Dev, DM
Tonberry (Level: 5)
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: 2)
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]
[*]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)
- 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.
Aquamentus (Level: 6)
Description
Origin: The Legend of Zelda
The "standard dragon" of Zelda (so to speak), the Aquamentus is a boss-like foe that hits all of its enemies with nearly every strike. Given its massive size, even when it steps on someone, the Aquamentus shakes the earth. Its wings allows it to fly into the air, and its skin makes it resistant to all forms of attacks.
The "standard dragon" of Zelda (so to speak), the Aquamentus is a boss-like foe that hits all of its enemies with nearly every strike. Given its massive size, even when it steps on someone, the Aquamentus shakes the earth. Its wings allows it to fly into the air, and its skin makes it resistant to all forms of attacks.
Affinities
Fire (Level: 2)
Skills
Dragonhide Skin (Passive)
- Aquamentus' skin is highly resistant to attacks, though it is a bit weak to lightning and ice attacks.
- Damage taken is reduced by 2
- Burn and poison damage taken (neutral) is reduced by 1
- Frost and shock damage taken (neutral) is increased by 1
Flight (Active)
- Aquamentus can fly high into the air, preventing it from being hit by melee attacks and increasing its maneuverability.
- When defending, Aquamentus' dice are increased by 3
- If Aquamentus is hit while in Flight, he takes an additional 2 damage.
Fire Bolt Swarm (Active)
- Requires Fire (Level: 2)
- Aquamentus fires a swarm of Fire bolts at up to three different targets. A target cannot be hit by multiple Fire bolts from a single swarm.
- Roll your Courage dice vs. targets' Wisdom dice / Damage is halved
Stomp (Active)
- With only a few seconds of flight (does not actually use Flight), Aquamentus stomps on a target, crushing the target into the ground.
- Roll your Power dice vs. targets' Power dice / Damage is increased by 1
- If the attack is successful, a small shockwave erupts and hits all enemies at the same success rate.
- Targets roll Courage to defend. Damage from the shockwave is halved.
Goriya, Red (Level: 5)
Description
Origin: The Legend of Zelda
These bipedal beasts have the appearance of wolves. A closer examination would reveal a more eldritch origin - that is, if you can get close enough to examine them without being struck in the back by their wicked boomerangs.
These bipedal beasts have the appearance of wolves. A closer examination would reveal a more eldritch origin - that is, if you can get close enough to examine them without being struck in the back by their wicked boomerangs.
Skills
Mimic (Passive)
- After Goriya attacks someone (successful or not), he mimics the target's movement and gains bonus dice when defending equal to the target's bonus dice when defending.
- This only changes after Goriya attacks a different target or until the original target is dead.
Replaced Drop (Passive)
- When Goriya dies, any equipped items are dropped, replacing the random item drop.
Add Spiked Boomerang to your WeaponsCode:Select All[box=Spiked Boomerang][list]
[*]If someone is unsuccessful in hitting you in melee combat, the attacker takes 2 damage.
[*]You can throw the Spiked Boomerang at a target.[list]
[*][dice type-a=Power type-b=Power]
[*]If the attack is successful, the Spiked Boomerang bounces off and directs itself towards another target:[list]
[*][dice type-a=Power amount-a=-4 type-b=Power][/list][/list]
[*][b]Golden Throw:[/b][list]
[*]Charge the first turn. On your next turn, your boomerang is thrown and teleports, hitting a target from behind.[list]
[*][dice type-a=Power type-b=Wisdom amount-b=-4] / Damage increased by 2[/list][/list][/list][/box]
Items
Spiked Boomerang (Weapon)
- If someone is unsuccessful in hitting the Goriya in melee combat, the attacker takes 2 damage.
- Goriya can throw the Spiked Boomerang at a target.
- Roll your Power dice vs. targets' Power dice
- If the attack is successful, the Spiked Boomerang bounces off and directs itself towards another target:
- Roll your Power -4 dice vs. targets' Power dice
Dark Soul (Level: 4)
Description
Origin: None
Dark Souls are souls that have been corrupted over time and serve the one corrupting them. They are casters, often amplifying their allies with support spells and hiding in the bodies of allies, boosting their Wisdom stats by a bit.
Dark Souls are souls that have been corrupted over time and serve the one corrupting them. They are casters, often amplifying their allies with support spells and hiding in the bodies of allies, boosting their Wisdom stats by a bit.
Affinities
Shadow (Level: 1)
Skills
Mass Siphon (Passive)
- Dark Soul siphons 1 Magic from all enemies at the start of each round.
- Mass Siphon is inactive if Dark Soul is hidden inside an ally's body.
Hide (Active)
- Costs 1 Magic
- Dark Soul hides inside of an ally's body, boosting the target’s Wisdom stat by 5.
- If the host body dies while hiding in it, the Dark Soul will also die.
- Dark Soul cannot use any other actions while hiding.
Spells
Shifting Shadows (Support)
- Requires Shadow (Level: 1)
- Costs 3 Magic
- Give a target the Shifting Shadows Buff:
- The next time that target is attacked, he can reroll his defending roll.
- Shifting Shadows does not work when defending against charge-up attacks
- If he cannot or decides not to reroll on that attack, Shifting Shadows wears off anyways.
Dark Blast (Offensive)
- Requires Shadow (Level: 1)
- Costs 1 Magic
- Fire a blast of energy at a target.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage increased by 1
Fire Keese (Level: 4)
Description
Origin: The Ocarina of Time
While they may simply seem like Keese unfortunate enough to have caught flame, Fire Keese aren't harmed by the blaze, and indeed even have a great deal of control over it.
While they may simply seem like Keese unfortunate enough to have caught flame, Fire Keese aren't harmed by the blaze, and indeed even have a great deal of control over it.
Affinities
Fire (Level: 1)
Skills
Wreath of Flames (Passive)
- Anyone who attacks Fire Keese by melee (successful or not) will take 1 burn damage (neutral).
Fire Slash
- Costs 1 Magic
- Requires Fire (Level: 1)
- Fire Keese slashes at a target with its burning wings.
- Roll your Courage dice vs. targets' Courage dice
Incinerate
- Requires Fire (Level: 1)
- Fire Keese superheats its wings, doing a large amount of Fire damage to a target.
- Roll your Courage +3 dice vs. targets' Courage dice / Deals 4 Fire Effect Damage
- At the end of the attack, Fire Keese incinerates and dies.
Spells
Veil of Flames
- Requires Fire (Level: 1)
- Costs 2 Magic
- Give yourself or an ally the Veil of Flames Buff:
- Anyone that fights the target in melee combat takes 1 burn damage (neutral) from Veil of Flames.
- Cannot use Veil of Flames on someone with Water affinity.
- If Veil of Flames is used on someone with Nature affinity, target takes 1 burn damage (neutral) at the start of each round.
Dhooby Snack
What.
- It's a Dhooby Snack! Eat it, and you'll gain 2 Courage for a little while!
- It's untasty to those that aren't dhogs, though. That's why it's dhooby!
Add Dhooby Snack to your Misc
Code:Select All
[box=Dhooby Snack]
[i]What.[/i][list]
[*]It's a Dhooby Snack! Eat it, and you'll gain 2 [Courage] for a little while!
[*]It's untasty to those that aren't dhogs, though. That's why it's dhooby![/list][/box]
Claymore
- A large, Two-Handed sword, the Claymore can cut through anything in your path.
- Roll your Courage dice vs. targets' Courage dice / Damage increased by 3
Add Claymore to your Weapons
Code: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]
Red Potion
- Restore your Hearts by 10.
- You cannot counterattack until the end of your next turn.
Add Red Potion to your Bottled Items
Code:Select All
[box=Red Potion][list]
[*]Restore your [Hearts] by 10.
[*]You cannot counterattack until the end of your next turn.[/list][/box]
Green Potion
- Restore your Magic by 10.
- You cannot counterattack until the end of your next turn.
Add Green Potion to your Bottled Items
Code:Select All
[box=Green Potion][list]
[*]Restore your [Magic] by 10.
[*]You cannot counterattack until the end of your next turn.[/list][/box]