7 - Multi
Dev, DM
Black Wizzrobe
Black Wizzrobe
- Power: 0 (+0)
- Courage: 15 (+0)
- Wisdom: 40 (+0)
- Hearts: 6/6 (+0)
- Magic: 15/10 (+5)
- Initiative: $init 1d12
- Attack Dice: 3
- Defense Dice: 1
- Armor: 1
Affinities: Fire, Shadow
Description
Origin: ZURPG
A black-robed mage that's partially out of phase with reality. It phases from wall to wall, stalking someone around until it gets the perfect opportunity to attack. While exceptionally fragile, Black Wizzrobes just destroy whatever they hit; including mages.
A black-robed mage that's partially out of phase with reality. It phases from wall to wall, stalking someone around until it gets the perfect opportunity to attack. While exceptionally fragile, Black Wizzrobes just destroy whatever they hit; including mages.
- Attack Dice: +4 w/ Two Hands for One
- Re-Stealth on-hit
- If you kill someone with an attack, you get a chance to automatically Escape from battle.
- Non-Magic-based Damage is halved
If Black Wizzrobe dies, it has a team drop of 50 Rupees, and it drops a Death Wand and a Black Robe, which can be found here.
Skills
Phasing
- RESTRICTIONS: This is an Innate Skill. Only Wizzrobes can learn and use this skill.
- DESCRIPTION: Wizzrobes are partially out-of-sync with the physical realm and thus take considerably less damage.
- Magic: +5/5
- EFFECT 1: Non-Magic-based Damage taken is halved
- If the attack already does Half Damage, it doesn’t get halved a second time.
Walljumper
- RESTRICTIONS: This is an Innate Skill. Only Black Wizzrobes can learn and use this skill. There is no restriction on Innate Skills.
- DESCRIPTION: Black Wizzrobes phase from wall to wall, evading sight. However, this leaves a telltale effect that indicates they are around.
- Initiative: +0d2
- Defense Dice: +6 (when hiding inside a wall)
- EFFECT 1: If you kill someone with an attack, you get to automatically Escape from battle.
- EFFECT 2: Sounds in the area around you become muffled, alerting everyone around you to your presence.
- When you leave the wall to attack, the muffling effect suddenly intensifies; prompting a Spot Check.
(1) Two Hands for One
- Stat Point Cost: 1
- DESCRIPTION: You can gain a bonus when using two hands for something that normally requires one hand.
- EFFECT: Enables you to wield One-Handed Weapons as Two-Handed, granting you a major offensive bonus when attacking with them:
- Attack Dice: +4
(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.
Possess
- DESCRIPTION: No matter what kind of Wizzrobe it is, if their life is in too much danger, they can hide in an ally, possessing its body and amplifying its abilities.
- EFFECT: Select an allied target with lower Wisdom than your Wisdom, and hide inside said target.
- While you're hidden in the target, target gains Wisdom equal to half your Base Wisdom.
- You do not take any damage while hidden, but if the target dies while you're hidden inside him, you die as well.
- DURATION: You can remove yourself from the target with a Support Action, also removing the above effects.
Camouflage
- DESCRIPTION: Shh! I'm being sneaky. Go away! Camouflage in with your surroundings to go sneaky.
- EFFECT: Roll your Courage or Wisdom stat. You become practically invisible, and you get a slew of effects.
- Your next attack gains 1 Dice for each turn you remain Camouflaged.
- Anyone attacking you with a single-target attack must roll Wisdom first.
- If it’s higher than your initial roll, the attack gains 5 Dice.
- If it’s lower than your initial roll, the attack loses 5 Dice.
- Multi-target attacks ignore the Wisdom step.
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
Incinerate
- REQUIREMENTS: Fire
- COSTS: 6 Magic
- DESCRIPTION: Completely decimate a target with intense heat, disintegrating whatever remains.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +7
- EFFECT: If the target dies, they are turned to nothingness and cannot be revived for the remainder of the battle.
Phase Out
- REQUIREMENTS: Shadow
- COSTS: 6 Magic
- DESCRIPTION: Rip an enemy target out from the physical plane of existence.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +5
- EFFECT: If it hits, target gets Phased Out:
- If any of the target’s stats hits 0, except Magic, the target instantly dies.
Flare Up
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Infuse an ally with high intensity flames, empowering their next attack.
- EFFECT: Target’s next attack gains 8 Dice.
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
Death Wand
- DESCRIPTION: A wand steeped in powerful dark Magic and decorated with a skull on the tip, this wand burns with the power of death and has the potential to cripple or outright kill anything that it hits. You can fire a Concentrated Burst that hits one target, or attempt to Vaporize the target.
- Concentrated Burst:
- Roll your Wisdom -5 dice vs. targets' Wisdom dice
- Damage: +9
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.
Combat Armor
- DESCRIPTION: A lightweight armor that enhances the offense of its wearer, though the protection it provides is subpar.
- Armor: +1
- Attack Dice: +3
Black Robe
- DESCRIPTION: A pitch-black robe that hides you from sight really well, making it harder to find you. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Defense Dice: +1
Zola
Zola
- Power: 19 (+0)
- Courage: 16 (+0)
- Wisdom: 18 (+0)
- Hearts: 16/11 (+5)
- Magic: 8/8 (+0)
- Initiative: $init 1d10
- Attack Dice: 3
- Defense Dice: 0
- Armor: 0
Affinities: Water, Fire
Description
Origin: The Legend of Zelda
Related to the Zora race; Zolas live in the rivers of East Hyrule and other less inhabited places full of Water where they fiercely defend their territory from invaders. Instead of being graceful and sleek like the Zoras, Zolas have more of the appearance of rugged monster merman; bulky green body, arms and legs and large fins on its head. Attacking using Water as a cover, through brute force and by firing Fire bolts, they actively seek out the weaknesses of their enemies and then exploit them. This makes them threatening, especially in groups.
It is said that you can communicate with Zolas, if they feel like talking with you. Also, Zolas almost without exception hate Zoras - If you have a Zora in your party, they will more often than not target the Zoras over anyone else until they are dead.
Related to the Zora race; Zolas live in the rivers of East Hyrule and other less inhabited places full of Water where they fiercely defend their territory from invaders. Instead of being graceful and sleek like the Zoras, Zolas have more of the appearance of rugged monster merman; bulky green body, arms and legs and large fins on its head. Attacking using Water as a cover, through brute force and by firing Fire bolts, they actively seek out the weaknesses of their enemies and then exploit them. This makes them threatening, especially in groups.
It is said that you can communicate with Zolas, if they feel like talking with you. Also, Zolas almost without exception hate Zoras - If you have a Zora in your party, they will more often than not target the Zoras over anyone else until they are dead.
- While in Water:
- +3 Defense Dice
- Regen x3
Skills
Relentless Battling
- RESTRICTIONS: This is an Innate Skill. Only Zolas can learn and use this skill.
- DESCRIPTION: Zolas fiercely defend their territory from enemies who wander in; either to pass or fight, increasing their stamina and attack.
- Hearts: +5
- Attack Dice: +3
One with Water
- RESTRICTIONS: This is an Innate Skill. Only Zolas can learn and use this skill.
- DESCRIPTION: Zolas, despite their apparent bulk, are very agile while in Water, granting a large defensive bonus while in Water.
- EFFECT: While you are in Water, you gain the following bonuses:
- +5 Dice when defending against Spot Checks
- Regen x3
- Defense Dice: +3
(4) Magic Regeneration
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Magic over time.
- EFFECT: You gain Magic Regen x2.
Fire Bolt
- REQUIREMENTS: Fire
- COSTS: 1 Magic
- DESCRIPTION: Fire a single bolt of Fire from your mouth, dealing minor damage and causing a burn.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target gets Bleeding x2.
Dive
- REQUIREMENTS: Water and being in Water
- DESCRIPTION: Dive underneath the water, gaining defensive bonuses at the cost of offenses.
- EFFECT: You get the following bonuses:
- Defense Dice: +3
- Regen: +3
- Attack Dice: -3
- You can not be Covering anyone.
- DURATION: Until you cancel it on your turn at the cost of a Support Action.
Arm Thrust
- REQUIREMENTS: One free hand.
- DESCRIPTION: Forcefully thrust your arm at someone, dealing considerable damage.
- Roll your Power dice vs. targets' Power dice
- Damage: +4
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.
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
Jabun's Tide
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Drench the target in the regal might of the fish king, who returns you a favor.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, recover 6 Hearts.
Frost
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Send an icy wave of Water at a target, slowing them down.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 3 Attack Dice.
Icicle Blade
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Hurl a large blade of ice at a target with great accuracy.
- Roll your Wisdom +5 dice vs. targets' Courage dice
- Damage: +4
PSI Flare
- REQUIREMENTS: Fire
- COSTS: 1 Magic
- DESCRIPTION: A basic Fire spell that causes a flurry of sparks to explode around the target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- Neutral Damage: 4
Fireball
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Shoot ball of flames that explodes over an enemy team, causing sparks to rain down on all your enemies.
- EFFECT: Bypasses Cover.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
Restoration Bubble
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Wrap the target inside a large bubble, slowly regenerating their life.
- EFFECT: Target gets Regen x2.
Sponge
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Protect someone with a sponge, softening the impact of the next attack that hits them.
- EFFECT: Target gains Shield:
- Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
Burning Blade
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
- EFFECT: Target gains 2 Attack Dice.
(Code) Black Wizzrobe
Code:Select All
[spoiler=Black Wizzrobe]
[estats name=Black Wizzrobe power=0 (+0) courage=15 (+0) wisdom=40 (+0) hearts=6/6 (+0) magic=15/10 (+5) initiative=1d12 attack-dice=3 defense-dice=1 armor=1][Fire], [Shadow][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: ZURPG
A black-robed mage that's partially out of phase with reality. It phases from wall to wall, stalking someone around until it gets the perfect opportunity to attack. While exceptionally fragile, [b]Black Wizzrobes[/b] just destroy whatever they hit; including mages.
[/tab]
[tab=Other Bonuses][list]
[*][b][Attack Dice][/b]: +4 w/ Two Hands for One
[*][b]Re-Stealth[/b] on-hit
[*]If you kill someone with an attack, you get a chance to automatically [b]Escape[/b] from battle.
[*][b]Non-[Magic]-based Damage[/b] is halved
[/list][/tab]
[tab=Item Drop]
If [b]Black Wizzrobe[/b] dies, it has a team drop of [Rupees]50[/Rupees], and it drops a [b]Death Wand[/b] and a [b]Black Robe[/b], which can be found [url=https://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Phasing][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Wizzrobes[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Wizzrobes[/b] are partially out-of-sync with the physical realm and thus take considerably less damage.[list]
[*][b][Magic][/b]: +5/5
[*][b]EFFECT 1[/b]: [b]Non-[Magic]-based Damage[/b] taken is halved[list]
[*]If the attack already does [b]Half Damage[/b], it doesn’t get halved a second time.
[/list]
[/list][/list][/box]
[box=Walljumper][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Black Wizzrobes[/b] can learn and use this skill. There is no restriction on [b]Innate Skills[/b].
[*][b]DESCRIPTION[/b]: [b]Black Wizzrobes[/b] phase from wall to wall, evading sight. However, this leaves a telltale effect that indicates they are around.[list]
[*][b][Initiative][/b]: +0d2
[*][b][Defense Dice][/b]: +6 (when hiding inside a wall)
[*][b]EFFECT 1[/b]: If you kill someone with an attack, you get to automatically [b]Escape[/b] from battle.
[*][b]EFFECT 2[/b]: Sounds in the area around you become muffled, alerting everyone around you to your presence.[list]
[*]When you leave the wall to attack, the muffling effect suddenly intensifies; prompting a [b]Spot Check[/b].[/list]
[/list][/list][/box]
[/tab]
[tab=Passives]
[box=(1) Two Hands for One][list]
[*][b][Stat Point] Cost[/b]: 1
[*][b]DESCRIPTION[/b]: You can gain a bonus when using two hands for something that normally requires one hand.[list]
[*][b]EFFECT[/b]: Enables you to wield [i]One-Handed[/i] [b]Weapons[/b] as [i]Two-Handed[/i], granting you a major offensive bonus when attacking with them:[list]
[*][b][Attack Dice][/b]: +4
[/list][/list][/list][/box]
[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=Possess][list]
[*][b]DESCRIPTION[/b]: No matter what kind of [b]Wizzrobe[/b] it is, if their life is in too much danger, they can hide in an ally, possessing its body and amplifying its abilities.[list]
[*][b]EFFECT[/b]: Select an allied target with lower [Wisdom] than your [Wisdom], and hide inside said target.[list]
[*]While you're hidden in the target, target gains [Wisdom] equal to half your Base [Wisdom].
[*]You do not take any damage while hidden, but if the target dies while you're hidden inside him, you die as well.
[*][b]DURATION[/b]: You can remove yourself from the target with a [b]Support Action[/b], also removing the above effects.
[/list][/list][/list][/box]
[box=Camouflage][list]
[*][b]DESCRIPTION[/b]: [i]Shh! I'm being sneaky. Go away![/i] Camouflage in with your surroundings to go sneaky.[list]
[*][b]EFFECT[/b]: Roll your [Courage] or [Wisdom] stat. You become practically invisible, and you get a slew of effects.[list]
[*]Your next attack gains [b]1 Dice[/b] for each turn you remain [b]Camouflaged[/b].
[*]Anyone attacking you with a single-target attack must roll [Wisdom] first.[list]
[*]If it’s higher than your initial roll, the attack gains [b]5 Dice[/b].
[*]If it’s lower than your initial roll, the attack loses [b]5 Dice[/b].
[*]Multi-target attacks ignore the [Wisdom] step.
[/list]
[*][b]DURATION[/b]: [b]Camouflage[/b] wears off after you get hit or use any [b]Action[/b].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Incinerate][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Completely decimate a target with intense heat, disintegrating whatever remains.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +7
[*][b]EFFECT[/b]: If the target dies, they are turned to nothingness and cannot be revived for the remainder of the battle.
[/list][/list][/list][/box]
[box=Phase Out][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Rip an enemy target out from the physical plane of existence.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +5
[*][b]EFFECT[/b]: If it hits, target gets [color=yellow][b]Phased Out[/b][/color]:[list]
[*]If any of the target’s stats hits 0, except [Magic], the target instantly dies.
[/list][/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Flare Up][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Infuse an ally with high intensity flames, empowering their next attack.[list]
[*][b]EFFECT[/b]: Target’s next attack gains [b]8 Dice[/b].
[/list][/list][/box]
[box=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=Weapon]
[box=Death Wand][list]
[*][b]DESCRIPTION[/b]: A wand steeped in powerful dark [Magic] and decorated with a skull on the tip, this wand burns with the power of death and has the potential to cripple or outright kill anything that it hits. You can fire a [b]Concentrated Burst[/b] that hits one target, or attempt to [b]Vaporize[/b] the target.[list]
[*][b]Concentrated Burst:[/b][list]
[*][dice type-a=Wisdom amount-a=-5 type-b=Wisdom][list]
[*][b]Damage[/b]: +9
[/list][/list]
[*][b]Vaporize:[/b][list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If this attack causes the target to lose more than half their [b]Current [Hearts][/b], the target instead dies instantly and can not be revived for the remainder of the battle.
[/list][/list][/list][/list]
[/box]
[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=Armor]
[box=Combat Armor][list]
[*][b]DESCRIPTION[/b]: A lightweight armor that enhances the offense of its wearer, though the protection it provides is subpar.[list]
[*][b][Armor][/b]: +1
[*][b][Attack Dice][/b]: +3
[/list][/list][/box]
[/tab]
[tab=Robe]
[box=Black Robe][list]
[*][b]DESCRIPTION[/b]: A pitch-black robe that hides you from sight really well, making it harder to find you. [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][Defense Dice][/b]: +1
[/list]
[*][b]Augmented Mode[/b]:[list]
[*][b]COSTS[/b]: [Magic]4[/Magic] at the start of each round
[*][b][Defense Dice][/b]: +1
[*][b]EFFECT[/b]: Upon activating [b]Augmented Mode[/b], if you’re not [b]Camouflaged[/b], automatically enter [b]Camouflage[/b] for no [b]Action Cost[/b].
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
Zola
Code:Select All
[spoiler=Zola]
[estats name=Zola power=19 (+0) courage=16 (+0) wisdom=18 (+0) hearts=16/11 (+5) magic=8/8 (+0) initiative=1d10 attack-dice=3 defense-dice=0 armor=0][Water], [Fire][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: The Legend of Zelda
Related to the [b]Zora[/b] race; [b]Zolas[/b] live in the rivers of [b]East Hyrule[/b] and other less inhabited places full of [Water] where they fiercely defend their territory from invaders. Instead of being graceful and sleek like the [b]Zoras[/b], [b]Zolas[/b] have more of the appearance of rugged monster merman; bulky green body, arms and legs and large fins on its head. Attacking using [Water] as a cover, through brute force and by firing [Fire] bolts, they actively seek out the weaknesses of their enemies and then exploit them. This makes them threatening, especially in groups.
It is said that you can communicate with [b]Zolas[/b], if they feel like talking with you. Also, [b]Zolas[/b] almost without exception hate [b]Zoras[/b] - If you have a [b]Zora[/b] in your party, they will more often than not target the [b]Zoras[/b] over anyone else until they are dead.
[/tab]
[tab=Other Bonuses][list]
[*]While in [Water]:[list]
[*]+3 [Defense Dice]
[*][b]Regen x3[/b][/list]
[*][b][Magic] Regen x2[/b]
[/list]
[/tab]
[tab=Item Drop]
If [b]Zola[/b] dies, it has a team drop of [Rupees]100[/Rupees] and one [b]Bait[/b], which can be found [url=http://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Relentless Battling][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Zolas[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Zolas[/b] fiercely defend their territory from enemies who wander in; either to pass or fight, increasing their stamina and attack.[list]
[*][b][Hearts][/b]: +5
[*][b][Attack Dice][/b]: +3
[/list][/list][/box]
[box=One with Water][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Zolas[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Zolas[/b], despite their apparent bulk, are very agile while in [Water], granting a large defensive bonus while in [Water].[list]
[*][b]EFFECT[/b]: While you are in [Water], you gain the following bonuses:[list]
[*]+5 [b]Dice[/b] when defending against [b]Spot Checks[/b]
[*][b]Regen x3[/b]
[*][b]Defense Dice[/b]: +3[/list][/list]
[/list][/box]
[/tab]
[tab=Passives]
[box=(4) Magic Regeneration][list]
[*][b]SELL VALUE[/b]: [Rupees]200[/Rupees]
[*][b][Stat Point] Cost[/b]: 4
[*][b]DESCRIPTION[/b]: You naturally recover [Magic] over time.[list]
[*][b]EFFECT[/b]: You gain [b][Magic] Regen x2[/b].
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Fire Bolt][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [magic]1[/magic]
[*][b]DESCRIPTION[/b]: Fire a single bolt of [Fire] from your mouth, dealing minor damage and causing a burn.[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target gets [b]Bleeding x2[/b].
[/list][/list][/list][/box]
[box=Dive][list]
[*][b]REQUIREMENTS[/b]: [Water] and being in [Water]
[*][b]DESCRIPTION[/b]: Dive underneath the water, gaining defensive bonuses at the cost of offenses.[list]
[*][b]EFFECT[/b]: You get the following bonuses:[list]
[*][b][Defense Dice][/b]: +3
[*][b]Regen[/b]: +3
[*][b][Attack Dice][/b]: -3
[*]You can not be [b]Covering[/b] anyone.
[*][b]DURATION[/b]: Until you cancel it on your turn at the cost of a [b]Support Action[/b].[/list]
[/list][/list][/box]
[box=Arm Thrust]
[list]
[*][b]REQUIREMENTS[/b]: One free hand.
[*][b]DESCRIPTION[/b]: Forcefully thrust your arm at someone, dealing considerable damage.[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +4
[/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]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[box=Jabun's Tide][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Drench the target in the regal might of the fish king, who returns you a favor.[list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, recover [Hearts]6[/Hearts].
[/list][/list][/list][/box]
[box=Frost][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: Send an icy wave of [Water] at a target, slowing them down.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target loses [b]3 [Attack Dice][/b].
[/list][/list][/list][/box]
[box=Icicle Blade][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Hurl a large blade of ice at a target with great accuracy.[list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Courage][list]
[*][b]Damage[/b]: +4
[/list][/list][/list][/box]
[box=PSI Flare][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A basic [Fire] spell that causes a flurry of sparks to explode around the target.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]Neutral Damage[/b]: 4
[/list][/list][/list][/box]
[box=Fireball][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Shoot ball of flames that explodes over an enemy team, causing sparks to rain down on all your enemies.[list]
[*][b]EFFECT[/b]: Bypasses [b]Cover[/b].
[*][dice type-a=Wisdom amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/box]
[/tab]
[tab=Support]
[box=Restoration Bubble][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: Wrap the target inside a large bubble, slowly regenerating their life.[list]
[*][b]EFFECT[/b]: Target gets [b]Regen x2[/b].
[/list][/list][/box]
[box=Sponge][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Protect someone with a sponge, softening the impact of the next attack that hits them.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Shield[/b][/color]:[list]
[*]Target takes half damage from the next [b]Combat Action[/b] they’re hit by, which then removes [color=yellow][b]Shield[/b][/color].
[/list][/list][/list][/box]
[box=Burning Blade][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A blade of [Fire] floats around a target, amplifying all their attacks.[list]
[*][b]EFFECT[/b]: Target gains [b]2 [Attack Dice][/b].
[/list][/list][/box]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
Dev, DM
Imbued Darknut
Imbued Darknut
- Power: 15 (+5)
- Courage: 20 (+0)
- Wisdom: 5 (+0)
- Hearts: 20/20 (+0)
- Magic: 15/12 (+3)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: Fire, Water, Shadow
Description
Origin: Zelda Universe RPG
These metal-armored baffoons know only how to conquer and destroy. They have little awareness, but once they lock onto a target, they continue to chase that target until it's decimated. Many have become wary of Darknuts, for they bring a heavy defense and an even heavier arsenal of weapons.
Instead of tearing everything down, Imbued Darknuts carry a large tome in one hand and a much bigger shield in the other hand. Their only purpose is to sit there, supporting their allies using their support spells all day long. While they have little intention of fighting, they are still a force to be reckoned with for their ability to cast multiple powerful spells at a very low cost.
These metal-armored baffoons know only how to conquer and destroy. They have little awareness, but once they lock onto a target, they continue to chase that target until it's decimated. Many have become wary of Darknuts, for they bring a heavy defense and an even heavier arsenal of weapons.
Instead of tearing everything down, Imbued Darknuts carry a large tome in one hand and a much bigger shield in the other hand. Their only purpose is to sit there, supporting their allies using their support spells all day long. While they have little intention of fighting, they are still a force to be reckoned with for their ability to cast multiple powerful spells at a very low cost.
- Can wield one Two-handed Weapon with only one hand.
- -3 Magic cost (Spells only)
- Once per turn, can cast the same Support Spell on the same target twice with a single action cost.
- +6 Defense Dice against non-Magic-based attacks.
- +8 Armor against Magic-based attacks.
When Imbued Darknut dies, it has a team drop of 150 Rupees and drops two Lime Potions.
Skills
Darknut Strength
- RESTRICTIONS: This is an Innate Skill. Only Darknuts can learn and use this skill.
- DESCRIPTION: Darknuts have absurd strength, granting them the ability to lift heavy objects with ease and have a strength boost.
- Power: +5
- EFFECT: You can wield one Two-Handed item with one hand.
Imbued Armor
- RESTRICTIONS: This is an Innate Skill. Only Imbued Darknuts can learn and use this skill.
- DESCRIPTION: Imbued Darknuts’ metal coating is imbued with powerful Magic, lowering the cost of whatever draws into its mana pool.
- Magic: +3/3
- Magic Costs: -1, minimum of 1 Magic (Spells only)
Doublecast
- RESTRICTIONS: This is an Innate Skill. Only Imbued Darknuts can learn and use this skill.
- DESCRIPTION: Imbued Darknuts’ have finely attuned to the cast of casting spells, allowing it to cast the same spell twice.
- EFFECT: Once per turn, when you cast a Support Spell, you can opt to cast that spell again on the target for no action cost.
(4) Regeneration
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Hearts over time.
- EFFECT: You gain Regen x3.
(8) Status Protection
- Stat Point Cost: 8
- DESCRIPTION: A cleansing bubble surrounds you, periodically protecting you from various effects.
- EFFECT: Once per round, at any time, you can remove one Negation, Attrition, Disruption, Dispersion, or Contortion effect that you have.
Command
- DESCRIPTION: With the Power of your voice and will, command a target to do whatever it is you wish! Well, sort of.
- Roll your Power +5 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Choose what the next target’s Non-Basic Combat Action is and who they target.
- The target must be one of the target’s enemies.
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.
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
Trishard Force
- COSTS: 6 Magic
- DESCRIPTION: Three beams of Arcane light converge in front of you to create a powerful, golden shard, which is fired with a great force at a target.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, select either the target's Power, Courage, or Wisdom stat, and reduce it by 5.
Farore's Cleansing
- COSTS: Any amount of Magic
- DESCRIPTION: With Farore's Blessing, use your Arcane energies to rid your allies of their impurities!
- EFFECT: For every 1 Magic you spent casting this spell, remove 1 point of a specified Negative Bonus from yourself or an ally.
Force of Alteration
- COSTS: 4 Magic
- DESCRIPTION: Through the power of Arcane Magic, you're able to transform a Wisdom-based attack into a different force.
- EFFECT 1: The next Wisdom-based attack you use is altered into one of the following, though you lose its Dice Modifier in the process:
- Roll your Courage dice vs. targets' Courage dice
- Roll your Power dice vs. targets' Power dice
Untouchable
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Flush a current of water over the target, giving them an increased ability to dodge attacks.
- EFFECT: Target gains 3 Defense Dice
Extinguish
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Extinguish a fire raging on a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to yourself or an ally.
- Offensive:
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, you gain Regen x4.
Sponge
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Protect someone with a sponge, softening the impact of the next attack that hits them.
- EFFECT: Target gains Shield:
- Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
Valoo's Rage
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: Bring down the rage of the great Fire dragon upon the target!
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- Neutral Damage: 8
Burning Blade
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
- EFFECT: Target gains 2 Attack Dice.
Cleansing Flames
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: A mild but purifying flame graces a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to yourself or an ally.
- Offensive:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, revert the most recent Hearts Recovery the target received.
- The target cannot drop below 1 Heart as a result of this.
Suffocating Veil
- REQUIREMENTS: Shadow
- COSTS: 7 Magic
- DESCRIPTION: Intensify the darkness around a target, which grows stronger and stronger until the target suffocates and dies.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT 1: If it hits, target Bleeds x6.
- EFFECT 2: Additionally, target also gets Support Blocked:
- Negate the next EFFECT to the target caused by a Support Action, which then removes Support Blocked.
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: None
- EFFECT: If it hits, remove up to 4 of a selected Stat Bonus from the target.
Damage Recovery
- RESTRICTIONS: This has no effect outside of battle.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Use the memories of the target’s wounds to recover their energy.
- EFFECT: Target recovers Magic equal to the most recent instance of damage they received, up to a maximum of 6 Magic.
Items
Armor Shield
- SELL VALUE: 125 Rupees
- DESCRIPTION: A large dense shield made out of heavy metal, which protects very well only against non-magic attacks.
- Defense Dice: +6 against Non-Magic-based attacks
Blue Platemail
- DESCRIPTION: A blue colored platemail, wrapped in magical threads, made specifically to defend against spells.
- Armor: +8 against Magic-based attacks
Book of Magic
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A book written in mimicry of Ancient Hylian. No one has a clue what even the fake writing says, but it certainly helps when casting stronger spells.
- Magic Costs: -2 to Spells only (down to a minimum of 1 Magic)
Green Potion
- Amount: 1
- DESCRIPTION: A light green liquid that restores your magical powers when you drink it. This isn't actually poison, is it?
- EFFECT: Consume this to recover either:
- Recover 7 Magic... OR
- Half of your Maximum Magic.
(Code) Imbued Darknut
Code:Select All
[spoiler=Imbued Darknut]
[estats name=Imbued Darknut power=15 (+5) courage=20 (+0) wisdom=5 (+0) hearts=20/20 (+2) magic=15/12 (+3) initiative=1d10 attack-dice=0 defense-dice=0 armor=0][Fire], [Water], [Shadow][/estats]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin:[/u] Zelda Universe RPG
These metal-armored baffoons know only how to conquer and destroy. They have little awareness, but once they lock onto a target, they continue to chase that target until it's decimated. Many have become wary of [b]Darknuts[/b], for they bring a heavy defense and an even heavier arsenal of weapons.
Instead of tearing everything down, [b]Imbued Darknuts[/b] carry a large tome in one hand and a much bigger shield in the other hand. Their only purpose is to sit there, supporting their allies using their support spells all day long. While they have little intention of fighting, they are still a force to be reckoned with for their ability to cast multiple powerful spells at a very low cost.
[/tab]
[tab=Other Bonuses][list]
[*]Can wield one [i]Two-handed[/i] [b]Weapon[/b] with only one hand.
[*][b]-3 [Magic] cost[/b] (Spells only)
[*]Once per turn, can cast the same [b]Support Spell[/b] on the same target twice with a single action cost.
[*]+6 [Defense Dice] against non-[Magic]-based attacks.
[*]+8 [Armor] against [Magic]-based attacks.
[/list]
[/tab]
[tab=Item Drop]
When [b]Imbued Darknut[/b] dies, it has a team drop of [Rupees]150[/Rupees] and drops two [b]Lime Potions[/b].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Darknut Strength][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Darknuts[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Darknuts[/b] have absurd strength, granting them the ability to lift heavy objects with ease and have a strength boost.[list]
[*][b][Power][/b]: +5
[*][b]EFFECT[/b]: You can wield one [i]Two-Handed[/i] item with one hand.
[/list][/list][/box]
[box=Imbued Armor][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Imbued Darknuts[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Imbued Darknuts’[/b] metal coating is imbued with powerful [Magic], lowering the cost of whatever draws into its mana pool.[list]
[*][b][Magic][/b]: +3/3
[*][b][Magic][/b] Costs: -1, minimum of [magic]1[/magic] (Spells only)[/list][/list][/box]
[box=Doublecast][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Imbued Darknuts[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Imbued Darknuts’[/b] have finely attuned to the cast of casting spells, allowing it to cast the same spell twice.[list]
[*][b]EFFECT[/b]: Once per turn, when you cast a [b]Support Spell[/b], you can opt to cast that spell again on the target for no action cost.[/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]
[box=(8) Status Protection][list]
[*][b][Stat Point] Cost[/b]: 8
[*][b]DESCRIPTION[/b]: A cleansing bubble surrounds you, periodically protecting you from various effects.[list]
[*][b]EFFECT[/b]: Once per round, at any time, you can remove one [color=yellow][b]Negation, Attrition, Disruption, Dispersion, or Contortion[/b][/color] effect that you have.
[/list][/list][/box]
[/tab]
[tab=Actives][box=Command][list]
[*][b]DESCRIPTION[/b]: With the [Power] of your voice and will, command a target to do whatever it is you wish! Well, sort of.[list]
[*][dice type-a=Power amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Choose what the next target’s [b]Non-Basic Combat Action[/b] is and who they target.[list]
[*]The target must be one of the target’s enemies.
[/list][/list][/list][/list][/box]
[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]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[espells]
[tabs]
[tab=Arcane]
[box=Trishard Force][list]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Three beams of [Arcane] light converge in front of you to create a powerful, golden shard, which is fired with a great force at a target.[list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, select either the target's [Power], [Courage], or [Wisdom] stat, and reduce it by 5.
[/list][/list][/list][/box]
[box=Farore's Cleansing][list]
[*][b]COSTS[/b]: Any amount of [Magic]
[*][b]DESCRIPTION[/b]: With [b]Farore's Blessing[/b], use your [Arcane] energies to rid your allies of their impurities![list]
[*][b]EFFECT[/b]: For every [Magic]1[/Magic] you spent casting this spell, remove 1 point of a specified [b]Negative Bonus[/b] from yourself or an ally.
[/list][/list][/box]
[box=Force of Alteration][list]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Through the power of [Arcane] [Magic], you're able to transform a [Wisdom]-based attack into a different force.[list]
[*][b]EFFECT 1[/b]: The next [Wisdom]-based attack you use is altered into one of the following, though you lose its [b]Dice Modifier[/b] in the process:[list]
[*][dice type-a=Courage type-b=Courage]
[*][dice type-a=Power type-b=Power]
[/list]
[*][b]EFFECT 2[/b]: The attack's [b]Damage Modifier[/b] and [b]EFFECTS[/b] remain the same.
[/list][/list][/box]
[/tab]
[tab=Water]
[box=Untouchable][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Flush a current of water over the target, giving them an increased ability to dodge attacks.[list]
[*][b]EFFECT[/b]: Target gains [b]3 [Defense Dice][/b]
[/list][/list][/box]
[box=Extinguish][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Extinguish a fire raging on a target. Can be cast as an [b]Offensive Spell[/b] to an enemy, or as a [b]Support Spell[/b] to yourself or an ally.[list]
[*][b]Offensive[/b]:[list]
[*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, you gain [b]Regen x4[/b].
[/list][/list]
[*][b]Support[/b]:[list]
[*][b]EFFECT 1[/b]: Remove one [b][Fire] [color=yellow]Named Effect[/color][/b] from the target.
[*][b]EFFECT 2[/b]: Additionally, remove any [b]Negative [Armor] Bonuses[/b] from the target.
[/list][/list][/list][/box]
[box=Sponge][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Protect someone with a sponge, softening the impact of the next attack that hits them.[list]
[*][b]EFFECT[/b]: Target gains [color=yellow][b]Shield[/b][/color]:[list]
[*]Target takes half damage from the next [b]Combat Action[/b] they’re hit by, which then removes [color=yellow][b]Shield[/b][/color].
[/list][/list][/list][/box]
[/tab]
[tab=Fire]
[box=Valoo's Rage][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Bring down the rage of the great [Fire] dragon upon the target![list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]Neutral Damage[/b]: 8
[/list][/list][/list][/box]
[box=Burning Blade][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A blade of [Fire] floats around a target, amplifying all their attacks.[list]
[*][b]EFFECT[/b]: Target gains [b]2 [Attack Dice][/b].
[/list][/list][/box]
[box=Cleansing Flames][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: A mild but purifying flame graces a target. Can be cast as an [b]Offensive Spell[/b] to an enemy, or as a [b]Support Spell[/b] to yourself or an ally.[list]
[*][b]Offensive[/b]:[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, revert the most recent [b][Hearts] Recovery[/b] the target received.[list]
[*]The target cannot drop below [Heart]1[/Heart] as a result of this.
[/list][/list][/list]
[*][b]Support[/b]:[list]
[*][b]EFFECT 1[/b]: Remove one [b][Nature] [color=yellow]Named Effect[/color][/b] from the target.
[*][b]EFFECT 2[/b]: Additionally, remove any [b]Negative [Defense Dice] Bonuses[/b] from the target.
[/list][/list][/list][/box]
[/tab]
[tab=Shadow]
[box=Suffocating Veil][list]
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]7[/Magic]
[*][b]DESCRIPTION[/b]: Intensify the darkness around a target, which grows stronger and stronger until the target suffocates and dies.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT 1[/b]: If it hits, target [b]Bleeds x6[/b].
[*][b]EFFECT 2[/b]: Additionally, target also gets [color=yellow][b]Support Blocked[/b][/color]:[list]
[*]Negate the next [b]EFFECT[/b] to the target caused by a [b]Support Action[/b], which then removes [color=yellow][b]Support Blocked[/b][/color].
[/list][/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]: None
[*][b]EFFECT[/b]: If it hits, remove up to 4 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=Damage Recovery][list]
[*][b]RESTRICTIONS[/b]: This has no effect outside of battle.
[*][b]REQUIREMENTS[/b]: [Shadow]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Use the memories of the target’s wounds to recover their energy.[list]
[*][b]EFFECT[/b]: Target recovers [Magic] equal to the most recent instance of damage they received, up to a maximum of [Magic]6[/Magic].
[/list][/list][/box]
[/tab]
[/tabs]
[/espells]
[eItems]
[tabs]
[tab=Shields]
[box=Armor Shield][list]
[*][b]SELL VALUE[/b]: [Rupees]125[/Rupees]
[*][b]DESCRIPTION[/b]: A large dense shield made out of heavy metal, which protects very well only against non-magic attacks.[list]
[*][b][Defense Dice][/b]: +6 against Non-[Magic]-based attacks
[/list][/list][/box]
[/tab]
[tab=Armors]
[box=Blue Platemail][list]
[*][b]DESCRIPTION[/b]: A blue colored platemail, wrapped in magical threads, made specifically to defend against spells.[list]
[*][b][Armor][/b]: +8 against [Magic]-based attacks
[/list][/list][/box]
[/tab]
[tab=Tools]
[box=Book of Magic][list]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A book written in mimicry of [b]Ancient Hylian[/b]. No one has a clue what even the fake writing says, but it certainly helps when casting stronger spells.[list]
[*][b][Magic] Costs[/b]: -2 to [b]Spells[/b] only (down to a minimum of [Magic]1[/Magic])
[/list][/list][/box]
[/tab]
[tab=Consumables]
[box=Green Potion][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A light green liquid that restores your magical powers when you drink it. This isn't actually poison, is it?[list]
[*][b]EFFECT[/b]: Consume this to recover either:[list]
[*]Recover [Magic]7[/Magic]... OR
[*]Half of your [b]Maximum [Magic][/b].
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/eItems]
[/spoiler]
Lead Dev, DM, Hal
Frypolar
Frypolar
- Power: 5 (+0)
- Courage: 14 (+0)
- Wisdom: 23 (+0)
- Hearts: 25/25 (+0)
- Magic: 20/13 (+7)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 5
- Armor: 0
Affinities: Water
Frypolar
- Power: 5 (+0)
- Courage: 14 (+0)
- Wisdom: 23 (+0)
- Hearts: 25/25 (+0)
- Magic: 20/13 (+7)
- Initiative: $init 1d10
- Attack Dice: 5
- Defense Dice: 0
- Armor: 0
Affinities: Fire
Description
Origin: Oracle of Seasons
A spirit of Fire and Ice, Frypolar is an ethereal being that phases through not only walls and floors; but also between Fire and Ice.
It is said to be created after a Firerobe and an Icerobe combine together; given it’s collection of Wizzrobe-like traits and ones that are similar to that of the two Wizzrobe types.
A spirit of Fire and Ice, Frypolar is an ethereal being that phases through not only walls and floors; but also between Fire and Ice.
It is said to be created after a Firerobe and an Icerobe combine together; given it’s collection of Wizzrobe-like traits and ones that are similar to that of the two Wizzrobe types.
- Any Damage taken is halved.
- If the attack already does Half Damage, it doesn’t get halved a second time.
- This does not include Neutral Damage
Skills
Ethereal Composure
- RESTRICTIONS: This is an Innate Skill. Only Frypolar and related enemies can learn and use this skill.
- DESCRIPTION: Frypolar is out-of-sync with the physical realm and thus take considerably less damage than anything else.
- Magic: +7/7
- EFFECT: Any Damage taken is halved.
- If the attack already does Half Damage, it doesn’t get halved a second time.
- This does not include Neutral Damage
Fire and Ice
- RESTRICTIONS: This is an Innate Skill. Only Frypolar can learn and use this skill.
- DESCRIPTION: As a spirit of Fire and Ice, Frypolar is able to switch between two phases as it attacks or is attacked; granting different bonuses and EFFECTS.
- Ice Phase:
- Defense Dice: +5
- EFFECT 1: Anyone who hits you with an attack loses 2 Attack Dice
- EFFECT 2: Your Affinity is converted to Water
Rapid Recovery
- RESTRICTIONS: This is an Innate Skill. Only Frypolar can learn and use this skill.
- DESCRIPTION: Frypolar regenerates itself rapidly, quickly recovering from wounds. However, it leaves it vulnerable to abilities that decimate it.
- Regen: +4
- Magic Regen: +4
- EFFECT: Any Bleeding and Magic Bleeding you get is doubled.
(8) Status Protection
- Stat Point Cost: 8
- DESCRIPTION: A cleansing bubble surrounds you, periodically protecting you from various effects.
- EFFECT: Once per round, at any time, you can remove one Named Effect that you have that wasn’t caused by a Charge-Up ability.
Fiery Scythe
- REQUIREMENTS: Fire
- DESCRIPTION: Slash someone with a scythe made out of Fire.
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, target gets Bleeding x2
Crashing Ice
- REQUIREMENTS: Water
- DESCRIPTION: Send an avalanche of ice crashing down on an enemy.
- Roll your Wisdom +3 dice vs. targets' Power dice
- Damage: Halved
- EFFECT: If it hits, target loses 3 Courage
PSI Concentrate
- REQUIREMENTS: A PSI Spell
- DESCRIPTION: Amp up the power of your PSI Spell at the cost of accuracy.
- ATTACK: Choose any PSI Spell you have and fire it at a target like normal
- The attack loses 5 Dice, but gains 4 Damage.
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
Jabun's Tide
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Drench the target in the regal might of the fish king, who returns you a favor.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, recover 6 Hearts.
Ice Blast
- REQUIREMENTS: Water
- COSTS: 6 Magic
- DESCRIPTION: Set off a large-scale blast of ice, chilling all enemies.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Target(s) hit lose 3 Attack Dice.
Extinguish
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Extinguish a fire raging on a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to yourself or an ally.
- Offensive:
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, you gain Regen x4.
PSI Flare
- REQUIREMENTS: Fire
- COSTS: 1 Magic
- DESCRIPTION: A basic Fire spell that causes a flurry of sparks to explode around the target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- Neutral Damage: 4
Fireball
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Shoot ball of flames that explodes over an enemy team, causing sparks to rain down on all your enemies.
- EFFECT: Bypasses Cover.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
Incinerate
- REQUIREMENTS: Fire
- COSTS: 6 Magic
- DESCRIPTION: Completely decimate a target with intense heat, disintegrating whatever remains.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +7
- EFFECT: If the target dies, they are turned to nothingness and cannot be revived for the remainder of the battle.
Untouchable
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Flush a current of water over the target, giving them an increased ability to dodge attacks.
- EFFECT: Target gains 3 Defense Dice
Burning Blade
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
- EFFECT: Target gains 2 Attack Dice.
Frypolar (Code)
Code:Select All
[spoiler=Frypolar]
[tabs]
[tab=Ice Phase]
[estats name=Frypolar power=5 (+0) courage=14 (+0) wisdom=23 (+0) hearts=25/25 (+0) magic=20/13 (+7) initiative=1d10 attack-dice=0 defense-dice=5 armor=0][Water][/estats]
[/tab]
[tab=Fire Phase]
[estats name=Frypolar power=5 (+0) courage=14 (+0) wisdom=23 (+0) hearts=25/25 (+0) magic=20/13 (+7) initiative=1d10 attack-dice=5 defense-dice=0 armor=0][Fire][/estats]
[/tab][/tabs]
[eDescription]
[tabs]
[tab=Physical Description]
[u]Origin[/u]: Oracle of Seasons
A spirit of [Fire] and [water-color]Ice[/water-color], [b]Frypolar[/b] is an ethereal being that phases through not only walls and floors; but also between [Fire] and [water-color]Ice[/water-color].
It is said to be created after a [b]Firerobe[/b] and an [b]Icerobe[/b] combine together; given it’s collection of [b]Wizzrobe[/b]-like traits and ones that are similar to that of the two [b]Wizzrobe[/b] types.
[/tab]
[tab=Other Bonuses][list]
[*]Any [b]Damage[/b] taken is halved.[list]
[*]If the attack already does [b]Half Damage[/b], it doesn’t get halved a second time.
[*]This does not include [b]Neutral Damage[/b]
[/list]
[*][b]Regen[/b]: +4
[*][b][Magic] Regen[/b]: +4
[*]Any [b]Bleeding[/b] and [b][Magic] Bleeding[/b] you get is doubled.
[*]Once per round, at any time, you can remove one [color=yellow][b]Named Effect[/b][/color] that you have that wasn’t caused by a [b]Charge-Up[/b] ability.
[*]When in [b][Water-color]Ice[/Water-color] Phase[/b]:[list]
[*]Anyone who hits you with an attack loses [b]2 [Attack Dice][/b][/list]
[*]When in [b][Fire] Phase[/b]:[list]
[*]Anyone who you attack automatically takes [b]1 Neutral Damage[/b], regardless of wherever the attack is successful or not.[/list]
[/list]
[/tab]
[tab=Item Drop]
If [b]Frypolar[/b] dies, it has a team drop of [Rupees]300[/Rupees] and a [b]Spell Scroll[/b], which can be found [url=http://zurpg.sephiroth.ws/thread-975.html]here[/url].
[/tab]
[/tabs]
[/eDescription]
[eSkills]
[tabs]
[tab=Innates]
[box=Ethereal Composure][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Frypolar[/b] and related enemies can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Frypolar[/b] is out-of-sync with the physical realm and thus take considerably less damage than anything else.[list]
[*][b][Magic][/b]: +7/7
[*][b]EFFECT[/b]: Any [b]Damage[/b] taken is halved.[list]
[*]If the attack already does [b]Half Damage[/b], it doesn’t get halved a second time.
[*]This does not include [b]Neutral Damage[/b]
[/list][/list][/list][/box]
[box=Fire and Ice][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Frypolar[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: As a spirit of [Fire] and [Water-color]Ice[/Water-color], [b]Frypolar[/b] is able to switch between two phases as it attacks or is attacked; granting different bonuses and [b]EFFECTS[/b].[list]
[*][b][Water-color]Ice[/Water-color] Phase[/b]:[list]
[*][b][Defense Dice][/b]: +5
[*][b]EFFECT 1[/b]: Anyone who hits you with an attack loses [b]2 [Attack Dice][/b]
[*][b]EFFECT 2[/b]: Your [b]Affinity[/b] is converted to [Water][/list]
[*][b][Fire] Phase[/b]:[list]
[*][b][Attack Dice][/b]: +5
[*][b]EFFECT 1[/b]: Anyone who you attack automatically takes [b]1 Neutral Damage[/b], regardless of wherever the attack is successful or not.
[*][b]EFFECT 2[/b]: Your [b]Affinity[/b] is converted to [Fire][/list]
[*][b]EFFECT[/b]: At the start of your turn, you can change which phase you are in for no action cost.[/list]
[/list][/box]
[box=Rapid Recovery][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Frypolar[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Frypolar[/b] regenerates itself rapidly, quickly recovering from wounds. However, it leaves it vulnerable to abilities that decimate it.[list]
[*][b]Regen[/b]: +4
[*][b][Magic] Regen[/b]: +4
[*][b]EFFECT[/b]: Any [b]Bleeding[/b] and [b][Magic] Bleeding[/b] you get is doubled.[/list]
[/list][/box]
[/tab]
[tab=Passives]
[box=(8) Status Protection][list]
[*][b][Stat Point] Cost[/b]: 8
[*][b]DESCRIPTION[/b]: A cleansing bubble surrounds you, periodically protecting you from various effects.[list]
[*][b]EFFECT[/b]: Once per round, at any time, you can remove one [color=yellow][b]Named Effect[/b][/color] that you have that wasn’t caused by a [b]Charge-Up[/b] ability.
[/list][/list][/box]
[/tab]
[tab=Actives]
[box=Fiery Scythe][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]DESCRIPTION[/b]: Slash someone with a scythe made out of [Fire].[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target gets [b]Bleeding x2[/b]
[/list]
[/box]
[box=Crashing Ice][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]DESCRIPTION[/b]: Send an avalanche of ice crashing down on an enemy.[list]
[*][dice type-a=Wisdom amount-a=+3 type-b=Power][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target loses [b]3 [Courage][/b]
[/list]
[/box]
[box=PSI Concentrate][list]
[*][b]REQUIREMENTS[/b]: A [b]PSI Spell[/b]
[*][b]DESCRIPTION[/b]: Amp up the power of your [b]PSI Spell[/b] at the cost of accuracy.[list]
[*][b]ATTACK[/b]: Choose any [b]PSI Spell[/b] you have and fire it at a target like normal[list]
[*]The attack loses [b]5 Dice[/b], but gains [b]4 Damage[/b].
[/list][/list][/list][/box]
[/tab]
[tab=Basic]
[Enemy Basic Skills]
[/tab]
[/tabs]
[/eSkills]
[eSpells]
[tabs]
[tab=Offensive]
[tabs][tab=Water]
[box=Jabun's Tide][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Drench the target in the regal might of the fish king, who returns you a favor.[list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, recover [Hearts]6[/Hearts].
[/list][/list][/list][/box]
[box=Ice Blast][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Set off a large-scale blast of ice, chilling all enemies.[list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: Target(s) hit lose [b]3 [Attack Dice][/b].
[/list][/list][/list][/box]
[box=Extinguish][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]4[/Magic]
[*][b]DESCRIPTION[/b]: Extinguish a fire raging on a target. Can be cast as an [b]Offensive Spell[/b] to an enemy, or as a [b]Support Spell[/b] to yourself or an ally.[list]
[*][b]Offensive[/b]:[list]
[*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, you gain [b]Regen x4[/b].
[/list][/list]
[*][b]Support[/b]:[list]
[*][b]EFFECT 1[/b]: Remove one [b][Fire] [color=yellow]Named Effect[/color][/b] from the target.
[*][b]EFFECT 2[/b]: Additionally, remove any [b]Negative [Armor] Bonuses[/b] from the target.
[/list][/list][/list][/box][/tab]
[tab=Fire]
[box=PSI Flare][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A basic [Fire] spell that causes a flurry of sparks to explode around the target.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]Neutral Damage[/b]: 4
[/list][/list][/list][/box]
[box=Fireball][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Shoot ball of flames that explodes over an enemy team, causing sparks to rain down on all your enemies.[list]
[*][b]EFFECT[/b]: Bypasses [b]Cover[/b].
[*][dice type-a=Wisdom amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[/list][/list][/list][/box]
[box=Incinerate][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: Completely decimate a target with intense heat, disintegrating whatever remains.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +7
[*][b]EFFECT[/b]: If the target dies, they are turned to nothingness and cannot be revived for the remainder of the battle.
[/list][/list][/list][/box]
[/tab][/tabs]
[/tab]
[tab=Support]
[tabs]
[tab=Water]
[box=Untouchable][list]
[*][b]REQUIREMENTS[/b]: [Water]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]DESCRIPTION[/b]: Flush a current of water over the target, giving them an increased ability to dodge attacks.[list]
[*][b]EFFECT[/b]: Target gains [b]3 [Defense Dice][/b]
[/list][/list][/box]
[/tab]
[tab=Fire]
[box=Burning Blade][list]
[*][b]REQUIREMENTS[/b]: [Fire]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: A blade of [Fire] floats around a target, amplifying all their attacks.[list]
[*][b]EFFECT[/b]: Target gains [b]2 [Attack Dice][/b].
[/list][/list][/box]
[/tab]
[/tabs]
[/tab]
[/tabs]
[/eSpells]
[/spoiler]
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