Dev, DM
This week, we've got a grand total of 5 sessions again... hopefully they'll all actually happen, instead of 2 of them getting cancelled. There's also a number of things on the changelog this week. FYI, it's still not quite ready, but expect a visit to Hyrule Market with next week's announcement, and expect some awesome stuff, primarily for Fire and Arcane users.
Below are the full changes. Please check through them and see if anything in your profiles need to be updated.
For each of those Afflictions wiped, target recovers 3 Hearts.
For every additional stack of any of those Afflictions, target recovers 1 Heart.
When you are successful in attacking, roll $1d5.
If the result is a 5, multiply the difference in successes by x1.5.
When you are successful in attacking and your successes are at least twice the target’s successes:
Add damage to the total equal to the total number of affinity levels you have.
While you're manly, your Power and Courage stats are increased.
Your Power stat is increased by #.
Your Courage stat is increased by #.
# = your total affinity levels.
Additionally, your punches no longer deal halved damage.
When you Throw a target and miss, the thrown target takes full damage instead of half damage.
Suppressive Flames lasts until the end of your turn two rounds later.
Stab:
Roll your Courage -2 dice vs. targets' Courage dice / Damage increased by 5
If the attack is unsuccessful, target automatically gets to counterattack you.
Burn lasts until the end of your turn three rounds later.
The Hookshot can also pull you towards a target to deal some extra damage.
Roll your Courage dice vs. targets' Courage dice / Deals no damage
If the attack is successful, reel towards the target.
When you get up to the target, you can follow up with a melee attack.
The melee attack will gain successes equal to your total affinity levels.
This lasts until the end of your turn two rounds later.
This lasts for 10 minutes of in-game time.
In Battle:
Wind guides you, giving you increased speed.
When attacking using a melee weapon, you gain +2 dice.
When defending, your roll is increased by 1 dice.
This lasts for the remainder of the battle.
Happy questing! See you all next week for lots of new stuff to play around with!
Materials Section
I am scrapping the Crafting System, which is something that's been in a WIP state. My reasons are listed here. Nutshell, grinding and searching for materials doesn't work for ZURPG, and any bonuses they'd give can just be used for writing new items and stuff.
The Materials Section in your profiles will be eliminated. If you have any Materials, for every Material you have, you can get any one of the following:
The Materials Section in your profiles will be eliminated. If you have any Materials, for every Material you have, you can get any one of the following:
- 1 Heart Container
- 1 Magic Container
- A scroll of your choice.
- Rupees or some other form of currency.
- Convert the material into an item. You'll need to come up with the idea, and then I'll write it from there. I won't be creating the idea for you, but I'll be fine with helping.
Next week
Part 1 of the Hidden Duality update will be released. This includes the revamped Subrosia Mart, various added skills and items, and updates to the Bounty Board that anyone can start going after. Though it'll be a little difficult without the map, which will be reserved for Part 2 of the update.
Changelog
Summary
Below is a quick list of the changes:
- The Hookshot now specifies what surfaces it hooks to.
- The Shovel has been rewritten completely. As it is a tool, it scales with the user's affinity levels.
- The Bombchu has been rewritten as well. It now gives you the option to go for weak points at the cost of making your original attack do nothing.
- Magic Leech is no longer a Critical Hit Skill.
- Critical Hit Skills now state that they don't count towards your Passive Skill cap, but you can only have one of them.
- Mechanic has been rewritten. It now costs Magic instead of currency, and it has the potential to remove Afflictions and heal the target.
- Too Manly returns, now as a Passive Skill. It's powerful, but it's only for manly men!
- Claymore now has Slice and Stab.
- Ember Seeds now require Fire affinity and are now considered Weapons.
- Gale Seeds now require Nature affinity.
- Pegasus Seeds have been rewritten. They're more useful in battle, and they specify what they do outside of battle too.
- Suppresive Flames' has a different effect. Before, it dealt burn damage based on Magic Costs, but that overlapped with Fire Beam. Now it reduces successes based on Magic Cost.
- Fireballs no longer have a Magic Cost.
- Nova Shield's defending dice have been increased.
Below are the full changes. Please check through them and see if anything in your profiles need to be updated.
Active Skills (1)
Mechanic
- Requires a hammer
- Costs # Magic, where # = the amount of damage reduction being restored
- Infuse a hammer you have with Magic, and lightly tap someone that's affected by his damage reduction being lowered.
- Target's damage reduction is reset to its base amount.
- Any Afflictions and all stacks of those Afflictions that were causing any forms of lowered damage reduction are removed.
- Armor Damage is included.
Update your Mechanic
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[box=Mechanic][list]
[*]Requires a hammer
[*]Costs # [Magic], where # = the amount of damage reduction being restored
[*]Infuse a hammer you have with [Magic], and lightly tap someone that's affected by his damage reduction being lowered.[list]
[*]Target's damage reduction is reset to its base amount.
[*]Any [u]Afflictions[/u] and all stacks of those [u]Afflictions[/u] that were causing any forms of lowered damage reduction are removed.[list]
[*][b]Armor Damage[/b] is included.[/list]
[*]For each of those [u]Afflictions[/u] wiped, target recovers [Hearts]3[/Hearts].[list]
[*]For every additional stack of any of those [u]Afflictions[/u], target recovers [Heart]1[/Heart].[/list][/list][/list][/box]
Passive Skills (4)
Magic Leech
- Level 10
- When you counterattack someone, any damage you deal in that attack instead drains Magic from the target.
- Half of the Magic that was drained gets added to your current Magic.
Update your Magic Leech
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[box=Magic Leech][list]
[*][Level=10]
[*]When you counterattack someone, any damage you deal in that attack instead drains [Magic] from the target.[list]
[*]Half of the [Magic] that was drained gets added to your current [Magic].[/list][/list][/box]
Deadly Strike
- This is a Critical Hit Skill. You may only have one Critical Hit Skill active at a time. All others must be set to (Disabled).
- This does not count towards your Passive Skill cap.
Update your Deadly Strike
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[box=Deadly Strike][list]
[*]This is a [i]Critical Hit Skill[/i]. You may only have one [i]Critical Hit Skill[/i] active at a time. All others must be set to (Disabled).[list]
[*]This does not count towards your [i]Passive Skill[/i] cap.[/list]
[*]When you are successful in attacking, roll $1d5.[list]
[*]If the result is a 5, multiply the difference in successes by x1.5.[/list][/list][/box]
Bonus Stack
- Level 10
- This is a Critical Hit Skill. You may only have one Critical Hit Skill active at a time. All others must be set to (Disabled).
- This does not count towards your Passive Skill cap.
Update your Bonus Stack
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[box=Bonus Stack][list]
[*][Level=10]
[*]This is a [i]Critical Hit Skill[/i]. You may only have one [i]Critical Hit Skill[/i] active at a time. All others must be set to (Disabled).[list]
[*]This does not count towards your [i]Passive Skill[/i] cap.[/list]
[*]When you are successful in attacking and your successes are at least twice the target’s successes:[list]
[*]Add damage to the total equal to the total number of affinity levels you have.[/list][/list][/box]
Too Manly
- Requires both of your hands being free
- Who needs weapons when you have your fists? You're too manly.
- You cannot use Kick or Escape, because those are not manly things.
- Covering is for wusses. You don't need it either.
Update your Too Manly
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[box=Too Manly][list]
[*]Requires both of your hands being free
[*]Who needs weapons when you have your fists? You're too manly.[list]
[*]You cannot use [b]Kick[/b] or [b]Escape[/b], because those are not manly things.
[*][b]Covering[/b] is for wusses. You don't need it either.[/list]
[*]While you're manly, your [Power] and [Courage] stats are increased.[list]
[*]Your [Power] stat is increased by #.
[*]Your [Courage] stat is increased by #.[list]
[*]# = your total affinity levels.[/list][/list]
[*]Additionally, your punches no longer deal halved damage.
[*]When you [b]Throw[/b] a target and miss, the thrown target takes full damage instead of half damage.[/list][/box]
Offensive Spells (1)
Suppressive Flames
- Level 10, Fire (Level: 1) and Shadow (Level: 1)
- Costs 4 Magic
- Shadowy flames engulf a target, burning him for using spells.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target gets the Suppressive Flames Affliction:
- When target casts a spell, he loses successes on it equal to the Magic Cost of the spell.
- If the target is unsuccessful with the spell, he loses Magic equal to the spell's Magic Cost.
Update your Suppressive Flames
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[box=Suppressive Flames][list]
[*][Level=10], [Fire 1] and [Shadow 1]
[*]Costs [Magic]4[/Magic]
[*]Shadowy flames engulf a target, burning him for using spells.[list]
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom] / Damage is halved
[*]If the attack is successful, target gets the [b]Suppressive Flames[/b] [u]Affliction[/u]:[list]
[*]When target casts a spell, he loses successes on it equal to the [Magic] Cost of the spell.
[*]If the target is unsuccessful with the spell, he loses [Magic] equal to the spell's [Magic] Cost.[/list]
[*][b]Suppressive Flames[/b] lasts until the end of your turn two rounds later.[/list][/list][/box]
Weapons (3)
Bombchus
- Amount: 1
- Level 10
- Bombchus are moving bombs that seeks in on a target’s weak point. Hits one target.
- Roll your Power +3 dice vs. targets' Power dice
- If the attack is successful, you can choose to roll again to see if hits a weak point. If you do, the initial attack's damage is not yet applied.
- Roll your Power dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, reapply the initial attack's damage * 1.5.
- If the attack is unsuccessful, the bombchu deactivates and deals no damage.
Update your Bombchus
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[box=Bombchus][list]
[*][Amount]1[/Amount]
[*][Level=10]
[*]Bombchus are moving bombs that seeks in on a target’s weak point. Hits one target.[list]
[*][dice type-a=Power amount-a=+3 type-b=Power]
[*]If the attack is successful, you can choose to roll again to see if hits a weak point. If you do, the initial attack's damage is not yet applied.[list]
[*][dice type-a=Power type-b=Wisdom] / Deals no damage
[*]If the attack is successful, reapply the initial attack's damage * 1.5.
[*]If the attack is unsuccessful, the bombchu deactivates and deals no damage.[/list][/list][/list][/box]
Claymore
- A large, Two-Handed sword, the Claymore can cut through anything in your path. Can Slice or Stab a target.
- Slice:
- Roll your Courage dice vs. targets' Courage dice / Damage increased by 3
Update your Claymore
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[box=Claymore][list]
[*]A large, [i]Two-Handed[/i] sword, the Claymore can cut through anything in your path. Can [b]Slice[/b] or [b]Stab[/b] a target.[list]
[*][b]Slice[/b]:[list]
[*][dice type-a=Courage type-b=Courage] / Damage increased by 3[/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage amount-a=-2 type-b=Courage] / Damage increased by 5
[*]If the attack is unsuccessful, target automatically gets to counterattack you.[/list][/list][/list][/box]
Ember Seeds
- Amount: 1
- Requires Fire (Level: 1)
- Flick a seed at a target, burning the target.
- Roll your Power +1 dice vs. targets' Power dice / Deals 1 burn damage (neutral)
- If the attack is successful, target gets the Burn Affliction:
- Target takes 2 burn damage (neutral) at the start of each round.
Update your Ember Seeds
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[box=Ember Seeds][list]
[*][Amount]1[/Amount]
[*]Requires [Fire 1]
[*]Flick a seed at a target, burning the target.[list]
[*][dice type-a=Power amount-a=+1 type-b=Power] / Deals 1 burn damage (neutral)
[*]If the attack is successful, target gets the [b]Burn[/b] [u]Affliction[/u]:[list]
[*]Target takes 2 burn damage (neutral) at the start of each round.[/list]
[*][b]Burn[/b] lasts until the end of your turn three rounds later.[/list][/list][/box]
Shields (1)
Nova Shield
- Level 20
- With the emblem of a phoenix encrested across the shield's surface, it provides adequate defense while giving you a powerful revival ability.
- When defending, your roll is increased by 5 dice.
- Phoenix Nova:
- Requires Fire (Level: 3)
- Costs 7 Magic
- Revive an ally to 8 Hearts.
- As a result of this, a fire nova descends upon the field and hits everyone on the field.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Damage increased by 1
Update your Nova Shield
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[box=Nova Shield][list]
[*][Level=20]
[*]With the emblem of a phoenix encrested across the shield's surface, it provides adequate defense while giving you a powerful revival ability.[list]
[*]When defending, your roll is increased by 5 dice.
[*][b]Phoenix Nova:[/b][list]
[*]Requires [Fire 3]
[*]Costs [Magic]7[/Magic]
[*]Revive an ally to [Hearts]8[/Hearts].
[*]As a result of this, a fire nova descends upon the field and hits everyone on the field.[list]
[*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom] / Damage increased by 1[/list][/list][/list][/list][/box]
Tools (4)
Hookshot
- The Hookshot fires a chained, miniature harpoon at a target, which can reach up to 50 feet away.
- Can pull you towards any wooden surface, soft surface, or Hookshot Target.
- Can pull Small Objects towards you.
- The chain cannot lock.
Update your Hookshot
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[box=Hookshot][list]
[*]The [b]Hookshot[/b] fires a chained, miniature harpoon at a target, which can reach up to 50 feet away.[list]
[*]Can pull you towards any wooden surface, soft surface, or [b]Hookshot Target[/b].
[*]Can pull [i]Small Objects[/i] towards you.
[*]The chain cannot lock.[/list]
[*]The [b]Hookshot[/b] can also pull you towards a target to deal some extra damage.[list]
[*][dice type-a=Courage type-b=Courage] / Deals no damage
[*]If the attack is successful, reel towards the target.[list]
[*]When you get up to the target, you can follow up with a melee attack.
[*]The melee attack will gain successes equal to your total affinity levels.[/list][/list][/list][/box]
Shovel
- You can attempt to dig up an area while in session. Whether you find something or not will be up to the DM.
- While in battle, you can roll to dig up something. Roll $#d25, where # = your total affinity levels:
- If the result is 5, you get 50 Rupees.
- If the result is 10 or 20, you get 50 Rupees and a Restoration Heart.
- If the result is 15 or 25, you get 50 Rupees and a Magic Jar.
- If the result is any other number, you dig up Rupees equal to the result.
Update your Shovel
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[box=Shovel][list]
[*]You can attempt to dig up an area while in session. Whether you find something or not will be up to the DM.
[*]While in battle, you can roll to dig up something. Roll $#d25, where # = your total affinity levels:[list]
[*]If the result is 5, you get [Rupees]50[/Rupees].
[*]If the result is 10 or 20, you get [Rupees]50[/Rupees] and a [b]Restoration [Heart][/b].
[*]If the result is 15 or 25, you get [Rupees]50[/Rupees] and a [b][Magic] Jar[/b].
[*]If the result is any other number, you dig up [Rupees] equal to the result.[/list][/list][/box]
Gale Seeds
- Amount: 1
- Requires Nature (Level: 1)
- Throw Gale Seed at a target, which sends a target into the air.
- Roll your Courage +1 dice vs. targets' Courage dice / Deals no damage
- If the attack is successful, target is sent into the air, resting on top of a stationary tornado.
- Target's dice when attacking are reduced by 3, and target cannot melee attack/counterattack others.
- Likewise, no one can melee attack the target, and everyone attacking the target loses 3 dice.
Update your Gale Seeds
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[box=Gale Seeds][list]
[*][Amount]1[/Amount]
[*]Requires [Nature 1]
[*]Throw Gale Seed at a target, which sends a target into the air.[list]
[*][dice type-a=Courage amount-a=+1 type-b=Courage] / Deals no damage
[*]If the attack is successful, target is sent into the air, resting on top of a stationary tornado.[list]
[*]Target's dice when attacking are reduced by 3, and target cannot melee attack/counterattack others.
[*]Likewise, no one can melee attack the target, and everyone attacking the target loses 3 dice.[/list]
[*]This lasts until the end of your turn two rounds later.[/list][/list][/box]
Pegasus Seeds
- Amount: 1
- A light-blue seed shaped like a wing. It can be eaten to gain various effects, depending on whether you're in battle or not.
- Out of Battle:
- A current of wind wraps around you, allowing you to glide over the ground.
- Your ability to jump increases, allowing you to jump 3 feet per 2 successes.
Update your Pegasus Seeds
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[box=Pegasus Seeds][list]
[*][Amount]1[/Amount]
[*]A light-blue seed shaped like a wing. It can be eaten to gain various effects, depending on whether you're in battle or not.[list]
[*][b]Out of Battle[/b]:[list]
[*]A current of wind wraps around you, allowing you to glide over the ground.[list]
[*]Your ability to jump increases, allowing you to jump 3 feet per 2 successes.[/list]
[*]This lasts for 10 minutes of in-game time.[/list]
[*][b]In Battle[/b]:[list]
[*]Wind guides you, giving you increased speed.[list]
[*]When attacking using a melee weapon, you gain +2 dice.
[*]When defending, your roll is increased by 1 dice.[/list]
[*]This lasts for the remainder of the battle.[/list][/list][/list][/box]
Bottles (1)
Fireball
- Amount: 1
- Requires Level 10 and Fire (Level: 1)
- It’s an orb of fire in a bottle. What. Fire two consecutive fireballs at a target as the following two rolls.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Roll your Wisdom +4 dice vs. targets' Courage dice / Damage is halved
Update your Fireballs
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[box=Fireball][list]
[*][Amount]1[/Amount]
[*][i]Requires Level 10[/i] and [Fire 1]
[*]It’s an orb of fire in a bottle. [u]What[/u]. Fire two consecutive fireballs at a target as the following two rolls.[list]
[*][dice type-a=Wisdom amount-a=+2 type-b=Wisdom]
[*][dice type-a=Wisdom amount-a=+4 type-b=Courage] / Damage is halved[/list][/list][/box]
Schedule
Theoretically, it's 5 sessions this week... assuming none get cancelled. Here they are!
- Sheikah Trials - Wednesday, February 12th, at 9:30pm CST, for Darte Fellshard, Dex Eyegouger, Kirran, and Red Enrics.
- To Bomb a Clock Town - Thursday, February 13th, at 8pm CST, for Sandor Clegane and Dhoo.
- Prelude Alternative - Friday, February 14th, at 8:30pm CST, for Kappa Yagami, Neon Mercilion, and Serikka Tonatsu.
- The Final Shard - Saturday, February 15th, at 8pm CST, for Sephiroth.
- A Search for Tokens - Sunday, February 16th, at 8pm CST, for Maliki Lagiban, Vincent Blaze, and potentially others.
Happy questing! See you all next week for lots of new stuff to play around with!