Dev, DM
Tektite (Level: 15)
[enemy Power=15 Courage=39 Wisdom=8 Hearts=13/13 Magic=0/0]
Description
Origin: The Legend of Zelda
Tektites are large, quadrupedal instectoids whose chief tactic in combat is to leap around seemingly at random.
Tektites are large, quadrupedal instectoids whose chief tactic in combat is to leap around seemingly at random.
Affinities
Nature (Level: 4)
Skills
Leap (Active)
- Requires Nature (Level: 1)
- Tektite jumps around constantly, sometimes hitting a target.
- Roll your Courage +2 dice vs. targets' Courage dice
- If the attack is successful, Tektite's next defensive roll will have +5 bonus dice.
Bouncing Around (Active)
- Tektite rapidly jumps from target to target, continually gaining speed.
- Roll your Courage +3 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, bounce to another target with the same roll and +3 bonus dice.
- Tektite can bounce up to two times.
Wizzrobe, Red (Level: 15)
[enemy Power=0 Courage=16 Wisdom=38 Hearts=12/12 Magic=9/9]
Light attacks fired at Red Wizzrobe get double the counter bonus. Escape Teleport can only be used once per battle.
Otherwise, target cannot take action, and Red Wizzrobe has full control of the target's actions on Red Wizzrobe's turn.
Control lasts until the end of your turn two rounds later.
Focused:
Roll your Wisdom +4 dice vs. targets' Wisdom dice
Description
Origin: The Legend of Zelda
Probably the most central of the Wizzrobe family, the Red Wizzrobe teleports around from one place to another, blasting everything to oblivion with its wand.
Probably the most central of the Wizzrobe family, the Red Wizzrobe teleports around from one place to another, blasting everything to oblivion with its wand.
Affinities
Shadow (Level: 4)
Skills
Phasing (Passive)
- Physical damage taken is halved.
- If the attack already does half damage, it doesn’t get cut down a second time.
Escape Teleport (Passive)
- If Red Wizzrobe is hit by an attack and has at least half of its Maximum Magic remaining, it can teleport away at the last moment.
- Hearts are reduced to 1 and Wisdom is reduced to 25.
- Costs all of Red Wizzrobe's Magic.
Replaced Drop (Passive)
- When Red Wizzrobe dies, any equipped items are dropped, replacing the random item drop.
Add Wizzrobe Wand to your WeaponsCode:Select All[box=Wizzrobe Wand][list]
[*]The rounded base of this wand rotates, giving the wielder two different casting modes.
[*]Can fire either a large but dispersed magic blast that hits all enemies, or a small but focused magic blast at a single target.[list]
[*][b]Dispersed:[/b][list]
[*][dice type-a=Wisdom amount-a=+1 type-b=Wisdom] / Damage is halved[/list]
[*][b]Focused:[/b][list]
[*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom][/list][/list][/list][/box]
Spells
Control (Offensive)
- Requires Shadow (Level: 3)
- Costs 5 Magic
- Red Wizzrobe phases into the body of a target in an attempt to take control of the target.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, Red Wizzrobe takes control of the target.
- At the start of target's turns, target may roll Power, Courage, or Wisdom against the original successes of the attack.
- If he is successful, the target breaks free of Control, and Red Wizzrobe takes neutral damage equal to the difference in successes.
Items
Wizzrobe Wand (Weapon)
- The rounded base of this wand rotates, giving the wielder two different casting modes.
- Can fire either a large but dispersed magic blast that hits all enemies, or a small but focused magic blast at a single target.
- Dispersed:
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / Damage is halved
Crab Swarm (Level: 15)
[enemy Power=37 Courage=21 Wisdom=10 Hearts=6/6 Magic=0/0]
Description
Source: The Wind Waker
GIANT ENEMY CRAB! ATTACK ITS WEAK POINT FOR MASSIVE DAMAGE!
Crab Swarms band together and just overrun their opponents through brute force. Their massive claws rip through shields and armor like they're nothing, and they force their enemies to a duel to the death. When their allies are in trouble, they can quickly scuttle over to help them.
GIANT ENEMY CRAB! ATTACK ITS WEAK POINT FOR MASSIVE DAMAGE!
Crab Swarms band together and just overrun their opponents through brute force. Their massive claws rip through shields and armor like they're nothing, and they force their enemies to a duel to the death. When their allies are in trouble, they can quickly scuttle over to help them.
Affinities
Nature (Level: 3)
Skills
Collective Swarm (Passive)
- All Crab Swarms share one collective turn and only get one action total. As such, only one initiative roll is made for all Crab Swarms.
- Each Crab Swarm still counts as a separate target.
Hard Skin (Passive)
- Damage taken is reduced by 3
- Crab Swarm can be flipped over by rolling your base Courage vs. its base Courage.
- If you are successful, you may immediately attack Crab Swarm while it's flipped over.
- Crab Swarm's roll when defending is decreased by 4 dice
- Damage taken is instead increased by 2.
Scuttle (Passive-Active)
- Crab Swarms can all Scuttle over to an ally to block any given attack.
- Scuttle can only be used once per battle. This uses it up for all Crab Swarms.
- When Scuttle is used, all Crab Battles are cancelled.
Massive Claws (Active)
- Requires Nature (Level: 3)
- Those claws could rip a Darknut apart! Crab Swarm attacks a target with its claws.
- Roll your Power dice vs. targets' Power dice / Damage increased by 3
- If the attack is successful, Crab Swarm locks target in a Crab Battle!
- Until all Crab Swarms are dead, a target locked in a Crab Battle can only use melee attacks.
- A target locked in a Crab Battle can only target Crab Swarms.
Patra, Blue (Level: 15)
[enemy Power=13 Courage=24 Wisdom=17 Hearts=15/15 Magic=6/6]
The Yellow Patras’ Hearts are separate from Blue Patra’s.
Description
Origin: The Legend of Zelda
As if flies weren't bad enough... the Blue Patra is an overgrown fly with additional flies rotating in a ring around it at extreme speeds. They bat their opponents to death, and even when they're gone, the Blue Patra itself spits out fireballs to burn its enemies to death.
As if flies weren't bad enough... the Blue Patra is an overgrown fly with additional flies rotating in a ring around it at extreme speeds. They bat their opponents to death, and even when they're gone, the Blue Patra itself spits out fireballs to burn its enemies to death.
Affinities
Fire (Level: 4)
Skills
Spell Immunity (Passive)
- Blue Patra is immune to all spell damage.
- Damage taken is reduced by 2
Yellow Patras (Passive)
- Blue Patra has a ring of 4 smaller Yellow Patras surrounding it with 8 Hearts each. Until these Yellow Patras are dead, Blue Patra cannot take damage in any way.
- A multi-target attack can hit multiple Yellow Patras, as each one counts as a separate target.
Expand (Active)
- Requires at least one Yellow Patra
- The ring of Yellow Patras expand, hitting all enemies and dealing bonus damage depending on the number of flies.
- Roll your Courage dice vs. targets' Courage dice / Damage is increased by # of Yellow Patras
Spells
Firebolt (Offensive)
- Fire (Level: 1)
- Costs 2 Magic
- Blue Patra fires a bolt of Fire at a target.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- If the attack is successful, the target takes an additional 3 burn damage (neutral).
Tonberry (Level: 15)
[enemy Power=12 Courage=24 Wisdom=24 Hearts=15/15 Magic=0/0]
Description
Origin: Final Fantasy
It sees you. It wants you. You will die... eventually. Curse you arthritis.
It sees you. It wants you. You will die... eventually. Curse you arthritis.
Affinities
Shadow (Level: 4)
Skills
Slowpoke (Passive)
- Tonberry moves veeery slow and has an initiative of only $init 1d2.
- When Tonberry declares an action, it will happen two rounds later due to taking that long to walk up to the target.
- IT DOESN'T MATTER WHERE YOU RUN OR HIDE. HE WILL GET YOU.
Replaced Drop (Passive)
- When Tonberry dies, any equipped items are dropped, replacing the random item drop.
Add Knife to your WeaponsCode:Select All[box=Knife][list]
[*]It's just a little knife. Why are you frightened, my friend? Scared, are you? Then come closer. Let me hug you. Hits one target.[list]
[*][dice type-a=Courage amount-a=+2 type-b=Courage][/list][/list][/box]Add Lantern of Doom to your ToolsCode:Select All[box=Lantern of Doom][list]
[*][Level=10]
[*]A dimly-lit lantern that siphons [Magic] from enemies, allowing it to grow brighter.[list]
[*]At the start of each round, [Magic]1[/Magic] is siphoned from each enemy to the user.[/list][/list][/box]Add Cloak to your ArmorsCode:Select All[box=Cloak][list]
[*]A standard cloak that provides minimal protection against all types of damage.[list]
[*]All damage taken (including neutral) is decreased by 1.[/list][/list][/box]
Items
Knife (Weapon)
- It's just a little knife. Why are you frightened, my friend? Scared, are you? Then come closer. Let me hug you. Hits one target.
- Roll your Courage +2 dice vs. targets' Courage dice
Lantern of Doom (Tool)
- Level 10
- A dimly-lit lantern carried by Tonberry. It leads the way to death.
- When Lantern of Doom is carried by Tonberry, his Knife's dice when attacking is increased by 100.
- When Lantern of Doom is carried by a player, it siphons 1 Magic from all enemies to the user at the start of each round.
Cloak (Armor)
- A standard cloak that provides minimal protection against all types of damage.
- All damage taken (including neutral) is decreased by 1.