diff --git a/blade_traps.md b/blade_traps.md index 4e330b0..6bcf47c 100644 --- a/blade_traps.md +++ b/blade_traps.md @@ -7,352 +7,4 @@ nav_order: 9 # Blade Traps -Blade Traps are a common hazard for dungeon-delving Heroes in Hyrule. Lurking in the dark corners of the underground, they often serve as deterrents against dawdlers. - -## Blade Trap - -Blade Traps are the most common trap. Simple devices often placed just around the corner from an open doorway, they charge in a straight line, hoping to catch visitors’ shins between their sharp blades. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Blade Trap
Rank 1 Mechanical Trap
- HP: 16 - - MP: 0 - - SP: 8 -
Defense: 18 (Impervious)Concentration: 12
Initiative: +3Evasion: 7
Size: MediumVitality: 15
Movement: 3 (Walking)
- Strike - Damage: 11
To-Hit Check: +7Range: Melee
- Default Weapon: Blade Trap Blade -
(Rank 1 Metal Sword)
Accuracy: 3Attack: 6Durability: 6
- Cardinal Charger (Passive) -
Aside from any listed attacks, this creature may only use the Charge Basic Attack. Further, it may only attack or move in cardinal directions (directly North, South, East, or West).
- Nigh-Unstoppable (Passive) -
This creature has +2 to resist being Grappled, Halted, Knocked Prone, Pushed, or Slowed.
- Start from the Start (Passive) -
Once a Blade Trap has activated and attempted to attack, it must return to its starting position before it can make another attack. -
Instinctive Intelligence
Immunity: Blind, Distracted, Flirt
Combat5Willpower0Accuracy4
Hearts4Magic0Stamina2
Athletics4Arcana0Nature0
Civilization0Perception2Agility3
Fortitude5Influence0Command0
Intimidate3Discipline2Insight0
Mechanics2Perform0Guile0
Smithing2Enchanting0Cooking0
- Drops: - Weapon (when availble)
2x Tykogi Iron (Rank 1 Metal)
- -## Chaser - -Chasers are upgraded Blade Traps, equipped with a single eye. Unlike the classic Blade Trap, Chasers do not have to return to their origin point to attack again. They mindlessly follow a chosen foe, trying to catch them in their whirring blades. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Chaser
Rank 2 Mechanical Trap
- HP: 20 - - MP: 0 - - SP: 16 -
Defense: 26 (Impervious)Concentration: 13
Initiative: +4Evasion: 7
Size: MediumVitality: 16
Movement: 4 (Walking)
- Strike - Damage: 14
To-Hit Check: +8Range: Melee
- Boot-Cut Buzzsaw - Damage: 14
8 StaminaRange: Melee
You cut through the foe in a straight line, ending on the other side of them. Make a Disarm attempt against the foe (Accuracy and Combat v. Vitality); on success, you knock their Leg armor off, depriving them of its use.
- Default Weapon: Chaser's Blade -
(Rank 2 Metal Dagger)
Accuracy: 4Attack: 8Durability: 9
- Cardinal Charger (Passive) -
Aside from any listed attacks, this creature may only use the Charge Basic Attack. Further, it may only attack or move in cardinal directions (directly North, South, East, or West).
- Night-Unstoppable (Passive) -
This creature has +2 to resist being Grappled, Halted, Knocked Prone, Pushed, or Slowed.
Instinctive Intelligence
Immunity: Blind, Distracted, Flirt
Combat6Willpower0Accuracy4
Hearts5Magic0Stamina4
Athletics4Arcana0Nature0
Civilization0Perception4Agility4
Fortitude6Influence0Command0
Intimidate3Discipline3Insight0
Mechanics2Perform0Guile0
Smithing2Enchanting0Cooking0
- Drops: - Weapon (when available)
2x Soldier Steel (Rank 2 Metal)
+Blade Traps are a common hazard for dungeon-delving Heroes in Hyrule. Lurking in the dark corners of the underground, they often serve as deterrents against dawdlers. \ No newline at end of file diff --git a/blade_traps/blade_trap.md b/blade_traps/blade_trap.md new file mode 100644 index 0000000..e35de67 --- /dev/null +++ b/blade_traps/blade_trap.md @@ -0,0 +1,179 @@ +--- +layout: default +title: Blade Trap +permalink: /blade_traps/blade_trap +parent: Blade Traps +nav_order: 1 +--- + +# Blade Trap + +Blade Traps are the most common trap. Simple devices often placed just around the corner from an open doorway, they charge in a straight line, hoping to catch visitors’ shins between their sharp blades. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Blade Trap
Rank 1 Mechanical Trap
+ HP: 16 + + MP: 0 + + SP: 8 +
Defense: 18 (Impervious)Concentration: 12
Initiative: +3Evasion: 7
Size: MediumVitality: 15
Movement: 3 (Walking)
+ Strike + Damage: 11
To-Hit Check: +7Range: Melee
+ Default Weapon: Blade Trap Blade +
(Rank 1 Metal Sword)
Accuracy: 3Attack: 6Durability: 6
+ Cardinal Charger (Passive) +
Aside from any listed attacks, this creature may only use the Charge Basic Attack. Further, it may only attack or move in cardinal directions (directly North, South, East, or West).
+ Nigh-Unstoppable (Passive) +
This creature has +2 to resist being Grappled, Halted, Knocked Prone, Pushed, or Slowed.
+ Start from the Start (Passive) +
Once a Blade Trap has activated and attempted to attack, it must return to its starting position before it can make another attack. +
Instinctive Intelligence
Immunity: Blind, Distracted, Flirt
Combat5Willpower0Accuracy4
Hearts4Magic0Stamina2
Athletics4Arcana0Nature0
Civilization0Perception2Agility3
Fortitude5Influence0Command0
Intimidate3Discipline2Insight0
Mechanics2Perform0Guile0
Smithing2Enchanting0Cooking0
+ Drops: + Weapon (when availble)
2x Tykogi Iron (Rank 1 Metal)
\ No newline at end of file diff --git a/blade_traps/chaser.md b/blade_traps/chaser.md new file mode 100644 index 0000000..2ad3fa5 --- /dev/null +++ b/blade_traps/chaser.md @@ -0,0 +1,183 @@ +--- +layout: default +title: Blade Trap +permalink: /blade_traps/chaser +parent: Blade Traps +nav_order: 2 +--- + +# Chaser + +Chasers are upgraded Blade Traps, equipped with a single eye. Unlike the classic Blade Trap, Chasers do not have to return to their origin point to attack again. They mindlessly follow a chosen foe, trying to catch them in their whirring blades. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Chaser
Rank 2 Mechanical Trap
+ HP: 20 + + MP: 0 + + SP: 16 +
Defense: 26 (Impervious)Concentration: 13
Initiative: +4Evasion: 7
Size: MediumVitality: 16
Movement: 4 (Walking)
+ Strike + Damage: 14
To-Hit Check: +8Range: Melee
+ Boot-Cut Buzzsaw + Damage: 14
8 StaminaRange: Melee
You cut through the foe in a straight line, ending on the other side of them. Make a Disarm attempt against the foe (Accuracy and Combat v. Vitality); on success, you knock their Leg armor off, depriving them of its use.
+ Default Weapon: Chaser's Blade +
(Rank 2 Metal Dagger)
Accuracy: 4Attack: 8Durability: 9
+ Cardinal Charger (Passive) +
Aside from any listed attacks, this creature may only use the Charge Basic Attack. Further, it may only attack or move in cardinal directions (directly North, South, East, or West).
+ Night-Unstoppable (Passive) +
This creature has +2 to resist being Grappled, Halted, Knocked Prone, Pushed, or Slowed.
Instinctive Intelligence
Immunity: Blind, Distracted, Flirt
Combat6Willpower0Accuracy4
Hearts5Magic0Stamina4
Athletics4Arcana0Nature0
Civilization0Perception4Agility4
Fortitude6Influence0Command0
Intimidate3Discipline3Insight0
Mechanics2Perform0Guile0
Smithing2Enchanting0Cooking0
+ Drops: + Weapon (when available)
2x Soldier Steel (Rank 2 Metal)
diff --git a/blobs.md b/blobs.md index cb1aae8..b42a00e 100644 --- a/blobs.md +++ b/blobs.md @@ -7,319 +7,4 @@ nav_order: 10 # Blobs -Blobs are strange clumps of mobile slime. Full of electrical potential, a Buzz Blob shocks anyone who dares touch them. - -## Buzz Blob - -Buzz Blobs typically mill about, feeding on detritus on the ground and moisture in the air. They may not even seem to notice when someone attempts to attack them, letting their ever-electric nature do the work of warning the would-be predator off from a second attempt at harming them. - -Nonetheless, on the occasion that Buzz Blobs may wish to attack, they are capable of (slowly) surrounding a target with angry electric globs of gamboling goo. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Buzz Blob
Rank 2 Natural Warrior
- HP: 20 - - MP: 20 - - SP: 20 -
Defense: 3 (Civilian)Concentration: 14
Initiative: +5Evasion: 15
Size: MediumVitality: 14
Movement: 4 (Walking)
- Strike - Damage: 14
To-Hit Check: +7Range: Melee
- Urbosa's Fury - Damage: 14
10 MagicRange: Burst 1
Roll To-Hit target’s Concentration; on success, target is Off-Balance.
- Default Weapon: Buzz Blob Bulb -
(Rank 2 Natural Club)
Accuracy: 4Attack: 10Durability: 7
- Ever-Electric (Passive) -
This creature is permanently Electrified. If struck with Earth, the creature loses its charge until the end of its next turn, and may be safely touched.
Instinctive Intelligence
Combat4Willpower4Accuracy4
Hearts5Magic5Stamina5
Athletics4Arcana4Nature4
Civilization4Perception3Agility5
Fortitude4Influence2Command0
Intimidate4Discipline4Insight3
Mechanics0Perform0Guile2
Smithing0Enchanting0Cooking0
- Drops: - 3x Buzz Blob Blob (Rank 2 Monster Part)
- - -## Boe - -Miniscule amounts of magic come to life, Boes are, essentially, living dust bunnies: congealed balls of the detritus of their environment, with two eyes that glow a soft orange or yellow. Skittish and shy, they often simply want to be left alone – but unfortunately, Heroes have a tendency of disturbing their favorite places. - -Boes come in many colors, each suited to their terrain: Boes found in caves may be pitch-black, while those found in icy places might be snow-white. Boes hide in small spaces, such as within pots or in the crevices of statues, and generally only try to attack if disturbed. Individually they pose no threat, but in a swarm, they can gradually plink a Hero to death. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Boe
Rank 0 Arcane Hunter Swarm
- HP: - - - MP: 0 - - SP: 12 -
Defense: 0 (Unarmored)Concentration: 11
Initiative: +3Evasion: 13
Size: TinyVitality: 10
Movement: 4 (Walking)
- Strike - Damage: 3
To-Hit Check: +8Range: Melee
- Default Weapon: Boe Bonk -
(Rank 0 Natural First)
Accuracy: 5Attack: 1Durability: 2
- Natural Camouflage (Passive) -
+5 to Agility for the purposes of Stealth checks while on terrain that matches its coloration.
Limited Intelligence
Combat2Willpower0Accuracy3
Hearts-Magic0Stamina0
Athletics0Arcana0Nature2
Civilization0Perception2Agility3
Fortitude0Influence1Command0
Intimidate0Discipline1Insight1
Mechanics0Perform0Guile0
Smithing0Enchanting0Cooking0
- Drops: - (1/4th)x Boe Bits (Rank 0 Monster Part)
+Blobs are strange clumps of mobile slime. Full of electrical potential, a Buzz Blob shocks anyone who dares touch them. \ No newline at end of file diff --git a/blobs/boe.md b/blobs/boe.md new file mode 100644 index 0000000..ce503c8 --- /dev/null +++ b/blobs/boe.md @@ -0,0 +1,157 @@ +--- +layout: default +title: Boe +permalink: /blobs/boe +parent: Blobs +nav_order: 2 +--- + +# Boe + +Miniscule amounts of magic come to life, Boes are, essentially, living dust bunnies: congealed balls of the detritus of their environment, with two eyes that glow a soft orange or yellow. Skittish and shy, they often simply want to be left alone – but unfortunately, Heroes have a tendency of disturbing their favorite places. + +Boes come in many colors, each suited to their terrain: Boes found in caves may be pitch-black, while those found in icy places might be snow-white. Boes hide in small spaces, such as within pots or in the crevices of statues, and generally only try to attack if disturbed. Individually they pose no threat, but in a swarm, they can gradually plink a Hero to death. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Boe
Rank 0 Arcane Hunter Swarm
+ HP: - + + MP: 0 + + SP: 12 +
Defense: 0 (Unarmored)Concentration: 11
Initiative: +3Evasion: 13
Size: TinyVitality: 10
Movement: 4 (Walking)
+ Strike + Damage: 3
To-Hit Check: +8Range: Melee
+ Default Weapon: Boe Bonk +
(Rank 0 Natural First)
Accuracy: 5Attack: 1Durability: 2
+ Natural Camouflage (Passive) +
+5 to Agility for the purposes of Stealth checks while on terrain that matches its coloration.
Limited Intelligence
Combat2Willpower0Accuracy3
Hearts-Magic0Stamina0
Athletics0Arcana0Nature2
Civilization0Perception2Agility3
Fortitude0Influence1Command0
Intimidate0Discipline1Insight1
Mechanics0Perform0Guile0
Smithing0Enchanting0Cooking0
+ Drops: + (1/4th)x Boe Bits (Rank 0 Monster Part)
diff --git a/blobs/buzz_blob.md b/blobs/buzz_blob.md new file mode 100644 index 0000000..37c7165 --- /dev/null +++ b/blobs/buzz_blob.md @@ -0,0 +1,171 @@ +--- +layout: default +title: Buzz Blob +permalink: /blobs/buzz_blob +parent: Blobs +nav_order: 1 +--- + +# Buzz Blob + +Buzz Blobs typically mill about, feeding on detritus on the ground and moisture in the air. They may not even seem to notice when someone attempts to attack them, letting their ever-electric nature do the work of warning the would-be predator off from a second attempt at harming them. + +Nonetheless, on the occasion that Buzz Blobs may wish to attack, they are capable of (slowly) surrounding a target with angry electric globs of gamboling goo. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Buzz Blob
Rank 2 Natural Warrior
+ HP: 20 + + MP: 20 + + SP: 20 +
Defense: 3 (Civilian)Concentration: 14
Initiative: +5Evasion: 15
Size: MediumVitality: 14
Movement: 4 (Walking)
+ Strike + Damage: 14
To-Hit Check: +7Range: Melee
+ Urbosa's Fury + Damage: 14
10 MagicRange: Burst 1
Roll To-Hit target’s Concentration; on success, target is Off-Balance.
+ Default Weapon: Buzz Blob Bulb +
(Rank 2 Natural Club)
Accuracy: 4Attack: 10Durability: 7
+ Ever-Electric (Passive) +
This creature is permanently Electrified. If struck with Earth, the creature loses its charge until the end of its next turn, and may be safely touched.
Instinctive Intelligence
Combat4Willpower4Accuracy4
Hearts5Magic5Stamina5
Athletics4Arcana4Nature4
Civilization4Perception3Agility5
Fortitude4Influence2Command0
Intimidate4Discipline4Insight3
Mechanics0Perform0Guile2
Smithing0Enchanting0Cooking0
+ Drops: + 3x Buzz Blob Blob (Rank 2 Monster Part)
\ No newline at end of file diff --git a/cheep_cheep.md b/cheep_cheep.md index 0d957c0..cba3a98 100644 --- a/cheep_cheep.md +++ b/cheep_cheep.md @@ -7,380 +7,4 @@ nav_order: 13 # Cheep Cheep -These pudgy fish hail from a faraway kingdom, but every so often, you’ll find a school of them in Hyrule or the surrounding lands. Though full of delicious meat, Cheep Cheep aren’t as docile – or as defenseless – as most fish are. - -## Cheep Cheep, Common - -Cheep Cheep like to lurk near the surface of the water, and hit foes with a spurt of water. - -Sometimes, Cheep Cheep will instead leap from the water and try to Strike foes. This can be quite surprising – but unfortunately for the fish, it’s much harder for them to get back to the water than to get out of it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Cheep Cheep, Common
Rank 1 Natural Hunter
- HP: 12 - - MP: 0 - - SP: 12 -
Defense: 2 (Civilian)Concentration: 11
Initiative: +4Evasion: 14
Size: SmallVitality: 13
Movement: 6 (Swimming), 1 (Walking)
- Spurt Water - Damage: 7, Water
To-Hit Check: +8Range: Projectile 6
- Arc Shot - Damage: 7, Water
4 StaminaRange: Projectile 12-16
You may ignore allies, enemies, and any obstacles that do not reach higher than 6 squares above you, for determining line of sight for this attack. -
- Jump Attack - Damage: 10
6 StaminaRange: Jump 5, Melee
You jump towards your target in a straight line, landing next to them, even if you have already reached you maximum Movement for the turn. You are Off-Balance until the start of your next turn. This attack cannot be performed if you are Halted or Slowed. -
- Default Weapon: Cheep Water Spurt -
(Rank 1 Natural Rod, Water)
Accuracy: 4Attack: 5Durability: 6
- Flying Fish (Passive) -
This creature’s Walking speed is reduced to 1. While on the surface of the water, this creature can jump as if its Athletics were 5 points higher. (Horiz. 5; Vert 4).
Limited Intelligence
Combat2Willpower2Accuracy4
Hearts3Magic0Stamina3
Athletics3Arcana1Nature2
Civilization0Perception1Agility4
Fortitude3Influence1Command0
Intimidate1Discipline1Insight1
Mechanics0Perform0Guile1
Smithing0Enchanting0Cooking0
- Drops: - 5x Cheep Cheep Meat (Rank 1 Food Ingredient)
2x Cheep Cheep Fin (Rank 1 Critter, Spongy)
- -## Deep Cheep - -Deep Cheep live mostly underwater, and only rarely venture to the surface. They like to rapidly beat their fins to foam up the water they’re in, and then strike from bubbly cover. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Deep Cheep
Rank 2 Natural Blaster
- HP: 20 - - MP: 24 - - SP: 12 -
Defense: 8 (Medium)Concentration: 12
Initiative: +5Evasion: 13
Size: SmallVitality: 14
Movement: 6 (Swimming), 1 (Walking)
- Spurt Water - Damage: 12, Water
To-Hit Check: +8Range: Projectile 6
- Bubblemath - Damage: 13, Water
8 MagicRange: Burst 1
If the affected area is in or under water, it becomes Foaming Water.
- Jump Attack - Damage: 17
6 StaminaRange: Jump 6, Melee
You jump towards your target in a straight line, landing next to them, even if you have already reached you maximum Movement for the turn. You are Off-Balance until the start of your next turn. This attack cannot be performed if you are Halted or Slowed.
- Sushie's Tidal Wave - Damage: 13, Water
8 MagicRange: Blast 3
Roll To-Hit Target’s Concentration; on success, target is Soaked.
- Default Weapon: Deep Cheep Water Spurt -
(Rank 2 Natural Rod, Water)
Accuracy: 4Attack: 8Durability: 9
- Flying Fish (Passive) -
This creature’s Walking speed is reduced to 1. While on the surface of the water, this creature can jump as if its Athletics were 5 points higher. (Horiz. 6; Vert 4).
Limited Intelligence
Immunity: Foaming Water
Combat4Willpower4Accuracy4
Hearts5Magic6Stamina3
Athletics5Arcana1Nature3
Civilization0Perception3Agility5
Fortitude4Influence1Command0
Intimidate2Discipline2Insight2
Mechanics0Perform0Guile1
Smithing0Enchanting0Cooking0
- Drops: - 5x Deep Cheep Meat (Rank 2 Food Ingredient)
2x Deep Cheep Fin (Rank 2 Critter, Spongy)
+These pudgy fish hail from a faraway kingdom, but every so often, you’ll find a school of them in Hyrule or the surrounding lands. Though full of delicious meat, Cheep Cheep aren’t as docile – or as defenseless – as most fish are. \ No newline at end of file diff --git a/cheep_cheep/cheep_cheep_common.md b/cheep_cheep/cheep_cheep_common.md new file mode 100644 index 0000000..e3124db --- /dev/null +++ b/cheep_cheep/cheep_cheep_common.md @@ -0,0 +1,188 @@ +--- +layout: default +title: Cheep Cheep, Common +permalink: /cheep_cheep/cheep_cheep_common +parent: Cheep Cheep +nav_order: 1 +--- + +# Cheep Cheep, Common + +Cheep Cheep like to lurk near the surface of the water, and hit foes with a spurt of water. + +Sometimes, Cheep Cheep will instead leap from the water and try to Strike foes. This can be quite surprising – but unfortunately for the fish, it’s much harder for them to get back to the water than to get out of it. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Cheep Cheep, Common
Rank 1 Natural Hunter
+ HP: 12 + + MP: 0 + + SP: 12 +
Defense: 2 (Civilian)Concentration: 11
Initiative: +4Evasion: 14
Size: SmallVitality: 13
Movement: 6 (Swimming), 1 (Walking)
+ Spurt Water + Damage: 7, Water
To-Hit Check: +8Range: Projectile 6
+ Arc Shot + Damage: 7, Water
4 StaminaRange: Projectile 12-16
You may ignore allies, enemies, and any obstacles that do not reach higher than 6 squares above you, for determining line of sight for this attack. +
+ Jump Attack + Damage: 10
6 StaminaRange: Jump 5, Melee
You jump towards your target in a straight line, landing next to them, even if you have already reached you maximum Movement for the turn. You are Off-Balance until the start of your next turn. This attack cannot be performed if you are Halted or Slowed. +
+ Default Weapon: Cheep Water Spurt +
(Rank 1 Natural Rod, Water)
Accuracy: 4Attack: 5Durability: 6
+ Flying Fish (Passive) +
This creature’s Walking speed is reduced to 1. While on the surface of the water, this creature can jump as if its Athletics were 5 points higher. (Horiz. 5; Vert 4).
Limited Intelligence
Combat2Willpower2Accuracy4
Hearts3Magic0Stamina3
Athletics3Arcana1Nature2
Civilization0Perception1Agility4
Fortitude3Influence1Command0
Intimidate1Discipline1Insight1
Mechanics0Perform0Guile1
Smithing0Enchanting0Cooking0
+ Drops: + 5x Cheep Cheep Meat (Rank 1 Food Ingredient)
2x Cheep Cheep Fin (Rank 1 Critter, Spongy)
diff --git a/cheep_cheep/deep_cheep.md b/cheep_cheep/deep_cheep.md new file mode 100644 index 0000000..2a6dea5 --- /dev/null +++ b/cheep_cheep/deep_cheep.md @@ -0,0 +1,200 @@ +--- +layout: default +title: Deep Cheep +permalink: /cheep_cheep/deep_cheep +parent: Cheep Cheep +nav_order: 2 +--- + +# Deep Cheep + +Deep Cheep live mostly underwater, and only rarely venture to the surface. They like to rapidly beat their fins to foam up the water they’re in, and then strike from bubbly cover. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Deep Cheep
Rank 2 Natural Blaster
+ HP: 20 + + MP: 24 + + SP: 12 +
Defense: 8 (Medium)Concentration: 12
Initiative: +5Evasion: 13
Size: SmallVitality: 14
Movement: 6 (Swimming), 1 (Walking)
+ Spurt Water + Damage: 12, Water
To-Hit Check: +8Range: Projectile 6
+ Bubblemath + Damage: 13, Water
8 MagicRange: Burst 1
If the affected area is in or under water, it becomes Foaming Water.
+ Jump Attack + Damage: 17
6 StaminaRange: Jump 6, Melee
You jump towards your target in a straight line, landing next to them, even if you have already reached you maximum Movement for the turn. You are Off-Balance until the start of your next turn. This attack cannot be performed if you are Halted or Slowed.
+ Sushie's Tidal Wave + Damage: 13, Water
8 MagicRange: Blast 3
Roll To-Hit Target’s Concentration; on success, target is Soaked.
+ Default Weapon: Deep Cheep Water Spurt +
(Rank 2 Natural Rod, Water)
Accuracy: 4Attack: 8Durability: 9
+ Flying Fish (Passive) +
This creature’s Walking speed is reduced to 1. While on the surface of the water, this creature can jump as if its Athletics were 5 points higher. (Horiz. 6; Vert 4).
Limited Intelligence
Immunity: Foaming Water
Combat4Willpower4Accuracy4
Hearts5Magic6Stamina3
Athletics5Arcana1Nature3
Civilization0Perception3Agility5
Fortitude4Influence1Command0
Intimidate2Discipline2Insight2
Mechanics0Perform0Guile1
Smithing0Enchanting0Cooking0
+ Drops: + 5x Deep Cheep Meat (Rank 2 Food Ingredient)
2x Deep Cheep Fin (Rank 2 Critter, Spongy)
diff --git a/chuchu.md b/chuchu.md index 50406b5..02b5d81 100644 --- a/chuchu.md +++ b/chuchu.md @@ -9,7 +9,6 @@ nav_order: 14 Chuchu are mobile blobs of goop with eyes. Found nearly everywhere, these slimes are valued for their jelly – a versatile Elixir crafting ingredient. - @@ -196,15 +195,15 @@ Chuchu are mobile blobs of goop with eyes. Found nearly everywhere, these slimes
-| Element | Color | Terrain | Status | Vulnerability | Jelly Property | -|---------|--------|--------------|--------------|---------------|----------------| -| Dark | Purple | Oiled | Blind | Light | Dusky | -| Earth | Green | Sand, Quick | Sand-Covered | Ice | Coarse | -| Fire | Red | Brushfire | On Fire | Water | Toasty | -| Ice | Teal | Ice, Dry | Slowed | Fire | Fireproof | -| Light | White | Normal | Cursed | Dark | Bright | -| Shock | Yellow | Electrified | Off-Balance | Earth | Electro | -| Water | Navy | Water, Fresh | Soaked | Shock | Spongy | +| Element | Color | Terrain | Status | Vulnerability | Jelly Property | +|---------|--------|----------------|--------------|---------------|----------------| +| Dark | Purple | Oiled | Blind | Light | Dusky | +| Earth | Green | Sand, Quick | Sand-Covered | Ice | Coarse | +| Fire | Red | Brushfire | On Fire | Water | Toasty | +| Ice | Teal | Ice, Dry | Slowed | Fire | Fireproof | +| Light | White | Normal | Cursed | Dark | Bright | +| Shock | Yellow | Electrified | Off-Balance | Earth | Electro | +| Water | Navy | Water, Fresh * | Soaked | Shock | Spongy | {: .rtw-table .centered-bold .fixed-columns-100 } * This fresh water is 1 square deep – Medium creatures can either wade through it as Difficult Terrain, or swim in it. Fighting in it may cause Metal weapons to rust at the end of the fight, and will leave you Soaked when you emerge from it. \ No newline at end of file diff --git a/dark_doppelganger.md b/dark_doppelganger.md new file mode 100644 index 0000000..f9b83bd --- /dev/null +++ b/dark_doppelganger.md @@ -0,0 +1,50 @@ +--- +layout: default +title: Dark Doppelganger +permalink: /dark_doppelganger +nav_order: 15 +--- + +# Dark Doppelganger + +Dark Doppelgangers are evil magic made flesh, formed from shapeless memories and fragmented souls. They are created to focus on a single person – either to test them, to replace them, or to slay them. + +Lacking a visage of their own, they take on the appearance, skills, and power of their fated foe, appearing to all the world like a silent, shadowy copy of the original person. + +## Preparing a Doppelganger + +Dark Doppelgangers are a special kind of monster, copying the appearance and abilities of a single foe. As such, they do not have a single statblock – rather, they have the same Traits, Feats, Songs, Spells, and Techniques as their copied target. + +When a Dark Doppelganger copies someone, they gain shadowy, ephemeral weapons and armor based on what the foe would wield, all of a Rank appropriate to challenge the original. Their weapons are often enchanted with the Elemental Weapon (Dark) enchantment, and their armor enchanted to match the copied foe’s gear. +They cannot copy the original’s Pack and its contents, nor can they copy Magical Tools. + +Dark Doppelgangers are “Heavy” monsters.They’re more durable than their originals – they have 2x the HP, 1.5x the MP, and 1.5x the SP of their copied target. They also count as Evil, Undead foes. + +**We recommend preparing fights with Dark Doppelgangers well ahead of time.** +Because they require the GM to copy the Heroes’ character sheets, it’s best to work out their exact equipment, stats, and abilities between game sessions, if you can. + +## Playing a Doppelganger + +Dark Doppelgangers are totally intangible until they copy someone’s form. Copying someone’s form is a Standard action, and requires entering their shadow akin to the Twili Transit spell – at which point, they rise up, immediately ready and able to fight. +Once a form is selected, the Dark Doppelganger cannot select another form to copy until the end of an Extended Rest. + +Dark Doppelgangers cannot speak, but are otherwise of Rational Intelligence, able to form new plans on the fly, knowing full well what tactics their originals might attempt. +They can silently communicate with other Dark Doppelgangers, and with their originals. Unless otherwise ordered by some greater evil force, they will strive with all their might to kill their original. + +Regardless of the copied target’s original Vulnerability, Dark Doppelgangers have a Vulnerability to Light damage. + +In addition, Dark Doppelgangers have all of the following Spells and Techniques: +- Bellum’s Consumption (Spell) +- Doppelganger’s Movement (Technique) +- Twili Transit (Spell) + +Dark Doppelgangers possess Darkvision. In addition, they can sense when their original is nearby, though not their exact location. + +## Rewards of a Doppelganger + +When defeated, Dark Doppelgangers’ equipment evaporates, as do they themselves. They each leave behind one Onyx and four Doppelmotes (Monster Parts), of a Rank equal to their shadowy equipment. +At the GM’s discretion, defeating a group of Dark Doppelgangers may also free a grateful Small Fairy (or a group of them). + +Dark Doppelgangers are used in some temples, shrines, or other places of power, as a final test of a true Hero’s power. They serve as a symbolic opponent, as well as a very real and deadly one: by defeating a Dark Doppelganger, a Hero also defeats their darkest impulses, purifying their body, mind, and soul for still greater trials. + +Because of this, Dark Doppelgangers often serve as the final challenge that stands between a band of Heroes, and some powerful item or ancient artifact. As such, the final reward for besting your own shadow may be the key to saving everyone. diff --git a/darknuts.md b/darknuts.md new file mode 100644 index 0000000..36946fb --- /dev/null +++ b/darknuts.md @@ -0,0 +1,19 @@ +--- +layout: default +title: Darknuts +permalink: /darknuts +nav_order: 16 +has_children: true +--- + +# Darknuts + +Darknuts are the nigh-indestructible knights in many an evil army. Though renowned for their skill with a weapon and their exceptional durability, few have seen a Darknut’s true appearance beneath their armored visage. +Some think them demons, while other tales speak of dog-like appearances, or fallen warriors trapped in animate armor. + +Darknuts are smart enough to form coordinated groups, make plans, and even command lesser creatures. This makes them dangerous not only as frontline combatants, but also as generals and elite strike forces. + +However, as Darknut armor absorbs those blows, it tends to come loose and fall off. This fatal weakness is shared by all their ilk, making any fight with a Darknut a battle of attrition – one that Heroes might be able to turn to their advantage. + +Ask any experienced Hero – Darknuts are not to be trifled with. Even a lone Darknut is a respectable, honorable challenge. + diff --git a/darknuts/iron_knuckle.md b/darknuts/iron_knuckle.md new file mode 100644 index 0000000..9e305cf --- /dev/null +++ b/darknuts/iron_knuckle.md @@ -0,0 +1,225 @@ +--- +layout: default +title: Iron Knuckle +permalink: /darknuts/iron_knuckle +parent: Darknuts +nav_order: 1 +--- + +# Iron Knuckle + +Iron Knuckles are extremely durable warriors. They like to wade into the fray, and slowly grind their enemies beneath their sword and shield until they are vulnerable to a Fatal Blow. Be wary of attacking them from afar, as their skill at Deflecting is unparalleled. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Iron Knuckle
Rankl 3 Civilized Warrior Heavy
+ HP: 48 + + MP: 0 + + SP: 48 +
Defense: 20 (Extreme)Concentration: 16
Initiative: +5Evasion: 9
Size: MediumVitality: 17
Movement: 4 (Walking)
+ Strike + Damage: 21
To-Hit Check: +8Range: Melee
+ Fatal Blow + Damage: 35
10 StaminaRange: Melee
+ Use Requirement: Target is in Peril +
-
+ Perfect Deflection + Damage: -
(Reaction)
10 StaminaRange: Self
+ Use Requirement: Wielding a Shield (Defensive Weapon); hit by a Burst, Cone, Line or Projectile attack +
Roll To-Hit target’s Concentration, using your Shield. On success, you suffer no damage or ill effects from the attack, and you may repeat the attack against only its user (ignoring Range).
+ Riposte + Damage: 21
(Free Action)
4 StaminaRange: Melee
When you successfully Deflect an attack with your shield, you may activate this Technique to make a follow-up Strike Basic Attack with your other equipped Weapon.
+ Default Weapon: Darknut Sword +
(Rank 3 Metal Sword, Darknut style)
Accuracy: 2Attack: 14Durability: 14
Darknut Shield
(Rank 3 Metal Shield, Darknut style)
Accuracy: 2Attack: 12Durability: 14
+ Shed Armor (Passive) +
Attacks against this creature from behind ignore half of its Defense. It then loses 3 Defense and 2 Vitality, and gains 2 Evasion and 1 Movement. This can occur up to 3 times; after that, this Passive cannot be triggered again. These changes persist until this creature next takes an Extended Rest.
Rational Intelligence
Combat7Willpower3Accuracy6
Hearts6Magic0Stamina8
Athletics7Arcana3Nature2
Civilization5Perception4Agility5
Fortitude7Influence2Command4
Intimidate6Discipline6Insight3
Mechanics2Perform1Guile5
Smithing6Enchanting6Cooking0
+ Drops: + Weapons (when available)
3x Knuckle Alloy (Rank 3 Metal)
diff --git a/darknuts/kanonnier.md b/darknuts/kanonnier.md new file mode 100644 index 0000000..9fd8724 --- /dev/null +++ b/darknuts/kanonnier.md @@ -0,0 +1,191 @@ +--- +layout: default +title: Kanonnier +permalink: /darknuts/kanonnier +parent: Darknuts +nav_order: 2 +--- + +# Kanonnier + +Kanonnier are cannon-wielding Darknuts, using cannons to fire Bombs and Cannonballs into the fray. Because their cannons are slow and unwieldy, they must stay put to fire them, making them just as much an easy target as their prey. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Kanonnier
Rank 3 Civilized Blaster Heavy
+ HP: 40 + + MP: 0 + + SP: 24 +
Defense: 10 (Medium)Concentration: 16
Initiative: +4Evasion: 12
Size: MediumVitality: 16
Movement: 4 (Walking)
+ Launch Shell (Bomb) + Damage: 16
To-Hit Check: +8Range: Blast 3
Center has to be within 25 squares. +Consumes 1x Bomb +Ignores Defense
+ Launch Shell (Cannonball) + Damage: 36
To-Hit Check: +8Range: Projectile 25
Consumes 1x Cannonball
+ Default Weapon: Darknut Cannon +
(Rank 3 Heavy Weapon, Darknut style)
+ Ammunition: 3x Bombs, 2x Rank 3 Cannonballs +
Accuracy: 2Attack: 8Durability: 14
+ Quick Heavy Weapon Rules (Explanation) +
• When pushing a Heavy Weapon, move as if Slowed. +• Heavy Weapons cannot be pushed over Difficult Terrain. +• Heavy Weapons cannot be moved and fired in the same turn. +• Loading a Heavy Weapon is a Minor Action. Firing it is a Standard. +(See "Rebuild the Wild" for more details on Heavy Weapons.)
+ Shed Armor (Passive) +
Attacks against this creature from behind ignore half of its Defense. It then loses 3 Defense and 2 Vitality, and gains 2 Evasion and 1 Movement. This can occur up to 3 times; after that, this Passive cannot be triggered again. These changes persist until this creature next takes an Extended Rest.
Rational Intelligence
Combat4Willpower2Accuracy6
Hearts5Magic0Stamina4
Athletics6Arcana2Nature2
Civilization6Perception6Agility4
Fortitude6Influence4Command2
Intimidate7Discipline6Insight3
Mechanics6Perform1Guile2
Smithing6Enchanting2Cooking0
+ Drops: + Weapons & Ammunition (when available) (Cannon deconstructs to 1x Rank 3 Monster Part and 2x Rank 3 Metal)
3x Knuckle Alloy (Rank 3 Metal)
diff --git a/darknuts/mazura.md b/darknuts/mazura.md new file mode 100644 index 0000000..f0fb674 --- /dev/null +++ b/darknuts/mazura.md @@ -0,0 +1,207 @@ +--- +layout: default +title: Mazura +permalink: /darknuts/mazura +parent: Darknuts +nav_order: 3 +--- + +# Mazura + +Mazura are intelligent commanders, serving as armored chessmasters on the battlefield. (Fitting, given their horse-headed helmets.) +Mazura direct their allies to attack, and can also keep them well-protected with their Shield Wall’s Clarion Technique. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Mazura
Rank 3 Civilized Rallier Heavy
+ HP: 48 + + MP: 0 + + SP: 36 +
Defense: 13 (Heavy)Concentration: 17
Initiative: +5Evasion: 12
Size: MediumVitality: 16
Movement: 4 (Walking)
+ Strike + Damage: 22
To-Hit Check: +9Range: Melee
+ Call to Arms + Damage: 22
5 StaminaRange: Melee
One ally within 7 squares may, as a Reaction, make a Basic Attack +against a foe you struck with this attack.
+ Commander's Call + Damage: -
(Minor Action)
3 StaminaRange: 1 Ally in 7 squares
The target may choose one: +• Move half their Movement +• End the Distracted condition +• End the Off-Balance condition +• Perform a Minor Action
+ Shield Wall's Clarion + Damage: -
10 StaminaRange: Burst 4
As a Reaction, you and all allies in range may use the Defend action.
+ Default Weapon: Darknut Maul +
(Rank 3 Metal Bat, Darknut style)
Accuracy: 3Attack: 16Durability: 13
+ Shed Armor (Passive) +
Attacks against this creature from behind ignore half of its Defense. It then loses 3 Defense and 2 Vitality, and gains 2 Evasion and 1 Movement. This can occur up to 3 times; after that, this Passive cannot be triggered again. These changes persist until this creature next takes an Extended Rest.
Rational Intelligence
Combat6Willpower3Accuracy6
Hearts6Magic0Stamina6
Athletics6Arcana3Nature2
Civilization6Perception5Agility6
Fortitude6Influence2Command7
Intimidate6Discipline7Insight4
Mechanics2Perform1Guile5
Smithing6Enchanting4Cooking0
+ Drops: + Weapons (when available)
3x Knuckle Alloy (Rank 3 Metal)
diff --git a/darknuts/rebonak.md b/darknuts/rebonak.md new file mode 100644 index 0000000..7a831b2 --- /dev/null +++ b/darknuts/rebonak.md @@ -0,0 +1,225 @@ +--- +layout: default +title: Rebonak +permalink: /darknuts/rebonak +parent: Darknuts +nav_order: 4 +--- + +# Rebonak + +Rebonak are mounted Darknuts, riding into battle to protect other fighters and command attention. Rebonak often have a mount unique to the area or task at hand, but may ride a Horse if little else would suit. When dismounted, their exceptionally heavy armor slows them down significantly. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Rebonak
Rank 3 Civilized Protector Heavy
+ HP: 48 + + MP: 0 + + SP: 48 +
Defense: 20 (Extreme)Concentration: 15
Initiative: +4Evasion: 8
Size: MediumVitality: 18
Movement: 3 (Walking)
+ Stab + Damage: 19
To-Hit Check: +9Range: Line 2
+ Koridai Countenance + Damage: -
(Minor Action)
2 StaminaRange: 1 target in 4 squares
Roll To-Hit target’s Concentration; on success, they are Distracted by you until the end of their next turn.
+ Rebonak's Retort + Damage: 19
(Reaction)
3 StaminaRange: Melee
+ Use Requirement: An ally you can see is struck by a foe you can see. +
You may move half your Movement towards the foe. Roll To-Hit target’s Concentration; on success, they are Distracted by you until the end of their next turn.
+ Threatening Blow + Damage: 19
4 StaminaRange: Melee
Roll To-Hit target’s Concentration. On success, you may select one other foe you can see. Both your original target and the additional target are Distracted by you until the end of your next turn.
+ Default Weapon: Darknut Lance +
(Rank 3 Metal Spear, Darknut style)
Accuracy: 3Attack: 13Durability: 15
+ Dragoon (Passive) +
You may use Combat Maneuvers, Spells, and Techniques while mounted.
+ Dragoon Charger (Passive) +
When you Charge while mounted, add +1 to the To-Hit roll of the Strike you make. While mounted, you may Charge through the spaces of other combatants, dealing (mount’s Combat) damage to them. +
+ Shed Armor (Passive) +
Attacks against this creature from behind ignore half of its Defense. It then loses 3 Defense and 2 Vitality, and gains 2 Evasion and 1 Movement. This can occur up to 3 times; after that, this Passive cannot be triggered again. These changes persist until this creature next takes an Extended Rest.
Rational Intelligence
Combat6Willpower2Accuracy6
Hearts6Magic0Stamina8
Athletics7Arcana2Nature2
Civilization5Perception3Agility4
Fortitude8Influence2Command6
Intimidate8Discipline5Insight3
Mechanics2Perform1Guile2
Smithing6Enchanting6Cooking0
+ Drops: + Weapons (when available)
3x Knuckle Alloy (Rank 3 Metal)
diff --git a/deku_baba.md b/deku_baba.md new file mode 100644 index 0000000..e91069c --- /dev/null +++ b/deku_baba.md @@ -0,0 +1,220 @@ +--- +layout: default +title: Deku Baba +permalink: /deku_baba +nav_order: 17 +--- + +# Deku Baba + +Deku Baba are dangerous purple flowers that grow in the forests of Hyrule. They can often be found in valleys, crevasses, and other places where foe – and prey – are forced to walk into range of their biting heads. + +## Deku Baba Lore + +### Novice (DC 7) + +Deku Baba grow in swamps and misty forests. They strike at anything that moves – so it’s not uncommon for travelers to throw a rock or shoot an arrow down a wooded path, just to see if any flowers try to lunge at it. + +### Journeyman (DC 10) + +Deku Sticks cut from Deku Baba stalks are sometimes used by wilderness guides to build makeshift abodes. They help rid the forest of a pesky blight, and they don’t have to harm any trees to build their shelter. + +### Adept (DC 13) + +Some believe that Deku Baba were once normal flowers, cursed by spirits who died in the Lost Woods. Others simply wave this off as an old wives’ tale, and say they are simply malicious weeds. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Deku Baba
Rank 1 Natural Protector
+ HP: 12 + + MP: 0 + + SP: 12 +
Defense: 4 (Light)Concentration: 11
Initiative: +5Evasion: 15
Size: MediumVitality: 14
Movement: None
+ Strike + Damage: 8
To-Hit Check: +7Range: Melee
+ Stretching Lunge + Damage: 8
(Reaction)
4 StaminaRange: Melee
+ Use Requirement: A foe enters a square within your reach, and you are not Stretched Out. +
You attempt to stretch into the square the foe entered. Roll To-Hit Target’s Concentration; on success, target is Pushed 1 square in a direction of your choice.
+ Uppercut + Damage: 8
4 StaminaRange: Melee
Push the target back one square.
+ Default Weapon: Deku Baba Bite +
(Rank 1 Natural Dagger)
Accuracy: 4Attack: 5Durability: 6
+ Stretchy 2 (Passive) +
This creature can stretch out two squares in any direction, regardless of this creature’s movement methods, occupying up to three squares in a row simultaneously. It originates attacks from its outstretched end. It cannot move while stretched. It can be damaged anywhere along its length.
+ Weak Wood (Weak Point) +
While Stretched Out, this creature’s intermediary segment is a Weak Point (but not its base or head). When struck, the creature immediately ceases being Stretched Out.
Instinctive Intelligence
Immunity: Forced Movement
Vulnerability: Fire
Combat3Willpower0Accuracy3
Hearts3Magic0Stamina3
Athletics3Arcana0Nature3
Civilization0Perception2Agility5
Fortitude4Influence2Command0
Intimidate2Discipline1Insight1
Mechanics0Perform0Guile2
Smithing0Enchanting0Cooking0
+ Drops: + 1x Deku Stick (Rank 1 Wood)
2x Deku Sap (Rank 1 Monster Part)
diff --git a/dodongo.md b/dodongo.md new file mode 100644 index 0000000..58a1c59 --- /dev/null +++ b/dodongo.md @@ -0,0 +1,249 @@ +--- +layout: default +title: Dodongo +permalink: /dodongo +nav_order: 18 +--- + +# Dodongo + +The Dodongo is one of the most storied creatures in all of Hyrule. Found in caves, dungeons, and mountainsides, these dinosaurs are not to be trifled with – unless +you know their debilitating Weak Point. + +Dodongo are famously averse to explosives: the acrid smoke makes their eyes water painfully, and though the gunpowder tastes delicious to them, its inevitable explosion in their bellies can lead to fatal heartburn. + +## Dodongo Lore + +### Journeyman (DC 10) + +“Dodongo dislike smoke” is a well-known phrase among Hylians, meaning ‘that’s obvious’, along the lines of saying “and the sky is blue”. + +### Adept (DC 13) + +Dodongo leather is used by Goron craftsmen for high-quality Bomb Bags, Goron Tunics, and other items that require high heat resistance and tensile strength. + +### Expert (DC 16) + +In the lands of Labrynna and Holodrum, there are tales of strange, friendly Dodongo – who even enjoy going for a swim! Though they cannot breathe fire, it’s said that they make up for it with a curious intelligence, and capacity for speech. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Dodongo
Rank 2 Natural Warrior MINIBOSS
+ HP: 64 + + MP: 40 + + SP: 48 +
Defense: 16 (Extreme)Concentration: 14
Initiative: +5Evasion: 9
Size: HugeVitality: 16
Movement: 5 (Walking)
+ Sweep + Damage: 13
To-Hit Check: +7Range: Sweep 2
+ Flame Breath + Damage: 11, Fire
6 MagicRange: Cone 2 or Projectile 8
Roll To-Hit Target’s Vitality; on success, target is On Fire.
+ Goron Goroll + Damage: -
8 Stamina (Bind)Range: Self
You roll into a tight, round ball. While in this stance, you resist all attacks by 4 Ranks, and your Movement is increased by 2, but you can no longer Climb, Jump, or Swim. In addition, you cannot use any Actions (Standard, Minor, or Reaction) that do not have the Goron race as a Learn or Use Requirement. You may uncurl as a Minor action during your turn, ending this stance.
+ Inhale + Damage: -
4 Stamina (Bind)Range: Self
Increase the Range of your next Blast or Burst attack by 1; or the Range of your next Cone, Line, or Sweep attack by 2; or the Range of your next Projectile attack by 4. (For example, from Cone 2 to Cone 4). The Stamina Bound in this attack is Burned when you next use a Blast, Burst, Cone, Line, or Sweep attack.
+ Stomp + Damage: 13
10 StaminaRange: Blast 2
Roll To-Hit Target’s Vitality; on success, the target is Knocked Prone. +
+ Default Weapon: Dodongo Crunch +
(Rank 2 Natural Sledge)
Accuracy: 2Attack: 9Durability: 12
+ Dodongo Dislikes Smoke (Weak Point) +
Being damaged by a Bomb of any type temporarily weakens the Dodongo’s armor-like scales, and Blinds it until the end of its next turn. The first attack against the Dodongo while it is Blinded also counts as striking the Dodongo’s Weak Point. If the Bomb exploded inside the Dodongo, then the Dodongo also loses its next turn.
+ Eat Like a Dodongo (Weak Point) +
When this creature uses Inhale, its mouth remains open until the beginning of its next turn. If an attack is used on this creature’s mouth during this state, the attack ignores half of this creature’s Defense, but does not strike a Weak Point. If a Bomb is thrown into this creature’s open mouth, it explodes within the creature immediately, ignores all Defense, and unbinds the Stamina bound in Inhale (also removing its buff).
+ Rolling Cutter (Passive) +
While in a Goron Goroll, you can move through (but not end your turn in) an enemy’s space; doing so causes that enemy 2 damage, ignoring Defense. Roll To-Hit Target’s Vitality; on success, the target is knocked Prone.
Limited Intelligence
Resistance: Fire damage (Rank 5)
Immunity: Heatwave weather, Lava
Combat4Willpower2Accuracy5
Hearts4Magic5Stamina6
Athletics4Arcana0Nature3
Civilization2Perception4Agility5
Fortitude6Influence0Command0
Intimidate5Discipline4Insight2
Mechanics0Perform0Guile0
Smithing0Enchanting0Cooking0
+ Drops: + 4x Dodongo Scales (Rank 2 Monster Part)
2x Bombs
diff --git a/ghosts.md b/ghosts.md new file mode 100644 index 0000000..e9a915d --- /dev/null +++ b/ghosts.md @@ -0,0 +1,9 @@ +--- +layout: default +title: Ghosts +permalink: /ghosts +nav_order: 19 +--- + +# Ghosts + diff --git a/ghosts/ghini.md b/ghosts/ghini.md new file mode 100644 index 0000000..5668ecf --- /dev/null +++ b/ghosts/ghini.md @@ -0,0 +1,196 @@ +--- +layout: default +title: Ghini +permalink: /ghosts/ghini +parent: Ghosts +nav_order: 2 +--- + +# Ghini + +Ghini inhabit untended gravestones, waking when some wayward Hero touches the old grave-marker. Once they’re awake, Ghini like to use their Ghastly Lick to stop foes in their tracks, and then continue to hit them with their egregiously long tongue. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ghini
Rank 2 Arcane Warrior
+ HP: 24 + + MP: 12 + + SP: 20 +
Defense: 6 (Light)Concentration: 13
Initiative: +2Evasion: 12
Size: SmallVitality: 15
Movement: 6 (Flying)
+ Stab + Damage: 12
To-Hit Check: +9Range: Line 2
+ Ghastly Lick + Damage: 11, Dark
4 MagicRange: Melee
Roll To-Hit target’s Concentration; on success, target is Halted.
+ Moa's Invisiblity + Damage: -
12 MagicRange: Self
You become Invisible until the end of the encounter. Being successfully struck with an attack will end the effect, as will performing an attack.
+ Default Weapon: Ghini's Tongue +
(Rank 2 Natural Spear)
Accuracy: 4Attack: 8Durability: 10
+ Denizen of Shadows (Passive) +
While in total darkness, this creature is Extremely Hard to Hit. +While in dim light, this creature is Hard to Hit. +While in normal light, this creature is Dazzled. +While in bright direct light or sunlight, this creature is Blinded.
+ Phasing (Passive) +
This creature can pass through solid objects, walls, and floors, as if +they were Difficult Terrain.
Limited Intelligence, Undead
Vulnerability: Light
Combat4Willpower3Accuracy5
Hearts6Magic3Stamina5
Athletics4Arcana4Nature2
Civilization5Perception4Agility2
Fortitude5Influence0Command0
Intimidate3Discipline3Insight3
Mechanics0Perform0Guile3
Smithing0Enchanting0Cooking0
+ Drops: + 3x Ghiniplasm (Rank 2 Monster Part)
diff --git a/ghosts/moa.md b/ghosts/moa.md new file mode 100644 index 0000000..0b81d74 --- /dev/null +++ b/ghosts/moa.md @@ -0,0 +1,202 @@ +--- +layout: default +title: Moa +permalink: /ghosts/moa +parent: Ghosts +nav_order: 1 +--- + +# Moa + +Moa are large, floating eyeballs, with a trail of thick smoke behind them. They can cry tears of flame to light the ground beneath them on fire, but greater evils will often use them as spies and sentries, relying on their incredible vision and memory to guard their castles and roads. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Moa
Rank 2 Arcane Hunter
+ HP: 16 + + MP: 20 + + SP: 0 +
Defense: 6 (Light)Concentration: 15
Initiative: +6Evasion: 16
Size: SmallVitality: 12
Movement: 6 (Flying)
+ Strike + Damage: 12
To-Hit Check: +10Range: Melee
+ Camera + Damage: -
2 Magic (Bind)Range: Vision
You may perfectly remember what you are looking at in this exact moment – well enough to read written words, or produce a highquality reproduction by sketch. This does not provide you with details that you could not see at the time, nor any capacity to ‘zoom in’ on the mental picture. When the spell ends, your perfect recall of what you saw also ends, though you may remember it normally.
+ Moa's Invisibility + Damage: -
12 MagicRange: Self
You become Invisible until the end of the encounter. Being successfully struck with an attack will end the effect, as will performing an attack.
+ Tears of Flame + Damage: -
4 MagicRange: Special
Use this Spell at the beginning of your turn. For the remainder of your turn, all squares you fly over become Brushfire terrain. Against any foes you fly over, make a To-Hit roll; on success, the target is now On Fire.
+ Default Weapon: Moa's Eye +
(Rank 2 Natural Club)
Accuracy: 4Attack: 10Durability: 7
+ Burning Threat (Passive) +
If you hit a foe with a Basic Attack, and they do not use a Reaction against the attack, then they are set On Fire.
+ Bullseye (Weak Point) +
This creature’s eye is its Weak Point, and is Hard to Hit. Once struck, this creature is Blinded, and its Weak Point cannot be struck, until the end of its next turn.
Limited Intelligence, Undead
Combat2Willpower3Accuracy6
Hearts4Magic5Stamina0
Athletics2Arcana4Nature2
Civilization4Perception8Agility6
Fortitude2Influence0Command0
Intimidate3Discipline5Insight5
Mechanics0Perform0Guile4
Smithing0Enchanting0Cooking0
+ Drops: + 3x Moa Mote (Rank 2 Monster Part)
\ No newline at end of file diff --git a/gohma.md b/gohma.md new file mode 100644 index 0000000..ee68ebf --- /dev/null +++ b/gohma.md @@ -0,0 +1,24 @@ +--- +layout: default +title: Gohma +permalink: /gohma +nav_order: 20 +--- + +# Gohma + +Gohma are insect-like creatures, with a huge eye dominating their body. They skitter sideways, and can even climb up walls, waiting in the shadows for their prey. They prefer to live in dark, quiet, open places. + +## Gohma Lore + +### Novice (DC 7) + +Gohma are one of the most common large-scale monsters a Hero might face. They breed quickly and plentifully, and can make their home in most any dark environ. The surest way to prevent a Gohma Larva from making its home in your basement is to properly seal and light it. + +### Journeyman (DC 10) + +Gohma are a common infestation in large trees, tunneling into the tree trunk and using a hollowed-out space as a home. The bigger the tree, the bigger the Gohma can become before it must leave to find a new home. + +### Adept (DC 13) + +As Gohma age, they become larger and more powerful. They can even grow additional body segments, changing from their traditional ‘arachnid’ body to a more ‘centipede’-like form. The larger, longer, or more segmented a Gohma, the more powerful and dangerous it is. \ No newline at end of file diff --git a/gohma/gohma_larva.md b/gohma/gohma_larva.md new file mode 100644 index 0000000..fb76fc9 --- /dev/null +++ b/gohma/gohma_larva.md @@ -0,0 +1,169 @@ +--- +layout: default +title: Gohma Larva +permalink: /gohma/gohma_larva +parent: Gohma +nav_order: 1 +--- + +# Gohma Larva + +Gohma Larva are the Gohma’s youngest, smallest form. Their eyes are still developing, making them incapable of firing the lasers they will one day be known for. Instead, they rely on their tiny pincers, using them to grab on to foes and weigh them down with their many tiny bodies – and hoping that something else can finish them off, delivering them their next meal. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Gohma Larva
Rank 0 Natural Warrior Swarm
+ HP: - + + MP: 4 + + SP: 8 +
Defense: 0 (Unarmored)Concentration: 12
Initiative: +3Evasion: 13
Size: SmallVitality: 13
Movement: 3 (Walking)
+ Strike + Damage: 5
To-Hit Check: +5Range: Melee
+ Weigh Down + Damage: 5
6 StaminaRange: Weapon
Roll To-Hit Target’s Vitality; on success, the target is Slowed, and has their Evasion reduced by 1, until the end of their next turn. If the target is already affected by another creature’s Weigh Down, they are instead Halted, and the Evasion reduction stacks.
+ Default Weapon: Gohma Larva Claw +
(Rank 0 Natural Hand Axe)
Accuracy: 3Attack: 4Durability: 2
+ Spider's Walk (Passive) +
This creature may cling to and walk on walls and ceilings.
Instinctive Intelligence
Combat1Willpower1Accuracy2
Hearts-Magic1Stamina2
Athletics3Arcana1Nature1
Civilization1Perception3Agility3
Fortitude3Influence0Command0
Intimidate2Discipline2Insight2
Mechanics0Perform0Guile0
Smithing0Enchanting0Cooking0
+ Drops: + (1/4th)x Gohma Hairs (Rank 0 Monster Part)
diff --git a/gohma/queen_gohma.md b/gohma/queen_gohma.md new file mode 100644 index 0000000..b2d8f52 --- /dev/null +++ b/gohma/queen_gohma.md @@ -0,0 +1,236 @@ +--- +layout: default +title: Queen Gohma +permalink: /gohma/queen_gohma +parent: Gohma +nav_order: 2 +--- + +# Queen Gohma + +Queen Gohma are the broodmothers, commanding large numbers of Gohma Larvae. They like to drop down on foes using Stomp or Rough Spin to split people up, and then Lock On to one poor sap – followed up by a Charge Shot to take them out. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Queen Gohma
Rank 1 Natural Warrior BOSS
+ HP: 120 + + MP: 60 + + SP: 40 +
Defense: 6 (Medium)Concentration: 13
Initiative: +3Evasion: 11
Size: HugeVitality: 14
Movement: 4 (Walking)
+ Sweep + Damage: 11
To-Hit Check: +6Range: Sweep 2
+ Charge Shot + Damage: 15, Light
8 MagicRange: Projectile 10
Roll To-Hit Target’s Concentration; on success, the target is knocked Prone. +
+ Lock On + Damage: -
4 Stamina (Bind)Range: 1 target in 8 squares
You lock on to the target. Your next attack against them has a +4 on all To-Hit checks, and Burns the Bound Stamina. If they leave your line of sight, this effect ends, returning the Bound Stamina. +
+ Rough Spin + Damage: 11
12 StaminaRange: Burst 1
All targets are pushed to just outside the radius of the attack.
+ Stomp + Damage: 11
10 StaminaRange: Blast 2
Roll To-Hit Target’s Vitality; on success, the target is Knocked Prone.
+ Summon Larvae + Damage: -
4 StaminaRange: Projectile 8
You create 4 squares of Gohma Larva within range, or add 4 squares to an existing Gohma Larva swarm. Gohma Larva created this way do not provide any drops when defeated.
+ Default Weapon: Gohma's Claw +
(Rank 1 Natural Axe)
Accuracy: 2Attack: 9Durability: 6
+ Gohma's Eye (Weak Point) +
This creature’s eye is its Weak Point, but it remains closed much of the time, rendering it Extremely Hard to Hit. When this creature uses Lock On, its eye remains open until the beginning of its next turn. During this time, this creature’s eye is not Hard to Hit at all. If its eye is hit, the Stamina used on Lock On is Burned (removing the buff).
+ Spider's Walk (Passive) +
This creature may cling to and walk on walls and ceilings.
Limited Intelligence
Combat2Willpower3Accuracy4
Hearts3Magic3Stamina2
Athletics4Arcana2Nature2
Civilization3Perception4Agility3
Fortitude4Influence2Command0
Intimidate3Discipline3Insight3
Mechanics0Perform0Guile0
Smithing0Enchanting0Cooking0
+ Drops: + 1x Gohma Claw (Rank 1 Axe, Natural)
10x Gohma Leg (Rank 1 Monster Part)
Small Fairies, equal to size of party
\ No newline at end of file diff --git a/goriya.md b/goriya.md new file mode 100644 index 0000000..bec8aff --- /dev/null +++ b/goriya.md @@ -0,0 +1,226 @@ +--- +layout: default +title: Guardians +permalink: /guardians +nav_order: 21 +--- + +# Goriya + +Highly intelligent, dungeon-dwelling wolf-men, Goriya are both clever and dangerous. They are renowned not only for their skill at throwing a Boomerang, but also for their ability to craft them. Goriya make their own Boomerangs, and it’s not uncommon for them to be tailored to the local environment, or even to the specific task at hand. + +## Goriya Lore + +### Journeyman (DC 10) + +Goriya can be found in deserts, on wide open plains, and in rocky caves and mountainsides. Perhaps they range so far because they search for materials to craft Boomerangs with. + +### Adept (DC 13) + +Goriya Boomerangs are highly prized for their keen edge and powerful heft. Brave merchants will sometimes seek out Goriya in solitude, seeking their renowned weapons in trade. + +### Expert (DC 16) + +Every Goriya’s Boomerang is a little different. Not only are they enchanted and crafted for that Goriya’s environment, but they bear subtle markings and notches unique to that Goriya. To be given a Goriya’s own Boomerang freely is a sign of incredible respect, and a great honor. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Goriya
Rank 2 Civilized Warrior Heavy
+ HP: 32 + + MP: 0 + + SP: 24 +
Defense: 8 (Medium)Concentration: 13
Initiative: +4Evasion: 12
Size: MediumVitality: 14
Movement: 5 (Walking)
+ Throw 1H Weapon + Damage: 16
To-Hit Check: +9Range: Projectile 6
+ Orbit Throw + Damage: 16
8 StaminaRange: Projectile 6
This attack does not harm the target. However, it does create a Burst 1 around the target, striking all targets within that burst.
+ Pinning Shot + Damage: 16
4 StaminaRange: Projectile 6
Roll To-Hit Target’s Concentration; on success, the target is Halted until the end of their next turn.
+ Wide Return + Damage: 16
6 StaminaRange: Projectile 6
Make a follow-up attack against another foe within (Weapon’s Range) range of your original target. This follow-up attack deals (Weapon + Combat) damage, hits automatically, costs no Stamina, and must use the same weapon used in the original attack. This follow-up attack cannot have the same target as the original attack. +
+ Default Weapon: Default Weapon +
(Rank 2 Wooden Boomerang, Demon style)
Enchantment: Perfectly Balanced, Rank 2 (+1 Crit)
Accuracy: 4Attack: 10Durability: 10
+ Grumbling Stomach (Passive) +
This creature is almost always hungry, and is easily distracted by food. It will prioritize trying to obtain food, including Dishes set down by Heroes, and has a -2 to resist social checks that offer food. +
+ Yiga Yadome-Jutsu (Passive) +
You may Parry in response to Projectile attacks.
Rational Intelligence
Combat6Willpower2Accuracy5
Hearts4Magic0Stamina4
Athletics4Arcana0Nature2
Civilization2Perception5Agility4
Fortitude4Influence2Command1
Intimidate4Discipline3Insight2
Mechanics0Perform1Guile4
Smithing6Enchanting4Cooking2
+ Drops: + Weapons (when available)
2x Goriya Fur (Rank 2 Monster Part)
40x Rupees
diff --git a/guardians.md b/guardians.md new file mode 100644 index 0000000..a43cbdf --- /dev/null +++ b/guardians.md @@ -0,0 +1,36 @@ +--- +layout: default +title: Guardians +permalink: /guardians +nav_order: 22 +--- + +# Guardians + +Guardians are robots built by the Ancients. While Guardians were originally designed to fight Calamity Ganon, many of them were instead corrupted by it. Only those few Guardians hidden in Shrines to test would-be Heroes were saved from this fate. + +## Guardian Lore + +### Journeyman (DC 10) + +Guardians are known to guard places the Ancients found important, hence their name. If you should ever encounter a Guardian, you should leave that place immediately… or delve deeper, to see why they would keep the place guarded. + +### Adept (DC 13) + +Calamity Ganon was able to infect and take over all the Guardians that were set against it. There are also reports of Ganon’s power taking up Guardian materials to take on temporary, deadly form. Some scholars theorize that this means that the two share some deeper connection. + +### Expert (DC 16) + +Guardians were originally invented by the Sheikah, 10,000 years ago. They were built to defend against Calamity Ganon’s first coming – and they succeeded. + +### Impressive (DC 19) + +Not all Guardians were possessed by Ganon’s Malice during the Calamity. Those that were in Sheikah Shrines and other protected places were kept safe, their programming still intact. + +### Heroic (DC 22) + +In some Ancient texts, they speak of incredible giant Octoroks inspiring the form of Guardians. Scholars still debate whether this is poetic language, or if there were actually giant Octoroks that roamed the world 10,000 years ago. + +### Legendary (DC 25) + +Despite the ancient Sheikah’s incredible skill, knowledge, and resources, they never made a Guardian capable of independent thought… right? \ No newline at end of file diff --git a/guardians/derelict_guardian.md b/guardians/derelict_guardian.md new file mode 100644 index 0000000..6be0ef8 --- /dev/null +++ b/guardians/derelict_guardian.md @@ -0,0 +1,188 @@ +--- +layout: default +title: Derelict Guardian +permalink: /guardians/derelict_guardian +parent: Guardians +nav_order: 1 +--- + +# Derelict Guardian + +Guardian Stalkers that once strode the land, sundered and broken in the coming of the Calamity 100 years ago. Derelict Guardians can no longer move around, and the years have wreaked a heavy toll, weakening its armor and laser-eye. Even so, they remain dangerous obstacles, often waiting amidst the husks of totally-broken Guardians. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Derelict Guardian
Rank 1 Mechanical Blaster Heavy
+ HP: 40 + + MP: 18 + + SP: 18 +
Defense: 6 (Medium)Concentration: 12
Initiative: +2Evasion: 10
Size: LargeVitality: 14
Movement: None
+ Magic Salvo + Damage: 10, Light
To-Hit Check: +9Range: Projectile 6
+ Charge Shot + Damage: 15, Light
8 MagicRange: Projectile 10
Roll To-Hit Target’s Concentration; on success, the target is knocked Prone.
+ Lock On + Damage: -
4 Stamina (Bind)Range: 1 target in 8 squares
You lock on to the target. Your next attack against them has a +4 on all To-Hit checks, and Burns the Bound Stamina. If they leave your line of sight, this effect ends, returning the Bound Stamina.
+ Default Weapon: Guardian Laser Mk. I +
(Rank 1 Natural Rod, Guardian style)
Accuracy: 6Attack: 7Durability: 8
+ Guardian's Eye (Weak Point) +
The creature’s eye is Extremely Hard to Hit. If struck, the creature is Blinded until the end of its next turn.
Instinctive Intelligence
Immunity: Flirt, Disarm, Push
Vulnerability: Ancient Weapons
Combat1Willpower3Accuracy3
Hearts5Magic3Stamina3
Athletics1Arcana1Nature0
Civilization1Perception4Agility2
Fortitude4Influence0Command0
Intimidate2Discipline2Insight0
Mechanics0Perform0Guile0
Smithing0Enchanting0Cooking0
+ Drops: + 4x Sprint (Rank 1 Ancient Material)
diff --git a/guardians/guardian_scout.md b/guardians/guardian_scout.md new file mode 100644 index 0000000..69aff95 --- /dev/null +++ b/guardians/guardian_scout.md @@ -0,0 +1,220 @@ +--- +layout: default +title: Guardian Scout +permalink: /guardians/guardian_scout +parent: Guardians +nav_order: 2 +--- + +# Guardian Scout + +Guardian Scouts have two manipulator arms, allowing them to use weapons as a person might. They attack by spinning, a clockwork whirl of Rough Spins or Spin Lasers. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Guardian Scout
Rank 2 Mechanical Warrior
+ HP: 28 + + MP: 24 + + SP: 24 +
Defense: 10 (Heavy)Concentration: 13
Initiative: +5Evasion: 11
Size: MediumVitality: 15
Movement: 5 (Walking)
+ Strike + Damage: 17
To-Hit Check: +10Range: Melee
+ Magic Salvo + Damage: 14, Light
To-Hit Check: +11Range: Projectile 6
+ Charge Shot + Damage: 20, Light
8 MagicRange: Projectile 10
Roll To-Hit Target’s Concentration; on success, the target is knocked Prone.
+ Spin Laser + Damage: 15, Light
12 MagicRange: Burst 2
You create an Updraft in a Burst 1 around you until the end of your next turn.
+ Rough Spin + Damage: 17
12 StaminaRange: Burst 1
All targets are pushed to just outside the radius of the attack.
+ Default Weapon: Guardian Laser Mk. II +
(Rank 2 Natural Rod, Guardian style)
Accuracy: 6Attack: 10Durability: 11
Guardian Sword Mk. II
(Rank 2 Ancient Sword, Guardian style)
Accuracy: 5Attack: 11Durability: 11
Instinctive Intelligence
Immunity: Flirt, Disarm
Vulnerability: Ancient weapons
Combat6Willpower4Accuracy5
Hearts7Magic6Stamina6
Athletics5Arcana1Nature0
Civilization2Perception4Agility5
Fortitude5Influence0Command0
Intimidate4Discipline3Insight0
Mechanics0Perform0Guile0
Smithing0Enchanting0Cooking0
+ Drops: + Weapons (when available)
3x Gear (Rank 2 Ancient Material)
diff --git a/guardians/guardian_skywatcher.md b/guardians/guardian_skywatcher.md new file mode 100644 index 0000000..8cca2c3 --- /dev/null +++ b/guardians/guardian_skywatcher.md @@ -0,0 +1,179 @@ +--- +layout: default +title: Guardian Skywatcher +permalink: /guardians/guardian_skywatcher +parent: Guardians +nav_order: 3 +--- + +# Guardian Skywatcher + +Guardian Skywatchers use a trio of propellers to stay aloft, hovering in hallways and above ravines. When they spot an interloper, they float over them and shine a spotlight – encouraging allies to take ‘em out. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Guardian Skywatcher
Rank 3 Mechanical Hunter
+ HP: 24 + + MP: 32 + + SP: 12 +
Defense: 13 (Heavy)Concentration: 16
Initiative: +8Evasion: 14
Size: MediumVitality: 15
Movement: 8 (Flying)
+ Magic Salvo + Damage: 19, Light
To-Hit Check: +11Range: Projectile 6
+ Charge Shot + Damage: 29, Light
8 MagicRange: Projectile 10
Roll To-Hit Target’s Concentration; on success, the target is knocked Prone.
+ Illuminate + Damage: -
8 Magic (Bind)Range: 1 Target directly below you
You shine a bright red spotlight on the target. While the spotlight is on them, the target is Distracting to you and all of your allies, is no longer Invisible, and cannot be Hard to Hit due to cover. You follow the targeted foe automatically, moving up to your Movement per turn in order to keep up. If a foe moves faster than that on its turn, your Illumination of it ends, returning the Bound Magic.
+ Default Weapon: Guardian Laser Mk. III +
(Rank 3 Natural Rod, Guardian style)
Accuracy: 6Attack: 13Durability: 14
Instinctive Intelligence
Immunity: Flirt, Disarm
Vulnerability: Ancient weapons
Combat4Willpower6Accuracy5
Hearts6Magic8Stamina3
Athletics5Arcana1Nature0
Civilization2Perception7Agility8
Fortitude5Influence0Command0
Intimidate4Discipline6Insight0
Mechanics0Perform0Guile0
Smithing0Enchanting0Cooking0
+ Drops: + 3x Shaft (Rank 3 Ancient Material)
diff --git a/guardians/guardian_stalker.md b/guardians/guardian_stalker.md new file mode 100644 index 0000000..014bc3a --- /dev/null +++ b/guardians/guardian_stalker.md @@ -0,0 +1,215 @@ +--- +layout: default +title: Guardian Stalker +permalink: /guardians/guardian_stalker +parent: Guardians +nav_order: 4 +--- + +# Guardian Stalker + +Guardian Stalkers are the most iconic form of the Guardian, and perhaps the most deadly. They skitter about on six mechanical legs, searching for a target. When they find one, they Lock On, emitting a terrifying beeping noise – only to unleash a powerful Charge Shot on their prey moments later. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Guardian Stalker
Rank 3 Mechanical Blaster MINIBOSS
+ HP: 160 + + MP: 64 + + SP: 64 +
Defense: 20 (Extreme)Concentration: 14
Initiative: +8Evasion: 12
Size: HugeVitality: 17
Movement: 10 (Walking)
+ Magic Salvo + Damage: 21, Light
To-Hit Check: +12Range: Projectile 8
+ Charge Shot + Damage: 33, Light
8 MagicRange: Projectile 14
Roll To-Hit Target’s Concentration; on success, the target is knocked Prone. +
+ Lock On + Damage: -
4 Stamina (Bind)Range: 1 target in 8 squares
You lock on to the target. Your next attack against them has a +4 on all To-Hit checks, and Burns the Bound Stamina. If they leave your line of sight, this effect ends, returning the Bound Stamina. +
+ Stomp + Damage: 18
10 StaminaRange: Blast 2
Roll To-Hit Target’s Vitality; on success, the target is Knocked Prone. +
+ Default Weapon: Guardian Laser Mk. III-2 +
(Rank 3 Natural Rod, Guardian Style)
Enchantment: Aerodynamic Rank 3 (Projectile Range +4)
Accuracy: 6Attack: 13Durability: 14
+ Guardian's Eye (Weak Point) +
The creature’s eye is Extremely Hard to Hit. If struck, the creature is Blinded until the end of its next turn. +
+ Stalker's Stride (Weak Point) +
This creature’s six legs are vulnerable to being cut off. Each leg is Hard to Hit, but if struck, the attack ignores half of this creature’s Defense, and the leg is cut off. When a leg is cut off, the Stalker’s Movement and Evasion both decrease by 1. When the Stalker hasno legs remaining, its Movement and Evasion are set to 0 and it can no longer use its Stomp attack.
Instinctive Intelligence
Immunity: Flirt, Disarm
Vulnerability: Ancient weapons
Combat5Willpower8Accuracy6
Hearts10Magic8Stamina8
Athletics5Arcana1Nature0
Civilization2Perception8Agility8
Fortitude7Influence0Command0
Intimidate7Discipline4Insight0
Mechanics0Perform0Guile0
Smithing0Enchanting0Cooking0
+ Drops: + 6x Shaft (Rank 3 Ancient Material)
diff --git a/helmasaur.md b/helmasaur.md new file mode 100644 index 0000000..0fd3f84 --- /dev/null +++ b/helmasaur.md @@ -0,0 +1,203 @@ +--- +layout: default +title: Helmasaur +permalink: /helmasaur +nav_order: 23 +--- + +# Helmasaur + +Helmasaur are quadrupedal, dinosaur-like creatures. They eat stone, gems, and metals, using those minerals to grow a heavy metal mask over their face. + +Helmasaur are simple creatures, and try to ram into any threats or intruders face-first, using their masks for both attack and defense. + +As a Helmasaur’s mask is made of solid metal, it can be removed through a variety of means: magnetic manipulation, disarming the creature, or yanking it away with a Hookshot, among other options. + +## Helmasaur Lore + +### Journeyman (DC 10) + +Helmasaur are uncommon threats, found in caves and mountainous areas, feasting on the metals and ores underground. They use those materials to grow the mask they wear. + +### Adept (DC 13) + +A Helmasaur’s helm might be grown from their body, but it can safely be removed. Some mountain-dwelling folk will keep herds of Helmasaur, letting them graze on the mountain, and then harvesting their masks once a season. They then sell these masks as scrap, or directly to adventurers as shields. + +### Expert (DC 16) + +Helmasaur can have subtle differences, based on what they eat. The most common is the metallic-masked version, but variants that primarily dine on Gems, Stone, and even Rupees have been found on occasion. You can tell by their masks, as those are made out of whatever a Helmasaur eats most. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Helmasaur
Rank 2 Natural Warrior
+ HP: 24 + + MP: 0 + + SP: 16 +
Defense: 10 (Heavy)Concentration: 12
Initiative: +4Evasion: 10
Size: SmallVitality: 16
Movement: 5 (Walking)
+ Strike + Damage: 12
To-Hit Check: +7Range: Melee
+ Dash Attack + Damage: 12
8 StaminaRange: See Effect
During this attack, you may use your remaining Movement as normal. You may move through foes, hitting them with a Strike Basic Attack as you do so. You may only attack a given target once during this attack.
+ Ordon Rush + Damage: 10
8 StaminaRange: Melee
Roll To-Hit target’s Vitality; on success, you begin pushing them. You may continue to move, but it must be in a straight line. Your target is pushed in front of you for the duration of this further movement.
+ Default Weapon: Helmasaur Helm +
(Rank 2 Metal Shield)
Accuracy: 3Attack: 7Durability: 9
+ Faceguard (Weak Point) +
Attacks against this creature from behind ignore half of its Defense. The creature’s Faceguard may be removed through Disarming it, making all attacks against this creature ignore half of its Defense. +
Limited Intelligence
Combat5Willpower0Accuracy4
Hearts6Magic0Stamina4
Athletics5Arcana0Nature4
Civilization1Perception3Agility4
Fortitude6Influence2Command0
Intimidate4Discipline2Insight2
Mechanics4Perform0Guile2
Smithing2Enchanting0Cooking0
+ Drops: + Helmasaur Helm (Rank 2 Metal Shield)
2x 'Saur Steel-gland (Rank 2 Monster Part)