Renames and Changes
This commit is contained in:
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45 changed files with 5865 additions and 4941 deletions
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Jensen (Human) (F)
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THUNDER FORCE 1st Commander
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35HP | 30MP | 2 MVMT
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+5 ACADEMICS PHYSIQUE SHOOT
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+4 ATHLETICS NOTICE
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+3 MANA WILL
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+2 DRIVE
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+1 FIGHT
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> IMMUNE : LIGHT
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> RESIST : LIGHTNING DARK
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> WEAK : WATER
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SPELLS
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- LV5 PURPLE
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- LV4 SILVER GRAY
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- LV3 GOLD GREEN BLUE
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- LV2 GOLD BLACK WHITE ORANGE
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- LV1 GOLD RED GREEN BLUE SILVER
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INVENTORY
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- GREEN Ring
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- RED Ring
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- Rifle
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- Pistol x2
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- 2DMG ammo x30
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- 3DMG ammo x60
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- HP Potion LRG x2
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- MP Potion LRG x2
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- ELE Potion LRG x2
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- 250z
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ADVANCED AWARENESS x2
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- During INITIATIVE rolls, you can turn up to 2 MINUS to PLUS
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LIGHTEN THE LOAD
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- When you or your ALLY is at half HP or lower: Switch positions
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MYSTIC SUPPRESSING FIRE (1MP)
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- You can treat one non-AUTO-FIRE SHOOT weapon (GUN) as AUTO-FIRE
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TO WHOM IT MAY CONCERN
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- ONCE/ROUND You can pay double the MP on one spell; Double the DMG of any LV1, LV2, or LV3 spell, and if you do, you can increase its overall range by the following amounts:
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LV1 : This spell hits ALL characters in two connecting ZONES
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LV2 : This spell hits all characters in a 2x4 grid of ZONES
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LV3 : This spell hits ALL characters on the BATTLEZONE, except yourself
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DESPERATION DEFENSE
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- Twice/Fight, while you or your ALLY are at 10HP or less:
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> REACTION : Discard one SHOOT weapon to CANCEL one enemy spell
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-------------------------
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Valeos (Gila Monster) (M)
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THUNDER FORCE 2nd Commander
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35HP | 10MP | 3 MVMT
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+5 ATHLETICS FIGHT PHYSIQUE
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+4 DRIVE RAPPORT
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+3 ACADEMICS WILL
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+2 PROVOKE
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+1 MANA
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> IMMUNE WHITE
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> RESIST SILVER BROWN
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> WEAK GREEN
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SPELLS
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> LV3 GRAY
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> LV2 RED SILVER
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> LV1 GREEN BLUE PINK
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INVENTORY
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- BLACK Ring
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- PINK Ring
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- Shield (15MP)
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- Longsword x2
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- Handaxe x2
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- HP Potion LRG x1
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- MP Potion LRG x1
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- MP Potion MED x2
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- ELE Potion LRG x3
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- 250z
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HELPING HAND
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- Once per fight, you can turn one MINUS on an ALLY's roll in the same ZONE to a BLANK (can be used as a REACTION)
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GOT YOUR BACK
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- Once per fight, you can turn one MINUS on an ALLY's roll in the same ZONE to a PLUS (can be used as a REACTION)
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TACTICAL TAUNT
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- REACTION : If an ALLY is TARGETED by an ATTACK: that ENEMY must roll a WILL save VS your PROVOKE roll; if they FAIL, that enemy must ATTACK you instead at +2DMG on a HIT/MATCH (ONCE/ENEMY)
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MYSTIC BLADESMITH
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- You can INFUSE two FIGHT weapons with one MP
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ADAPTIVE ANTI-MAGE
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- Any STATUS affecting you from a SPELL (not including INFUSION) is permanently applied to your WEAPONS, as though they were INFUSED (STATUS cannot STACK in this way)
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CALAMITY STRIKE
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- If you use FIGHT, you can ATTACK all players in a line, in a number of ZONES equal to the number of MVMT you do, but you cannot use MVMT this turn
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-------------------------
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CAELUM / STARMAKER (LV X)
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120HP | 120MP | UNLIMITED MVMT
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+5 ALL SKILLS
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IMMUNE STEALTH EFFECTS
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RESIST ALL STATUS
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WEAK NONE
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INVENTORY
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Catsith (lizard)
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Staff of Stars (3DMG) (Two-Handed) (Flexible)
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- Naturally INFUSED with AXIOM (does not require payment)
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- Scales to the user's size & need (Flexible does not increase DMG)
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- Can be used with STEALTH regardless of limitations
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-----
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INDIGO SPELLS (AXIOM MAGIC)
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- Your spells carry no STATUS and cannot CRIT, but cannot be CANCELLED & ignores immunities/resistances
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- GOLD SHIELDS & SPELLS REDUCE THE DMG BY THE MP PAID, DOES NOT CANCEL
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EXTRAPLANAR (1MP)
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- INDIGO Infusion spell
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STELLARRAYS (1MP) *Star shaped ray of INDIGO magic*
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- Target 1 player; Deal 1DMG
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STELLARNIGHT (3MP) *Line of INDIGO star-shaped blasts*
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- Deal 3DMG to all ENEMIES in a 1x4+1 L-shaped grid of ZONES
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STELLARNULL (5MP) *An INDIGO colored shooting star eats and reverses the effects of a spell*
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- REACTION : COUNTER any cast SPELL, then re-cast it for free, as though it was your own
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MILKYWAY MADNESS (10MP) *An INDIGO star shower rains down across the entire BATTLEZONE*
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- All other characters in all ZONES take 5DMG
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CONSTILAQUICE (15MP) *Your gaze compels an enemy to work with you to perform one ACTION in place of your own*
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- TARGET must make a WILL roll vs your WILL roll: If they FAIL, that TARGET must attack an ENEMY with any ACADEMICS, FIGHT, SHOOT, or STEALTH ACTION
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-----
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STUNTS
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GAZE OF MESSIAH
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- ONCE/TURN : See all enemy WEAKNESSES, then give one player one WEAKNESS
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STAR BODY
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- FIVE/FIGHT : REACTION : Half DMG from any ATTACK
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RIVERS OF MAGATSUHI
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- ONCE/TURN : Give up one entire set of TURN ACTIONS to increase your & all ALLIES' stats by +1 for 3 turns, but this duration increases by 1 for each subsequent use. This spell automatically ends & resets all bonuses if you take 15DMG
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STELLARNOVA
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- If RIVERS OF MAGATSUHI increases all stats to +10 : Skip all remaining TURN ACTIONS for the round, including REACTION, and remove all PLUSSES to all abilities; all players are reduced to 1HP
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-------------------------
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King Akarui
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35HP | 30MP | 3 MVMT
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+5 ACADEMICS PHYSIQUE STEALTH
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+4 FIGHT DRIVE
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+3 MANA WILL
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+2 ATHLETICS
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+1 NOTICE
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> IMMUNE GREEN
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> RESIST GRAY BLACK
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> WEAK YELLOW
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SPELLS
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- LV5 GREEN
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- LV4 GREEN BLACK
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- LV3 GOLD PINK PURPLE
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- LV2 GOLD PINK WHITE BLACK
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- LV1 GOLD GREEN PINK WHITE BLACK
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INVENTORY
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- CHRYS CROSS Regalia
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- ORANGE Ring
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- BLUE Ring
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- PURPLE Ring
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- PINK Ring
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- WHITE Ring
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- SILVER Ring
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- BROWN Ring
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- War Axe
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- +1 Longsword
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- Sickle x2
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- Daggers x10
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- Senbon x10
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- HP Potion LRG x2
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- MP Potion LRG x2
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- ELE Potion SML (LIGHT)
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SECOND SWING
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- You can now attack TWICE per turn with any one 4/5DMG FIGHT weapon, but the second ATTACK is made at DISADV
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SHADOW STRIKE
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- Any STEALTH HIT with a WEAPON will make the TARGET unable to ATTACK you on their next turn, but you also cannot ATTACK that TARGET on your next turn
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ASSASSINATION
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- You do DOUBLE DMG on a STEALTH CRIT HIT with a WEAPON
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BEACON OF TRUTH
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- Anyone you HIT with a FIGHT/STEALTH ATTACK cannot use DARKNESS magic or STEALTH attacks against YOU
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CROWN AND SCEPTER
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- ONCE/TURN : Sacrifice 1 of your 2 TURN Actions to TARGET anyone; Ask them a question, and if they are WRONG, they cannot use any ATTACK actions on their next TURN
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1) How many Spells have I cast since we started fighting?
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2) Who did I hit two turns ago?
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3) How much mana have I spent?
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FREIKUGEL (MP in multiples of 10)
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- THRICE/FIGHT + ONCE/TURN : MAGIC attack using FIGHT roll vs ACADEMICS to dodge: Targets all characters in one ZONE; 1DMG per MANA spent
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-------------------------
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FIRST KING ZEROTH
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35HP | 40MP | 2 MVMT
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+5 ACADEMICS MANA PHYSIQUE
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+4 ATHLETICS FIGHT
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+3 WILL NOTICE
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+2 DRIVE
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+1 PROVOKE
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> IMMUNE GOLD
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> RESIST All Magic Colors
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> WEAK INFUSED Weapons
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SPELLS
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- CALAMITY GOLD
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- LV5 GOLD
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- LV4 GOLD
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- LV3 GOLD
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- LV2 GOLD
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- LV1 GOLD
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ADVANCED AWARENESS
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- During INITIATIVE rolls, you can turn one MINUS to a PLUS
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NATURAL WEAPON (Hooves)
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- You can make a 2DMG melee ATTACK while EMPTY HANDED
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POWERFUL LEGS
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During your turn, you can either:
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- 1) Increase your MVMT by 1
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- 2) Turn one MINUS on a FIGHT roll to a BLANK
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MIDAS' MIGHT
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- All FIGHT attacks are INFUSED fists with GOLD magic that do DMG equal to the difference between YOUR FIGHT roll & the opponent's ATHLETICS/STEALTH roll on a HIT
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HELIOS' HEALING
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- Any HIT you make with GOLD magic restores 1HP & 1MP
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EQUALIZATION
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- ONCE/FIGHT : At 10HP or less: You recover 3HP & 1MP per spell used in this fight, and for the rest of the fight, all HITS against you with MAGIC you are resistant to only do 1DMG
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-------------------------
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CORRUPTED KING NASH-ZEROTH
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40HP | 60MP | 4 MVMT
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+6 DRIVE MANA PHYSIQUE
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+5 ACADEMICS ATHLETICS WILL
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+4 FIGHT SHOOT
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+3 DECEIVE INVESTIGATE
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+2 BURGLARY
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+1 NOTICE
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> IMMUNE GOLD
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> RESIST All Magic Colors
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> WEAK GOLD Weapons
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SPELLS
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- CALAMITY GOLD
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- LV5 GOLD
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- LV4 GOLD
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- LV3 GOLD
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- LV2 GOLD
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- LV1 GOLD
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ADVANCED AWARENESS
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- During INITIATIVE rolls, you can turn one MINUS to a PLUS
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ENHANCED NATURAL WEAPON (Hooves)
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- You can make a 3DMG melee ATTACK while EMPTY HANDED
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SCULPTED LEGS
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- During your turn, you can either:
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- 1) Increase your MVMT by 2
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- 2) Turn one MINUS on a FIGHT roll to a PLUS
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ADAPTIVE IMMUNITY
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- Every HIT you take from a SPELL gives you RESISTANCE to that color
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- Every HIT you take from a SPELL turns that color's RESISTANCE to IMMUNITY
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OVERABUNDANT DISCHARGE
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- All SPELLS you cast will now TARGET all players and only need one roll
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ULTIMATE RETALIATION
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- Once / Fight : You can sacrifice all IMMUNITY & RESISTANCE types: You gain 5HP per IMMUNITY and 1HP per RESISTANCE, then deal 1DMG to all players per IMMUNITY sacrificed
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- (this is treated as a GOLD spell with no LEVEL)
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Jensen (Human) (F)
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THUNDER FORCE 1st Commander
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35HP | 30MP | 2 MVMT
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+5 ACADEMICS PHYSIQUE SHOOT
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+4 ATHLETICS NOTICE
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+3 MANA WILL
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+2 DRIVE
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+1 FIGHT
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> IMMUNE : LIGHT
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> RESIST : LIGHTNING DARK
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> WEAK : WATER
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SPELLS
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- LV5 PURPLE
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- LV4 SILVER GRAY
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- LV3 GOLD GREEN BLUE
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- LV2 GOLD BLACK WHITE ORANGE
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- LV1 GOLD RED GREEN BLUE SILVER
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INVENTORY
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- GREEN Ring
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- RED Ring
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- Rifle
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- Pistol x2
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- 2DMG ammo x30
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- 3DMG ammo x60
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- HP Potion LRG x2
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- MP Potion LRG x2
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- (Color) Potion LRG x2
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- 250z
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ADVANCED AWARENESS x2
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- During INITIATIVE rolls, you can turn up to 2 MINUS to PLUS
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LIGHTEN THE LOAD
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- When you or your ALLY is at half HP or lower: Switch positions
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MYSTIC SUPPRESSING FIRE (1MP)
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- You can treat one non-AUTO-FIRE SHOOT weapon (GUN) as AUTO-FIRE
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TO WHOM IT MAY CONCERN
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- ONCE/ROUND You can pay double the MP on one spell; Double the DMG of any LV1, LV2, or LV3 spell, and if you do, you can increase its overall range by the following amounts:
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LV1 : This spell hits ALL characters in two connecting ZONES
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LV2 : This spell hits all characters in a 2x4 grid of ZONES
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LV3 : This spell hits ALL characters on the BATTLEZONE, except yourself
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DESPERATION DEFENSE
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- Twice/Fight, while you or your ALLY are at 10HP or less:
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> REACTION : Discard one SHOOT weapon to CANCEL one enemy spell
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-------------------------
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Valeos (Gila Monster) (M)
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THUNDER FORCE 2nd Commander
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35HP | 10MP | 3 MVMT
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+5 ATHLETICS FIGHT PHYSIQUE
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+4 DRIVE RAPPORT
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+3 ACADEMICS WILL
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+2 PROVOKE
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+1 MANA
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> IMMUNE WHITE
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> RESIST SILVER BROWN
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> WEAK GREEN
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SPELLS
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> LV3 GRAY
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> LV2 RED SILVER
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> LV1 GREEN BLUE PINK
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INVENTORY
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- BLACK Ring
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- PINK Ring
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- Shield (15MP)
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- Longsword x2
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- Handaxe x2
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- HP Potion LRG x1
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- MP Potion LRG x1
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- MP Potion MED x2
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- (Color) Potion LRG x3
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- 250z
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HELPING HAND
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- Once per fight, you can turn one MINUS on an ALLY's roll in the same ZONE to a BLANK (can be used as a REACTION)
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GOT YOUR BACK
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- Once per fight, you can turn one MINUS on an ALLY's roll in the same ZONE to a PLUS (can be used as a REACTION)
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TACTICAL TAUNT
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- REACTION : If an ALLY is TARGETED by an ATTACK: that ENEMY must roll a WILL save VS your PROVOKE roll; if they FAIL, that enemy must ATTACK you instead at +2DMG on a HIT/MATCH (ONCE/ENEMY)
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MYSTIC BLADESMITH
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- You can INFUSE two FIGHT weapons with one MP
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ADAPTIVE ANTI-MAGE
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- Any STATUS affecting you from a SPELL (not including INFUSION) is permanently applied to your WEAPONS, as though they were INFUSED (STATUS cannot STACK in this way)
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CALAMITY STRIKE
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- If you use FIGHT, you can ATTACK all players in a line, in a number of ZONES equal to the number of MVMT you do, but you cannot use MVMT this turn
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-------------------------
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CAELUM / STARMAKER (LV X)
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120HP | 120MP | UNLIMITED MVMT
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+5 ALL SKILLS
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IMMUNE STEALTH EFFECTS
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RESIST ALL STATUS
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WEAK NONE
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INVENTORY
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Catsith (lizard)
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Staff of Stars (3DMG) (Two-Handed) (Flexible)
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- Naturally INFUSED with AXIOM (does not require payment)
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- Scales to the user's size & need (Flexible does not increase DMG)
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- Can be used with STEALTH regardless of limitations
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-----
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INDIGO SPELLS (AXIOM MAGIC)
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- Your spells carry no STATUS and cannot CRIT, but cannot be CANCELLED & ignores immunities/resistances
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- GOLD SHIELDS & SPELLS REDUCE THE DMG BY THE MP PAID, DOES NOT CANCEL
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EXTRAPLANAR (1MP)
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- INDIGO Infusion spell
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STELLARRAYS (1MP) *Star shaped ray of INDIGO magic*
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- Target 1 player; Deal 1DMG
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STELLARNIGHT (3MP) *Line of INDIGO star-shaped blasts*
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- Deal 3DMG to all ENEMIES in a 1x4+1 L-shaped grid of ZONES
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STELLARNULL (5MP) *An INDIGO colored shooting star eats and reverses the effects of a spell*
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- REACTION : COUNTER any cast SPELL, then re-cast it for free, as though it was your own
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MILKYWAY MADNESS (10MP) *An INDIGO star shower rains down across the entire BATTLEZONE*
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- All other characters in all ZONES take 5DMG
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CONSTILAQUICE (15MP) *Your gaze compels an enemy to work with you to perform one ACTION in place of your own*
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- TARGET must make a WILL roll vs your WILL roll: If they FAIL, that TARGET must attack an ENEMY with any ACADEMICS, FIGHT, SHOOT, or STEALTH ACTION
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-----
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STUNTS
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GAZE OF MESSIAH
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- ONCE/TURN : See all enemy WEAKNESSES, then give one player one WEAKNESS
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STAR BODY
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- FIVE/FIGHT : REACTION : Half DMG from any ATTACK
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RIVERS OF MAGATSUHI
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- ONCE/TURN : Give up one entire set of TURN ACTIONS to increase your & all ALLIES' stats by +1 for 3 turns, but this duration increases by 1 for each subsequent use. This spell automatically ends & resets all bonuses if you take 15DMG
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STELLARNOVA
|
||||
- If RIVERS OF MAGATSUHI increases all stats to +10 : Skip all remaining TURN ACTIONS for the round, including REACTION, and remove all PLUSSES to all abilities; all players are reduced to 1HP
|
||||
|
||||
-------------------------
|
||||
|
||||
King Akarui
|
||||
|
||||
35HP | 30MP | 3 MVMT
|
||||
+5 ACADEMICS PHYSIQUE STEALTH
|
||||
+4 FIGHT DRIVE
|
||||
+3 MANA WILL
|
||||
+2 ATHLETICS
|
||||
+1 NOTICE
|
||||
|
||||
> IMMUNE GREEN
|
||||
> RESIST GRAY BLACK
|
||||
> WEAK YELLOW
|
||||
|
||||
SPELLS
|
||||
- LV5 GREEN
|
||||
- LV4 GREEN BLACK
|
||||
- LV3 GOLD PINK PURPLE
|
||||
- LV2 GOLD PINK WHITE BLACK
|
||||
- LV1 GOLD GREEN PINK WHITE BLACK
|
||||
|
||||
INVENTORY
|
||||
- CHRYS CROSS Regalia
|
||||
- ORANGE Ring
|
||||
- BLUE Ring
|
||||
- PURPLE Ring
|
||||
- PINK Ring
|
||||
- WHITE Ring
|
||||
- SILVER Ring
|
||||
- BROWN Ring
|
||||
- War Axe
|
||||
- +1 Longsword
|
||||
- Sickle x2
|
||||
- Daggers x10
|
||||
- Senbon x10
|
||||
- HP Potion LRG x2
|
||||
- MP Potion LRG x2
|
||||
- ELE Potion SML (LIGHT)
|
||||
|
||||
SECOND SWING
|
||||
- You can now attack TWICE per turn with any one 4/5DMG FIGHT weapon, but the second ATTACK is made at DISADV
|
||||
|
||||
SHADOW STRIKE
|
||||
- Any STEALTH HIT with a WEAPON will make the TARGET unable to ATTACK you on their next turn, but you also cannot ATTACK that TARGET on your next turn
|
||||
|
||||
ASSASSINATION
|
||||
- You do DOUBLE DMG on a STEALTH CRIT HIT with a WEAPON
|
||||
|
||||
BEACON OF TRUTH
|
||||
- Anyone you HIT with a FIGHT/STEALTH ATTACK cannot use DARKNESS magic or STEALTH attacks against YOU
|
||||
|
||||
CROWN AND SCEPTER
|
||||
- ONCE/TURN : Sacrifice 1 of your 2 TURN Actions to TARGET anyone; Ask them a question, and if they are WRONG, they cannot use any ATTACK actions on their next TURN
|
||||
1) How many Spells have I cast since we started fighting?
|
||||
2) Who did I hit two turns ago?
|
||||
3) How much mana have I spent?
|
||||
|
||||
FREIKUGEL (MP in multiples of 10)
|
||||
- THRICE/FIGHT + ONCE/TURN : MAGIC attack using FIGHT roll vs ACADEMICS to dodge: Targets all characters in one ZONE; 1DMG per MANA spent
|
||||
|
||||
-------------------------
|
||||
|
||||
FIRST KING ZEROTH
|
||||
|
||||
35HP | 40MP | 2 MVMT
|
||||
+5 ACADEMICS MANA PHYSIQUE
|
||||
+4 ATHLETICS FIGHT
|
||||
+3 WILL NOTICE
|
||||
+2 DRIVE
|
||||
+1 PROVOKE
|
||||
|
||||
> IMMUNE GOLD
|
||||
> RESIST All Magic Colors
|
||||
> WEAK INFUSED Weapons
|
||||
|
||||
SPELLS
|
||||
- CALAMITY GOLD
|
||||
- LV5 GOLD CERAPTER
|
||||
- LV4 GOLD ANSE-KU-RA
|
||||
- LV3 GOLD RESPLENDENCE
|
||||
- LV2 GOLD BRILLIANCE
|
||||
- LV1 GOLD GLEAM
|
||||
|
||||
ADVANCED AWARENESS
|
||||
- During INITIATIVE rolls, you can turn one MINUS to a PLUS
|
||||
|
||||
NATURAL WEAPON (Hooves)
|
||||
- You can make a 2DMG melee ATTACK while EMPTY HANDED
|
||||
|
||||
POWERFUL LEGS
|
||||
During your turn, you can either:
|
||||
- 1) Increase your MVMT by 1
|
||||
- 2) Turn one MINUS on a FIGHT roll to a BLANK
|
||||
|
||||
MIDAS' MIGHT
|
||||
- All FIGHT attacks are INFUSED fists with GOLD magic that do DMG equal to the difference between YOUR FIGHT roll & the opponent's ATHLETICS/STEALTH roll on a HIT
|
||||
|
||||
HELIOS' HEALING
|
||||
- Any HIT you make with GOLD magic restores 1HP & 1MP
|
||||
|
||||
EQUALIZATION
|
||||
- ONCE/FIGHT : At 10HP or less: You recover 3HP & 1MP per spell used in this fight, and for the rest of the fight, all HITS against you with MAGIC you are resistant to only do 1DMG
|
||||
|
||||
-------------------------
|
||||
|
||||
CORRUPTED KING NASH-ZEROTH
|
||||
|
||||
40HP | 60MP | 4 MVMT
|
||||
+6 DRIVE MANA PHYSIQUE
|
||||
+5 ACADEMICS ATHLETICS WILL
|
||||
+4 FIGHT DECEIVE
|
||||
+3 NOTICE SHOOT
|
||||
+2 BURGLARY
|
||||
+1 NOTICE
|
||||
|
||||
> IMMUNE GOLD
|
||||
> RESIST All Magic Colors
|
||||
> WEAK GOLD Weapons
|
||||
|
||||
SPELLS
|
||||
- CALAMITY GOLD
|
||||
- LV5 GOLD
|
||||
- LV4 GOLD
|
||||
- LV3 GOLD
|
||||
- LV2 GOLD
|
||||
- LV1 GOLD
|
||||
|
||||
ADVANCED AWARENESS
|
||||
- During INITIATIVE rolls, you can turn one MINUS to a PLUS
|
||||
|
||||
ENHANCED NATURAL WEAPON (Hooves)
|
||||
- You can make a 3DMG melee ATTACK while EMPTY HANDED
|
||||
|
||||
SCULPTED LEGS
|
||||
- During your turn, you can either:
|
||||
- 1) Increase your MVMT by 2
|
||||
- 2) Turn one MINUS on a FIGHT roll to a PLUS
|
||||
|
||||
ADAPTIVE IMMUNITY
|
||||
- Every HIT you take from a SPELL gives you RESISTANCE to that color
|
||||
- Every HIT you take from a SPELL turns that color's RESISTANCE to IMMUNITY
|
||||
|
||||
OVERABUNDANT DISCHARGE
|
||||
- All SPELLS you cast will now TARGET all players and only need one roll
|
||||
|
||||
ULTIMATE RETALIATION
|
||||
- You can sacrifice all IMMUNITY & RESISTANCE types: You gain 5HP per IMMUNITY and 1HP per RESISTANCE, then deal 1DMG per IMMUNITY sacrificed across all players
|
||||
- *this is treated as a GOLD spell with no LEVEL*
|
||||
- Your HP can exceed its maximum in this way, and if it does, all ATHLETICS rolls are at DISADV until your HP is at or below your original MAX
|
||||
Loading…
Add table
Add a link
Reference in a new issue