Dev, DM
Running last week's quest now, since last week wasn't the best time it seems.
Bomb (Level: 19)
[enemy Power=11 Courage=20 Wisdom=34 Hearts=20/20 Magic=10/10]
Light Burn lasts for the next two rounds.
Flame Pit lasts for the next two rounds.
Description
Origin: Final Fantasy
These giant, hot, fiery blobs of raging doom bring forth a slew of Fire spells, biting, and when it comes to it, self-destructing. They float in mid-air, preventing them from getting hit by ground-only attacks.
These giant, hot, fiery blobs of raging doom bring forth a slew of Fire spells, biting, and when it comes to it, self-destructing. They float in mid-air, preventing them from getting hit by ground-only attacks.
Affinities
Fire (Level: 4)
Skills
Exhausting Fumes (Passive)
- For every 2 Magic that Bomb is missing, it gains +1 dice when attacking.
- For every 2 Hearts that bomb is missing, it gains +1 dice when defending.
- Bomb only gets the bonus when defending once per round.
Rejuvenation (Passive)
- Bomb recovers 2 Hearts and 2 Magic at the start of each round.
Burning Bite (Active)
I'm gonna bite your head off! Just you wait!
- Requires Fire (Level: 3)
- Bomb spins around and 'round and flies quickly at a target, biting him on the way.
- Roll your Courage +4 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target takes burn damage equal to half of the damage dealt.
Self-Destruct! (Active)
So if it uses Self-Destruct, does that mean it's actually a Pokemon?
- Bomb spontaneously explodes, hitting everyone.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target(s) take Fire Effect Damage equal to the total amount of bonus dice that Bomb has.
Spells
Ember
- Requires Fire (Level: 1)
- Costs 1 Magic
- A small explosion is cast forth, and its embers singe a target.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage reduced by 1
- If the attack is successful, target gets the Light Burn Affliction:
- Target takes 1 burn damage (neutral) at the start of each round
- If target is hit by a Water spell, Light Burn is cancelled
Flame Pit
- Level 20 and Fire (Level: 3)
- Costs 7 Magic
- Summon a pit of flames that hits all enemies at the start of each round.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals 6 burn damage (neutral)
- Flame Pit is not a Status Effect, but it can be dispelled like one.
Ice Elemental (Level: 19)
[enemy Power=14 Courage=14 Wisdom=38 Hearts=14/14 Magic=15/15]
Frostbite lasts until the end of your turn two rounds later or until the target gets hit by a Fire attack.
Silenced lasts until the target gets hit.
Description
Origin: Final Fantasy XII
Is that floating blob of shattered ice? Ice Elementals may not look threatening, but after witnessing their abilities once, it's enough to make anyone turn their tail and run.
Is that floating blob of shattered ice? Ice Elementals may not look threatening, but after witnessing their abilities once, it's enough to make anyone turn their tail and run.
Affinities
Water (Level: 4)
Skills
Protect (Passive-Active)
- Physical damage taken is halved
- Ice Elemental can actively shift Protect over to an ally.
- While Protect is shifted, it is considered a Buff, and if it is dispelled, it will not return.
- Protect returns to Ice Elemental at the start of its next turn.
Shell (Passive-Active)
- Spell damage taken is halved
- Ice Elemental can actively shift Shell over to an ally.
- While Shell is shifted, it is considered a Buff, and if it is dispelled, it will not return.
- Shell returns to Ice Elemental at the start of its next turn.
Spells
Blizzara (Active)
- Costs 5 Magic
- Requires Water (Level: 3)
- A raging and fiece blizzard stings a target with waves of ice.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage increased by 2
- If the attack is successful, target gets the Frostbite Affliction:
- Target loses 3 dice when defending
- If a Fire attack hits the target, and the target drops to 4 Hearts or less from the attack, the target dies instantly.
Silence (Active)
- Costs 5 Magic
- Ice Elemental tries to silence a target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the Silenced Affliction:
- While Silenced, target cannot use anything that has a Magic cost.
Quakenut (Level: 19)
[enemy Power=32 Courage=24 Wisdom=15 Hearts=24/24 Magic=0/0]
If the attack is unsuccessful, Earthshaker slams into the ground, hitting everyone else with an small earthquake.
Roll your Power +2 dice vs. targets' Power dice / Damage is halved
If the attack is successful, target(s) hit get the Shockwaved Affliction:
Shockwaved's changes based on Imbuement. If Quakenut has no imbuement, then Shockwaved does nothing.
Shockwaved lasts until the end of your turn one round later.
Description
Origin: ZURPG
HAHAHAHAHAH IT'S CALLED A QUAKENUT- oh crap, it's strong. It wields a giant frigin' hammer that causes miniature earthquakes when it misses. The effects of these earthquakes are based on the last type of attack that hits Quakenut.
HAHAHAHAHAH IT'S CALLED A QUAKENUT- oh crap, it's strong. It wields a giant frigin' hammer that causes miniature earthquakes when it misses. The effects of these earthquakes are based on the last type of attack that hits Quakenut.
Affinities
Nature (Level: 4)
Skills
Absorption (Passive)
- When Quakenut causes neutral damage, Quakenut recovers Hearts equal to the amount of neutral damage caused.
Soulbound (Passive)
- Quakenut's Earthshaker is bound to Quakenut, and thus, cannot be stolen or removed from Quakenut in any way.
- When Quakenut dies, Earthshaker dissolves with Quakenut.
Imbuement (Passive)
What's with that really high-pitched sound accompanying the Quakenut?When Quakenut is hit by a Courage-based attack, Shockwaved is changed to Shell Shocked:
While Shell Shocked, targets take 2 shock damage (neutral) when they attack.
When Quakenut is hit by a Wisdom-based attack, Shockwaved is changed to Magic Burned:
While Magic Burned, targets take burn damage (neutral) equal to the amount of Magic they use.
- The effect of the Shockwave Affliction changes based on the last type of attack that Quakenut is hit by.
- When Quakenut is hit by a Power-based attack, Shockwaved is changed to Shaken:
- While Shaken, targets lose 3 dice when defending.
Items
Earthshaker (Weapon)
- Requires Nature (Level: 4)
- A massive, Two-Handed hammer that breaks the earth with every hit. Not even Darknuts could hold this in one hand. Hits one target initially.
- Roll your Power -4 dice vs. targets' Power dice
- If the attack is successful, a riveting ripple is sent through the target.
- Target loses defending dice on his next defense equal to the damage dealt.
- If target is hit by Earthshaker directly on that next defense, the damage is considered neutral.
Eye of the Oculus, Light (Boss)
[enemy Power=0 Courage=0 Wisdom=0 Hearts=100/100 Magic=0/100]
After Light Eye finishes an attack, all of its current Power, Courage, and Wisdom stats are halved.
Half of the damage (including neutral) that would be caused by Light Eye is instead converted and added to its Current Magic.
When Light Eye reaches a Current Magic of 100, Light Eye's Hearts are restored to Maximum, and its Current Magic is reduced to 0.
Description
Origin: ZURPG
Weird, you can see its stats. It appears to be one of two floating eyes circling a sphere of Light and Shadow. It seems durable, but so weak at the same time.
"Eye of the Oculus, Light" is denoted as Light Eye for its profile.
Weird, you can see its stats. It appears to be one of two floating eyes circling a sphere of Light and Shadow. It seems durable, but so weak at the same time.
"Eye of the Oculus, Light" is denoted as Light Eye for its profile.
Affinities
Light (Level: 5)
Skills
Stat Conversion (Passive)
- Light Eye gains Power, Courage, and Wisdom to an amount equal to the damage it takes.
- This means if takes 40 damage, it gains 40 Power, 40 Courage, and 40 Wisdom.
Eye Close (Passive)
- If Light Eye is unsuccessful on any of its attacks, its eye closes.
- While its eye is closed, it skips its turns and cannot defend. However, its damage taken is reduced by 6.
- After Light Eye has been attacked when its eye is closed, its eye opens back up.
Challenge (Active)
- Light Eye forces and challenges a target to a stare-off.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, Light Eye takes control of the target's next turn.
- Any damage caused by the target while under Light Eye's control is halved.
Laser Blast (Active)
- Requires Light (Level: 3)
- Light Eye fires a laser from its eye at a target.
- Roll your Courage dice vs. targets' Courage dice / Deals burn damage (neutral)
Fling (Active)
- Light Eye spins around the oculus and flings itself at a target.
- Roll your Power dice vs. targets' Power dice / Damage is halved
- If the attack is successful, Light Eye bounces off the target and hits another target with the same move at the same success rate.
- Light Eye will continue to bounce. However, Light Eye cannot hit the same target twice in one turn.
Eye of the Oculus, Shadow (Boss)
[enemy Power=0 Courage=0 Wisdom=0 Hearts=10/10 Magic=10/40]
For every point of poison damage (neutral) that an enemy takes, Shadow Eye's current Power, Courage, and Wisdom stats are reduced by 1. When Shadow Eye dies when it has 40 Magic, it does not revive.
Description
Origin: ZURPG
Weird, you can see its stats. It appears to be one of two floating eyes circling a sphere of Light and Shadow. This one appears to be emitting a poisonous fog that even affects itself and Light Eye.
"Eye of the Oculus, Shadow" is denoted as Shadow Eye for its profile.
Weird, you can see its stats. It appears to be one of two floating eyes circling a sphere of Light and Shadow. This one appears to be emitting a poisonous fog that even affects itself and Light Eye.
"Eye of the Oculus, Shadow" is denoted as Shadow Eye for its profile.
Affinities
Shadow (Level: 5)
Skills
Deathly Fog (Passive)
- Shadow Eye emits a fog that affects everyone.
- Everyone takes 1 poison damage (neutral) at the start of each round.
- Deathly Fog will not cause poison damage (neutral) to those with 1 Heart.
Growing Strength (Passive)
- When Shadow Eye dies, it recovers 10 Magic.
- If Shadow Eye is dead by the start of its turn, it revives to Maximum Hearts.
- Every time Shadow Eye dies, its base Power, Courage, and Wisdom stats become equal to its Current Magic.
Shared Strength (Passive)
- While Light Eye is closed, Shadow Eye gains 6 damage reduction.
- Additionally, the poison damage (neutral) caused by Deathly Fog is doubled.
Engrossing Shadows (Active)
- Requires Shadow (Level: 3)
- Shadow Eye engulfs all of its enemies with a wave of shadows.
- Roll Maximum Magic. Targets may defend with Power, Courage, or Wisdom / Deals 2 poison damage (neutral)
- If the attack is successful, half of the total difference in successes is added to Light Eye's Current Magic.
- Shadow Eye cannot increase Light Eye's Current Magic by an amount more than half of Shadow Eye's Current Magic.
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[box=Fairy][list]
[*]If used manually, Fairy heals you to your Maximum [Hearts].
[*]If you die, Fairy will automatically be used and heal you to [Hearts]3[/Hearts].[/list][/box]
Quest Results
In order to unseal one of the fairy fountains (the one at Hyrule Castle), a group went in - Sephiroth, Fireblast, Ramsey, Shane, Hal, and Darte - and fought off the evil inside. They fought beings from different realms, and at the end were two eyes surrounding an oculus. Through the power of abusing mechanics that weren't fully fleshed out, they managed to kill the boss, and thus they were able to get rid of the chains on the fountain. The fountain itself was still black, but at least it wasn't spreading.
They also threw Fran in, for good measure. Excellent choice.
They also threw Fran in, for good measure. Excellent choice.