Dev, DM
Improv session where Sephiroth randomly and spontaneously kicks people out the window, causing various, random, and wacky effects.
Typo Fever lasts for the remainder of the battle.
I COMMAND THEE! lasts for the remainder of the battle.
Rock Golem (Level: 10)
[enemy Power=20 Courage=9 Wisdom=7 Hearts=14/14 Magic=0/0]
Rumbled lasts until the start of Rock Golem's turn two rounds later.
Description
Origin: ZURPG
A giant golem constructed of random rocks and stones? What sort of wizardy is this? It's difficult to kill, but it's slow and takes an extra turn to use its attacks.
A giant golem constructed of random rocks and stones? What sort of wizardy is this? It's difficult to kill, but it's slow and takes an extra turn to use its attacks.
Skills
Steel Stone (Passive)
- Rock Golem's body is heavily resistant to all attacks, especially physical attacks.
- Physical damage taken halved
- Spell damage taken reduced by 3
Shockwave (Active)
- Rock Golem slowly raises its foot. During this time, its roll when defending is decreased by 4 dice.
- On his next turn, Rock Golem's foot slams into the ground, causing a shockwave that hits everyone on the ground.
- Roll your Power +3 dice vs. targets' Power dice / Damage is halved
- If the attack is successful, target(s) are flung back into the nearest tree/wall and take extra damage.
- Damage is Rock Golem's Courage roll.
Rumble (Active)
- Rock Golem spreads his arms apart. On his next turn, Rock Golem's arms slam together, causing even the air to rumble. Hits everyone.
- Roll your Power dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target(s) get the Rumbled Affliction:
- Target's damage is decreased by 2 on all attacks
- Target's roll when defending is decreased by 3 dice
Stalfos, Armored (Level: 10)
[enemy Power=14 Courage=18 Wisdom=5 Hearts=13/13 Magic=0/0]
Spine Control lasts until the end of your turn two rounds later.
Once the Plating is off, any attack that would kill Armored Stalfos instead drops it to 1 Heart.
This effect will only work once per battle.
Description
Origin: The Adventure of Link
An Armored Stalfos is equipped with armor, a sword, and shield, all made from its own bones. It's just as skeletal as Skeletor its lesser brethren, though its innate abilities to infect and reanimate aren't active due to its equipment.
An Armored Stalfos is equipped with armor, a sword, and shield, all made from its own bones. It's just as skeletal as Skeletor its lesser brethren, though its innate abilities to infect and reanimate aren't active due to its equipment.
Affinities
Shadow (Level: 3)
Skills
Bone Equiment (Passive)
- All of Armored Stalfos' items are made from its own bones, and thus, can only be used by Armored Stalfos.
- When Armored Stalfos dies, the items are destroyed with it.
Leap Attack (Active)
- Charge one turn. On your next turn, attack using your primary weapon's standard attack.
- If the attack is successful, multiply the result of your successes by x1.5.
Bash (Active)
- Requires a shield
- When you have your shield out, you can bash a target, effectively dealing some damage.
- Roll your Power +2 dice vs. targets' Power dice / Damage is halved
Items
Skeletal Blade (Weapon)
- A blade melded with hardened bone, Skeletal Blade is lightweight yet deadly. Hits one target.
- Roll your Courage +1 dice vs. targets' Courage dice / Damage increased by 1
- If the attack is successful, target gets the Spine Control Affliction:
- Anytime that the afflicted player chooses an enemy as a target, Armored Stalfos can force the player to target a different enemy.
Skeletal Shield (Shield)
- The shield is made entirely of bone, allowing Armored Stalfos to move quickly while keeping a good defense up.
- When attacking, your roll is increased by 1 dice
- When defending, your roll is increased by 2 dice
Armored Core (Armor)
- Armored Stalfos is covered in a plating that absorbs extra damage.
- Plating has 6 Hearts and reduces damage taken by 2
- When Plating reaches 0 Hearts, it falls off.
Enderman (Level: 10)
[enemy Power=7 Courage=17 Wisdom=16 Hearts=10/10 Magic=0/0]
Description
Origin: Minecraft
He is relentless. He will find you. He will hunt you. He may flee, but he will return. And he won't stop until you're dead.
He is relentless. He will find you. He will hunt you. He may flee, but he will return. And he won't stop until you're dead.
Affinities
Shadow (Level: 3)
Skills
Phase Shift (Passive)
- Enderman moves very quickly, almost to the point of shifting out of reality at times.
- Ranged attacks and abilities used against Enderman are reduced by 2 successes.
Swap (Passive)
- When Enderman is targeted for an attack, he can teleport and switch with an ally before the roll is made.
- After Swap is used, Enderman's Phase Shift ability is inactive until the end of his turn one round later.
- Enderman can only use Swap once per round.
Water Allergy (Passive)
- Enderman is allergic to Water and takes an extra +2 damage from Water attacks.
- If it starts raining, Enderman will automatically flee from the battle, exhausting itself from using repeated teleports to escape.
- It WILL return though.
Replaced Drop (Passive)
- When Enderman dies, it drops an Ender Pearl, replacing the random item drop.
Add Ender Pearls to your MiscellaneousCode:Select All[box=Ender Pearls][list]
[*][Amount]1[/Amount]
[*]A rare pearl that looks like a turquoise void trapped in a bubble. Can be thrown at one target.[list]
[*][dice type-a=Courage amount-a=+2 type-b=Courage] / Deals no damage
[*]If the attack is successful, you are teleported to the target's location, taking damage equal to the difference in successes. However, you get to attack the target with any non-charge move.[list]
[*]The target's dice roll on this defense is halved.[/list]
[*]If the attack is unsucessful, you are teleported to wherever the Ender Pearl actually hits, taking damage equal to the difference in successes.[/list][/list][/box]
Telestrike (Active)
- Requires Shadow (Level: 3)
- Enderman teleports up to a target, striking him quickly and then quickly backing out. Hits one target.
- Roll your Courage +5 dice vs. targets' Wisdom dice
- If the attack is unsuccessful and the target gets to counterattack, the counterattack will be reduced by 3 successes.
- If the target's counterattack fails, Enderman will automatically counterattack the target again with Telestrike.
Throw Block (Active)
- Using his phase shifting hands, Enderman picks up a block of whatever the nearby terrain is and throws it at a target.
- Roll your Courage dice vs. targets' Courage dice
- It is up to the DM (or co-DM) what bonuses are applied to the block of terrain, depending on what it is.
Darknut, Red (Level: 10)
[enemy Power=20 Courage=14 Wisdom=3 Hearts=14/14 Magic=3/3]
If the attack is unsuccessful, Darknut's Tower Shield is disabled.
This lasts until the end of Darknut's turn round later.
Berserk lasts until the end of your turn two rounds later.
Description
Origin: The Legend of Zelda
Red Darknuts may be extremely powerful, capable of knocking out foes with ease, but they're completely mindless and only seek to destroy.
Red Darknuts may be extremely powerful, capable of knocking out foes with ease, but they're completely mindless and only seek to destroy.
Affinities
Shadow (Level: 3)
Skills
Darknut Strength (Passive)
- All Darknuts have absurd strength and are thus able to carry Two-Handed items with one hand instead.
- Darknut attacks also deal impact damage to those that successfully block their attacks.
- Targets that successfully defend Darknut attacks take damage equal to their bonus dice when defending.
Replaced Drop (Passive)
- When Darknut dies, any equipped items are dropped, replacing the random item drop.
Add Claymore to your WeaponsCode:Select All[box=Claymore][list]
[*]A large, [i]Two-Handed[/i] sword, the Claymore can cut through anything in your path.[list]
[*][dice type-a=Courage type-b=Courage] / Damage increased by 3[/list][/list][/box]Add Tower Shield to your ShieldsCode:Select All[box=Tower Shield][list]
[*]A large, [i]Two-Handed[/i] shield that helps defend against attacks and mitigate damage.[list]
[*]When defending, your roll is increased by 2 dice. Additionally, damage taken is reduced by 2 (on top of your armor).
[*]If you are unsuccessful when attacking, target automatically gets to counterattack.[list]
[*]While anyone is counterattacking you, Tower Shield is disabled.[/list][/list][/list][/box]Add Soldier Platemail to your ArmorsCode:Select All[box=Soldier Platemail][list]
[*]Damage taken is reduced by 1[/list][/box]
Collision (Active)
- Darknut charges at a target with its shield. The shield must not be disabled to use Collision.
- Roll your Courage +3 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target loses all bonus dice when defending.
- This lasts until the end of Darknut's turn one round later.
Spells
Berserk (Support)
- Level 10 and Shadow (Level: 2)
- Costs 3 Magic
- Give an ally the Berserk Affliction:
- Target is forced to use melee attacks.
- Target gains +3 damage on all attacks, excluding neutral and affinity effect damage.
- Target takes +2 damage from all attacks, excluding neutral and affinity effect damage.
Items
Claymore (Weapon)
- The Darknut wields a mighty Two-Handed claymore in one hand, effectively using it to deal great damage to opponents. Can hit one target.
- Roll your Courage dice vs. targets' Courage dice / Damage increased by 3
Tower Shield (Shield)
- A large, Two-Handed shield that helps defend against attacks and mitigate damage.
- When defending, Darknut's roll is increased by 2 dice. Additionally, damage taken is reduced by 2 (on top of Soldier Platemail).
- If Darknut is unsuccessful when attacking, target automatically gets to counterattack.
- While anyone is counterattacking Darknut, Tower Shield is disabled.
Soldier Platemail (Armor)
- Damage taken is reduced by 1
Wolfos (Level: 10)
[enemy Power=11 Courage=16 Wisdom=9 Hearts=8/8 Magic=6/6]
Only one Shadowosken can be active at a time. Defense Down lasts for the remainder of the battle.
Fester Wound lasts for the remainder of the battle.
Affinities
Nature (Level: 2), Shadow (Level: 1)
Skills
Speed Demon (Passive)
- Roll $init 1d12 for your initiative roll.
- When defending, your roll is increased by 2 dice.
Shadowosken (Passive)
- An aura of shadows bathes the field, affecting everyone without Shadow affinity.
- Courage is reduced by 3
- When attacking, your roll is decreased by 2 dice
Shadow Claws (Active)
- Requires Shadow (Level: 1)
- Wolfos' claws slash a target, lowering his defenses.
- Roll your Courage +1 dice vs. targets' Courage dice
- If the attack is successful, target gets the Defense Down Affliction:
- When target is defending, target's roll is decreased by 2 dice. Stacks infinitely.
Spells
Festering Wound (Offensive)
- Requires Nature (Level: 2)
- Costs 3 Magic
- Wolfos claws become ridden with disease that infects its victims when it hits. Can hit one target.
- Roll your Power dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target gets the Fester Wound Affliction:
- Target takes 2 neutral damage at the start of the next round.
- At the start of the next round, 4 neutral damage, then 6 neutral damage, and so on.
Firerobe (Level: 10)
[enemy Power=8 Courage=11 Wisdom=15 Hearts=8/8 Magic=8/8]
Description
Origin: Zelda Classic
Firerobes are pyromaniacs that just love to set the world on Fire. They won't take orders from someone else unless they're promised something they can burn to death in their spare time. While they're not ambitious as Stormrobes, Firerobes are easily just as crazy.
Firerobes are pyromaniacs that just love to set the world on Fire. They won't take orders from someone else unless they're promised something they can burn to death in their spare time. While they're not ambitious as Stormrobes, Firerobes are easily just as crazy.
Affinities
Fire (Level: 3)
Skills
Regeneration (Passive)
- Firerobe gains 2 Magic at the start of each round.
Firefield (Passive)
- Firerobe is surrounded by a barrier of Fire that converts mitigated damage to feedback flames.
- Firefield reduces damage by an amount equal to the difference between Firerobe's Current Hearts and Maximum Hearts, up to a maximum damage reduction of 6.
- Damage that is mitigated by Firefield is instead converted to a flaming feedback pulse that's fired back at the attacker with the same successes rate that Firerobe used to defend the attack.
- Target rolls Wisdom to defend.
- If the attack is successful, it deals burn damage (neutral) equal to the damage mitigated
Siphon (Active)
- Firerobe can transfer Magic to an ally.
- Cannot transfer more than 4 Magic in a single Siphon.
Spells
Firebolt (Offensive)
- Requires Fire (Level: 1)
- Costs 1 Magic
- A bolt of Fire is cast forth, striking a target.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage increased by 1
Shockwave (Offensive)
- Requires Fire (Level: 2)
- Costs 4 Magic
- An orb of Fire spawns and explodes, hitting all enemies with a fiery shockwave.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Damage is halved
Wizzrobe, Red (Level: 10)
[enemy Power=0 Courage=8 Wisdom=28 Hearts=8/8 Magic=6/6]
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: 3)
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 15.
- 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
Aqua Beetle (Level: 10)
[enemy Power=7 Courage=18 Wisdom=15 Hearts=10/10 Magic=0/0]
Waterlogged lasts for the remainder of the battle.
Description
Origin: A Link to the Past
It's a pretty cool sight to see these beetles wave dashing across the Water so quickly, up until they slam into you.
It's a pretty cool sight to see these beetles wave dashing across the Water so quickly, up until they slam into you.
Affinities
Water (Level: 3)
Skills
Waterflouge (Passive)
- When defending, Aqua Beetle floats on top of the Water, allowing it to move quickly and dodge heavier attacks.
- All attacks against Aqua Beetle do not get any damage or success bonuses when attacking you.
- Nature attacks will still get a Counter Bonus.
Waterlogged (Passive)
- Everytime Aqua Beetle successfully hits a target, target gets the Waterlogged Affliction:
- Target has 2 less dice when attacking. Stacks infinitely.
Water Ski (Active)
- Aqua Beetle rapidly skis across the water towards a target, ramming it at high speeds.
- Roll your Courage +3 dice vs. targets' Courage dice / Damage is halved
Tidal Force (Active)
- Requires Water (Level: 3)
- When there are at least two targets on the field with Waterlogged, you can erase all Waterlogged Afflictions to use Tidal Force, which hits all enemies.
- Roll your Wisdom dice vs. targets' Wisdom dice
Grammar Nazi (Boss)
Description
The origin of Grammar Nazi is 4chan. Nuff said.
Affinities
Grammar Nazi has a Shadow affinity level of 3.
Skills
Double Turn (Passive)
- Grammar Nazi rolls 2d9 for his initiative roll.
Grammar Patrol (Passive)
- Grammar Nazi will automatically counterattack anyone that uses incorrect grammar in any way, regardless of the time and situation.
- If Grammar Nazi ever uses incorrect grammar, he will lose 5 Hearts.
Y U NO WERDZ (Active)
- Grammar Nazi fires a flurry of typos at a target.
- Roll your Courage +4 dice vs. targets' Courage dice
- If the attack is successful, target gets the Typo Fever Affliction:
- Target must incorporate lots of typos in his lines.
- Failure to incorporate these typos will lower your dice when defending on the next attack by 4.
Imperative Sentence (Active)
- Grammar Nazi uses a commanding sentence to bash someone's head in.
- Roll your Power +2 dice vs. targets' Power dice
- If the attack is successful, target gets the I COMMAND THEE! Affliction:
- Target's lines must be entirely in imperative sentences, even when doing actions.
- If the target does not use an imperative sentence, Grammar Nazi gets to control the target's next turn.
- If it is currently the target's turn, Grammar Nazi will then take over the rest of it.
Items
Question Mark (Weapon)
- Level 10 and Shadow (Level: 3)
- Question Mark can only be used by Grammar Nazis.
- Grammar Nazi illogically wields a deadly question mark that makes absolutely no sense. Hits one target.
- Roll your Wisdom +4 dice
- Target rolls $1d5 to determine what he rolls to defend.
- Power dice
- Courage dice
- Wisdom dice
- Maximum Hearts dice
- Maximum Magic dice