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- 9-11-15: Ordeal in Ordon
9-11-15: Ordeal in Ordon
Dev, DM
Moblins
Moblin (Level: 5)
Stats
- Power: 6 (+0)
- Courage: 7 (+0)
- Wisdom: 1 (+0)
- Hearts: 8/8 (+0)
- Magic: 4/4 (+0)
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. These particular Moblins are very bulky and hard to kill. They also know some basic Magic to heal and protect their allies.
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. These particular Moblins are very bulky and hard to kill. They also know some basic Magic to heal and protect their allies.
- Damage: +1
- Armor: +4
- Attack Dice: +1
- Defense Dice: +4
- Recovery: 2 Hearts per strike
When Moblin dies, its equipped items are dropped.
Add Spear to your Weapons
Code:Select All
[box=Spear][list]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A long spear with a steel tip, capable of warding off small attacks and piercing through light defenses. You can swing at two enemies at once with a [b]Slice[/b], or you can [b]Stab[/b] one target.[list]
[*][b]Defense Dice[/b]: +3
[*][b]Slice[/b]:[list]
[*][dice type-a=Courage amount-a=+2 type-b=Courage][list]
[*][b]Damage[/b]: -2
[/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage type-b=Power][list]
[*][b]Damage[/b]: +4
[*][b]EFFECT[/b]: This can only be counterattacked by ranged.
[/list][/list][/list][/list][/box]
Add Standard Platemail to your Armors
Code:Select All
[box=Standard Platemail][list]
[*][b]DSECRIPTION[/b]: A steadfast plate of armor that protects you well against attacks.[list]
[*][b]Armor[/b]: +3
[/list][/list][/box]
Affinities
Nature (Level: 1)
Skills
Mob Mentality
- DESCRIPTION: Moblin remains strong in battle, sharing its mentality with its allies.
- EFFECT: Moblin and all of his allies gain 1 Attack & Defense Dice.
- Only one Mob Mentality can be active at a time.
Empowerment
- RESTRICTIONS: This is a Booster Skill. You may only have one Booster Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your abilities are strengthened, giving you increased damage and armor.
- # = your Level / 10 (rounded up)
- Damage: +#
- Armor: +#
Recovery Strike
- RESTRICTIONS: This is a Support Skill. You may only have one Support Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: You recover Hearts from your enemies with every strike.
- EFFECT: Once per turn, when you successfully land an attack, you recover 1 Heart * your Total Affinity Levels.
Ram
- CHARGE: 1 Turn
- Start charging by bracing yourself into the ground. Once charged, you gain a defensive bonus.
- Defense Dice: +2 dice
- Armor: +1
- If you use any attack too early, you use this charge, cancelling the defensive bonuses.
Basic
Cover
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- If you are unsuccessful in defending any attack, Cover wears off.
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- Cover:
Hide
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- This can stack up to three times.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
Basic Counter
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
Two Hands for One
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
Punch
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- Damage: Halved
- Roll your Power +5 dice vs. targets' Power dice
Bash
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- Damage: -2
- Damage: -2
- Roll your Power +3 dice vs. targets' Power dice
Throw
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- Damage: None
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- Target Damage: +0
- ATTACK 1: Roll your Power dice vs. targets' Power dice
Kick
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- Damage: Halved
- Roll your Courage +5 dice vs. targets' Courage dice
Escape
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Courage dice
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Outrun:
Sneak-Up
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Taunt
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- Target’s single-target Combat Actions can only target you.
- Damage: None
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
Stealth Strike
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Spells
Heal Beam, Alpha
- REQUIREMENTS: Nature (Level: 1)
- COSTS: 2 Magic
- DESCRIPTION: A beam of fairy dust that shrouds a target, causing him to recover from their wounds.
- EFFECT: Target recovers 4 Hearts + #, where # = your Total Affinity Levels.
Guard, Alpha
- REQUIREMENTS: Nature (Level: 1)
- COSTS: 2 Magic
- DESCRIPTION: A shield of leaves appears around the target, protecting him from attacks.
- EFFECT: Give a target one stack of the Guard, Alpha Buff:
- Target's Defense Dice are increased by 3 + #, where # = your Level / 10 (rounded up).
Items
Spear
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A long spear with a steel tip, capable of warding off small attacks and piercing through light defenses. You can swing at two enemies at once with a Slice, or you can Stab one target.
- Defense Dice: +3
- Slice:
- Roll your Courage +2 dice vs. targets' Courage dice
- Damage: -2
Standard Platemail
- DSECRIPTION: A steadfast plate of armor that protects you well against attacks.
- Armor: +3
Moblin Archer (Level: 5)
Stats
- Power: 8 (+0)
- Courage: 10 (+0)
- Wisdom: 1 (+0)
- Hearts: 6/6 (+0)
- Magic: 0/0 (+0)
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. Moblin Archers don’t have much defense, but their firepower can take down most foes.
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. Moblin Archers don’t have much defense, but their firepower can take down most foes.
- Initiative: $init 1d16, no Bonus Turn
- Armor: +2
- Attack Dice: +1 per successful attack
- On-Hit EFFECT[/b}: Defense Break
If [b]Moblin Archer dies, any equipped items it has are dropped.
Add Bow to your Weapons
Code:Select All
[box=Bow][list]
[*][b]REQUIREMENTS[/b]: The combination of using a [b]Bow & Arrows[/b] is considered [i]Two-Handed[/i].
[*][b]DESCRIPTION[/b]: A simple yew bow that can [b]Shoot[/b] or [b]Focused Shot[/b] a target:[list]
[*][b]EFFECT[/b]: Arrows fired by this bow can only be counterattacked by range.
[*][b]Shoot[/b]:[list]
[*]Roll your [Courage] dice +5 vs. targets’ stat the arrow hits[list]
[*][b]Damage[/b]: Uses the arrow’s [b]Damage Modifier[/b]
[/list][/list]
[*][b]Focused Shot[/b]:[list]
[*][b]CHARGE[/b]: 2 Turns[list]
[*]Begin charging by slowly pulling your shot back without wavering. As it charges, you focus your aim on a target and ready to fire the arrow.[/list]
[*][b]DESCRIPTION[/b]: Once charged, unleash a devastating shot at the target.
[*]Roll your [Courage] dice +6 vs. targets’ stat the arrow hits[list]
[*][b]Damage[/b]: Uses the arrow’s [b]Damage Modifier[/b] +4
[/list][/list][/list][/list][/box]
Add Bowgun to your Weapons
Code:Select All
[box=Bowgun][list]
[*][b]REQUIREMENTS[/b]: 8 Base [Power], and the combination of using a [b]Bowgun & Arrows[/b] is considered [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A powerful and heavy Crossbow-like contraption that automatically loads arrows into a firing chamber, ready to be fired just like a bow. It can [b]Shoot[/b] or [b]Lock On[/b] to a target.[list]
[*][b]Shoot[/b]:[list]
[*]Roll your [Power] dice +5 vs. targets’ stat the arrow hits[list]
[*][b]Damage[/b]: Uses the arrow’s [b]Damage Modifier[/b]
[/list][/list]
[*][b]Lock On[/b]:[list]
[*][dice type-a=Wisdom amount-a=+10 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: A marker appears over your target:[list]
[*]Anyone attacking that target will gain [b]5 Dice[/b].
[*]If the target attempts to use any form of [b]Camouflage[/b], the marker will continue to remain visible over the target, allowing others to target him.
[*][b]DURATION[/b]: [b]Marker[/b] lasts until you target someone else with anything.
[/list][/list][/list][/list][/list][/box]
Add Metal Tipped Arrows to your Weapons
Code:Select All
[box=Metal Tipped Arrows][list]
[*][b]REQUIREMENTS[/b]: A bow
[*][b]DESCRIPTION[/b]: A wooden arrow with a solid, metal tip. Can hit one target.[list]
[*][b]ATTACK[/b]: Bows firing this [b]Arrow[/b] gain [b]+3 Attack Dice[/b] and hit the targets' [Courage] stat.[list]
[*][b]Damage[/b]: +0
[/list][/list][/list][/box]
Add Impact Arrows to your Weapons
Code:Select All
[box=Impact Arrows][list]
[*][b]REQUIREMENTS[/b]: A bow
[*][b]DESCRIPTION[/b]: These metal arrows are blunt, but their heavy weight brings much power, causing damage to armors. Can be fired at one target.[list]
[*][b]ATTACK[/b]: Bows firing this [b]Arrow[/b] gain [b]+7 Attack Dice[/b] and hit the targets' [Power] stat.[list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: Target gets one stack of the [b]Armor Down[/b] [u]Affliction[/u]:[list]
[*]Target loses [b]3 Armor[/b].
[/list][/list][/list][/list][/box]
Add Reinforced Leather Armor to your Armors
Code:Select All
[box=Reinforced Leather Armor][list]
[*][b]DESCRIPTION[/b]: A reinforced version of [b]Leather Armor[/b] that’s not quite up to par with [b]Standard Platemail[/b], but it still protects against light damage.[list]
[*][b]Armor[/b]: +2
[/list][/list][/box]
Affinities
Nature (Level: 2)
Skills
Keep Attacking
- RESTRICTIONS: This is an Innate Skill. Only Race can learn and use this skill. There is no limit on Innate Skills.
- DESCRIPTION: Moblin Archers will continue to attack and attack, until there’s nothing left to attack!
- EFFECT: Every time Moblin Archer successfully hits a target, he gains 1 Attack Dice.
- DURATION: For the remainder of the battle.
Flashstep
- RESTRICTIONS: This is a Booster Skill. You may only have one Booster Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: You enter battles in a flash, though it's too fast for an extra move.
- Initiative: +0d#, where # = your Total Affinity Levels * 3
- EFFECT: If you get a Bonus Turn, it's skipped.
Defense Break
- RESTRICTIONS: This is a Offensive Skill. You may only have one Offensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your attacks negate your enemy's defenses, but your own extra defense becomes just as vulnerable.
- EFFECT 1: When you successfully hit a target with a single target attack, target gets one stack of the Defense Break Affliction.
- Target's bonus Defense Dice are reduced to 0.
Reverse Cover
- DESCRIPTION: Use someone else’s body as a shield! Coward. Select an ally to use Reverse Cover on.
- EFFECT: The target is now using Cover on you. Convenient, you jerk.
Basic
Cover
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- If you are unsuccessful in defending any attack, Cover wears off.
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- Cover:
Hide
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- This can stack up to three times.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
Basic Counter
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
Two Hands for One
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
Punch
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- Damage: Halved
- Roll your Power +5 dice vs. targets' Power dice
Bash
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- Damage: -2
- Damage: -2
- Roll your Power +3 dice vs. targets' Power dice
Throw
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- Damage: None
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- Target Damage: +0
- ATTACK 1: Roll your Power dice vs. targets' Power dice
Kick
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- Damage: Halved
- Roll your Courage +5 dice vs. targets' Courage dice
Escape
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Courage dice
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Outrun:
Sneak-Up
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Taunt
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- Target’s single-target Combat Actions can only target you.
- Damage: None
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
Stealth Strike
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Items
Bow
- REQUIREMENTS: The combination of using a Bow & Arrows is considered Two-Handed.
- DESCRIPTION: A simple yew bow that can Shoot or Focused Shot a target:
- EFFECT: Arrows fired by this bow can only be counterattacked by range.
- Shoot:
- Roll your Courage dice +5 vs. targets’ stat the arrow hits
- Damage: Uses the arrow’s Damage Modifier
Bowgun
- REQUIREMENTS: 8 Base Power, and the combination of using a Bowgun & Arrows is considered Two-Handed
- DESCRIPTION: A powerful and heavy Crossbow-like contraption that automatically loads arrows into a firing chamber, ready to be fired just like a bow. It can Shoot or Lock On to a target.
- Shoot:
- Roll your Power dice +5 vs. targets’ stat the arrow hits
- Damage: Uses the arrow’s Damage Modifier
Metal Tipped Arrows
- REQUIREMENTS: A bow
- DESCRIPTION: A wooden arrow with a solid, metal tip. Can hit one target.
- ATTACK: Bows firing this Arrow gain +3 Attack Dice and hit the targets' Courage stat.
- Damage: +0
Impact Arrows
- REQUIREMENTS: A bow
- DESCRIPTION: These metal arrows are blunt, but their heavy weight brings much power, causing damage to armors. Can be fired at one target.
- ATTACK: Bows firing this Arrow gain +7 Attack Dice and hit the targets' Power stat.
- Damage: Halved
- EFFECT: Target gets one stack of the Armor Down Affliction:
- Target loses 3 Armor.
Reinforced Leather Armor
- DESCRIPTION: A reinforced version of Leather Armor that’s not quite up to par with Standard Platemail, but it still protects against light damage.
- Armor: +2
Grit Gos (Boss)
Stats
- Power: 16 (+8)
- Courage: 8 (+0)
- Wisdom: 6 (+0)
- Hearts: 44/44 (+0)
- Magic: 0/0 (+0)
Description
Origin: ZURPG
A massive Moblin that towers even Gorons, clocking in at 6 meters tall. Unlike normal Moblins, he’s not fat, just really big. He has a natural scowl with bared fangs when looking at anyone, as if he’s about to eat them. Grit Gos’ body is covered in a very large and heavy armor that’s very unlikely to fit anyone else, given its insane size. He also uses a massive club that no one else can even attempt to wield, nonetheless pick up.
On the downside of things, for some reason Grit Gos only speaks in one syllable words. If a word wasn’t one syllable before, now it is, according to Grit Gos. Normally, it’d be very hard to figure out what he’s saying, but thankfully, there’s a being from beyond the fourth wall willing to translate his mad ramblings.
A massive Moblin that towers even Gorons, clocking in at 6 meters tall. Unlike normal Moblins, he’s not fat, just really big. He has a natural scowl with bared fangs when looking at anyone, as if he’s about to eat them. Grit Gos’ body is covered in a very large and heavy armor that’s very unlikely to fit anyone else, given its insane size. He also uses a massive club that no one else can even attempt to wield, nonetheless pick up.
On the downside of things, for some reason Grit Gos only speaks in one syllable words. If a word wasn’t one syllable before, now it is, according to Grit Gos. Normally, it’d be very hard to figure out what he’s saying, but thankfully, there’s a being from beyond the fourth wall willing to translate his mad ramblings.
- Initiative: -0d5
- Armor: +7
- +2 to his allies
Affinities
Nature (Level: 3)
Skills
Ridiculous Strength
- RESTRICTIONS: This is an Innate Skill. Only Grit Gos can learn and use this skill. There is no limit on Innate Skills.
- DESCRIPTION: With insane size comes insane Power, as Grit Gos can lift almost anything without even trying.
- Power: +8
- EFFECT: Grit Gos gains 8 Dice when using Throw or defending against it.
Moblin Leadership
- RESTRICTIONS: This is an Innate Skill. Only Grit Gos can learn and use this skill. There is no limit on Innate Skills.
- DESCRIPTION: As the leader of this group of Moblins, Grit Gos shares his powerful mentality (not his intelligence, thankfully) with his allies.
- EFFECT 1: Grit Gos loses 0d5 on his Initiative, but his allies all gain 0d3 on their Initiatives.
- EFFECT 2: Grit Gos and all of his allies gain 2 Attack & Defense Dice.
- This overrides Mob Mentality.
Armor Feedback
- RESTRICTIONS: This is a Offensive Skill. You may only have one Offensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your armor becomes a weapon, using the force it takes and sending it back to the attacker.
- EFFECT: Once per turn, when someone successfully hits you with a non-Magic-based attack, he takes Damage equal to your Armor.
Stonewall Aura
- RESTRICTIONS: This is a Defensive Skill that’s also an Aura. You may only have one Defensive Skill enabled at a time, and one Aura per team at a time. All others must be set to (Disabled).
- A team can choose to prioritize one Aura over another on a per round basis, thus negating all other auras on that team for that round.
Recovery Strike
- RESTRICTIONS: This is a Support Skill. You may only have one Support Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: You recover Hearts from your enemies with every strike.
- EFFECT: Once per turn, when you successfully land an attack, you recover 3 Hearts.
Super Ram
- CHARGE: 2 Turns
- Start charging by bracing yourself into the ground, causing a heavy imprint. Once charged, you gain a defensive bonus.
- Defense Dice: +3 dice
- Armor: +2
- If you use any attack too early, you use this charge, cancelling the defensive bonuses.
Basic
Cover
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- If you are unsuccessful in defending any attack, Cover wears off.
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- Cover:
Hide
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- This can stack up to three times.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
Basic Counter
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
Two Hands for One
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
Punch
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- Damage: Halved
- Roll your Power +5 dice vs. targets' Power dice
Bash
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- Damage: -2
- Damage: -2
- Roll your Power +3 dice vs. targets' Power dice
Throw
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- Damage: None
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- Target Damage: +0
- ATTACK 1: Roll your Power dice vs. targets' Power dice
Kick
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- Damage: Halved
- Roll your Courage +5 dice vs. targets' Courage dice
Escape
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Courage dice
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Outrun:
Sneak-Up
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Taunt
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- Target’s single-target Combat Actions can only target you.
- Damage: None
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
Stealth Strike
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Items
Massive Club
- RESTRICTIONS: Can only be used by Grit Gos
- REQUIREMENTS: Two-Handed
- DESCRIPTION: It’s not just a club. It’s a big frigin’ club! Can Slam! a target or Shake the Ground.
- Slam!:
- Roll your Power dice vs. targets' Power dice
- Damage: +6
- EFFECT: If it hits, the sheer force of the club removes all Buffs the target has.
Tremor Armor
- RESTRICTIONS: Can only be used by Grit Gos
- DESCRIPTION: A massive armor that can only cover Grit Gos. Should he fall to the ground, everyone shall feel it painfully.
- Armor: +5
- EFFECT: If Grit Gos takes 10 Damage or more in a single attack, he’s knocked to the ground, causing a tremor to hit everyone else:
- Roll your Power +10 dice vs. targets' Power dice
- Damage: Halved
- EFFECT: Afterwards, Grit Gos loses 8 Defense Dice until he gets back up, which he can do by spending a Support Action.
Achemen
Ache
Acheman
Dark Ordon Guard
On-Hit EFFECT: Target loses 1 Affinity Level
Stats: +6 Hearts
Recovery: 2 Hearts per hit
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +0
EFFECT: Siphon 2 Hearts from the target.
IF FAIL: Target automatically gets to counterattack you.
Acheman
Dark Ordon Guard
Ache (Level: 8)
Stats
- Power: 10 (+0)
- Courage: 14 (+0)
- Wisdom: 8 (+0)
- Hearts: 7/7 (+0)
- Magic: 0/0 (+0)
Description
Origin: Adventures of Link
A bat creature with highly toxic fangs. They’re both fearsome and hideous, with glowing eyes that stalk you in the darkness. They’re also able to transform into Achemen outside of battle.
A bat creature with highly toxic fangs. They’re both fearsome and hideous, with glowing eyes that stalk you in the darkness. They’re also able to transform into Achemen outside of battle.
- Initiative: +0d2
- Attack Dice: +3
- Attack Successes: +3 against any target with any Afflictions
- Defense Dice: +6
- Defensive Options:
- Reroll any roll once per round
- Hanging On
If Ache dies, it drops a Toxic Fang.EFFECT 2: The fang also has a chance of exploding inside the target if it hits, with a $1d4 roll.
If the result is a 1, the Toxic Fang explodes and is destroyed, causing an additional 4 Neutral Damage and causing an extra stack of Diseased.
- Amount: 1
- DESCRIPTION: A long fang that can be used to stab and poison enemies. Hits one target.
- Roll your Courage dice vs. targets' Courage dice
- Damage: +2
- EFFECT 1: Target gets one stack of the Diseased Affliction:
- At the start of each round, target loses 2 Power, Courage, and Wisdom.
- If any of those stats reaches 0, target automatically dies. This does not occur if the respective stat has a base value of 0.
Add Toxic Fang to your Weapons
Code:Select All
[box=Toxic Fang][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A long fang that can be used to stab and poison enemies. Hits one target.[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +2
[*][b]EFFECT 1[/b]: Target gets one stack of the [b]Diseased[/b] [u]Affliction[/u]:[list]
[*]At the start of each round, target loses 2 [Power], [Courage], and [Wisdom].
[*]If any of those stats reaches 0, target automatically dies. This does not occur if the respective stat has a base value of 0.
[/list]
[*][b]EFFECT 2[/b]: The fang also has a chance of exploding inside the target if it hits, with a $1d4 roll.[list]
[*]If the result is a 1, the [b]Toxic Fang[/b] explodes and is destroyed, causing an additional [b]4 Neutral Damage[/b] and causing an extra stack of [b]Diseased[/b].
[/list][/list][/list][/list][/box]
Affinities
Shadow (Level: 2)
Skills
Dark Vision
- RESTRICTIONS: This is an Innate Skill. Only Ache can learn and use this skill. There is no limit on Innate Skills.
- DESCRIPTION: Ache can see perfectly fine in the dark, completely immune to its effects.
Phantom Flight
- RESTRICTIONS: This is an Innate Skill. Only Ache can learn and use this skill. There is no limit on Innate Skills.
- DESCRIPTION: Ache are highly maneuverable, and a faint phantom veil causes their movement to blur.
- Defense Dice: +6
- EFFECT: Once per round, you can reroll any roll.
Smell of Poison
- RESTRICTIONS: This is an Innate Skill. Only Ache can learn and use this skill. There is no limit on Innate Skills.
- DESCRIPTION: Aches are naturally attracted to the smell of poison, giving them a bonus against targets with Afflictions.
- Attack Dice: +3
- Attack Successes: +3 against any target with any Afflictions
Quickstep
- RESTRICTIONS: This is a Booster Skill. You may only have one Booster Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: You enter battles with increased alacrity.
- Initiative: +0d#, where # = your Total Affinity Levels
Elemental Erasure
- RESTRICTIONS: This is an Offensive Skill. You may only have one Offensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your attacks become tainted with the ability to erase the elemental power of those you hit.
- EFFECT: Once per turn, when you successfully hit a target with a single target attack, select an affinity that the target has and reduce it by 1 Level.
- DURATION: This lasts for the remainder of the battle.
Hanging On
- RESTRICTION 1: This is a Defensive Skill. You may only have one Defensive Skill enabled at a time. All others must be set to (Disabled).
- RESTRICTION 2: You can only activate Hanging On once per battle.
- DESCRIPTION: You are capable of surviving an attack that would normally kill you.
- EFFECT: If your Hearts are at 50% or higher and an attack hits you that would kill you, you can activate this skill.
- Your Hearts are reduced to 1 instead.
Quick Slash
- DESCRIPTION: Using its bladed wings, Ache flies at a target, swinging at them.
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target gets two stacks of the Bleeding Affliction:
- At the start of each round, target takes 1 Neutral Damage.
Toxic Bite
- DESCRIPTION: Ache tries to bite a target with its deadly fangs.
- Roll your Power dice vs. targets' Power dice
- Damage: +2
- EFFECT: Target gets one stack of the Diseased Affliction:
- At the start of each round, target loses 2 Power, Courage, and Wisdom.
- If any of those stats reaches 0, target automatically dies. This does not occur if the respective stat has a base value of 0.
Transform
- RESTRICTIONS: Cannot be used in battle
- DESCRIPTION: Ache can transform into an Acheman, dropping the bat form and switching to a humanoid form.
- EFFECT: You gain 6 Hearts (stat) when you switch.
Basic
Cover
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- If you are unsuccessful in defending any attack, Cover wears off.
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- Cover:
Hide
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- This can stack up to three times.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
Basic Counter
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
Two Hands for One
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
Punch
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- Damage: Halved
- Roll your Power +5 dice vs. targets' Power dice
Bash
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- Damage: -2
- Damage: -2
- Roll your Power +3 dice vs. targets' Power dice
Throw
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- Damage: None
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- Target Damage: +0
- ATTACK 1: Roll your Power dice vs. targets' Power dice
Kick
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- Damage: Halved
- Roll your Courage +5 dice vs. targets' Courage dice
Escape
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Courage dice
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Outrun:
Sneak-Up
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Taunt
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- Target’s single-target Combat Actions can only target you.
- Damage: None
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
Stealth Strike
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Acheman (Level: 8)
Stats
- Power: 14 (+0)
- Courage: 7 (+0)
- Wisdom: 3 (+0)
- Hearts: 16/16 (+6)
- Magic: 0/0 (+0)
Description
Origin: Adventures of Link
Near-indistinguishable from their Ache cousins, Achemen are fearsome and hideous humanoid creatures with wings. They can perfectly disguise themselves as other humanoids, making them the perfect spies, though when they’re not disguised, they’re a hard foe to take down with very high resistance. Their skin is also naturally rough, which can cause bleeding when both attacking and defending.
Near-indistinguishable from their Ache cousins, Achemen are fearsome and hideous humanoid creatures with wings. They can perfectly disguise themselves as other humanoids, making them the perfect spies, though when they’re not disguised, they’re a hard foe to take down with very high resistance. Their skin is also naturally rough, which can cause bleeding when both attacking and defending.
- Attack Successes: +3
- Armor: +5
- Increases by 1 at the start of each round
If Acheman dies, it drops a Shadow Scroll.Once this scroll is used, the scroll warps in on itself and fades from existence.
- Amount: 1
- DESCRIPTION: A scroll with letters that phase in an out of reality. Choose one of the two below.
- It can teach you a Shadow Offensive Spell.
- It can teach you a Shadow Support Spell.
Add Shadow Scroll to your Consumables
Code:Select All
[box=Shadow Scroll][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A scroll with letters that phase in an out of reality. Choose one of the two below.[list]
[*]It can teach you a [url=http://zurpg.sephiroth.ws/thread-745.html][b][Shadow] Offensive Spell[/b][/url].
[*]It can teach you a [url=http://zurpg.sephiroth.ws/thread-752.html][b][Shadow] Support Spell[/b][/url].
[/list]
[*]Once this scroll is used, the scroll warps in on itself and fades from existence.
[/list][/box]
Affinities
Shadow (Level: 2)
Skills
Dark Vision
- RESTRICTIONS: This is an Innate Skill. Only Acheman can learn and use this skill. There is no limit on Innate Skills.
- DESCRIPTION: Achemen can see perfectly fine in the dark, completely immune to its effects.
Gargoyle Imitation
- RESTRICTIONS: This is an Innate Skill. Only Acheman can learn and use this skill. There is no limit on Innate Skills.
- DESCRIPTION: As the battle wears on, Acheman draws some of its energies into increasing his defensive capabilities.
- Armor: +3
- EFFECT: At the start of each round, your Armor increases by 1.
Rough Skin
- RESTRICTIONS: This is an Innate Skill. Only Acheman can learn and use this skill. There is no limit on Innate Skills.
- DESCRIPTION: Achemen have incredibly rough skin, causing them to make others bleed in melee combat.
- Attack Successes: +3
- EFFECT: Anyone that enters melee combat with Acheman gets one stack of the Bleeding Affliction:
- At the start of each round, target takes 1 Neutral Damage.
Heart Booster
- RESTRICTIONS: This is a Booster Skill. You may only have one Booster Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your durability is increased, based on your elemental power levels.
- EFFECT: Your Hearts stat is increased by # * 3, where # = your Total Affinity Levels.
Hard Skin
- RESTRICTIONS: This is a Defensive Skill. You may only have one Defensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: As you gain more Hearts, your skin hardens, protecting you against damage better.
- EFFECT: For every 8 Hearts that you have (Maximum), you gain 1 Armor.
Recovery Strike
- RESTRICTIONS: This is a Support Skill. You may only have one Support Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: You recover Hearts from your enemies with every strike.
- EFFECT: Once per turn, when you successfully land an attack, you recover 1 Heart * your Total Affinity Levels.
Heavy Slash
- DESCRIPTION: Acheman brings out the blades in its arms, slashing at a target.
- Roll your Power +3 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, Acheman becomes even harder to kill, getting one stack of the Armor Up Buff:
- Target gains 3 Armor.
Pummel
- DESCRIPTION: Acheman retracts the blades in its arms, preferring to go straight for repeatedly pummeling the target. Roll the following attack three times. ORA-ORA-ORA-ORA-ORAAAA!
- Roll your Power +5 dice vs. targets' Power dice * 3
- Damage: Halved
Transform
- RESTRICTIONS: Cannot be used in battle
- DESCRIPTION: Acheman can transform into an Ache, dropping the humanoid form and switching to that of a bat.
- EFFECT: You lose 6 Hearts (stat) when you switch.
Basic
Cover
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- If you are unsuccessful in defending any attack, Cover wears off.
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- Cover:
Hide
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- This can stack up to three times.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
Basic Counter
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
Two Hands for One
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
Punch
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- Damage: Halved
- Roll your Power +5 dice vs. targets' Power dice
Bash
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- Damage: -2
- Damage: -2
- Roll your Power +3 dice vs. targets' Power dice
Throw
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- Damage: None
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- Target Damage: +0
- ATTACK 1: Roll your Power dice vs. targets' Power dice
Kick
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- Damage: Halved
- Roll your Courage +5 dice vs. targets' Courage dice
Escape
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Courage dice
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Outrun:
Sneak-Up
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Taunt
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- Target’s single-target Combat Actions can only target you.
- Damage: None
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
Stealth Strike
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Dark Ordon Guard (Level: 8)
Stats
- Power: 11 (+2)
- Courage: 10 (+2)
- Wisdom: 3 (+2)
- Hearts: 13/13 (+2)
- Magic: 3/3 (+0)
Description
Origin: Ordon Village
A recently hired guard for Ordon Village, as per Mayor Milo’s orders. They do not possess the famed sword skills of that Ordon Village is supposedly known for teaching, and they seem kind of… stiff. Maybe they’re just tired from constantly dealing with Moblins.
These ones can see in the dark for some reason.
A recently hired guard for Ordon Village, as per Mayor Milo’s orders. They do not possess the famed sword skills of that Ordon Village is supposedly known for teaching, and they seem kind of… stiff. Maybe they’re just tired from constantly dealing with Moblins.
These ones can see in the dark for some reason.
- Armor: +3
- Defense Dice: +5
- Stats: +2 Hearts, +2 Power, +2 Courage, +2 Wisdom
- Recovery: 2 Hearts per hit
If Dark Ordon Guard dies, any equipped items he has are dropped.
Add Doran's Blade to your Weapons
Code:Select All
[box=Doran's Blade][list]
[*][b]DESCRIPTION[/b]: Engraved on its handle are the words "Fields of Justice". A standard looking sword that makes you sturdier just by wielding it. Can [b]Slash[/b] or [b]Stab[/b] one target.[list]
[*][b][Hearts][/b]: +2
[*][b]Slash[/b]:[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: Recover [Heart]1[/Heart].
[/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: Siphon [Hearts]2[/Hearts] from the target.
[*][b]IF FAIL[/b]: Target automatically gets to counterattack you.
[/list][/list][/list][/list][/box]
Add Tempered Shield to your Shields
Code:Select All
[box=Tempered Shield][list]
[*][b]REQUIREMENTS[/b]: 8 Maximum [Hearts]
[*][b]DESCRIPTION[/b]: A sturdy [b]Round Shield[/b] tempered to withstand harsh environments, as well as to strengthen its ability to block attacks.[list]
[*][b]EFFECT[/b]: This shield is immune to [u]Afflictions[/u].
[*][b]Defense Dice[/b]: +3
[/list][/list][/box]
Add Standard Platemail to your Armors
Code:Select All
[box=Standard Platemail][list]
[*][b]DSECRIPTION[/b]: A steadfast plate of armor that protects you well against attacks.[list]
[*][b]Armor[/b]: +3
[/list][/list][/box]
Affinities
Shadow (Level: 2)
Skills
Dark Vision
- RESTRICTIONS: This is an Innate Skill. Only… these weird Ordon Guards can use it?
- DESCRIPTION: These Ordon Guards can apparently see in the dark. What’s with that?
- EFFECT: These guards are immune to the effects of darkness.
Trinity Booster
- RESTRICTIONS: This is a Booster Skill. You may only have one Booster Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your strength, agility, and intelligence are increased, based on your elemental power levels.
- EFFECT: Your Power, Courage, and Wisdom stats are increased by #, where # = your Total Affinity Levels.
Defense Increase
- RESTRICTIONS: This is a Defensive Skill. You may only have one Defensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your overall defense increases.
- Defense Dice: +#, where # = your Total Affinity Levels
Recovery Strike
- RESTRICTIONS: This is a Support Skill. You may only have one Support Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: You recover Hearts from your enemies with every strike.
- EFFECT: Once per turn, when you successfully land an attack, you recover 1 Heart * your Total Affinity Levels.
Open Wounds
- REQUIREMENTS: A sword
- DESCRIPTION: Strike a target with all your might! ... but keep some grit on dat blade. Use the Slash attack of your sword.
- Damage: Halved
- EFFECT: If the attack is successful, target gets # Stacks of the Bleeding Affliction, where # = your Total Affinity Levels:
- At the start of each round, target takes 1 Neutral Damage.
Power Kick
- DESCRIPTION: Kick a target with a powerful swing from your leg.
- Roll your Power dice vs. targets' Power dice
- Damage: +3
- EFFECT: For every 6 Damage dealt, you get one stack of the Power Up Buff:
- You gain 3 Power.
Basic
Cover
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- If you are unsuccessful in defending any attack, Cover wears off.
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- Cover:
Hide
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- This can stack up to three times.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
Basic Counter
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
Two Hands for One
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
Punch
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- Damage: Halved
- Roll your Power +5 dice vs. targets' Power dice
Bash
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- Damage: -2
- Damage: -2
- Roll your Power +3 dice vs. targets' Power dice
Throw
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- Damage: None
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- Target Damage: +0
- ATTACK 1: Roll your Power dice vs. targets' Power dice
Kick
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- Damage: Halved
- Roll your Courage +5 dice vs. targets' Courage dice
Escape
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Courage dice
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Outrun:
Sneak-Up
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Taunt
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- Target’s single-target Combat Actions can only target you.
- Damage: None
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
Stealth Strike
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Spells
Death Leech, Alpha
- REQUIREMENTS: Shadow (Level: 1)
- COSTS: 3 Magic
- DESCRIPTION: A shadow looms over the target, waiting for him to die so that it can sap away its dead life.
- EFFECT: Give a target one stack of the Death Leech, Alpha Affliction:
- When that target dies, you recover Hearts equal to your 7 + #, where # = your Total Affinity Levels.
- DURATION: Death Leech lasts until either the target or caster dies.
Items
Doran's Blade
- DESCRIPTION: Engraved on its handle are the words "Fields of Justice". A standard looking sword that makes you sturdier just by wielding it. Can Slash or Stab one target.
- Hearts: +2
- Slash:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: Recover 1 Heart.
Tempered Shield
- REQUIREMENTS: 8 Maximum Hearts
- DESCRIPTION: A sturdy Round Shield tempered to withstand harsh environments, as well as to strengthen its ability to block attacks.
- EFFECT: This shield is immune to Afflictions.
- Defense Dice: +3
Standard Platemail
- DSECRIPTION: A steadfast plate of armor that protects you well against attacks.
- Armor: +3
BOSS FIGHT
Battering Ram (Mini-boss)
Stats
- Power: 0 (+0)
- Courage: 0 (+0)
- Wisdom: 0 (+0)
- Hearts: 50/50 (+0)
- Magic: 0/0 (+0)
Description
A powerful battering ram built with the help of Fado, against his will. It was meant specifically for taking down Grit Gos, though its attack is capable of inflicting heavy damage to anyone. It has extremely heavy armor, causing weak attacks to do nothing to it.
- Armor: +15
Skills
Super Heavy Armor
- RESTRICTIONS: This is an Innate Skill. Only Battering Ram can learn and use this skil- what.
- DESCRIPTION: The battering ram is heavily armored, and only the strongest of attacks can pierce it.
- Armor: +15
- EFFECT: You cannot use Cover on anyone else due to being super slow.
KERBLAM
- CHARGE: 1 Turn
- The Battering Ram prepares to swing.
Milo (Boss)
Stats
- Power: 16 (+0)
- Courage: 20 (+4)
- Wisdom: 8 (+0)
- Hearts: 23/23 (+0)
- Magic: 10/10 (+0)
Description
Origin: ZURPG
The supposed mayor of Ordon Village, it’s Mayor Milo, and he’s picking a fight! He doesn’t seem particularly threatening, though for a human, he’s both fast and powerful. Is he really one of those Achemen?
The supposed mayor of Ordon Village, it’s Mayor Milo, and he’s picking a fight! He doesn’t seem particularly threatening, though for a human, he’s both fast and powerful. Is he really one of those Achemen?
- Initiative: +1d9, no bonus turn
- Armor: +3
- Defense: All damage halved
- Courage: +4
- Recovery: 3 Hearts on hit
When Milo dies(?), his equipped items are dropped.
Add Claymore to your Weapons
Code:Select All
[box=Claymore][list]
[*][b]REQUIREMENTS[/b]: 6 Base [Power] and [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A large sword easily capable of slicing through any foe 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][list]
[*][b]Damage[/b]: +4
[/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage amount-a=-4 type-b=Courage][list]
[*][b]Damage[/b]: +8
[*][b]IF FAIL[/b]: Target automatically gets to counterattack you.
[/list][/list][/list][/list][/box]
Add Dragonhide Armor to your Armors
Code:Select All
[box=Dragonhide Armor][list]
[*][b]REQUIREMENTS[/b]: [Level=10]
[*][b]DESCRIPTION[/b]: Crafted from the hide of a strong dragon, this armor provides improved protection and increases your mobility.[list]
[*][b]Armor[/b]: +3
[*][b][Courage][/b]: +4
[/list][/list][/box]
Affinities
Light (Level: 3)
Skills
Boss
- RESTRICTIONS: This is an Innate Skill. Only Bosses can learn and use this skill. There is no limit on Innate Skills.
- DESCRIPTION: As a Boss, you get to ignore Level requirements like a boss. You also get to go twice!
- Initiative: +1d0
Mysterious Power
- RESTRICTIONS: This is an Innate Skill. Only Milo can learn and use this skill. There is no limit on Innate Skills.
- DESCRIPTION: An odd power powers-up Milo, shielding him from oncoming attacks. Every time he’s hit, the power visibly flares for an instant before flickering away.
- EFFECT 1: All damage taken is halved.
- EFFECT 2: When your Hearts reach 0, the Mysterious Power transforms you.
Flashstep
- RESTRICTIONS: This is a Booster Skill. You may only have one Booster Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: You enter battles in a flash, though it's too fast for an extra move.
- Initiative: +0d#, where # = your Total Affinity Levels * 3
- EFFECT: If you get a Bonus Turn, it's skipped.
Kraken Shell
- RESTRICTIONS: This is a Defensive Skill. You may only have one Defensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Behold! You are a KRAKEN! No you're not, but now you feel kind of like one. Maybe you just feel like the skin of a Kraken. Oh well, enjoy.
- EFFECT: Every time you lose 6 Hearts or more from any damage instance, you can select one stack of a Status Effect that you have... and eat it.
- As a result, you recover 2 Hearts and 2 Magic.
Recovery Strike
- RESTRICTIONS: This is a Support Skill. You may only have one Support Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: You recover Hearts from your enemies with every strike.
- EFFECT: Once per turn, when you successfully land an attack, you recover 3 Hearts.
Expert Power Blast, Beta
- REQUIREMENTS: Level 10 and 16 Base Power
- COSTS: 4 Magic
- DESCRIPTION: Gather up your strength and release it at a target in a burst of magical energy.
- Roll your Power +5 dice vs. targets' Power dice
- Damage: +4
- EFFECT: Siphon 6 Power from the target.
- IF FAIL: The target siphons 6 Power from you.
- DURATION: These effects last for the remainder of the battle.
Expert Courage Strike, Beta
- REQUIREMENTS: Level 10 and 16 Base Courage
- COSTS: 3 Magic
- DESCRIPTION: Gather up your determination and release it at a target in a burst of magical energy.
- Roll your Courage +13 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: Siphon 4 Courage from the target.
- IF FAIL: The target siphons 4 Courage from you.
- DURATION: These effects last for the remainder of the battle.
Basic
Cover
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- If you are unsuccessful in defending any attack, Cover wears off.
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- Cover:
Hide
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- This can stack up to three times.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
Basic Counter
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
Two Hands for One
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
Punch
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- Damage: Halved
- Roll your Power +5 dice vs. targets' Power dice
Bash
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- Damage: -2
- Damage: -2
- Roll your Power +3 dice vs. targets' Power dice
Throw
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- Damage: None
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- Target Damage: +0
- ATTACK 1: Roll your Power dice vs. targets' Power dice
Kick
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- Damage: Halved
- Roll your Courage +5 dice vs. targets' Courage dice
Escape
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Courage dice
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Outrun:
Sneak-Up
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Taunt
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- Target’s single-target Combat Actions can only target you.
- Damage: None
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
Stealth Strike
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Spells
Boost, Alpha
- REQUIREMENTS: Light (Level: 1)
- COSTS: 2 Magic
- DESCRIPTION: An empowering light surrounds a target, boosting their best strength.
- EFFECT: Give a target one stack of the Boost, Alpha Buff:
- Target's highest base stat is increased by 5.
- If this is for Hearts or Magic, it increases both the Current and Maximum.
Items
Claymore
- REQUIREMENTS: 6 Base Power and Two-Handed
- DESCRIPTION: A large sword easily capable of slicing through any foe in your path. Can Slash or Stab a target.
- Slash:
- Roll your Courage dice vs. targets' Courage dice
- Damage: +4
Dragonhide Armor
- DESCRIPTION: Crafted from the hide of a strong dragon, this armor provides improved protection and increases your mobility.
- Armor: +3
- Courage: +4
Milo, Wizzrobe Form (Boss)
Stats
- Power: 7 (+0)
- Courage: 7 (+0)
- Wisdom: 30 (+0)
- Hearts: 10/10 (+0)
- Magic: 40/40 (+0)
Description
Origin: ZURPG
The weird and mysterious power that was protecting Milo earlier has now transformed him into a Wizzrobe….. with armor. His strength and agility are gone, but now his magical prowess is unparalled… well, it should be, except his opponents are a bunch of glass cannon mages.
The weird and mysterious power that was protecting Milo earlier has now transformed him into a Wizzrobe….. with armor. His strength and agility are gone, but now his magical prowess is unparalled… well, it should be, except his opponents are a bunch of glass cannon mages.
- Initiative: $2d19, no bonus turns
- Armor: +4
- Increases by 1 every time you spend Magic
When Milo dies, his equipped items are dropped.
Add Phantom Wand to your Weapons
Code:Select All
[box=Phantom Wand][list]
[*][b]INFORMATION[/b]: [color=red][i]This item is an [b]Artifact[/b].[/i][/color]
[*][b]REQUIREMENTS[/b]: [Level=10] and [Shadow 1]
[*][b]DESCRIPTION[/b]: A wand that seems to be blurring the space around it. It can fire a [b]Focused Shot[/b] at one target or a [b]Dispersed Shot[/b] at all enemies.[list]
[*][b]EFFECT[/b]: Once per turn, you can reroll any of your rolls.
[*][b]Focused Shot[/b]:[list]
[*][dice type-a=Wisdom amount-a=+10 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, you get a temporary [b][Reroll Point][/b]:[list]
[*]Once per turn, you can fling the [Reroll Point] at any roll to force them to reroll.
[*]Any [Reroll Points] you gain as a result of this wand are lost at the end of each battle.
[/list][/list][/list]
[*][b]Dispersed[/b]:[list]
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, you siphon 3 [Wisdom] from each target hit.[list]
[*][b]DURATION[/b]: For the remainder of the battle.
[/list][/list][/list][/list][/list][/box]
Add Mystichyde Armor to your Armors
Code:Select All
[box=Mystichyde Armor][list]
[*][b]INFORMATION[/b]: [color=red][i]This item is an [b]Artifact[/b].[/i][/color]
[*][b]REQUIREMENTS[/b]: [Level=10] and [Arcane 1]
[*][b]DESCRIPTION[/b]: An armor enchanted by dragon scales and [Arcane] [Magic] that enhances your armor the more you cast.[list]
[*][b]Armor[/b]: +4
[*][b][Magic] Costs[/b]: -1 (down to a minimum of [Magic]1[/Magic])
[*][b]EFFECT[/b]: Every time you spend [Magic], you gain [b]1 Armor[/b].[list]
[*][b]DURATION[/b]: For the remainder of the battle.
[/list][/list][/list][/box]
Affinities
Shadow (Level: 2), Arcane (Level: 2)
Skills
Boss
- RESTRICTIONS: This is an Innate Skill. Only Bosses can learn and use this skill. There is no limit on Innate Skills.
- DESCRIPTION: As a Boss, you get to ignore Level requirements like a boss. You also get to go twice!
- Initiative: +1d0
Phasing
- DESCRIPTION: Wizzrobes are partially out-of-sync with the physical realm and thus take considerably less damage.
- EFFECT 1: Non-Magic damage taken is halved
- If the attack already does Half Damage, it doesn’t get halved a second time.
Mysterious Power
- RESTRICTIONS: This is an Innate Skill. Only Milo can learn and use this skill. There is no limit on Innate Skills.
- DESCRIPTION: An odd power has transformed Milo, shedding his strength and agility for an all-powerful mage form with high magical recovery.
- EFFECT 1: You recover Magic equal to half the damage that you deal.
- EFFECT 2: You also start with one stack each of the following Buffs:
- Damage Recovery Buff:
- Once per turn, when the target takes damage, he recovers 4 Magic.
Warp Shield
- RESTRICTIONS: This is a Support Skill. You may only have one Support Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: A shield that seems to have warped dimensions slightly is surrounding you. Wonder what that means?
- EFFECT: When you take damage, instead of losing Hearts, you can choose to lose Magic equal to the damage taken instead.
- If you chose to lose any amount of Magic, your Armor is not factored in until Warp Shield is deactivated.
- If you run out of Magic, Warp Shield deactivates for the remainder of the battle.
Wave of Terror, Alpha
- REQUIREMENTS: Level 10
- COSTS: 7 Magic
- DESCRIPTION: Use your Magic to amplify your voice, so you can shriek like the most annoying girl you can think of. The resounding wave of painful terror resonates to all of your enemies.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Neutral Damage: 2
- EFFECT: If it hits, target(s) hit get one stack of the Armor Down Affliction:
- Target loses 3 Armor.
Status Reset
- RESTRICTIONS: This skill can only be used once per battle.
- COSTS: 1 Magic for each stack of every Affliction you have
- DESCRIPTION: Draw upon your inner powers to purify yourself.
- EFFECT: Remove all Status Effects and all stacks of them from yourself, including Buffs and Afflictions.
Spiked Carapace
- COSTS: 3 Magic
- DESCRIPTION: Spikes line someone’s armor. If the armor is already spiky, well now it's even spikier.
- EFFECT: Give a target that’s wearing armor (item) one stack of the Spiked Carapace Buff.
- If someone successfully hits you in melee combat, the attacker takes Damage equal to the damage you took from the attack.
- No effects from the attack are applied to the attacker.
- Stacking Spiked Carapace only acts as a buffer.
- DURATION: After you are hit by an attack, one stack of Spiked Carapace is removed.
Basic
Cover
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- If you are unsuccessful in defending any attack, Cover wears off.
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- Cover:
Hide
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- This can stack up to three times.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
Basic Counter
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
Two Hands for One
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
Punch
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- Damage: Halved
- Roll your Power +5 dice vs. targets' Power dice
Bash
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- Damage: -2
- Damage: -2
- Roll your Power +3 dice vs. targets' Power dice
Throw
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- Damage: None
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- Target Damage: +0
- ATTACK 1: Roll your Power dice vs. targets' Power dice
Kick
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- Damage: Halved
- Roll your Courage +5 dice vs. targets' Courage dice
Escape
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Courage dice
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Outrun:
Sneak-Up
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Taunt
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- Target’s single-target Combat Actions can only target you.
- Damage: None
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
Stealth Strike
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Spells
Second Chance
- REQUIREMENTS: Level 10 and Shadow (Level: 2)
- COSTS: 3 Magic
- DESCRIPTION: Surround a target with a bubble of shadows that alter time and space around the target to a small extent.
- EFFECT: Target gets one stack of the Second Chance Buff:
- Once per round, target can reroll any of their rolls.
- Stacking this only counts as a buffer.
Damage Recovery, Alpha
- REQUIREMENTS: Arcane (Level: 1)
- COSTS: 4 Magic
- DESCRIPTION: A shield of Magic surrounds the target, restoring Magic to the target as he takes damage.
- EFFECT: Give a target one stack of the Damage Recovery Buff:
- Once per turn, when the target takes damage, he recovers 4 Magic.
Status Shell, Alpha
- REQUIREMENTS: Arcane (Level: 1)
- COSTS: 4 Magic
- DESCRIPTION: A protective shell that blocks a certain number of Afflictions.
- EFFECT: Give a target one stack of the Status Shell, Alpha Buff:
- The next two stacks of any Affliction to affect the target are negated and removed.
- DURATION: Status Shell, Alpha lasts until target is hit by a total of two stacks of any Affliction.
Items
Phantom Wand
- INFORMATION: This item is an Artifact.
- REQUIREMENTS: Level 10 and Shadow (Level: 1)
- DESCRIPTION: A wand that seems to be blurring the space around it. It can fire a Focused Shot at one target or a Dispersed Shot at all enemies.
- EFFECT: Once per turn, you can reroll any of your rolls.
- Focused Shot:
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, you get a temporary Reroll Point:
- Once per turn, you can fling the Reroll Point at any roll to force them to reroll.
- Any Reroll Points you gain as a result of this wand are lost at the end of each battle.
Mystichyde Armor
- INFORMATION: This item is an Artifact.
- REQUIREMENTS: Level 10 and Arcane (Level: 1)
- DESCRIPTION: An armor enchanted by dragon scales and Arcane Magic that enhances your armor the more you cast.
- Armor: +4
- Magic Costs: -1 (down to a minimum of 1 Magic)
- EFFECT: Every time you spend Magic, you gain 1 Armor.
- DURATION: For the remainder of the battle.
Dev, DM
The Ordon Village shop, Sera's Sundries is up and running! Those that participated in the Ordeal in Ordon quest may now shop there!
Sera's Sundries
QUEST REWARD!:Two Endowed Affinity Scrolls:
Amount: 2
DESCRIPTION: A scroll imbued with intense magical power that courses through the parchment, capable of becoming a wildcard.
It can teach you any Spell.
Once this scroll is used, it disappears in a flash of rainbow light, illuminating the area for a few seconds in its awesome power.
One Full Rejuvenation Potion:
Amount: 1
DESCRIPTION: A mystical and very potent potion, capable of restoring you back to your prime.
EFFECT: When you drink it, you recover to your Maximum Hearts & Magic.
Also, to whoever picked up that key, here it is:
Sera's Sundries
QUEST REWARD!:
- 300 Rupees
- Your choice of one of the following:
- 1 Heart Container & 1 Magic Container
- 2 Heart Containers
- 2 Magic Containers
Add 2 Endowed Affinity Scrolls to your Consumables
Code:Select All
[box=Endowed Affinity Scroll][list]
[*][Amount]2[/Amount]
[*][b]DESCRIPTION[/b]: A scroll imbued with intense magical power that courses through the parchment, capable of becoming a wildcard.[list]
[*]It can teach you any [url=http://zurpg.sephiroth.ws/forum-58.html]Spell[/url].
[/list]
[*]Once this scroll is used, it disappears in a flash of rainbow light, illuminating the area for a few seconds in its awesome power.
[/list][/box]
Add 1 Full Rejuvenation Potion to your Consumables
Code:Select All
[box=Full Rejuvenation Potion][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A mystical and very potent potion, capable of restoring you back to your prime.[list]
[*][b]EFFECT[/b]: When you drink it, you recover to your [b]Maximum [Hearts] & [Magic][/b].
[/list][/list][/box]
Also, to whoever picked up that key, here it is:
Mysterious Cave Key
- REQUIREMENTS: Level 10
- DESCRIPTION: A mysterious key that seems to keep shedding dirt, no matter how much you try to clean it off. It's most likely connected to the mysterious, locked door in Ordon Mountain.
- Zelda Universe RPG
- ZURPG General
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- 9-11-15: Ordeal in Ordon
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