Dev, DM
Acheman
Acheman
- Power: 25 (+0)
- Courage: 16 (+0)
- Wisdom: 5 (+0)
- Hearts: 20/20 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 3
- Defense Dice: 0
- Armor: 3
Affinities: None
Description
Origin: Adventures of Link
Near-indistinguishable from their Ache cousins, Achemen are fearsome and hideous humanoid creatures with wings. They can perfectly disguise themselves as other humanoids, making them the perfect spies, though when they’re not disguised, they’re a hard foe to take down with very high resistance.
Near-indistinguishable from their Ache cousins, Achemen are fearsome and hideous humanoid creatures with wings. They can perfectly disguise themselves as other humanoids, making them the perfect spies, though when they’re not disguised, they’re a hard foe to take down with very high resistance.
- At the start of each round, your Armor increases by 1.
- Regen x3
If Acheman dies, it has a team drop of 70 Rupees.
Skills
Dark Vision
- RESTRICTIONS: This is an Innate Skill. Only Acheman can learn and use this skill. There is no limit on Innate Skills.
- DESCRIPTION: Achemen can see perfectly fine in the dark, completely immune to its effects.
Gargoyle Imitation
- RESTRICTIONS: This is an Innate Skill. Only Acheman can learn and use this skill. There is no limit on Innate Skills.
- DESCRIPTION: As the battle wears on, Acheman draws some of its energies into increasing his defensive capabilities.
- Armor: +3
- EFFECT: At the start of each round, your Armor increases by 1.
Bladed Skin
- RESTRICTIONS: This is an Innate Skill. Only Acheman can learn and use this skill. There is no limit on Innate Skills.
- DESCRIPTION: Achemen have incredibly rough skin with tiny blades sticking out, causing their attacks to back an extra punch.
- Attack Dice: +3
(4) Regeneration
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Hearts over time.
- EFFECT: You gain Regen x3.
Heavy Slash
- DESCRIPTION: Acheman brings out the blades in its arms, slashing at a target.
- Roll your Power dice vs. targets' Courage dice
- Damage: +4
Pummel
- DESCRIPTION: Acheman retracts the blades in its arms, preferring to go straight for repeatedly pummeling the target. Roll the following attack three times. ORA-ORA-ORA-ORA-ORAAAA!
- Roll your Power +3 dice vs. targets' Power dice * 3
- Damage: Halved
- EFFECT: For each hit, you recover 2 Hearts.
Transform
- RESTRICTIONS: Cannot be used in battle
- DESCRIPTION: Acheman can transform into an Ache, dropping the humanoid form and switching to that of a bat.
- EFFECT: You lose 6 Hearts (Stat) when you switch.
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).
Armos
Armos
- Power: 23 (+0)
- Courage: 13 (+0)
- Wisdom: 0 (+0)
- Hearts: 30/30 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d5
- Attack Dice: 0
- Defense Dice: 3
- Armor: 5
Affinities: None
Description
Origin: The Legend of Zelda
Armos are mechanical stone constructs powered by Magic, built off the form of a formidable warrior, used to serve as a trap for the unwary which fail to notice until it starts grinding to life. The magic powering it also leaves a nasty trap for those who manage to destroy it...
Armos are mechanical stone constructs powered by Magic, built off the form of a formidable warrior, used to serve as a trap for the unwary which fail to notice until it starts grinding to life. The magic powering it also leaves a nasty trap for those who manage to destroy it...
- Small explosion on death
- Big explosion with -8 Hearts threshold
- When Armos dies, it has a team drop of 70 Rupees.
Skills
Self-Destruct
- RESTRICTIONS: This is an Innate Skill. Only Armos can learn and use this skill.
- DESCRIPTION: When Armos is destroyed, it has the nasty ability to explode in the process, harming everyone.
- EFFECT: When you are destroyed, you become fodder for Michael Bay explode in the mightiest of fashion. This hits everyone else.
- When you die, you cause a small explosion, hitting everyone else.
- Roll your Power +3 dice vs. targets' Power dice
- Damage: 5
Reactive Stone Armor
- RESTRICTIONS: This is an Innate Skill. Only Armos can learn and use this skill.
- DESCRIPTION: Armos is created with a highly resistant Stone Armor which weighs it down. The damage that it absorbs it powers its ability to counter.
- Initiative: -0d5
- Armor: +5
- EFFECT: If you take damage from an attack, immediately Counterattack by jumping on the attacker:
- This Counterattack is separate to your normal Counterattack, allowing you to potentially make a second Counterattack afterwards.
- Roll your Power dice vs. targets' Power dice
- Damage: +0
- Capped at the amount of damage you took from the attacker’s attack.
(4) Single Retaliate
- Stat Point Cost: 4
- RESTRICTION 1: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
- RESTRICTION 2: This can only be activated once per battle.
- DESCRIPTION: After being attacked, you are capable of projecting a mirror image of yourself behind the target.
- CONDITION: After someone attacks you with an attack (regardless if it was successful or not), you can Counterattack by using any non-charge attack.
Skull Bash
- REQUIREMENTS: A shield
- DESCRIPTION: Rush towards a target, bashing their skull in with your shield.
- Roll your Power -2 dice vs. targets' Power dice
- Damage: +2
- EFFECT: If it hits, target loses 2 Wisdom.
Absorb
- DESCRIPTION: Grab a target and hug him, squeezing out some Magic from them in the process.
- Roll your Power dice vs. targets' Courage dice
- Damage: None
- EFFECT: If it hits, siphon Magic from the target equal to half the difference in successes.
Rapid Punches
- REQUIREMENTS: Two free hands
- DESCRIPTION: Punch a target with a series of three light, rapid punches. The following roll is rolled three times.
- Roll your Courage +5 dice vs. targets' Courage dice * 3
- Damage: Halved
- EFFECT: If you hit the target with all three hits successfully, the third punch will do full damage.
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).
Items
Smash Hammer
- DESCRIPTION: A steel hammer that packs extra punch, this hammer can cripple defenses and disable targets. Can Whack or Cripple a target.
- Whack!:
- Roll your Power dice vs. targets' Power dice
- Damage: +4
Iron Shield
- DESCRIPTION: A shield made of thick iron that protects against anything.
- Defense Dice: +3
Beamos
Beamos
- Power: 11 (+0)
- Courage: 0 (+0)
- Wisdom: 22 (+2)
- Hearts: 25/25 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d18
- Attack Dice: 0
- Defense Dice: 0
- Armor: 8
Affinities: None
Description
Origin: A Link to the Past
A weird guard statue that has a single eye at its head with skin made completely of iron. It's nearly invulnerable except when shooting its eye, which is hard to do when it's constantly shooting lasers at you. It also has a closed mouth at the base of the statue, grinning with sharp teeth. Is it alive or is just for show?
A weird guard statue that has a single eye at its head with skin made completely of iron. It's nearly invulnerable except when shooting its eye, which is hard to do when it's constantly shooting lasers at you. It also has a closed mouth at the base of the statue, grinning with sharp teeth. Is it alive or is just for show?
- You can not move.
- If you see anyone outside of battle, you can immediately lock onto them and attack with +5 Dice
- If you are hit with a non-Magic-based attack, the attacker takes Damage equal to the amount of Armor you have.
- You do not get Bonus Turns
- Once per battle, after you are attacked, you can immediately Counterattack them with a non-charge move.
If Beamos dies, it has a team drop of 70 Rupees.
Skills
Iron Armor
- RESTRICTIONS: This is an Innate Skill. Only Beamos can learn and use this skill.
- DESCRIPTION: Beamos is protected by very tough, sturdy Armor; cutting nearly every source of damage down to size.
- Armor: +8
- EFFECT: You are immobile.
Eye See You
- RESTRICTIONS: This is an Innate Skill. Only Beamos can learn and use this skill.
- DESCRIPTION: Beamos constantly scans the room it is in, looking for intruders.
- Wisdom: +2
- EFFECT: If you see anyone outside of battle, you can immediately lock onto them and attack:
- This attack gains 5 Dice
(5) Armor Feedback
- Stat Point Cost: 5
- DESCRIPTION: Your armor becomes a weapon, using the force it takes and sending it back to the attacker.
- EFFECT: Once per turn, when someone successfully hits you with a non-Magic-based attack, they take Damage equal to your Armor.
(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.
(4) Single Retaliate
- Stat Point Cost: 4
- RESTRICTION 1: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
- RESTRICTION 2: This can only be activated once per battle.
- DESCRIPTION: After being attacked, you are capable of projecting a mirror image of yourself behind the target.
- CONDITION: After someone attacks you with an attack (regardless if it was successful or not), you can Counterattack by using any non-charge attack.
Burning Laser
- DESCRIPTION: Beamos begins beaming a single laser onto a target, the damage it causes slowly grows the longer it remains on the target.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Neutral Damage: 4
- EFFECT: This attack gains 2 Neutral Damage for each successive hit with this attack on the same target.
- This resets if you miss, use a different attack or change targets.
Laser Eyes
- DESCRIPTION: Frickin’ lasers shoot from your frickin’ eyes like frickin’ lasers attached to a frigin’ shark’s head. Hits one target.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Neutral Damage: 5
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).
Bee
Bee
- Power: 15 (+0)
- Courage: 32 (+0)
- Wisdom: 20 (+0)
- Hearts: 3/3 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d13
- Attack Dice: 0
- Defense Dice: 6
- Armor: 0
Affinities: None
Description
Origin: Link to the Past
These buzzing little scoudrels are some of nature's most evil creatures. They're nearly impossible to hit, and their stinger brings a nasty shock when they hit.
These buzzing little scoudrels are some of nature's most evil creatures. They're nearly impossible to hit, and their stinger brings a nasty shock when they hit.
- You are immune to any form of Poke.
Skills
Speed Demon
- RESTRICTIONS: This is an Innate Skill. Only Bees can learn and use this skill.
- DESCRIPTION: Bees are stupidly fast and are a pain to hit. If they didn’t naturally kill themselves, a locust swarm of them could take over the world.
- Initiative: +0d3
- Defense Dice: +6
- EFFECT: You are immune to any form of Poke.
Sting
- DESCRIPTION: **** Bees. Seriously. The little bugger annoyingly homes in on a target and stings them.
- Roll your Courage dice vs. targets' Courage dice
- Damage: Halved
- EFFECT 1: If it hits, the target loses 3 Power, Courage & Wisdom.
- EFFECT 2: Afterwards, you lose 1 Heart.
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).
Gel
Gel
- Power: 10 (+2)
- Courage: 27 (+2)
- Wisdom: 20 (+2)
- Hearts: 6/6 (+0)
- Magic: 3/3 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: None
Description
Origin: Zelda 1
These small, colored balls of slime bounce around seemingly at random, causing sticky havoc wherever they go. Although they seem small and insignificant, should they pack together as a swarm, they’ll be a force to be reckoned with.
These small, colored balls of slime bounce around seemingly at random, causing sticky havoc wherever they go. Although they seem small and insignificant, should they pack together as a swarm, they’ll be a force to be reckoned with.
- For every other Gel there is, you gain 1 Courage, Power, & Wisdom.
- For every other Zol there is, you gain 2 Courage, Power, & Wisdom.
- You can Cover or Reverse Cover any target you want at any time for no Action Cost.
- If you have at least 6 Hearts, you can use Hanging On
If Gel dies, it has a team drop of 50 Rupees and its goo turns into a Magic Jar for you to drink later! … ew. It can be found here.
Skills
For the Swarm!
- RESTRICTIONS: This is an Innate Skill. Only Gels & Zols can learn and use this skill.
- DESCRIPTION: The collective gooey power emanating from the sheer amount of goo caused by Gels & Zols causes them to grow in power together!
- Power, Courage, & Wisdom: +2
- EFFECT 1: For every other Gel there is, you gain 1 Courage, Power, & Wisdom.
- EFFECT 2: For every other Zol there is, you gain 2 Courage, Power, & Wisdom.
Gooey Cover
- RESTRICTIONS: This is an Innate Skill. Only Gels can learn and use this skill.
- DESCRIPTION: With their high speed and their collective minds, they’re able to switch themselves in and out of the frontlines, determining who gets hit and who stays in the back.
- EFFECT: You can Cover or use Reverse Cover on any target you want at any time for no Action Cost.
(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.
Sticky Hop
- DESCRIPTION: Go! Leap forth and do a minor hop attack at a target, leaving goo all over them!
- Roll your Courage dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target is weighed down by the goo and loses 2 Power & Courage.
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
Magic Blast
- COSTS: 1 Magic
- DESCRIPTION: A generic, Arcane blast attack that hits with striking accuracy.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: +0
Red Goriya
Red Goriya Name
- Power: 25 (+0)
- Courage: 15 (+0)
- Wisdom: 10 (+0)
- Hearts: 16/16 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 2
Affinities: None
Description
Origin: Zelda 1
These bipedal beasts have the appearance of wolves. A closer examination would reveal a more eldritch origin - that is, if you can get close enough to examine them without being struck in the back by their wicked boomerangs.
These bipedal beasts have the appearance of wolves. A closer examination would reveal a more eldritch origin - that is, if you can get close enough to examine them without being struck in the back by their wicked boomerangs.
- Regen x3
- Attack me for Mimic, suckers!
- An additional +6 Armor again 30+ Dice attacks
- Every time you hit a target, you gain 2 Attack Dice against that target. This stacks until they die.
Skills
Mimic
- RESTRICTIONS: This is an Innate Skill. Only Red & Blue Goriyas can learn and use this skill.
- DESCRIPTION: Goriyas naturally copy the movements of their attackers, copying both their offense and defense.
- EFFECT 1: After being attacked (whether hit or not), you gain all of the following of the target’s Bonuses:
- Power, Courage, Wisdom, Attack Dice, and Defense Dice
Focused Target
- RESTRICTIONS: This is an Innate Skill. Only Red Goriyas can learn and use this skill.
- DESCRIPTION: Red Goriyas love to single out targets, even if their boomerangs naturally cause them to hit multiple targets. As such, the more they hit a target, the higher bonus against them.
- EFFECT: Every time you hit a target, you gain 2 Attack Dice against that target. This stacks until they die.
(4) Regeneration
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Hearts over time.
- EFFECT: You gain Regen x3.
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).
Items
Spiked Boomerang
- DESCRIPTION: A nice, metal boomerang, duct tape'd to the brim with spikes. It's a wonder you can even hold it, much less throw it. You can hit a target with Throw or use Golden Throw.
- Throw:
- Roll your Power dice vs. targets' Power dice
- Damage: -3
- EFFECT: If it hits, the Spiked Boomerang bounces off and directs itself towards one more target at the same success rate.
- This effect does not proc itself again.
Limit Armor
- DESCRIPTION: A lightweight set of Armor that compresses as the wearer is attacked by a strong or accurate attack.
- Armor: +2
- EFFECT: If you are targeted by an attack that has an attacking roll of at least 30 Dice, the Armor bonus this Armor provides increases from +2 to +8 for the duration of the attack.
Red Tektite
Red Tektite
- Power: 16 (+0)
- Courage: 26 (+0)
- Wisdom: 10 (+0)
- Hearts: 8/8 (+0)
- Magic: 6/6 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 4
- Armor: 0
Affinities: None
Description
Origin: The Legend of Zelda
Tektites are large, quadrupedal instectoids whose chief tactic in combat is to leap around seemingly at random. This is the Red Tektite, which are strong mountain climbers with the habit of jumping to the highest possible vantage point to survey their surroundings, before leaping down at prey.
Tektites are large, quadrupedal instectoids whose chief tactic in combat is to leap around seemingly at random. This is the Red Tektite, which are strong mountain climbers with the habit of jumping to the highest possible vantage point to survey their surroundings, before leaping down at prey.
- Once per battle, Can survive any attack from 6 Hearts.
- Can bounce to another target after making a melee attack.
- Your stats cannot be affected by enemy effects.
- You do not take Fall Damage.
If Red Tektite dies, it has a team drop of 70 Rupees.
Skills
Bouncing Around
- RESTRICTIONS: This is an Innate Skill. Only Tektites can learn and use this skill.
- DESCRIPTION: Tektite rapidly jumps from target to target if its attacks hit.
- Defense Dice: +4
- EFFECT: After you attack someone in melee (successful or not), bounce to another target and perform the same attack with the same roll and half damage.
- This does not proc itself.
Soft Lander
- RESTRICTIONS: This is an Innate Skill. Only Red Tektites can learn and use this skill.
- DESCRIPTION: Red Tektites have adapted to jumping about the mountains, giving them the ability to survive longer falls and grants them resistance to abilities that reduce their stats.
- EFFECT 1: Your stats cannot be affected by enemy effects.
- EFFECT 2: You do not take Fall Damage.
(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.
Leap
- DESCRIPTION: Red Tektite jumps at a target quickly, gaining speed for its next defense.
- Roll your Courage +4 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, your next defensive roll will gain 3 Dice.
Spring Jump
- CHARGE: 1 Action
- Begin charging by channeling energy to your legs. As you charge, you get ready to spring up as high as you can.
Jump Stance
- DESCRIPTION: Red Tektite places itself on guard, amping up its evasiveness abilities in preparation to counterattack the next attack it dodges.
- EFFECT: Place yourself in a Counter Stance:
- Defense Dice: +3
- If you successfully defend against an attack, you can immediately Counterattack the attacker with Leap.
- DURATION: Until after you are attacked.
Absorb
- DESCRIPTION: Grab a target and hug him, squeezing out some Magic from them in the process.
- Roll your Power dice vs. targets' Courage dice
- Damage: None
- EFFECT: If it hits, siphon Magic from the target equal to half the difference in successes.
Cover
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- If you are unsuccessful in defending any attack, Cover wears off.
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- Cover:
Hide
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- This can stack up to three times.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
Basic Counter
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
Two Hands for One
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
Punch
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- Damage: Halved
- Roll your Power +5 dice vs. targets' Power dice
Bash
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- Damage: -2
- Damage: -2
- Roll your Power +3 dice vs. targets' Power dice
Throw
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- Damage: None
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- Target Damage: +0
- ATTACK 1: Roll your Power dice vs. targets' Power dice
Kick
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- Damage: Halved
- Roll your Courage +5 dice vs. targets' Courage dice
Escape
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Courage dice
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Outrun:
Sneak-Up
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Taunt
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- Target’s single-target Combat Actions can only target you.
- Damage: None
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
Stealth Strike
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Spells
Blessing
- COSTS: 3 Magic
- DESCRIPTION: You become blessed by an Arcane light, allowing you to bestow a minor Bonus to yourself or an ally.
- EFFECT: Select either the target's Power, Courage, or Wisdom stat, and increase it by 2.
Rogue Bombchu
Rogue Bombchu
- Power: 0 (+0)
- Courage: 46 (+0)
- Wisdom: 15 (+0)
- Hearts: 6/6 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d26
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: None
Description
Origin: Majora’s Mask
Unlike the mechanical Bombchu that you buy in shops, these suicidal rats come carening in carrying lethal bombs, blowing up anyone they don't like. They are the Creepers of the Zelda Universe, and no one likes dealing with them. Ever.
Unlike the mechanical Bombchu that you buy in shops, these suicidal rats come carening in carrying lethal bombs, blowing up anyone they don't like. They are the Creepers of the Zelda Universe, and no one likes dealing with them. Ever.
- No Bonus Turn
- Target a random enemy
- Kill me for a big boom!
If Rogue Bombchu dies, it has a team drop of 70 Rupees.
Skills
First To Go
- RESTRICTIONS: This is an Innate Skill. Only Rogue Bombchus can learn and use this skill.
- DESCRIPTION: In almost every case ever, Rogue Bombchus are the first ones in the battle, even beating out those in the Bonus Round, and taking out a completely random and arbitrary target.
- Initiative: +0d8
- EFFECT: You always select a random target among your enemies.
Explosion
- RESTRICTIONS: This is an Innate Skill. Only Rogue Bombchus can learn and use this skill.
- DESCRIPTION: In the off-chance Rogue Bombchu misses or doesn’t go first and it gets sniped out, this worshipper of Michael Bay still explodes, just not as violently.
- EFFECT: If you get killed, you explode, hitting everyone else.
- Roll your Courage dice vs. targets' Power dice
- Damage: Halved
(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.
Suicide Run
- DESCRIPTION: Home in on a target, taking them out of the fight!
- Roll your Courage dice vs. targets' Power dice
- Damage: +0
- EFFECT 1: You automatically explode and die as a result of this attack.
- EFFECT 2: If the target dies, your ultra explosion incinerates their corpse, preventing them from being revived.
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).
Stalchild
Stalchild
- Power: 18 (+0)
- Courage: 22 (+0)
- Wisdom: 14 (+0)
- Hearts: 6/6 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d18
- Attack Dice: 0
- Defense Dice: 3
- Armor: 0
Affinities: None
Description
Origin: Ocarina of Time
Infectious and agile, Stalchildren are small Stalfos-like skeletons animated at night by the lust for living flesh. They burrow from the ground in large groups, hoping to overwhelm whoever they hunt with the flurry of swipes and bites they hammer their prey with.
Infectious and agile, Stalchildren are small Stalfos-like skeletons animated at night by the lust for living flesh. They burrow from the ground in large groups, hoping to overwhelm whoever they hunt with the flurry of swipes and bites they hammer their prey with.
- Once per battle; if you die, you can revive someone (inc. yourself) to 5 Hearts.
- If you die, you can choose to explode into bone shrapnel, hitting everyone else (Bone Explosion)
- You can Cover multiple people at once
- Once per battle, You can survive any attack from 6 Hearts or more
- You can not get Bonus Turns
Skills
Reanimate
- RESTRICTION 1: This is an Innate Skill. Only Stalfos can learn and use this skill.
- RESTRICTION 2: This can only be used once per battle.
- DESCRIPTION: The bones of Stalfos are actually quite magical, and when the Stalfos falls, the bones turn into a magical dust that can resurrect someone.
- EFFECT: If you die, select one dead target (this can be yourself) and cause them to revive to 5 Hearts.
Bone Explosion
- RESTRICTIONS: This is an Innate Skill. Only Stalchild can learn and use this skill.Stalchild's bony bodies may not be really sturdy, but they explode when blasted to pieces.
- EFFECT: When you die, you can choose to explode into a mass of sharp bone shrapnel; hitting everyone else and disabling your revival.
- Roll your Power dice vs. targets' Power dice
- Damage: None
- EFFECT 1: Any target(s) hit gets Bleeding x 2.
- EFFECT 2: Regardless of any target(s) hit, you can not be revived for the remainder of the battle.
(3) Multi-Cover
- Stat Point Cost: 3
- DESCRIPTION: Why protect only one when you can protect your whole team?
- EFFECT: You can have Cover active on multiple targets at a time.
(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.
(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.
Slow Burrow
- DESCRIPTION: Stalchild burrows underground, attempting to attack a target from behind.
- EFFECT: Burrow underground, granting you the following effects:
- You gain 6 Defense Dice
- At the start of your next turn, emerge behind a target:
- EFFECT: Ignores Cover
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Follow up with any attack with +5 Attack Dice
- IF FAIL: Target gets an automatic counterattack.
Fetid Swipe
- DESCRIPTION: Swipe at a target using claws infested with pathogenic material. Eww.
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: Target loses 3 Defense Dice
Chomp
- DESCRIPTION: Walk up to a target and attempt to bite their head off. Yum.
- Roll your Power -3 dice vs. targets' Power dice
- Damage: +0
- EFFECT: Target loses 5 Hearts (stat)
- IF FAIL: The target gets an automatic counterattack.
Rapid Punches
- REQUIREMENTS: Two free hands
- DESCRIPTION: Punch a target with a series of three light, rapid punches. The following roll is rolled three times, but the defender only rolls once.
- Roll your Courage +5 dice vs. targets' Courage dice * 3
- Damage: Halved
- EFFECT: If you hit the target with all three hits successfully, the third punch will do full damage.
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.
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).
(Code) Acheman
Code:Select All
[spoiler=Acheman]
[estats name=Acheman power=25 (+0) courage=16 (+0) wisdom=5 (+0) hearts=20/20 (+0) magic=0/0 (+0) initiative=1d10 attack-dice=3 defense-dice=0 armor=3]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Adventures of Link
Near-indistinguishable from their [b]Ache[/b] cousins, [b]Achemen[/b] are fearsome and hideous humanoid creatures with wings. They can perfectly disguise themselves as other humanoids, making them the perfect spies, though when they’re not disguised, they’re a hard foe to take down with very high resistance.
[/tab]
[tab=Other Bonuses][list]
[*]At the start of each round, your [b]Armor[/b] increases by 1.
[*][b]Regen x3[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Acheman[/b] dies, it has a team drop of [Rupees]70[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Dark Vision][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Acheman[/b] can learn and use this skill. There is no limit on [b]Innate Skills[/b].
[*][b]DESCRIPTION[/b]: [b]Achemen[/b] can see perfectly fine in the dark, completely immune to its effects.
[/list][/box]
[box=Gargoyle Imitation][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Acheman[/b] can learn and use this skill. There is no limit on [b]Innate Skills[/b].
[*][b]DESCRIPTION[/b]: As the battle wears on, [b]Acheman[/b] draws some of its energies into increasing his defensive capabilities.[list]
[*][b][Armor][/b]: +3
[*][b]EFFECT[/b]: At the start of each round, your [b]Armor[/b] increases by 1.
[/list][/list][/box]
[box=Bladed Skin][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Acheman[/b] can learn and use this skill. There is no limit on [b]Innate Skills[/b].
[*][b]DESCRIPTION[/b]: [b]Achemen[/b] have incredibly rough skin with tiny blades sticking out, causing their attacks to back an extra punch.[list]
[*][b][Attack Dice][/b]: +3
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Regeneration][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: You naturally recover [Hearts] over time.[list]
[*][b]EFFECT[/b]: You gain [b]Regen x3[/b].
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Heavy Slash][list]
[*][b]DESCRIPTION[/b]: [b]Acheman[/b] brings out the blades in its arms, slashing at a target.[list]
[*][dice type-a=Power type-b=Courage][list]
[*][b]Damage[/b]: +4
[/list][/list][/list][/box]
[box=Pummel][list]
[*][b]DESCRIPTION[/b]: [b]Acheman[/b] retracts the blades in its arms, preferring to go straight for repeatedly pummeling the target. Roll the following attack three times. ORA-ORA-ORA-ORA-ORAAAA![list]
[*][dice type-a=Power amount-a=+3 type-b=Power] * 3[list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: For each hit, you recover [Hearts]2[/Hearts].
[/list][/list][/list][/box]
[box=Transform][list]
[*][b]RESTRICTIONS[/b]: Cannot be used in battle
[*][b]DESCRIPTION[/b]: [b]Acheman[/b] can transform into an [b]Ache[/b], dropping the humanoid form and switching to that of a bat.[list]
[*][b]EFFECT[/b]: You lose [b][Hearts]6[/Hearts] (Stat)[/b] when you switch.
[/list][/list][/box]
[/tab]
[tab=Basic]
[Expanded Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[/spoiler]
(Code) Armos
Code:Select All
[spoiler=Armos]
[estats name=Armos power=23 (+0) courage=13 (+0) wisdom=0 (+0) hearts=30/30 (+0) magic=0/0 (+0) initiative=1d5 attack-dice=0 defense-dice=3 armor=5]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description][u]Origin[/u]: The Legend of Zelda
[b]Armos[/b] are mechanical stone constructs powered by [Magic], built off the form of a formidable warrior, used to serve as a trap for the unwary which fail to notice until it starts grinding to life. The magic powering it also leaves a nasty trap for those who manage to destroy it...[/tab]
[tab=Additional bonuses][list]
[*]Small explosion on death[list]
[*]Big explosion with [b]-8 [Hearts][/b] threshold
[/list]
[*][b]Counterattack 1[/b]: [b]Counterattack[/b] (via [b]Reactive Stone Armor[/b]) each time after taking damage from an attack.
[*][b]Counterattack 2[/b]: Capable of [b]Counterattacking[/b] once per battle via [b]Single Retaliate[/b]
[/list]
[/tab]
[tab=Item Drop][list]
[*]When [b]Armos[/b] dies, it has a team drop of [Rupees]70[/Rupees].
[/tab][/tabs]
[/eDescription]
[eskills]
[tabs][tab=Innate]
[box=Self-Destruct][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Armos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: When [b]Armos[/b] is destroyed, it has the nasty ability to explode in the process, harming everyone.[list]
[*][b]EFFECT[/b]: When you are destroyed, you [s]become fodder for Michael Bay[/s] explode in the mightiest of fashion. This hits everyone else.[list]
[*]When you die, you cause a small explosion, hitting everyone else.[list]
[*][dice type-a=Power amount-a=+3 type-b=Power][list]
[*][b]Damage[/b]: 5
[/list][/list]
[*]If you died with [b]-8 [Hearts][/b] or less though, the immense energy that caused your death backlashes, causing a big explosion that hits everyone else:[list]
[*][dice type-a=Power amount-a=+6 type-b=Power][list]
[*][b]Damage[/b]: 10
[/list][/list][/list][/list][/list][/box]
[box=Reactive Stone Armor][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Armos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Armos[/b] is created with a highly resistant [b]Stone Armor[/b] which weighs it down. The damage that it absorbs it powers its ability to counter.[list]
[*][b][Initiative][/b]: -0d5
[*][b][Armor][/b]: +5
[*][b]EFFECT[/b]: If you take damage from an attack, immediately [b]Counterattack[/b] by jumping on the attacker:[list]
[*]This [b]Counterattack[/b] is separate to your normal [b]Counterattack[/b], allowing you to potentially make a second [b]Counterattack[/b] afterwards.
[*][dice type-a=Power type-b=Power]
[*][b]Damage[/b]: +0[list]
[*]Capped at the amount of damage you took from the attacker’s attack.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Single Retaliate][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]RESTRICTION 1[/b]: This is a [b]Counterattack Skill[/b]. You may only have one [b]Counterattack Skill[/b] enabled at a time. All others must be set to (Disabled).
[*][b]RESTRICTION 2[/b]: This can only be activated once per battle.
[*][b]DESCRIPTION[/b]: After being attacked, you are capable of projecting a mirror image of yourself behind the target.[list]
[*][b]CONDITION[/b]: After someone attacks you with an attack (regardless if it was successful or not), you can [b]Counterattack[/b] by using any non-charge attack.
[/list][/list][/box]
[/tab]
[tab=Active]
[box=Skull Bash][list]
[*][b]REQUIREMENTS[/b]: A shield
[*][b]DESCRIPTION[/b]: Rush towards a target, bashing their skull in with your shield.[list]
[*][dice type-a=Power amount-a=-2 type-b=Power][list]
[*][b]Damage[/b]: +2
[*][b]EFFECT[/b]: If it hits, target loses [b]2 [Wisdom][/b].
[/list][/list][/list][/box]
[box=Absorb][list]
[*][b]DESCRIPTION[/b]: Grab a target and hug him, squeezing out some [Magic] from them in the process.[list]
[*][dice type-a=Power type-b=Courage][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, siphon [Magic] from the target equal to half the difference in successes.
[/list][/list][/list][/box]
[box=Rapid Punches][list]
[*][b]REQUIREMENTS[/b]: Two free hands
[*][b]DESCRIPTION[/b]: Punch a target with a series of three light, rapid punches. The following roll is rolled three times.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage] * 3[list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If you hit the target with all three hits successfully, the third punch will do full damage.
[/list][/list][/list][/box]
[/tab]
[tab=Basic][expanded Basic Skills][/tab][/tabs]
[/eSkills]
[eItems]
[tabs]
[tab=Weapon]
[box=Smash Hammer][list]
[*][b]DESCRIPTION[/b]: A steel hammer that packs extra punch, this hammer can cripple defenses and disable targets. Can [b]Whack[/b] or [b]Cripple[/b] a target.[list]
[*][b]Whack![/b]:[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +4
[/list][/list]
[*][b]Cripple[/b]:[list]
[*][dice type-a=Power amount-a=-3 type-b=Power][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, the target gets [color=yellow][b]Immobilized[/b][/color]:[list]
[*]Target cannot move or use any melee attacks.
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/list][/list][/box]
[/tab]
[tab=Shield]
[box=Iron Shield][list]
[*][b]DESCRIPTION[/b]: A shield made of thick iron that protects against anything.[list]
[*][b][Defense Dice][/b]: +3
[/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
(Code) Beamos
Code:Select All
[spoiler=Beamos]
[estats name=Beamos power=11 (+0) courage=0 (+0) wisdom=22 (+2) hearts=25/25 (+0) magic=0/0 (+0) initiative=1d18 attack-dice=0 defense-dice=0 armor=8]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: A Link to the Past
A weird guard statue that has a single eye at its head with skin made completely of iron. It's nearly invulnerable except when shooting its eye, which is hard to do when it's constantly shooting lasers at you. It also has a closed mouth at the base of the statue, grinning with sharp teeth. Is it alive or is just for show?
[/tab]
[tab=Other Bonuses][list]
[*]You can not move.
[*]If you see anyone outside of battle, you can immediately lock onto them and attack with [b]+5 Dice[/b]
[*]If you are hit with a non-[Magic]-based attack, the attacker takes [b]Damage[/b] equal to the amount of [Armor] you have.
[*]You do not get [b]Bonus Turns[/b]
[*]Once per battle, after you are attacked, you can immediately [b]Counterattack[/b] them with a non-charge move.
[/list]
[/tab]
[tab=Item Drop]
If [b]Beamos[/b] dies, it has a team drop of [Rupees]70[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Iron Armor][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Beamos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Beamos[/b] is protected by very tough, sturdy [Armor]; cutting nearly every source of damage down to size.
[*][b][Armor][/b]: +8
[*][b]EFFECT[/b]: You are immobile.
[/list][/box]
[box=Eye See You][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Beamos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Beamos[/b] constantly scans the room it is in, looking for intruders.[list]
[*][Wisdom]: +2
[*][b]EFFECT[/b]: If you see anyone outside of battle, you can immediately lock onto them and attack:[list]
[*]This attack gains [b]5 Dice[/b][/list][/list]
[/list][/box]
[/tab]
[tab=Passives]
[box=(5) Armor Feedback][list]
[*][b][Stat Point] Cost[/b]: 5
[*][b]DESCRIPTION[/b]: Your armor becomes a weapon, using the force it takes and sending it back to the attacker.[list]
[*][b]EFFECT[/b]: Once per turn, when someone successfully hits you with a non-[Magic]-based attack, they take [b]Damage[/b] equal to your [Armor].
[/list][/list][/box]
[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]
[box=(4) Single Retaliate][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]RESTRICTION 1[/b]: This is a [b]Counterattack Skill[/b]. You may only have one [b]Counterattack Skill[/b] enabled at a time. All others must be set to (Disabled).
[*][b]RESTRICTION 2[/b]: This can only be activated once per battle.
[*][b]DESCRIPTION[/b]: After being attacked, you are capable of projecting a mirror image of yourself behind the target.[list]
[*][b]CONDITION[/b]: After someone attacks you with an attack (regardless if it was successful or not), you can [b]Counterattack[/b] by using any non-charge attack.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Burning Laser][list]
[*][b]DESCRIPTION[/b]: [b]Beamos[/b] begins beaming a single laser onto a target, the damage it causes slowly grows the longer it remains on the target.[list]
[*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 4
[*][b]EFFECT[/b]: This attack gains [b]2 Neutral Damage[/b] for each successive hit with this attack on the same target.[list]
[*]This resets if you miss, use a different attack or change targets.[/list]
[/list][/list][/list][/box]
[box=Laser Eyes][list]
[*][b]DESCRIPTION[/b]: Frickin’ lasers shoot from your frickin’ eyes like frickin’ lasers attached to a frigin’ shark’s head. Hits one target.[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 5
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[/spoiler]
(Code) Bee
Code:Select All
[spoiler=Bee]
[estats name=Bee power=15 (+0) courage=32 (+0) wisdom=20 (+0) hearts=3/3 (+0) magic=0/0 (+0) initiative=1d13 attack-dice=0 defense-dice=6 armor=0]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Link to the Past
These buzzing little scoudrels are some of nature's most evil creatures. They're nearly impossible to hit, and their stinger brings a nasty shock when they hit.
[/tab]
[tab=Other Bonuses][list]
[*]You are immune to any form of [b]Poke[/b].
[/list][/tab]
[tab=Item Drop]
If [b]Bee[/b] dies, it has a team drop of [Rupees]50[/Rupees] and drops [b]1 Honey[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Speed Demon][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Bees[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Bees[/b] are stupidly fast and are a pain to hit. If they didn’t naturally kill themselves, a locust swarm of them could take over the world.[list]
[*][b][Initiative][/b]: +0d3
[*][b][Defense Dice][/b]: +6
[*][b]EFFECT[/b]: You are immune to any form of [b]Poke[/b].
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Sting][list]
[*][b]DESCRIPTION[/b]: **** [b]Bees[/b]. Seriously. The little bugger annoyingly homes in on a target and stings them.[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT 1[/b]: If it hits, the target loses [b]3 [Power], [Courage] & [Wisdom][/b].
[*][b]EFFECT 2[/b]: Afterwards, you lose [Heart]1[/Heart].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[/spoiler]
(Code) Gel
Code:Select All
[spoiler=Gel]
[estats name=Gel power=10 (+2) courage=27 (+2) wisdom=20 (+2) hearts=6/6 (+0) magic=3/3 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=0]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Zelda 1
These small, colored balls of slime bounce around seemingly at random, causing sticky havoc wherever they go. Although they seem small and insignificant, should they pack together as a swarm, they’ll be a force to be reckoned with.
[/tab]
[tab=Other Bonuses][list]
[*]For every other [b]Gel[/b] there is, you gain [b]1 [Courage], [Power], & [Wisdom][/b].
[*]For every other [b]Zol[/b] there is, you gain [b]2 [Courage], [Power], & [Wisdom][/b].
[*]You can [b]Cover[/b] or [b]Reverse Cover[/b] any target you want at any time for no [b]Action Cost[/b].
[*]If you have at least [Hearts]6[/Hearts], you can use [b]Hanging On[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Gel[/b] dies, it has a team drop of [Rupees]50[/Rupees] and its goo turns into a [b][Magic] Jar[/b] for you to drink later! … ew. It can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=For the Swarm!][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Gels & Zols[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: The collective gooey power emanating from the sheer amount of goo caused by [b]Gels & Zols[/b] causes them to grow in power together![list]
[*][b][Power], [Courage], & [Wisdom][/b]: +2
[*][b]EFFECT 1[/b]: For every other [b]Gel[/b] there is, you gain [b]1 [Courage], [Power], & [Wisdom][/b].
[*][b]EFFECT 2[/b]: For every other [b]Zol[/b] there is, you gain [b]2 [Courage], [Power], & [Wisdom][/b].
[/list][/list][/box]
[box=Gooey Cover][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Gels[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: With their high speed and their collective minds, they’re able to switch themselves in and out of the frontlines, determining who gets hit and who stays in the back.[list]
[*][b]EFFECT[/b]: You can [b]Cover[/b] or use [b]Reverse Cover[/b] on any target you want at any time for no [b]Action Cost[/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=Sticky Hop][list]
[*][b]DESCRIPTION[/b]: Go! Leap forth and do a minor hop attack at a target, leaving goo all over them![list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target is weighed down by the goo and loses [b]2 [Power] & [Courage][/b].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[box=Magic Blast][list]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A generic, [Arcane] blast attack that hits with striking accuracy.[list]
[*][dice type-a=Wisdom amount-a=+7 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[/list][/list][/list][/box]
[/eSpells]
[/spoiler]
(Code) Red Goriya
Code:Select All
[spoiler=Red Goriya]
[estats name=Red Goriya Name power=25 (+0) courage=15 (+0) wisdom=10 (+0) hearts=16/16 (+0) magic=0/0 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=2]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Zelda 1
These bipedal beasts have the appearance of wolves. A closer examination would reveal a more eldritch origin - that is, if you can get close enough to examine them without being struck in the back by their wicked boomerangs.
[/tab]
[tab=Other Bonuses][list]
[*][b]Regen x3[/b]
[*]Attack me for [b]Mimic[/b], suckers!
[*]An additional [b]+6 [Armor][/b] again [b]30+ Dice[/b] attacks
[*]Every time you hit a target, you gain [b]2 [Attack Dice][/b] against that target. This stacks until they die.
[/list]
[/tab]
[tab=Item Drop]
If [b]Red Goriya[/b] dies, it has a team drop of [Rupees]50[/Rupees] and drops a [b]Bait[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Mimic][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Red & Blue Goriyas[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Goriyas[/b] naturally copy the movements of their attackers, copying both their offense and defense.[list]
[*][b]EFFECT 1[/b]: After being attacked (whether hit or not), you gain all of the following of the target’s [b]Bonuses[/b]:[list]
[*][Power], [Courage], [Wisdom], [Attack Dice], and [Defense Dice]
[/list]
[*][b]EFFECT 2[/b]: You can only retain one person’s [b]Bonuses[/b] at a time, meaning after different person attacks you, you lose the first person’s [b]Bonuses[/b] and gain the second person’s [b]Bonuses[/b].
[/list][/list][/box]
[box=Focused Target][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Red Goriyas[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Red Goriyas[/b] love to single out targets, even if their boomerangs naturally cause them to hit multiple targets. As such, the more they hit a target, the higher bonus against them.[list]
[*][b]EFFECT[/b]: Every time you hit a target, you gain [b]2 [Attack Dice][/b] against that target. This stacks until they die.
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(4) Regeneration][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: You naturally recover [Hearts] over time.[list]
[*][b]EFFECT[/b]: You gain [b]Regen x3[/b].
[/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eItems]
[tabs]
[tab=Weapons]
[box=Spiked Boomerang][list]
[*][b]DESCRIPTION[/b]: A nice, metal boomerang, duct tape'd to the brim with spikes. It's a wonder you can even hold it, much less throw it. You can hit a target with [b]Throw[/b] or use [b]Golden Throw[/b].[list]
[*][b]Throw[/b]:[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: -3
[*][b]EFFECT[/b]: If it hits, the [b]Spiked Boomerang[/b] bounces off and directs itself towards one more target at the same success rate.[list]
[*]This effect does not proc itself again.
[/list][/list][/list]
[*][b]Golden Throw:[/b][list]
[*][b]CHARGE[/b]: 1 Action[list]
[*]Begin charging by forgetting your [b]Spiked Boomerang[/b] exists... wait what?
[/list]
[*][b]DESCRIPTION[/b]: Once charged, your boomerang disappears, and when you want to hit something with it, it will reappear and remember itself, teleporting directly behind a target.[list]
[*][b]EFFECT[/b]: This attack bypasses [b]Cover[/b] and ignores the target’s [b]Bonus [Defense Dice][/b].
[*][dice type-a=Power amount-a=+2 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[/list][/list][/list][/list][/list][/box]
[/tab]
[tab=Armors]
[box=Limit Armor][list]
[*][b]DESCRIPTION[/b]: A lightweight set of [b]Armor[/b] that compresses as the wearer is attacked by a strong or accurate attack.[list]
[*][b][Armor][/b]: +2
[*][b]EFFECT[/b]: If you are targeted by an attack that has an attacking roll of at least [b]30 Dice[/b], the [Armor] bonus this [Armor] provides increases from +2 to +8 for the duration of the attack.
[/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
(Code) Red Tektite
Code:Select All
[spoiler=Red Tektite]
[estats name=Red Tektite power=16 (+0) courage=26 (+0) wisdom=10 (+0) hearts=8/8 (+0) magic=6/6 (+0) initiative=1d10 attack-dice=0 defense-dice=4 armor=0]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: The Legend of Zelda
Tektites are large, quadrupedal instectoids whose chief tactic in combat is to leap around seemingly at random. This is the [b]Red Tektite[/b], which are strong mountain climbers with the habit of jumping to the highest possible vantage point to survey their surroundings, before leaping down at prey.
[/tab]
[tab=Other Bonuses][list]
[*]Once per battle, Can survive any attack from [hearts]6[/hearts].
[*]Can bounce to another target after making a melee attack.
[*]Your stats cannot be affected by enemy effects.
[*]You do not take [b]Fall Damage[/b].
[/list]
[/tab]
[tab=Item Drop]
If [b]Red Tektite[/b] dies, it has a team drop of [Rupees]70[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Bouncing Around][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Tektites[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Tektite[/b] rapidly jumps from target to target if its attacks hit.[list]
[*][b][Defense Dice][/b]: +4
[*][b]EFFECT[/b]: After you attack someone in melee (successful or not), bounce to another target and perform the same attack with the same roll and half damage.[list]
[*]This does not proc itself.
[/list][/list][/list][/box]
[box=Soft Lander][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Red Tektites[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Red Tektites[/b] have adapted to jumping about the mountains, giving them the ability to survive longer falls and grants them resistance to abilities that reduce their stats.[list]
[*][b]EFFECT 1[/b]: Your stats cannot be affected by enemy effects.
[*][b]EFFECT 2[/b]: You do not take [b]Fall Damage[/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=Leap][list]
[*][b]DESCRIPTION[/b]: [b]Red Tektite[/b] jumps at a target quickly, gaining speed for its next defense.[list]
[*][dice type-a=Courage amount-a=+4 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, your next defensive roll will gain [b]3 Dice[/b].
[/list][/list][/list][/box]
[box=Spring Jump][list]
[*][b]CHARGE[/b]: [b]1 Action[/b][list]
[*]Begin charging by channeling energy to your legs. As you charge, you get ready to spring up as high as you can.
[/list]
[*][b]DESCRIPTION[/b]: Once fully charged, jump up high and crash down onto someone.[list]
[*][b]EFFECT[/b]: Ignores [b]Cover[/b]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +8
[*][b]IF FAIL[/b]: The target can [b]Counterattack[/b] you, regardless of [b]CONDITIONS[/b].
[/list][/list][/list][/box]
[box=Jump Stance][list]
[*][b]DESCRIPTION[/b]: [b]Red Tektite[/b] places itself on guard, amping up its evasiveness abilities in preparation to counterattack the next attack it dodges.[list]
[*][b]EFFECT[/b]: Place yourself in a [b]Counter Stance[/b]:[list]
[*][b][Defense Dice][/b]: +3
[*]If you successfully defend against an attack, you can immediately [b]Counterattack[/b] the attacker with [b]Leap[/b].
[*][b]DURATION[/b]: Until after you are attacked.
[/list][/list][/list][/box]
[box=Absorb][list]
[*][b]DESCRIPTION[/b]: Grab a target and hug him, squeezing out some [Magic] from them in the process.[list]
[*][dice type-a=Power type-b=Courage][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, siphon [Magic] from the target equal to half the difference in successes.
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[box=Blessing][list]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: You become blessed by an [Arcane] light, allowing you to bestow a minor [b]Bonus[/b] to yourself or an ally.[list]
[*][b]EFFECT[/b]: Select either the target's [Power], [Courage], or [Wisdom] stat, and increase it by 2.
[/list][/list][/box]
[/eSpells]
[/spoiler]
(Code) Rogue Bombchu
Code:Select All
[spoiler=Rogue Bombchu]
[estats name=Rogue Bombchu power=0 (+0) courage=46 (+0) wisdom=15 (+0) hearts=6/6 (+0) magic=0/0 (+0) initiative=1d26 attack-dice=0 defense-dice=0 armor=0]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Majora’s Mask
Unlike the mechanical Bombchu that you buy in shops, these suicidal rats come carening in carrying lethal bombs, blowing up anyone they don't like. They are the [b]Creepers[/b] of the [b]Zelda Universe[/b], and no one likes dealing with them. Ever.
[/tab]
[tab=Other Bonuses][list]
[*]No [b]Bonus Turn[/b]
[*]Target a random enemy
[*]Kill me for a big boom!
[/list]
[/tab]
[tab=Item Drop]
If [b]Rogue Bombchu[/b] dies, it has a team drop of [Rupees]70[/Rupees].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=First To Go][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Rogue Bombchus[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: In almost every case ever, [b]Rogue Bombchus[/b] are the first ones in the battle, even beating out those in the [b]Bonus Round[/b], and taking out a completely random and arbitrary target.[list]
[*][b][Initiative][/b]: +0d8
[*][b]EFFECT[/b]: You always select a random target among your enemies.
[/list][/list][/box]
[box=Explosion][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Rogue Bombchus[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: In the off-chance [b]Rogue Bombchu[/b] misses or doesn’t go first and it gets sniped out, this worshipper of [b]Michael Bay[/b] still explodes, just not as violently.[list]
[*][b]EFFECT[/b]: If you get killed, you explode, hitting everyone else.[list]
[*][dice type-a=Courage type-b=Power][list]
[*][b]Damage[/b]: Halved
[/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=Suicide Run][list]
[*][b]DESCRIPTION[/b]: Home in on a target, taking them out of the fight![list]
[*][dice type-a=Courage type-b=Power][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT 1[/b]: You automatically explode and die as a result of this attack.
[*][b]EFFECT 2[/b]: If the target dies, your ultra explosion incinerates their corpse, preventing them from being revived.
[/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[/spoiler]
(Code) Stalchild
Code:Select All
[spoiler=Stalchild]
[estats name=Stalchild power=18 (+0) courage=22 (+0) wisdom=14 (+0) hearts=6/6 (+0) magic=0/0 (+0) initiative=1d18 attack-dice=0 defense-dice=3 armor=0]None[/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Ocarina of Time
Infectious and agile, Stalchildren are small Stalfos-like skeletons animated at night by the lust for living flesh. They burrow from the ground in large groups, hoping to overwhelm whoever they hunt with the flurry of swipes and bites they hammer their prey with.
[/tab]
[tab=Other Bonuses][list]
[*]Once per battle; if you die, you can revive someone (inc. yourself) to [hearts]5[/hearts].
[*]If you die, you can choose to explode into bone shrapnel, hitting everyone else ([b]Bone Explosion[/b])
[*]You can [b]Cover[/b] multiple people at once
[*]Once per battle, You can survive any attack from [hearts]6[/hearts] or more
[*]You can not get [b]Bonus Turns[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Stalchild[/b] dies, it has a team drop of [Rupees]60[/Rupees] and [b]Magical Bone Dust[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Reanimate][list]
[*][b]RESTRICTION 1[/b]: This is an [b]Innate Skill[/b]. Only [b]Stalfos[/b] can learn and use this skill.
[*][b]RESTRICTION 2[/b]: This can only be used once per battle.
[*][b]DESCRIPTION[/b]: The bones of [b]Stalfos[/b] are actually quite magical, and when the [b]Stalfos[/b] falls, the bones turn into a magical dust that can resurrect someone.[list]
[*][b]EFFECT[/b]: If you die, select one dead target (this can be yourself) and cause them to revive to [Hearts]5[/Hearts].
[/list][/list][/box]
[box=Bone Explosion][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Stalchild[/b] can learn and use this skill.[b]Stalchild's[/b] bony bodies may not be really sturdy, but they explode when blasted to pieces.[list]
[*][b]EFFECT[/b]: When you die, you can choose to explode into a mass of sharp bone shrapnel; hitting everyone else and disabling your revival.[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: None
[*][b]EFFECT 1[/b]: Any target(s) hit gets [b]Bleeding x 2[/b].
[*][b]EFFECT 2[/b]: Regardless of any target(s) hit, you can not be revived for the remainder of the battle.[/list][/list][/list]
[/list][/box]
[/tab]
[tab=Passives]
[box=(3) Multi-Cover][list]
[*][b][Stat Point] Cost[/b]: 3
[*][b]DESCRIPTION[/b]: Why protect only one when you can protect your whole team?[list]
[*][b]EFFECT[/b]: You can have [b]Cover[/b] active on multiple targets at a time.
[/list][/list][/box]
[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]
[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=Slow Burrow][list]
[*][b]DESCRIPTION[/b]: [b]Stalchild[/b] burrows underground, attempting to attack a target from behind.[list]
[*][b]EFFECT[/b]: Burrow underground, granting you the following effects:[list]
[*]You gain 6 [Defense Dice]
[*]At the start of your next turn, emerge behind a target:[list]
[*][b]EFFECT[/b]: Ignores [b]Cover[/b]
[*][dice type-a=Courage type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Follow up with any attack with +5 [Attack Dice]
[*][b]IF FAIL[/b]: Target gets an automatic counterattack.[/list][/list][/list][/list][/list][/box]
[box=Fetid Swipe][list]
[*][b]DESCRIPTION[/b]: Swipe at a target using claws infested with pathogenic material. Eww.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: Target loses 3 [Defense Dice][/list][/list][/list][/box]
[box=Chomp][list]
[*][b]DESCRIPTION[/b]: Walk up to a target and attempt to bite their head off. Yum.[list]
[*][dice type-a=Power amount-a=-3 type-b=Power][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: Target loses 5 [Hearts] (stat)
[*][b]IF FAIL[/b]: The target gets an automatic counterattack.[/list][/list][/list][/box]
[box=Rapid Punches][list]
[*][b]REQUIREMENTS[/b]: Two free hands
[*][b]DESCRIPTION[/b]: Punch a target with a series of three light, rapid punches. The following roll is rolled three times, but the defender only rolls once.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage] * 3[list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If you hit the target with all three hits successfully, the third punch will do full damage.
[/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]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[/spoiler]