Dev, DM
Bombchu (Level: 10)
[enemy Power=22 Courage=8 Wisdom=0 Hearts=4/4 Magic=0/0]
Skills
Slow Start:
- Roll $1d5 for initiative.
- Upon death (by enemy attack), explode and deal moderate damage to everyone.
- Roll your Power dice vs. targets' Power dice / -1 damage
- Roll your Power dice vs. targets' Power dice / +3 damage
- Bombchu explodes upon attack (it just dies, it doesn't use explosion).
Blue Bubble (Level: 11)
[enemy power=6 courage=13 wisdom=11 hearts=7/7 magic=0/0]
Affinities
Fire (Level: 2)
Skills
Blue Flames:
- Passive
- Blue Flames constantly surround Blue Bubble, doing considerable burn damage to anyone that comes close.
- Anyone who attacks a Blue Bubble by melee (successful or not) will take 2 burn damage (neutral).
- If Blue Bubble is hit by Bash, the one that used Bash will not be burned and the Blue Flames will remain inactive for the remainder of the battle.
- Roll your Courage dice vs. targets' Wisdom dice
- If successful, target cannot use any weapons (Bash is still usable) until the end of your turn next round.
Leever (Level: 13)
[enemy Power=18 Courage=10 Wisdom=6 Hearts=12/12 Magic=0/0]
Affinities
Nature (Level: 2)
Skills
Tunneling:
- Passive
- When it is not the Leever's turn, it will be underground and reduce damage taken by 3.
- Leever spikes a target from underground.
- Roll your Power dice vs. targets' Wisdom dice
- If the attack is unsuccessful, it can be counterattacked.
- Any move can be used to counterattack (except a charge up).
Spin Leever (Level: 13)
[enemy Power=16 Courage=12 Wisdom=7 Hearts=11/11 Magic=0/0]
Affinities
Nature (Level: 2)
Skills
Tunneling:
- Passive
- When it is not the Spin Leever's turn, it will be underground and reduce damage taken by 3.
- Leever pops up from underground and spins violently towards a target.
- Roll your Power dice vs. targets' Courage dice
- If the attack is unsuccessful, it can be counterattacked.
Stalfos (Level: 13)
[enemy Power=17 Courage=15 Wisdom=5 Hearts=12/12 Magic=0/0]
Affinities
Shadow (Level: 2)
Skills
Bash:
- Requires a shield to use
- Roll your Power dice vs. targets' Power dice / half damage
Items
Jagged Edged Sword:
- Roll your Courage +2 dice vs. targets' Courage dice / Does half damage
- If successful, causes bleeding:
- Ignores standard stacking rules
- Inflicts 1 bleed damage (neutral) at the start of all target's turns for the remainder of the battle.
- Bleed damage stacks infinitely.
- +2 dice when defending
Thief (Level: 13)
[enemy Power=5 Courage=20 Wisdom=13 Hearts=9/9 Magic=0/0]
Skills
Steal:
- Must have a free hand available.
- After successfully hitting a target with an attack, roll against the target again to steal an item.
- Roll your Courage dice vs. targets' Wisdom dice / Deals no damage
- Unless you have two free hands available, you cannot steal a two-handed item.
- Cannot equip the item stolen until the battle is over or you've escaped.
- Cannot steal more than one item per battle.
Items
Running Boots:
- Roll $init 1d11 for initiative.
- Gets +1 success when using the Escape action.
- Roll your Courage -1 dice vs. targets' Courage dice
- Can use the Backstab ability:
- Damage Buffer: 8. Charge one turn.
- You cannot be targeted during this time, but an area of effect attack can hit you. On your next turn, appear behind your target's back, ready to strike.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / +1 damage
Red Wizzrobe (Level: 15)
[enemy Power=0 Courage=12 Wisdom=26 Hearts=11/11 Magic=3/3]
Affinities
Shadow (Level: 1), Fire (Level: 1)
Skills
Phasing:Takes double damage from Light affinity attacks
Escape Teleport:
- Physical damage taken reduced to half damage
- If the attack already does half damage, it doesn’t get cut down a second time.
- If hit by an attack, it can teleport away at the last moment.
- Hearts reduced to 1. Cannot be used if Hearts are already at 1.
- Costs 1 Magic
Items
Wizzrobe Wand:Focused:
Roll your Wisdom -2 dice vs. targets' Wisdom dice / +3 damage
- Can fire either a large but dispersed magic blast, or a small but focused magic blast with no Magic cost.
- Dispersed:
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / -1 damage
Spells
Fire Bolt:
- Fire
- Roll your Wisdom dice vs. targets' Wisdom dice
- If successful, target takes 1 burn damage (neutral) at the start of each of his turns for his next two turns
- Can only be counterattacked from range
Dark Fairy (Level: 15)
[enemy Power=6 Courage=5 Wisdom=16 Hearts=8/8 Magic=18/18]
Affinities
Shadow (Level: 2)
Skills
Disease:
- If Dark Fairy is killed by a melee attack, the attacker is infected with a disease for the remainder of the battle:
- The target takes 2 poison damage (neutral) at the start of its turns
- Courage, Power and Wisdom -3
- If Dark Fairy is killed by a ranged attack, a feedback pulse is sent back at the attacker at the same success rate.
- Hearts damage from the feedback pulse is capped at 9.
Spells
Disease Shield:Costs 4 Magic
Feedback Shield:
- Can partially transfer its Disease skill to an ally. The next attacker that attacks that ally in melee gets the following:
- The target takes 1 poison damage (neutral) at the start of its turns
- Courage, Power and Wisdom -2
- Can partially transfer its Feedback Pulse skill to an ally. The next attacker that attacks that ally in ranged gets a feedback pulse that is sent back at the attacker at the same success rate.
- Hearts damage from the feedback pulse is capped at 5.
- Costs 4 Magic
- Heal yourself and all allies by 4 Hearts
- Costs 5 Magic
Dodongo (Level: 16)
[enemy power=20 courage=15 wisdom=11 hearts=11/11 magic=4/4]
Affinities
Fire (Level: 2)
Skills
Armored Dragon Skin:
- Passive
- Reduces damage by 4
- Passive
- If an opponent is successful in attacking the Dodongo, he can opt to null the attack and roll a second time. If the second attack is successful, Dodongo takes full damage. If the second attack is unsuccessful, Dodongo counterattacks with Tail Whack
- Roll your Power +2 dice vs. targets' Power dice / +1 damage
Fire Breath: - Fire
- Roll your Wisdom dice vs. targets' Wisdom dice / +1 damage
- Instantly destroys any item susceptible to destruction by burn damage
- Upon death, it will cause an explosion that hits everyone
- Roll your Courage dice vs. targets' Courage dice / +1
Spells
Inferno:
- Fire
- Damage Buffer: 15. Costs 4 Magic. Charge one turn. On your next turn, let loose a blazing fire that engulfs all enemies in flames.
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / Half damage
- All targets hit suffer 2 burn damage (neutral) at the start of their turns until the end of your turn two rounds later
- Costs 4 Magic
Blue Darknut (Mini-Boss)
[enemy Power=18 Courage=17 Wisdom=8 Hearts=22/22 Magic=11/11]
Items
Great Claymore:
- The Blue Darknut wields a might claymore in one hand, effectively using it to deal great damage to opponents.
- Roll your Power dice vs. targets' Power dice / +3 damage
- When attacked from the front, Blue Darknut has +3 defending dice, +3 damage reduction
- When attacked from the side, Blue Darknut has +2 defending dice, +1 damage reduction
- When attacked from the back, Blue Darknut has -2 defending dice.
- You are defaulted to attacking the front side. When making an attack, you can roll Courage vs. Courage to move to the side. You can attempt to roll again to move to the back. If the roll fails on either, then you’ll have to attack on the front.
Skills
Collision:
- Blue Darknut charges at an enemy with its shield.
- Roll your Courage +3 dice vs. targets' Courage dice / Deals half damage
- If successful, target’s next turn is skipped
- If unsuccessful, Blue Darknut is automatically turned away for whoever attacks it next.
- Use a spin attack on a target using your primary weapon. Must be a melee weapon.
- If successful, a small wave of magic hits all enemies, including the one you just hit.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals half damage
- Costs 4 Magic
Spells
Charge, Level 1:Costs 2 Magic
- Support Spell
- Increase the damage of all your attacks by 1 for the duration of the battle
- Does not include neutral damage