Dev, DM
Camo Goblin
Camo Goblin
- Power: 15 (+0)
- Courage: 15 (+0)
- Wisdom: 15 (+0)
- Hearts: 17/17 (+0)
- Magic: 5/5 (+4)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 4
Affinities: Shadow
Description
Origin: Link’s Awakening DX
Camo Goblins are white blobs of goo which slide along the ground, looking for targets to seize and frighten by rising up with a scary face and grabbing them with their grubby, gooey hands. They change color to adapt to attacks that strike them, making them notoriously difficult to hammer down alone.
Camo Goblins are white blobs of goo which slide along the ground, looking for targets to seize and frighten by rising up with a scary face and grabbing them with their grubby, gooey hands. They change color to adapt to attacks that strike them, making them notoriously difficult to hammer down alone.
- Out of Combat: +5 Dice when defending against Spot Checks, can fit through almost any gap.
- Color Change
When Camo Goblin dies, it has a team drop of 50 Rupees and a Rainbow Potion, which can be found here.
Skills
Liquid Goo
- RESTRICTIONS: This is an Innate Skill. Only Camo Goblin can learn and use this skill. There is no restriction on Passive Innate Skills.
- DESCRIPTION: Camo Goblins have a body made out of a strange gooey substance, upping its defensive capabilities some and enabling it to sneak around almost anywhere.
- Magic: +4/4
- Armor: +4
- Defense Dice: +5 (against Spot Checks only).
- EFFECT: You can fit into almost any gap.
- While sliding around in a gap too small for you to rise up and attack, you cannot attack.
Color Change
- RESTRICTIONS: This is an Innate Skill. Only Camo Goblins can learn and use this skill.
- DESCRIPTION: Camo Goblins are capable of changing color to adapt to attacks that hit them.
- EFFECT: After you are targeted by an attack (successful or not), you change color depending on which stat you defended with:
- Defending with Power: You become Red, gaining 8 Power.
- Defending with Courage: You become Green, gaining 8 Courage.
- Defending with Wisdom: You become Blue, gaining 8 Wisdom.
- Only one of the above bonuses can be active at any given time, and they do not stack.
Fright
- DESCRIPTION: Move over to a target and frighten them.
- Roll your Power +5 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: This attack gains +5 Dice if used in a Sneak Attack
- EFFECT 2: If it hits, target loses 4 Attack Dice
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.
Goopy Slap
- DESCRIPTION: Camo Goblins are capable of slapping their target in goopy hands, reducing their targets’ ability to handle oncoming attacks.
- Roll your Courage dice vs. targets' Courage dice
- Damage: -2
- EFFECT: If it hits, target is covered in goop, causing them to lose 2 Power & Courage.
Rapid Punches
- SELL VALUE: 75 Rupees
- 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.
Basic
Cover
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- If you are unsuccessful in defending any attack, Cover wears off.
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- Cover:
Hide
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- This can stack up to three times.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
Basic Counter
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
Two Hands for One
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
Punch
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- Damage: Halved
- Roll your Power +5 dice vs. targets' Power dice
Bash
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- Damage: -2
- Damage: -2
- Roll your Power +3 dice vs. targets' Power dice
Throw
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- Damage: None
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- Target Damage: +0
- ATTACK 1: Roll your Power dice vs. targets' Power dice
Kick
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- Damage: Halved
- Roll your Courage +5 dice vs. targets' Courage dice
Escape
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Courage dice
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Outrun:
Sneak-Up
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Taunt
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- Target’s single-target Combat Actions can only target you.
- Damage: None
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
Stealth Strike
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Spells
PSI Strike
- REQUIREMENTS: Shadow
- COSTS: 1 Magic
- DESCRIPTION: A basic Shadow spell that quickly strikes a target with sapling shadows.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: This can be rerolled once for free.
Mind Strike
- REQUIREMENTS: Shadow
- COSTS: 2 Magic
- DESCRIPTION: Focus your violent thoughts into a shadow blade, striking your target’s mind directly.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: 3
- EFFECT: If it hits, select one of the target’s stats (Power, Courage, Wisdom, Hearts, or Magic) and siphon 2 from it.
Depths of Despair
- REQUIREMENTS: Shadow
- COSTS: 6 Magic
- DESCRIPTION: Focus your violent thoughts into the depths of despair, striking your target’s mind directly.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: 5
- EFFECT: If it hits, select one of the target’s stats (Power, Courage, Wisdom, Hearts, or Magic) and siphon 4 from it.
Ghoul Rat
Ghoul Rat
- Power: 10 (+0)
- Courage: 28 (+0)
- Wisdom: 13 (+0)
- Hearts: 6/6 (+0)
- Magic: 5/5 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: Shadow
Description
Origin: Twilight Princess
Ghoul Rats are a particularly nasty invisible breed of undead rat, one which frequents places reeking of death in every corner (eg. the Shadow Temple). While these rats do not bring much pain by themselves, they make life miserable for those who they hold onto. Because they are invisible, they are very difficult to find and get rid of; requiring means that inflict collateral damage like Bombs or specialized skills.
Because of how annoying (and even dangerous at times) they are to get rid of, it is highly recommended to include a Keaton, Knight of Light or someone else who can see spirits in your party and some Bombs when entering places filled with dead and rotting like the Shadow Temple
Ghoul Rats are a particularly nasty invisible breed of undead rat, one which frequents places reeking of death in every corner (eg. the Shadow Temple). While these rats do not bring much pain by themselves, they make life miserable for those who they hold onto. Because they are invisible, they are very difficult to find and get rid of; requiring means that inflict collateral damage like Bombs or specialized skills.
Because of how annoying (and even dangerous at times) they are to get rid of, it is highly recommended to include a Keaton, Knight of Light or someone else who can see spirits in your party and some Bombs when entering places filled with dead and rotting like the Shadow Temple
- For as long as you stay still, you can not be seen by anyone who can’t see spirits.
- Once per turn, if you would take damage, you can activate Damage Delay to delay all damage taken that turn until the end of your next turn.
- Once this is used, it cannot be reused until the delayed damage is taken.
If Ghoul Rat dies, it has a team drop of 30 Rupees.
Skills
Ghost Invisibility
- RESTRICTIONS: This is an Innate Skill. Only Ghoul Rats can learn and use this skill.
- DESCRIPTION: Ghoul Rats are invisible to the naked eye and therefore can not be seen without some aid.
- EFFECT: For as long as you stay still, you can not be seen by anyone.
- It does not hide the actions of your movement or any Actions you make. Generally, your movements leave some traces (eg. random puffs of dust on skeletons), which give away your position.
- However, your spirit is still visible to those who can see spirits.
(4) Damage Delay
- Stat Point Cost: 4
- DESCRIPTION: Time warps around you, delaying the damage you would take.
- EFFECT: Once per turn, if you would take damage, you can activate Damage Delay to delay all damage taken that turn until the end of your next turn.
- Once this is used, it cannot be reused until the delayed damage is taken.
Latch On!
- DESCRIPTION: Jump onto a target and latch on, hindering their movements.
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: None
- EFFECT: Latch onto the target, holding a tight grip on them and reducing their Attack Dice and Defense Dice by 3 while you are on them
- You can not do anything else while latched on, except to disengage the latch.
- This stacks for each Ghoul Rat latched onto the target.
- If the target has Hearts equal to or less than the number of Ghoul Rats latched onto a target, the target instantly dies and their body is consumed; preventing revival for the remainder of the battle and all the Ghoul Rats that were on recover to Maximum Hearts.
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
Support
Grave Life
- REQUIREMENTS: Shadow
- COSTS: 5 Magic
- DESCRIPTION: A deathly barrier surrounds an ally, preventing them from dying.
- EFFECT: Target becomes Undead:
- Target cannot die. However, if the target has 1 Heart left, any damage they would take instead drains their Magic.
- DURATION: One round.
Poe
Poe
- Power: 5 (+0)
- Courage: 14 (+0)
- Wisdom: 28 (+2)
- Hearts: 15/15 (+0)
- Magic: 5/5 (+3)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 5
- Armor: 0
Affinities: Shadow
Description
Origin: The Ocarina of Time
These mysterious phantoms drift about Hyrule, hidden to the naked eye. More chilling than their wrappings and deep, glowing eyes are their lanterns, which glow with the seething light of their souls.
These mysterious phantoms drift about Hyrule, hidden to the naked eye. More chilling than their wrappings and deep, glowing eyes are their lanterns, which glow with the seething light of their souls.
- Any damage you take and recovery you receive is delayed to the end of your next turn.
- Anyone that dies cannot be revived until there’s no Poes in the area.
- Every time someone dies, you recover 5 Hearts & 5 Magic.
Skills
Desync
- RESTRICTIONS: This is an Innate Skill. Only Poes can learn and use this skill.
- DESCRIPTION: Poes are partially phased out of the physical realm, allowing them to temporarily desync with it to delay damage they would take.
- Magic: +3
- Defense Dice: +3
- EFFECT: Any damage you take and recovery you receive is delayed to the end of your next turn.
Soul Consumption
- RESTRICTIONS: This is an Innate Skill. Only Poes can learn and use this skill.
- DESCRIPTION: Serving as the soul reapers of the world, Poes naturally consume anyone that dies, recovering a portion of their health and energy.
- EFFECT 1: Anyone that dies cannot be revived until there’s no Poes in the area.
- EFFECT 2: Every time someone dies, you recover 5 Hearts & 5 Magic.
Cover
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- If you are unsuccessful in defending any attack, Cover wears off.
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- Cover:
Hide
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- This can stack up to three times.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
Basic Counter
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
Two Hands for One
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
Punch
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- Damage: Halved
- Roll your Power +5 dice vs. targets' Power dice
Bash
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- Damage: -2
- Damage: -2
- Roll your Power +3 dice vs. targets' Power dice
Throw
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- Damage: None
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- Target Damage: +0
- ATTACK 1: Roll your Power dice vs. targets' Power dice
Kick
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- Damage: Halved
- Roll your Courage +5 dice vs. targets' Courage dice
Escape
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Courage dice
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Outrun:
Sneak-Up
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Taunt
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- Target’s single-target Combat Actions can only target you.
- Damage: None
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
Stealth Strike
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Spells
PSI Strike
- REQUIREMENTS: Shadow
- COSTS: 1 Magic
- DESCRIPTION: A basic Shadow spell that quickly strikes a target with sapling shadows.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: This can be rerolled once for free.
Mind Strike
- REQUIREMENTS: Shadow
- COSTS: 2 Magic
- DESCRIPTION: Focus your violent thoughts into a shadow blade, striking your target’s mind directly.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: 3
- EFFECT: If it hits, select one of the target’s stats (Power, Courage, Wisdom, Hearts, or Magic) and siphon 2 from it.
Fortune's Chance
- REQUIREMENTS: Shadow
- COSTS: 5 Magic
- DESCRIPTION: Space itself alters around a target, giving them multiple chances to alter time to the will of chance.
- EFFECT: Target gains 3 Temporary Reroll Points.
- These automatically expire at the end of the battle, whether they’re used or not.
Veil of Shadows
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: A veil of soothing yet threatening shadows surrounds a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to an ally.
- Offensive Spell:
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, remove up to 5 of a selected Stat Bonus from the target.
Grave Life
- REQUIREMENTS: Shadow
- COSTS: 5 Magic
- DESCRIPTION: A deathly barrier surrounds an ally, preventing them from dying.
- EFFECT: Target becomes Undead:
- Target cannot die. However, if the target has 1 Heart left, any damage they would take instead drains their Magic.
- DURATION: One round.
Items
Siphoning Wand
- DESCRIPTION: Souls... give me your SOULS! While it doesn't have much power, it makes up for being able to siphon Magic from its targets. Can hit a target with Siphoning Strike.
- EFFECT: Once per round, at any time, you can transfer any amount of your Magic to any other target.
- Siphoning Strike:
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, siphon Magic from the target to anyone else, up to an amount equal to the damage dealt.
Soul Lantern
- DESCRIPTION: A lantern as a shield? Who does that? With this, you can sell part of your soul with Magic to block an attack with the Soul Defense ability.
- Defense Dice: +2
- Soul Defense:
- RESTRICTIONS: This can only be used once per battle
- COSTS: 2 Magic
- EFFECT: When defending, you can override your defending stat with Wisdom.
Spirit Robe
- DESCRIPTION: Enchanted by protectful spirits, this robe amplifies the power of the user’s mind. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Wisdom: +2
Sewer Keese
Sewer Keese
- Power: 4 (+0)
- Courage: 22 (+0)
- Wisdom: 22 (+0)
- Hearts: 8/8 (+0)
- Magic: 8/8 (+0)
- Initiative: $init 1d18
- Attack Dice: 4
- Defense Dice: 3
- Armor: 0
Affinities: Shadow
Description
Origin: ZURPG
After living in the sewers of dungeons for so long, Sewer Keese reek of lethal of poisons and odors, infecting others just by being in the same room. Their wings bring a deathly poison that repeatedly weakens their enemies until they're nothing.
After living in the sewers of dungeons for so long, Sewer Keese reek of lethal of poisons and odors, infecting others just by being in the same room. Their wings bring a deathly poison that repeatedly weakens their enemies until they're nothing.
- Bonus turn is skipped
- At the start of each round, everyone except those with Shadow take 1 Neutral Damage.
- Immunity to effects that affect eyesight.
When Sewer Keese dies, it has a team drop of 50 Rupees, and it drops a Rotten Seed, which can be found here.
Skills
Sonar
- RESTRICTIONS: This is an Innate Skill. Only Keese can learn and use this skill.
- DESCRIPTION: Keese has the innate ability to locate enemies and prey even in complete darkness; making it impossible to hinder their attacks by preventing visibility.
- Attack Dice: +4
- EFFECT: You are unaffected by any effects that affect their eyes or their visibility.
Swift Flight
- RESTRICTIONS: This is an Innate Skill. Only Sewer Keese can learn and use this skill.
- DESCRIPTION: Sewer Keese flutters swiftly, wafting a powerful toxin around that decays their enemies.
- Defense Dice: +3
- EFFECT: At the start of each round, everyone except those with Shadow take 1 Neutral Damage.
(3) Flashstep
- Stat Point Cost: 3
- DESCRIPTION: You enter battles in a flash, though it's too fast for an extra move.
- Initiative: +0d8
- EFFECT: If you get a Bonus Turn, it's skipped.
Festering Swipes
- REQUIREMENTS: Shadow
- DESCRIPTION: Sewer Keese swipes a target using its poisonous wings, leaving them with a case of poisoning that eats away at them. Owwwww.
- Roll your Courage +3 dice vs. targets' Courage dice
- Physical Damage: Halved
- EFFECT: The target gets Bleeding x3.
Toxic Corrosion
- REQUIREMENTS: Shadow
- DESCRIPTION: Brush up against someone, corroding their equipment so it negates recovery.
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If it hits, target gets Cauterized:
- Target cannot recover or siphon Hearts or Magic in any way.
- DURATION: One round
Spells
PSI Strike
- REQUIREMENTS: Shadow
- COSTS: 1 Magic
- DESCRIPTION: A basic Shadow spell that quickly strikes a target with sapling shadows.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: This can be rerolled once for free.
Penumbra's Curse
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: A curse hovers in the shadow of the target’s shadow… wait what?
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Penumbra's Curse:
- Target rolls twice anytime they defend, and they’re forced to take the lower roll. Reroll Points will not affect the roll any further.
Second Chance
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Surround someone with a Shadow, which grants them a chance to revoke an instance of time itself.
- EFFECT: Target gains 2 Temporary Reroll Points.
- These automatically expire at the end of the battle, whether they’re used or not.
Shadow Speed
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Target becomes more in sync with their own Shadow, gaining its speed.
- EFFECT: Target gains 5 Courage.
Wolfos
Wolfos
- Power: 18 (+0)
- Courage: 16 (+5)
- Wisdom: 10 (+0)
- Hearts: 16/16 (+0)
- Magic: 4/4 (+0)
- Initiative: $init 1d12
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: Shadow
Description
Origin: Ocarina of Time
Always lying in wait, stalking their prey, Wolfos themselves have become a part of the darkness. These feral wolves have yellow eyes that look like fireflies or fairies in the darkness, until you realize your face is getting mawed off.
Always lying in wait, stalking their prey, Wolfos themselves have become a part of the darkness. These feral wolves have yellow eyes that look like fireflies or fairies in the darkness, until you realize your face is getting mawed off.
- Attack Dice & Defense Dice: +1 for every living ally you have, excluding yourself
- -2 Courage & Attack Dice to all enemies without Shadow Affinity
- Re-Stealth
Skills
Night Hunter
- DESCRIPTION: Wolfos move with increased speed and usually hunt during the night, allowing them see in the dark.
- Initiative: +0d2
- Courage: +5
- EFFECT: You can see perfectly fine in the dark, completely immune to its effects.
Night Pack
- RESTRICTIONS: This is an Innate Skill. Only Wolfos can learn and use this skill.
- DESCRIPTION: Wolfos are at their strongest when in a pack, growing in attack and defense based on the number of allies they have.
- Attack Dice & Defense Dice: +1 for every living ally you have, excluding yourself
Shadowosken
- RESTRICTION 1: This is an Innate Skill. Only Wolfos can learn and use this skill.
- RESTRICTION 2: Only one Shadowosken can be active at a time.
- DESCRIPTION: A mass of shadows bathes the field, affecting all enemies without Shadow Affinity.
- Courage: -2
- Attack Dice: -2
(3) Re-Stealth
- Stat Point Cost: 3
- REQUIREMENTS: Camouflage Active Skill
- DESCRIPTION: Continue to harass your enemies while invisible. Just don't forget that you exist!
- EFFECT 1: When you successfully hit someone while Camouflaged, you keep Camouflage instead of it wearing off.
- EFFECT 2: If you lose any amount of Hearts, Camouflage deactivates.
Leap
- DESCRIPTION: Leap at a target in a generic attack to deal damage.
- Roll your Power dice vs. targets' Power dice
- Damage: +4
Shadow Claws
- REQUIREMENTS: Shadow
- DESCRIPTION: Rush up to a target and slash them using your claws to decrease their defense.
- Roll your Courage +2 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, target loses 2 Defense Dice.
Howl
- RESTRICTIONS: This can only be used once per battle.
- DESCRIPTION: Howl loudly, empowering you and your allies.
- EFFECT: You and your allies gain 2 Attack Dice.
- DURATION: Howl lasts until the end of your turn two rounds later.
Camouflage
- SELL VALUE: 125 Rupees
- COSTS: 3 Magic
- DESCRIPTION: Shh! I'm being sneaky. Go away! Magically camouflage in with your surroundings to go sneaky.
- You cannot be targeted by anything Single-Target.
- If you take any damage or do anything other than moving around, Camouflage ends.
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
Second Chance
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Surround someone with a Shadow, which grants them a chance to revoke an instance of time itself.
- EFFECT: Target gains 2 Temporary Reroll Points.
- These automatically expire at the end of the battle, whether they’re used or not.
(Code) Camou Goblin
Code:Select All
[spoiler=Camo Goblin]
[estats name=Camo Goblin power=15 (+0) courage=15 (+0) wisdom=15 (+0) hearts=17/17 (+0) magic=5/5 (+4) initiative=1d10 attack-dice=0 defense-dice=0 armor=4][Shadow][/estats]
[eDescription]
[tabs][tab=Physical Description][u]Origin[/u]: Link’s Awakening DX
[b]Camo Goblins[/b] are white blobs of goo which slide along the ground, looking for targets to seize and frighten by rising up with a scary face and grabbing them with their grubby, gooey hands. They change color to adapt to attacks that strike them, making them notoriously difficult to hammer down alone.[/tab]
[tab=Other Bonuses][list]
[*][b]Out of Combat[/b]: +5 [b]Dice[/b] when defending against [b]Spot Checks[/b], can fit through almost any gap.
[*][b]Color Change[/b]
[/list]
[/tab]
[tab=Item Drop]
When [b]Camo Goblin[/b] dies, it has a team drop of [Rupees]50[/Rupees] and a [b]Rainbow Potion[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab][/tabs]
[/eDescription]
[eskills]
[tabs][tab=Innate]
[box=Liquid Goo][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Camo Goblin[/b] can learn and use this skill. There is no restriction on [b]Passive Innate Skills[/b].
[*][b]DESCRIPTION[/b]: [b]Camo Goblins[/b] have a body made out of a strange gooey substance, upping its defensive capabilities some and enabling it to sneak around almost anywhere.[list]
[*][b][Magic][/b]: +4/4
[*][b][Armor][/b]: +4
[*][b][Defense Dice][/b]: +5 (against [b]Spot Checks[/b] only).
[*][b]EFFECT[/b]: You can fit into almost any gap.[list]
[*]While sliding around in a gap too small for you to rise up and attack, you cannot attack.
[/list][/list][/list][/box]
[box=Color Change][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Camo Goblins[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Camo Goblins[/b] are capable of changing color to adapt to attacks that hit them.[list]
[*][b]EFFECT[/b]: After you are targeted by an attack (successful or not), you change color depending on which stat you defended with:[list]
[*]Defending with [Power]: You become [power-color]Red[/power-color], gaining [b]8 [Power][/b].
[*]Defending with [Courage]: You become [courage-color]Green[/courage-color], gaining [b]8 [Courage][/b].
[*]Defending with [Wisdom]: You become [wisdom-color]Blue[/wisdom-color], gaining [b]8 [Wisdom][/b].
[*]Only one of the above bonuses can be active at any given time, and they do not stack.
[/list][/list][/list][/box][/tab]
[tab=Active]
[box=Fright][list]
[*][b]DESCRIPTION[/b]: Move over to a target and frighten them.[list]
[*][dice type-a=Power amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT 1[/b]: This attack gains [b]+5 Dice[/b] if used in a [b]Sneak Attack[/b]
[*][b]EFFECT 2[/b]: If it hits, target loses [b]4 [Attack Dice][/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=Goopy Slap][list]
[*][b]DESCRIPTION[/b]: [b]Camo Goblins[/b] are capable of slapping their target in goopy hands, reducing their targets’ ability to handle oncoming attacks.[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: -2
[*][b]EFFECT[/b]: If it hits, target is covered in goop, causing them to lose [b]2 [Power] & [Courage][/b].
[/list][/list][/list][/box]
[box=Rapid Punches][list]
[*][b]SELL VALUE[/b]: [Rupees]75[/Rupees]
[*][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]
[/tab]
[tab=Basic][expanded Basic Skills][/tab][/tabs]
[/eSkills]
[eSpells]
[box=PSI Strike][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A basic [Shadow] spell that quickly strikes a target with sapling shadows.[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: This can be rerolled once for free.
[/list][/list][/list][/box]
[box=Mind Strike][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: Focus your violent thoughts into a shadow blade, striking your target’s mind directly.[list]
[*][b]EFFECT[/b]: [b]Bonus [Attack Dice] & [Defense Dice][/b] are disabled for both the attacker and the defender in this attack.
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 3
[*][b]EFFECT[/b]: If it hits, select one of the target’s stats ([Power], [Courage], [Wisdom], [Hearts], or [Magic]) and siphon 2 from it.
[/list][/list][/list][/box]
[box=Depths of Despair][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Focus your violent thoughts into the depths of despair, striking your target’s mind directly.[list]
[*][b]EFFECT[/b]: [b]Bonus [Attack Dice] & [Defense Dice][/b] are disabled for both the attacker and the defender in this attack.
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 5
[*][b]EFFECT[/b]: If it hits, select one of the target’s stats ([Power], [Courage], [Wisdom], [Hearts], or [Magic]) and siphon 4 from it.
[/list][/list][/list][/box]
[/eSpells]
[/spoiler]
(Code) Ghoul Rat
Code:Select All
[spoiler=Ghoul Rat]
[estats name=Ghoul Rat power=10 (+0) courage=28 (+0) wisdom=13 (+0) hearts=6/6 (+0) magic=5/5 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=0][Shadow][/estats]
[tabs][tab=Description][eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Twilight Princess
[b]Ghoul Rats[/b] are a particularly nasty invisible breed of undead rat, one which frequents places reeking of death in every corner (eg. the [b]Shadow Temple[/b]). While these rats do not bring much pain by themselves, they make life miserable for those who they hold onto. Because they are invisible, they are very difficult to find and get rid of; requiring means that inflict collateral damage like [b]Bombs[/b] or specialized skills.
Because of how annoying (and even dangerous at times) they are to get rid of, it is highly recommended to include a [b]Keaton[/b], [b]Knight of Light[/b] or someone else who can see spirits in your party and some [b]Bombs[/b] when entering places filled with dead and rotting like the [b]Shadow Temple[/b]
[/tab]
[tab=Other Bonuses][list]
[*]For as long as you stay still, you can not be seen by anyone who can’t see spirits.
[*]Once per turn, if you would take damage, you can activate [b]Damage Delay[/b] to delay all damage taken that turn until the end of your next turn.[list]
[*]Once this is used, it cannot be reused until the delayed damage is taken.
[/list]
[/list]
[/tab]
[tab=Item Drop]
If [b]Ghoul Rat[/b] dies, it has a team drop of [Rupees]30[/Rupees].
[/tab]
[/tabs]
[/eDescription][/tab]
[tab=Skills][eSkills]
[tabs]
[tab=Innates]
[box=Ghost Invisibility][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Ghoul Rats[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Ghoul Rats[/b] are invisible to the naked eye and therefore can not be seen without some aid.[list]
[*][b]EFFECT[/b]: For as long as you stay still, you can not be seen by anyone.[list]
[*]It does not hide the actions of your movement or any [b]Actions[/b] you make. Generally, your movements leave some traces (eg. random puffs of dust on skeletons), which give away your position.
[*]However, your spirit is still visible to those who can see spirits.[/list][/list]
[/list][/box]
[/tab]
[tab=Passives]
[box=(4) Damage Delay][list]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: Time warps around you, delaying the damage you would take.[list]
[*][b]EFFECT[/b]: Once per turn, if you would take damage, you can activate [b]Damage Delay[/b] to delay all damage taken that turn until the end of your next turn.[list]
[*]Once this is used, it cannot be reused until the delayed damage is taken.
[/list][/list][/list][/box]
[/tab]
[tab=Actives]
[box=Latch On!][list]
[*][b]DESCRIPTION[/b]: Jump onto a target and latch on, hindering their movements.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Latch onto the target, holding a tight grip on them and reducing their [Attack Dice] and [Defense Dice] by 3 while you are on them[list]
[*]You can not do anything else while latched on, except to disengage the latch.
[*]This stacks for each [b]Ghoul Rat[/b] latched onto the target.
[*]If the target has [Hearts] equal to or less than the number of [b]Ghoul Rats[/b] latched onto a target, the target instantly dies and their body is consumed; preventing revival for the remainder of the battle and all the [b]Ghoul Rats[/b] that were on recover to [b]Maximum [Hearts][/b].
[/list][/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[/tab]
[tab=Spells][espells]
[spells expanded type=Support]
[box=Grave Life][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: A deathly barrier surrounds an ally, preventing them from dying.[list]
[*][b]EFFECT[/b]: Target becomes [color=yellow][b]Undead[/b][/color]:[list]
[*]Target cannot die. However, if the target has [Heart]1[/Heart] left, any damage they would take instead drains their [Magic].
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/box]
[/spells]
[/espells][/tab][/tabs]
[/spoiler]
(Code) Poe
Code:Select All
[spoiler=Poe]
[estats name=Poe power=5 (+0) courage=14 (+0) wisdom=28 (+2) hearts=15/15 (+0) magic=5/5 (+3) initiative=1d10 attack-dice=0 defense-dice=5 armor=0][Shadow][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: The Ocarina of Time
These mysterious phantoms drift about [b]Hyrule[/b], hidden to the naked eye. More chilling than their wrappings and deep, glowing eyes are their lanterns, which glow with the seething light of their souls.
[/tab]
[tab=Other Bonuses][list]
[*]Any damage you take and recovery you receive is delayed to the end of your next turn.
[*]Anyone that dies cannot be revived until there’s no [b]Poes[/b] in the area.
[*]Every time someone dies, you recover [b][Hearts]5[/Hearts] & [Magic]5[/Magic][/b].
[/list]
[/tab]
[tab=Item Drop]
If [b]Poe[/b] dies, it has a team drop of [Rupees]50[/Rupees] and a [b]Splash Green Potion[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Desync][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Poes[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Poes[/b] are partially phased out of the physical realm, allowing them to temporarily desync with it to delay damage they would take.[list]
[*][b][Magic][/b]: +3
[*][b][Defense Dice][/b]: +3
[*][b]EFFECT[/b]: Any damage you take and recovery you receive is delayed to the end of your next turn.
[/list][/list][/box]
[box=Soul Consumption][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Poes[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: Serving as the soul reapers of the world, [b]Poes[/b] naturally consume anyone that dies, recovering a portion of their health and energy.[list]
[*][b]EFFECT 1[/b]: Anyone that dies cannot be revived until there’s no [b]Poes[/b] in the area.
[*][b]EFFECT 2[/b]: Every time someone dies, you recover [b][Hearts]5[/Hearts] & [Magic]5[/Magic][/b].
[/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=PSI Strike][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A basic [Shadow] spell that quickly strikes a target with sapling shadows.[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: This can be rerolled once for free.
[/list][/list][/list][/box]
[box=Mind Strike][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: Focus your violent thoughts into a shadow blade, striking your target’s mind directly.[list]
[*][b]EFFECT[/b]: [b]Bonus [Attack Dice] & [Defense Dice][/b] are disabled for both the attacker and the defender in this attack.
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Neutral Damage[/b]: 3
[*][b]EFFECT[/b]: If it hits, select one of the target’s stats ([Power], [Courage], [Wisdom], [Hearts], or [Magic]) and siphon 2 from it.
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Fortune's Chance][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Space itself alters around a target, giving them multiple chances to alter time to the will of chance.[list]
[*][b]EFFECT[/b]: Target gains [b]3 Temporary [Reroll Points][/b].[list]
[*]These automatically expire at the end of the battle, whether they’re used or not.
[/list][/list][/list][/box]
[box=Veil of Shadows][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: A veil of soothing yet threatening shadows surrounds a target. Can be cast as an [b]Offensive Spell[/b] to an enemy, or as a [b]Support Spell[/b] to an ally.[list]
[*][b]Offensive Spell[/b]:[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, remove up to 5 of a selected [b]Stat Bonus[/b] from the target.
[/list][/list]
[*][b]Support Spell[/b]:[list]
[*][b]EFFECT 1[/b]: Remove one [b][Light] [color=yellow]Named Effect[/color][/b] from the target.
[*][b]EFFECT 2[/b]: Additionally, remove one [b]Negative Stat Bonus[/b] from the target.
[/list][/list][/list][/box]
[box=Grave Life][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: A deathly barrier surrounds an ally, preventing them from dying.[list]
[*][b]EFFECT[/b]: Target becomes [color=yellow][b]Undead[/b][/color]:[list]
[*]Target cannot die. However, if the target has [Heart]1[/Heart] left, any damage they would take instead drains their [Magic].
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[eItems]
[tabs]
[tab=Weapons]
[box=Siphoning Wand][list]
[*][b]DESCRIPTION[/b]: [i]Souls... give me your SOULS![/i] While it doesn't have much power, it makes up for being able to siphon [Magic] from its targets. Can hit a target with [b]Siphoning Strike[/b].[list]
[*][b]EFFECT[/b]: Once per round, at any time, you can transfer any amount of your [Magic] to any other target.
[*][b]Siphoning Strike[/b]:[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, siphon [Magic] from the target to anyone else, up to an amount equal to the damage dealt.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Shields]
[box=Soul Lantern][list]
[*][b]DESCRIPTION[/b]: A lantern as a shield? Who does that? With this, you can sell part of your soul with [Magic] to block an attack with the [b]Soul Defense[/b] ability.[list]
[*][b][Defense Dice][/b]: +2
[*][b]Soul Defense[/b]:[list]
[*][b]RESTRICTIONS[/b]: This can only be used once per battle
[*][b]COSTS[/b]: [Magic]2[/Magic]
[*][b]EFFECT[/b]: When defending, you can override your defending stat with [Wisdom].
[/list][/list][/list][/box]
[/tab]
[tab=Robes]
[box=Spirit Robe][list]
[*][b]DESCRIPTION[/b]: Enchanted by protectful spirits, this robe amplifies the power of the user’s mind. [b]Basic Mode[/b] is active by default; alternatively, you can instead have [b]Augmented Mode[/b] active as long as you pay its [b][Magic] Cost[/b].[list]
[*][b]Basic Mode[/b]:[list]
[*][b][Wisdom][/b]: +2
[/list]
[*][b]Augmented Mode[/b]:[list]
[*][b]COSTS[/b]: [Magic]4[/Magic] at the start of each round to maintain
[*][b][Wisdom][/b]: +7
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
(Code) Sewer Keese
Code:Select All
[spoiler=Sewer Keese]
[estats name=Sewer Keese power=4 (+0) courage=22 (+0) wisdom=22 (+0) hearts=8/8 (+0) magic=8/8 (+0) initiative=1d18 attack-dice=4 defense-dice=3 armor=0][Shadow][/estats]
[eDescription]
[tabs]
[tab=Physical Description][u]Origin[/u]: ZURPG
After living in the sewers of dungeons for so long, [b]Sewer Keese[/b] reek of lethal of poisons and odors, infecting others just by being in the same room. Their wings bring a deathly poison that repeatedly weakens their enemies until they're nothing.
[/tab]
[tab=Other Bonuses][list]
[*]Bonus turn is skipped
[*]At the start of each round, everyone except those with [Shadow] take [b]1 Neutral Damage[/b].
[*]Immunity to effects that affect eyesight.
[/list][/tab]
[tab=Item Drop]
When [b]Sewer Keese[/b] dies, it has a team drop of [Rupees]50[/Rupees], and it drops a [b]Rotten Seed[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Sonar][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Keese[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Keese[/b] has the innate ability to locate enemies and prey even in complete darkness; making it impossible to hinder their attacks by preventing visibility.[list]
[*][b][Attack Dice][/b]: +4
[*][b]EFFECT[/b]: You are unaffected by any effects that affect their eyes or their visibility.
[/list][/list][/box]
[box=Swift Flight][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Sewer Keese[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Sewer Keese[/b] flutters swiftly, wafting a powerful toxin around that decays their enemies.[list]
[*][b][Defense Dice][/b]: +3
[*][b]EFFECT[/b]: At the start of each round, everyone except those with [Shadow] take [b]1 Neutral Damage[/b].
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(3) Flashstep][list]
[*][b][Stat Point] Cost[/b]: 3
[*][b]DESCRIPTION[/b]: You enter battles in a flash, though it's too fast for an extra move.[list]
[*][b][Initiative][/b]: +0d8
[*][b]EFFECT[/b]: If you get a [b]Bonus Turn[/b], it's skipped.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Festering Swipes]
[list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]DESCRIPTION[/b]: [b]Sewer Keese[/b] swipes a target using its poisonous wings, leaving them with a case of poisoning that eats away at them. Owwwww.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage][list]
[*][b]Physical Damage[/b]: Halved
[*][b]EFFECT[/b]: The target gets [b]Bleeding x3[/b].[/list][/list][/list][/box]
[box=Toxic Corrosion][list][*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]DESCRIPTION[/b]: Brush up against someone, corroding their equipment so it negates recovery.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Cauterized[/b][/color]:[list]
[*]Target cannot recover or siphon [Hearts] or [Magic] in any way.
[*][b]DURATION[/b]: One round
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=PSI Strike][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A basic [Shadow] spell that quickly strikes a target with sapling shadows.[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: This can be rerolled once for free.
[/list][/list][/list][/box]
[box=Penumbra's Curse][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: A curse hovers in the [shadow] of the target’s [shadow]… wait what?[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Penumbra's Curse[/b][/color]:[list]
[*]Target rolls twice anytime they defend, and they’re forced to take the lower roll. [Reroll Points] will not affect the roll any further.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Second Chance][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Surround someone with a [Shadow], which grants them a chance to revoke an instance of time itself.[list]
[*][b]EFFECT[/b]: Target gains [b]2 Temporary [Reroll Points][/b].[list]
[*]These automatically expire at the end of the battle, whether they’re used or not.
[/list][/list][/list][/box]
[box=Shadow Speed][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Target becomes more in sync with their own [Shadow], gaining its speed.[list]
[*][b]EFFECT[/b]: Target gains [b]5 [Courage][/b].
[/list][/list][/box]
[/tab]
[/tabs]
[/eSpells][/spoiler]
(Code) Wolfos
Code:Select All
[spoiler=Wolfos]
[estats name=Wolfos power=18 (+0) courage=16 (+5) wisdom=10 (+0) hearts=16/16 (+0) magic=4/4 (+0) initiative=1d12 attack-dice=0 defense-dice=0 armor=0][Shadow][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Ocarina of Time
Always lying in wait, stalking their prey, [b]Wolfos[/b] themselves have become a part of the darkness. These feral wolves have yellow eyes that look like fireflies or fairies in the darkness, until you realize your face is getting mawed off.
[/tab]
[tab=Other Bonuses][list]
[*][b][Attack Dice] & [Defense Dice][/b]: +1 for every living ally you have, excluding yourself
[*][b]-2 [Courage] & [Attack Dice][/b] to all enemies without [b][Shadow] Affinity[/b]
[*][b]Re-Stealth[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Wolfos[/b] dies, it has a team drop of [Rupees]50[/Rupees] and 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=Night Hunter][list]
[*][b]DESCRIPTION[/b]: [b]Wolfos[/b] move with increased speed and usually hunt during the night, allowing them see in the dark.[list]
[*][b][Initiative][/b]: +0d2
[*][b][Courage][/b]: +5
[*][b]EFFECT[/b]: You can see perfectly fine in the dark, completely immune to its effects.
[/list][/list][/box]
[box=Night Pack][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Wolfos[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Wolfos[/b] are at their strongest when in a pack, growing in attack and defense based on the number of allies they have.[list]
[*][b][Attack Dice] & [Defense Dice][/b]: +1 for every living ally you have, excluding yourself
[/list][/list][/box]
[box=Shadowosken][list]
[*][b]RESTRICTION 1[/b]: This is an [b]Innate Skill[/b]. Only [b]Wolfos[/b] can learn and use this skill.
[*][b]RESTRICTION 2[/b]: Only one [b]Shadowosken[/b] can be active at a time.
[*][b]DESCRIPTION[/b]: A mass of shadows bathes the field, affecting all enemies without [b][Shadow] Affinity[/b].[list]
[*][b][Courage][/b]: -2
[*][b][Attack Dice][/b]: -2
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(3) Re-Stealth][list]
[*][b][Stat Point] Cost[/b]: 3
[*][b]REQUIREMENTS[/b]: [b]Camouflage Active Skill[/b]
[*][b]DESCRIPTION[/b]: Continue to harass your enemies while invisible. Just don't forget that you exist![list]
[*][b]EFFECT 1[/b]: When you successfully hit someone while [b]Camouflaged[/b], you keep [b]Camouflage[/b] instead of it wearing off.
[*][b]EFFECT 2[/b]: If you lose any amount of [Hearts], [b]Camouflage[/b] deactivates.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Leap][list]
[*][b]DESCRIPTION[/b]: Leap at a target in a generic attack to deal damage.[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +4
[/list][/list][/list][/box]
[box=Shadow Claws][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]DESCRIPTION[/b]: Rush up to a target and slash them using your claws to decrease their defense.[list]
[*][dice type-a=Courage amount-a=+2 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target loses [b]2 [Defense Dice][/b].
[/list][/list][/list][/box]
[box=Howl][list]
[*][b]RESTRICTIONS[/b]: This can only be used once per battle.
[*][b]DESCRIPTION[/b]: Howl loudly, empowering you and your allies.[list]
[*][b]EFFECT[/b]: You and your allies gain [b]2 [Attack Dice][/b].
[*][b]DURATION[/b]: [b]Howl[/b] lasts until the end of your turn two rounds later.
[/list][/list][/box]
[box=Camouflage][list]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: [i]Shh! I'm being sneaky. Go away![/i] Magically camouflage in with your surroundings to go sneaky.[list]
[*]You cannot be targeted by anything [b]Single-Target[/b].
[*]If you take any damage or do anything other than moving around, [b]Camouflage[/b] ends.
[/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[box=Second Chance][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Surround someone with a [Shadow], which grants them a chance to revoke an instance of time itself.[list]
[*][b]EFFECT[/b]: Target gains [b]2 Temporary [Reroll Points][/b].[list]
[*]These automatically expire at the end of the battle, whether they’re used or not.
[/list][/list][/list][/box]
[/eSpells]
[/spoiler]