Dev, DM
Moblin (Level: 5)
Affinities
Nature (Level: 2)
Description
Origin: The Legend of Zelda
Moblins are thuggish, unintelligent, porcine creatures that nonetheless can hold their own in a fight. However, they will submit to a higher command if they are ordered as such.
You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.
Roll your Wisdom +2 dice vs. targets' Wisdom dice
Damage: None
EFFECT: Any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.
This counts as using an action.
Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.
Moblins are thuggish, unintelligent, porcine creatures that nonetheless can hold their own in a fight. However, they will submit to a higher command if they are ordered as such.
Item Drop
- When Moblin dies, any equipped items are dropped. It also drops Bait.
- Amount: 1
- DESCRIPTION: A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great?
- You can eat the bait to recover 8 Hearts.
Add Bait to your Misc
Code:Select All
[box=Bait][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great?[list]
[*]You can eat the bait to recover [Hearts]8[/Hearts].[/list]
[*]You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.[list]
[*][dice type-a=Wisdom amount-a=+2 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.[list]
[*]This counts as using an action.
[*]Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.
[/list][/list][/list][/list][/box]
Add Spear to your Weapons
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[box=Spear][list]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A spear with long reach that can hit from a safe distance. It also gives a small defensive bonus.[list]
[*][b]Defense[/b]: +2 dice
[/list]
[*]It can hit one target with [b]Slice[/b] or [b]Thrust[/b].[list]
[*][b]Slice[/b]:[list]
[*][dice type-a=Courage amount-a=+4 type-b=Courage][list]
[*][b]Physical Damage[/b]: +0
[*][b]IF FAIL[/b]: Target cannot counterattack you with a melee attack.
[/list][/list]
[*][b]Thrust[/b]:[list]
[*][dice type-a=Power amount-a=+5 type-b=Power][list]
[*][b]Physical Damage[/b]: +2
[*][b]IF FAIL[/b]: Target automatically gets to counterattack you.
[/list][/list][/list][/list][/box]
Add Dragon's Blood Armor to your Armors
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[box=Dragon Blood's Armor][list]
[*][b]DESCRIPTION[/b]: Who needs [b]Dragonhide[/b] when you have [b]Dragon's Blood[/b]? This beauty of an armor is literally crafted from the sundered, crusty husk of [b]Dragon's Blood[/b]! It was originally going to be used for pizza sauce, but then [b]Master DM[/b] had dumber ideas.[list]
[*][b]Armor[/b]: +2
[*][b]EFFECT[/b]: At the start of each round, you recover [Heart]1[/Heart].
[/list][/list][/box]
Skills
Mob Mentality (Innate)
- DESCRIPTION: Moblin remains strong in battle, sharing its mentality with its allies.
- EFFECT: Moblin and all of his allies gain 1 Attack Dice and 1 Defense Dice.
- Only one Mob Mentality can be active at a time.
Ram (Active)
- CHARGE: 1 Turn
- DESCRIPTION: Start charging by bracing yourself into the ground. Once charged, you gain a defensive bonus.
- Defense: +2 dice
- Armor: +1
- If you use any attack, you use this charge, cancelling the defensive bonuses.
Spells
Heal Beam (Support)
- REQUIREMENTS: Nature (Level: 1)
- COST: 2 Magic
- DESCRIPTION: A beam of fairy dust that shrouds a target, causing him to recover from his wounds.
- EFFECT: Target recovers 5 Hearts.
Guard (Support)
- REQUIREMENTS: Nature (Level: 1)
- COST: 2 Magic
- DESCRIPTION: A shield of leaves appears around the target, protecting him from attacks.
- EFFECT: Give a target the Guard Buff:
- Target gains 3 Defense Dice.
- DURATION: Guard lasts until the end of your turn two rounds later.
Items
Spear (Weapon)
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A spear with long reach that can hit from a safe distance. It also gives a small defensive bonus.
- Defense: +2 dice
Dragon Blood's Armor (Armor)
- DESCRIPTION: Who needs Dragonhide when you have Dragon's Blood? This beauty of an armor is literally crafted from the sundered, crusty husk of Dragon's Blood! It was originally going to be used for pizza sauce, but then Master DM had dumber ideas.
- Armor: +2
- EFFECT: At the start of each round, you recover 1 Heart.
Wisp (Level: 5)
Affinities
Light (Level: 2)
Description
Origin: ZURPG
The flame-wreathed skulls known as Wisps may appear frightening, but in reality, they are quite fragile. They do aid allies whenever they can.
Once this scroll is used, it disappears in a flash of light, illuminating the area for a few seconds.
The flame-wreathed skulls known as Wisps may appear frightening, but in reality, they are quite fragile. They do aid allies whenever they can.
Replaced Drop
- When Wisp dies, it drops a Level 1 Light Scroll, replacing the random item drop.
- A scroll with letters that shine brightly, even in the darkness. Choose one of the two below from the Scroll List.
- It can give you a Level 1 Light Bonus to an item.
- It can teach you a Level 1 Light Spell.
Add Level 1 Light Scroll to your Misc
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[box=Level 1 Light Scroll][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A scroll with letters that shine brightly, even in the darkness. Choose one of the two below from the [url=http://zurpg.sephiroth.ws/thread-352.html]Scroll List[/url].[list]
[*]It can give you a [i]Level 1[/i] [Light] [b]Bonus[/b] to an item.
[*]It can teach you a [i]Level 1[/i] [Light] [b]Spell[/b].[/list]
[*]Once this scroll is used, it disappears in a flash of light, illuminating the area for a few seconds.[/list][/box]
Skills
Warp Shield (Innate)
- DESCRIPTION: Wisp's own Magic surrounds itself, enabling it use its Magic as a shield.
- EFFECT: When Wisp would take damage, it can Magic up to an amount equal to the amount of damage taken.
Light Orb (Active)
- REQUIREMENTS: Light (Level: 2)
- DESCRIPTION: An orb of Light, which splits into smaller orbs. Hits all enemies.
- Roll your Wisdom -1 dice vs. targets' Wisdom dice
- Light Effect Damage: 5
Spells
Blind
- REQUIREMENTS: Light (Level: 1)
- COST: 1 Magic
- DESCRIPTION: Shine a beam of bright light at a target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target gets the Blind Affliction:
- When target attacks, target rolls $1d#, where # = the number of players in the battle. Target instead attacks that target instead.
- If the target would attack himself, he instead just misses.
- DURATION: Blind lasts until the end of your turn two rounds later.
Enlighten (Support)
- REQUIREMENTS: Light (Level: 2)
- COST: 4 Magic
- DESCRIPTION Enlighten a target by sending it to the sun, empowering the target's magical abilities.
- EFFECT: Give a target the Enlightened Buff:
- Light Armor: +2
- Shadow Armor: +2
- Target's Magic costs are lowered by 1 Magic.
- Target's gains 2 Attack Successes when using Offensive Spells
- DURATION: Enlightened lasts until the end of your turn two rounds later.
Interloper Hatchling (Boss)
Affinities
Shadow (Level: 3)
Description
Origin: ZURPG
A being of darkness that can change forms for short instances. For whatever reason, its primary form is the armored Zora in Lightwall's vision. Despite it being a hatchling, it still has many powers and is quite dangerous.
A being of darkness that can change forms for short instances. For whatever reason, its primary form is the armored Zora in Lightwall's vision. Despite it being a hatchling, it still has many powers and is quite dangerous.
Skills
Change Forms
- DESCRIPTION: Interloper is able to change between forms, which changes its standard abilities out. However, it has requirements before it can switch forms.
- DARK LINK REQUIREMENTS: After getting hit by a Courage-based attack:
- DURATION: Until the end of its turn one round later.
Hidden Profile
- DESCRIPTION: The rest of Interloper's profile is hidden beneath a mass of darkness.