & [Defense Dice][/b]: +3
[*][b]Recovery[/b]: When successfully you hit a target, you recover [b][Hearts]2[/Hearts] & [Magic]2[/Magic][/b].
[*][b]DURATION[/b]: This lasts for the remainder of the battle, even if you recover to more than half your [b]Maximum [Hearts][/b].
[/list][/list][/list][/box]
[box=Heavy Hide][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b].
[*][b]DESCRIPTION[/b]: [b]Blue Lynels[/b] bear a thick, heavy hide that slows them down, but beefs up their tanking abilities.[list]
[*][b][Initiative][/b]: -0d2
[*][b][Hearts][/b]: +3/3
[*][b][Armor][/b]: +3
[/list][/list][/box][/tab]
[tab=Active]
[box=Razor Fang][list]
[*][b]DESCRIPTION[/b]: [b]Blue Lynels[/b] bear multiple razor-sharp fangs in their mouths which penetrate and damage [Armor]. Can hit one target.[list]
[*][dice type-a=Power amount-a=+3 type-b=Courage][list]
[*][b]Damage[/b]: +3
[*][b]EFFECT[/b]: If it hits, target loses [b]2 [Armor][/b].
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you regardless of [b]CONDITIONS[/b]
[/list][/list][/list][/box]
[box=Leap Attack][list]
[*][b]REQUIREMENTS[/b]: A melee attack
[*][b]CHARGE[/b]: 1 Action[list]
[*]Begin charging by readying your attack, and preparing to leap at the target. As you charge, a burst of a energy flows into your legs.
[/list]
[*][b]DESCRIPTION[/b]: Once charged, you can leap and attack a target using the melee attack.[list]
[*][b]EFFECT[/b]: If it succeeds, multiply the difference in successes by x1.5.
[/list][/list][/box]
[box=Spin Attack][list]
[*][b]SELL VALUE[/b]: [Rupees]100[/Rupees]
[*][b]REQUIREMENTS[/b]: A melee weapon
[*][b]CHARGE[/b]: 1 Action[list]
[*]Charge by pouring your energy into your weapon, which emits a blue glow.
[*]If you have two melee weapons equipped, you can bypass the [b]Charge[/b] time entirely.
[/list]
[*][b]DESCRIPTION[/b]: Once charged, you can spin rapidly with the weapon, causing a wave of energy to hit all enemies.[list]
[*]This uses your weapon’s standard attack roll + 6 dice[list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/box]
[box=Enrage][list]
[*][b]COSTS[/b]: [Hearts]3[/Hearts]
[*][b]DESCRIPTION[/b]: With a series of grizzly adrenaline rushes, your next attack gains a boost.[list]
[*][b]EFFECT[/b]: Your next attack gains [b]6 Dice[/b].
[/list][/list][/box]
[/tab]
[tab=Basic][Expanded Basic Skills][/tab][/tabs]
[/eSkills]
[eSpells]
[tabs][tab=Offensive]
[box=PSI Flare][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A basic [Fire] spell that causes a flurry of sparks to explode around the target.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]Neutral Damage[/b]: 4
[/list][/list][/list][/box]
[box=Endless Flames][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Summon an endless amount of flames to surround and consume the target, until there is nothing left.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target gets [b]Bleeding x4[/b].
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Burning Blade][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A blade of [Fire] floats around a target, amplifying all their attacks.[list]
[*][b]EFFECT[/b]: Target gains [b]2 [Attack Dice][/b].
[/list][/list][/box]
[box=Flare Up][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Infuse an ally with high intensity flames, empowering their next attack.[list]
[*][b]EFFECT[/b]: Target’s next attack gains [b]8 Dice[/b].
[/list][/list][/box]
[/tab][/tabs]
[/eSpells]
[eItems]
[box=Brassy Trident][list]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A big formidable brass trident imbued with the blessing carried by the sun, often being carried by [b]Blue Lynels[/b] and serves as their primary weapon for fighting. It has the ability to [b]Cleave[/b], [b]Thrust[/b] or shoot a [b]Sun Beam[/b] at a target.[list]
[*][b][Defense Dice][/b]: +3
[*][b]Cleave[/b]:[list]
[*][dice type-a=Power amount-a=+3 type-b=Power][list]
[*][b]Damage[/b]: +3
[/list][/list]
[*][b]Thrust[/b]:[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +6
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you regardless of [b]CONDITIONS[/b].
[/list][/list]
[*][b]Sun Beam[/b]:[list]
[*][b]COST[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: Fire a beam of sun energy at a target, causing them to shine in a light that heals attackers.
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, you and your allies recover [Hearts]3[/Hearts].
[/list][/list][/list][/list][/box]
[/eItems][/spoiler]
(Code) Fire Keese
Code:Select All
[spoiler=Fire Keese]
[estats name=Fire Keese power=4 (+0) courage=27 (+0) wisdom=17 (+0) hearts=8/8 (+0) magic=8/8 (+0) initiative=1d18 attack-dice=4 defense-dice=4 armor=0][Fire][/estats]
[eDescription]
[tabs]
[tab=Physical Description][u]Origin[/u]: Ocarina of Time
At first glance, [b]Fire Keese[/b] look like unfortunate [b]Keese[/b] who have been caught in a flame. However, it doesn't harm it and it indeed has great control over it.
[/tab]
[tab=Other Bonuses][list]
[*]Bonus turn is skipped
[*]Melee attackers takes [b]2 Neutral Damage[/b].
[*]Immunity to effects that affect eyesight.
[/list][/tab]
[tab=Item Drop]
When [b]Fire Keese[/b] dies, it has a team drop of [Rupees]50[/Rupees], and it drops an [b]Ember Seed[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/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=Burning Flight][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Fire Keese[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Fire Keese[/b] have [Fire] on their wings, which sets enemies who touch it on [Fire].[list]
[*][b][Defense Dice][/b]: +4
[*][b]EFFECT[/b]: Whenever you are targeted with a melee attack, the attacker takes [b]2 Neutral Damage[/b].
[/list][/list][/box]
[/tab]
[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=Fire Sweep][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]DESCRIPTION[/b]: [b]Fire Keese[/b] flies past all of its enemies, singing them with the trail of fire that it produces.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]Neutral Damage[/b]: 2[/list][/list][/list][/box]
[box=Suicide Run!][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]DESCRIPTION[/b]: [b]Fire Keese[/b] superheats itself, creating a massive fireball, and then proceeds to fly directly at the target to hopefully take them down with [b]Fire Keese[/b].[list]
[*][b]EFFECT 1[/b]: This attack gains [b]Dice[/b] equal to the amount of [Hearts] you have left.
[*][b]EFFECT 2[/b]: This attack gains [b]Damage[/b] equal to the amount of [Magic] you have left.
[*]Roll your [Courage] dice vs. targets' [Courage] dice[list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: You die as the result of this attack[list]
[*]You can not be revived for the rest of the battle[/list][/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Valoo's Rage][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Bring down the rage of the great [Fire] dragon upon the target![list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]Neutral Damage[/b]: 8
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Flare Up][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Infuse an ally with high intensity flames, empowering their next attack.[list]
[*][b]EFFECT[/b]: Target’s next attack gains [b]8 Dice[/b].
[/list][/list][/box]
[box=Disintegration Field][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: A blazing wave of heat covers the field, devouring anyone too weak to stand.[list]
[*][b]EFFECT[/b]: Summon the [color=yellow][b]Heatwave[/b][/color] [i]Field Effect[/i].[list]
[*]Overwrite any current [i]Field Effect[/i] in play.
[*]Anyone that drops down to [Hearts]2[/Hearts] or less instantly dies.
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells][/spoiler]
(Code) Fire Spirit
Code:Select All
[spoiler=Fire Spirit]
[estats name=Fire Spirit power=0 (+0) courage=0 (+0) wisdom=33 (+0) hearts=30/30 (+0) magic=0/0 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=0][Fire][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: ZURPG
A vengeful spirit, born from the flames of the [b]Lava Lands[/b] that uses its intense hatred to burn its enemies into nothingness. It doesn’t care much for its own safety or even its allies, as long as it’s able to decimate its enemies.
As for what exactly the [b]Fire Spirits[/b] hate, no one really knows...
[/tab]
[tab=Other Bonuses][list]
[*]Anyone that enters melee combat with you automatically takes [b]2 Neutral Damage[/b].
[*]Anyone killed by your attacks is turned to ashes, preventing them from being revived for the remainder of the battle.
[*]The first attack you receive that causes any amount of [b]Damage[/b] is negated, causing the barrier to fall.[list]
[*]Once the barrier falls, immediately use the [b]Flamefall Skill[/b] without spending an [b]Action[/b].
[/list]
[*]$1d3 for [b]Critical Strike[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b][Fire] Spirit[/b] dies, it has a team drop of [Rupees]50[/Rupees], and it drops an [b]Ember Seed[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Turn To Ashes][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b][Fire] Spirits[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: With your flames empowered by hatred, they reach incredibly hot temperatures, naturally scalding attackers and turning anything they touch into ashes.[list]
[*][b]EFFECT 1[/b]: Anyone that enters melee combat with you automatically takes [b]2 Neutral Damage[/b].
[*][b]EFFECT 2[/b]: Anyone killed by your attacks is turned to ashes, preventing them from being revived for the remainder of the battle.
[/list][/list][/box]
[box=Flame Barrier][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b][Fire] Spirits[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: A natural barrier of flames surrounds you, protecting you from an attack, and exploding once the barrier is gone.[list]
[*][b]EFFECT[/b]: The first attack you receive that causes any amount of [b]Damage[/b] is negated, causing the barrier to fall.[list]
[*]Once the barrier falls, immediately use the [b]Flamefall Skill[/b] without spending an [b]Action[/b].
[/list][/list][/list][/box]
[/tab]
[tab=Passives]
[box=(5) Critical Strike][list]
[*][b][Stat Point] Cost[/b]: 5
[*][b]DESCRIPTION[/b]: Do you have the skills to RNG your way to a victory? If so, then be random when you kill your foes.[list]
[*][b]EFFECT[/b]: Once per turn, when you are successful in attacking with an attack, roll $1d3.[list]
[*]If the result is a 3, multiply the attack’s damage by x1.5.
[/list][/list][/list][/box]
[/tab]
[tab=Actives]
[box=Flamefall][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]DESCRIPTION[/b]: LET THE FLAMES OF [b]DEATH MOUNTAIN[/b] RAIN DOWN UPON THEM! Summon a storm of [Fire] that drops destructive flames on all enemies.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/box]
[box=Overscald][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]DESCRIPTION[/b]: Burn a target with such intense flames that their whole body is scalded.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +2
[*][b]EFFECT[/b]: If it hits, target gets [b]Bleeding x2[/b].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[/spoiler]
(Code) Green Zirro
Code:Select All
[spoiler=Green Zirro]
[estats name=Green Zirro power=8 (+0) courage=17 (+0) wisdom=20 (+0) hearts=12/12 (+0) magic=6/6 (+0) initiative=1d10 attack-dice=4 defense-dice=3 armor=0][Fire][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: A Link to the Past
Staying afloat with a large pair of wings, [b]Zirro[/b] (also known as [b]Bombers[/b]) are large sentient fungi-like creatures, consisting of a huge mushroom with wings and with small beady eyes below the cap, which fly around fields and water; looking for nutrients to draw into them. While looking fragile at first glance, they are surprisingly sturdy and become faster as their condition deteriorates.
[b]Green Zirros[/b] primarily inhabit grassy areas like [b]Hyrule Field[/b], often where there is a lot of long grass. They normally lurk in said grass to feed off the nutrients in them until enemies come close. Once they take flight, attackers are often bombarded by fiery bombs they drop from their mouths; which set grass on [Fire]. While they often do not survive past the first stages of the battle, they will have normally sparked the countdown to the demise of their attackers by the time they die.
[/tab]
[tab=Other Bonuses][list]
[*]Can survive any attack from [hearts]6[/hearts] or higher.
[*]Gain [Defense Dice] equal to half the difference between your [b]Current & Maximum [Hearts][/b]
[*]Whenever you are hit by attacks, you take [b]1 Neutral Damage[/b] and the attacker gets [b]Bleeding x2[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Green Zirro[/b] dies, it has a team drop of [Rupees]50[/Rupees] and an [b]Ember Seed[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Heavy Flight][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Zirros[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Zirros[/b] fly around on their heavy wings, keeping them off the ground and out of reach, becoming faster at dodging as it takes damage.[list]
[*][b][Defense Dice][/b]: +3
[*][b]EFFECT[/b]: This [Defense Dice] bonus is increased by half the difference between your [b]Current and Maximum [Hearts][/b].[/list]
[/list][/box]
[box=Incandescent Spores][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Green Zirros[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Green Zirros[/b] are packed with incandescent spores which release when hit; burning itself a little to set any attackers on [Fire] in process.[list]
[*][b][Attack Dice][/b]: +4
[*][b]EFFECT[/b]: Whenever you are hit by an attack, you take [b]1 Neutral Damage[/b] and the attacker gets [b]Bleeding x2[/b].
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Hanging On][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]RESTRICTIONS[/b]: You can only activate [b]Hanging On[/b] once per battle.
[*][b]DESCRIPTION[/b]: You are capable of surviving a powerful attack that would normally kill you.[list]
[*][b]EFFECT[/b]: If you have at least [Hearts]6[/Hearts] before damage is calculated, you can activate this skill.[list]
[*]Your [Hearts] are reduced to 1 instead.
[/list][/list][/list][/box]
[/tab]
[tab=Actives]
[box=Headbutt][list]
[*][b]DESCRIPTION[/b]: [b]Zirro[/b] charges at a target, capfirst, in a generic attack. Hits one target.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage][list]
[*][b]Damage[/b]: +2
[/list][/list][/list][/box]
[box=Smother][list]
[*][b]DESCRIPTION[/b]: [b]Zirro[/b] flies up to a target and smothers them with its body, stealing nutrients from them. Hits one target.[list]
[*][dice type-a=Courage type-b=Power][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Siphon [b][Hearts] & [Magic][/b] from the target to you (Ignores [Armor]) equal to half the difference in successes.
[/list][/list][/list][/box]
[box=Kindle Gale][list]
[*][b]REQUIREMENT[/b]: [Fire]
[*][b]COSTS[/b]: [magic]2[/magic]
[*][b]DESCRIPTION[/b]: [b]Green Zirro[/b] gathers momentum to flap its large wings to start up a large gale of hot wind and firery spores, burning whoever fails to ward off the fires. Hits all enemies.[list]
[*][dice type-a=Courage amount-a=+4 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Target(s) hit get [b]Bleeding x2[/b].
[/list][/list][/list][/box]
[box=Bombardment][list]
[*][b]REQUIREMENT[/b]: [Fire]
[*][b]COSTS[/b]: [magic]3[/magic]
[*][b]DESCRIPTION[/b]: [s]Bombardment![/s] [b]Green Zirro[/b] drops a ball of [Fire] amongst the enemy party, scorching all of them regardless of wherever they dodge the main blast or not.[list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Power][list]
[*][b]Neutral Damage[/b]: 4
[*][b]IF FAIL[/b]: Any enemy [u]not[/u] hit takes [b]2 Damage[/b] instead.
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Endless Flames][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Summon an endless amount of flames to surround and consume the target, until there is nothing left.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target gets [b]Bleeding x4[/b].
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Flare Up][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Infuse an ally with high intensity flames, empowering their next attack.[list]
[*][b]EFFECT[/b]: Target’s next attack gains [b]8 Dice[/b].
[/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
(Code) Red Bubble
Code:Select All
[spoiler=Red Bubble]
[estats name=Red Bubble power=15 (+0) courage=26 (+0) wisdom=0 (+0) hearts=18/18 (+0) magic=8/8 (+0) initiative=1d10 attack-dice=0 defense-dice=5 armor=0][Fire][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Zelda I & II
A floating skull engulfed in red flames, wobbling about aimlessly with flaring blue eyes. Unless controlled by someone else, it will not actively attack anyone unless someone hits it first. However, it is an extremely durable creature that's capable of reviving even with just a little bit of [Magic]. It doesn't hurt much, but it can prevent someone from attacking. Who knows, perhaps you could take control of it yourself?
[/tab]
[tab=Other Bonuses][list]
[*][b][Armor][/b]: +10 against [Magic]-based attacks
[/list][/tab]
[tab=Item Drop]
The first time [b]Red Bubble[/b] dies, it has a team drop of [Rupees]50[/Rupees], and it drops an [b]Ember Seed[/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=Red Armor][list]
[*][b]DESCRIPTION[/b]: [b]Red Bubbles[/b] are nearly impervious to magical attacks.[list]
[*][b][Defense Dice][/b]: +5
[*][b][Armor][/b]: +10 against [Magic]-based attacks
[*][b]EFFECT[/b]: If [b]Red 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=Actives]
[box=Red Disable][list]
[*][b]DESCRIPTION[/b]: [b]Red Bubble[/b] suddenly flies at a target at high velocities, powered by its red flames.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target loses [b]3 [Attack Dice][/b].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Expanded Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[box=Burning Blade][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A blade of [Fire] floats around a target, amplifying all their attacks.[list]
[*][b]EFFECT[/b]: Target gains [b]2 [Attack Dice][/b].
[/list][/list][/box]
[box=Cleansing Flames][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: A mild but purifying flame graces 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[/b]:[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, revert the most recent [b][Hearts] Recovery[/b] the target received.[list]
[*]The target cannot drop below [Heart]1[/Heart] as a result of this.
[/list][/list][/list]
[*][b]Support[/b]:[list]
[*][b]EFFECT 1[/b]: Remove one [b][Nature] [color=yellow]Named Effect[/color][/b] from the target.
[*][b]EFFECT 2[/b]: Additionally, remove any [b]Negative [Defense Dice] Bonuses[/b] from the target.
[/list][/list][/list][/box]
[box=Disintegration Field][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: A blazing wave of heat covers the field, devouring anyone too weak to stand.[list]
[*][b]EFFECT[/b]: Summon the [color=yellow][b]Heatwave[/b][/color] [i]Field Effect[/i].[list]
[*]Overwrite any current [i]Field Effect[/i] in play.
[*]Anyone that drops down to [Hearts]2[/Hearts] or less instantly dies.
[/list][/list][/list][/box]
[/eSpells]
[/spoiler]