Post by SICARII the Face-Stealer on Jan 4, 2019 21:50:25 GMT -5
Unique Roleplay Rewards
Overview and Rules
Overview and Rules
Over the course of the past few years of DnD history, our players have helped to craft their world through unique and creative interactions with the game world and each other. Throughout the roleplay experience, some players have performed such notable moments that we of the Admin team wish to reward them for their effort; thus, unique Feats, Skills, and Items to reflect their shining moments. Weather due to a single highlighted moment or a long and consistent creative arc, we want to recognize players who have gone above and beyond to create a unique and memorable experience.
The following is a reference list for all current reward items that are in play, sorted by character name in alphabetical order. You will be notified directly if you are ever given a new reward, and you may use this list to keep track of the exact abilities and effects you have earned. Simply click on your character's name to view your rewards.
PLEASE NOTE: This is not a licence to create your own skills and items. All unique rewards are created by the Admin team on a case-by-case basis, and are specifically intended to remain in balance with the abilities provided to all players. We still retain the right to step in and stop any player who we feel is giving themselves an unfair advantage for any reason at any time; we reward creative players who are good sports, not those who are trying to power game by inventing special abilities for themselves. Further, if you reroll a character who has earned a unique reward you DO NOT retain the reward on your next character, and frequent character changes will be taken into consideration when evaluating future reward opportunities.
Additionally, if you come to us requesting a unique reward, your request WILL BE DENIED. All players should be performing good roleplay for the fun of it, not to convince us to give them a reward they want!
The following is a reference list for all current reward items that are in play, sorted by character name in alphabetical order. You will be notified directly if you are ever given a new reward, and you may use this list to keep track of the exact abilities and effects you have earned. Simply click on your character's name to view your rewards.
PLEASE NOTE: This is not a licence to create your own skills and items. All unique rewards are created by the Admin team on a case-by-case basis, and are specifically intended to remain in balance with the abilities provided to all players. We still retain the right to step in and stop any player who we feel is giving themselves an unfair advantage for any reason at any time; we reward creative players who are good sports, not those who are trying to power game by inventing special abilities for themselves. Further, if you reroll a character who has earned a unique reward you DO NOT retain the reward on your next character, and frequent character changes will be taken into consideration when evaluating future reward opportunities.
Additionally, if you come to us requesting a unique reward, your request WILL BE DENIED. All players should be performing good roleplay for the fun of it, not to convince us to give them a reward they want!
{Asteri}ITEMS
Asteri's Sol
Medallion. An ancient mote of magical light contained within a small spherical crystal, given to Asteri long ago.
Passively provides +25% Shadow resistance and 10% Perception, and can light up small areas.
Solar Burst: Asteri summons a powerful explosion of light at a target location, dealing full modifiable Competency damage to a primary target and 50% unmodifiable damage to up to two adjacent targets, passing standard accuracy. All targets hit by this attack become Dazed for one round.
5 round cooldown.
Brodongo’s Whistle
Charm. A small obsidian flute used to call a Dodongo whom Asteri first befriended while adventuring within the Eldin's Crown Caverns.
Blowing the whistle summons Brodongo for 6 rounds. Brodongo has 60% of the summoner's Attack and Defense, as well as 40% of the summoner's HP and +5% bonus Acc.
In addition, Brodongo has a 40% chance of using a flamethrower attack, dealing standard damage to up to two random targets, having a 50% chance of burning them for 50% of Brodongo's modifiable attack for 3 turns. This skill may only proc once every 3 rounds (up to 2 times while Brodongo is summoned). Brodongo attacks on the summoner's turn.
9 Round Cooldown after dismissal.
SKILLS
Twilit Assault
Spell. Asteri taps into her mystic Twili blood to vanish in a puff of black ash, teleporting behind her foes for a deadly strike.
Asteri teleports to a target location and attacks, ignoring any collision traps and floor traps. If she is not on a grid, this ignores traps only for this attack; if she is on a grid, this physically moves her to the target location, ignoring any collision on the way. Upon reaching the target location she makes a basic attack against the foe with 20% increased chance to deal a Critical Hit. If Asteri has any items, feats, or skills that act as a basic attack replacer (e.x. Arcane Blade, Rapier of the Warrior-Queen called attacks, ect.) equipped when using this spell, she may use choose to use that ability along with this spell to gain all of the normal benefits from using that ability along with the bonus Crit chance from this spell.
In addition, Asteri gains 20% Evasion against all incoming attacks for the remaining duration of the round in which she uses this spell.
7 round cooldown.
Special Grid Rules: The maximum teleport distance is equal to the user's Speed score +3. Ie, if the user has 5 speed, this allows them to move 5+3 for 8 total squares.
FEATS
Trap Master
Feat. Due to her significant first-hand experience with the effects of traps, Asteri is now better prepared to deal with them.
Asteri gains a 5% chance to find traps when making a perception check, and takes 20% reduced effect from traps that she failed to disarm.
Virak's Bond
Feat. Asteri calls on her bonded Twilit Kargarok companion, Virak, who had loyally been at her side for as long as she can remember. Virak may fight at his master's side, or Asteri can use her rider training to take to the sky on his back.
Virak gains 30% of Asteri's Atk, 40% of her Def, and 40% of her Comp, as well as 60% of her HP. Virak has 8 movement speed, +15% Acc, and is considered Airborne, reducing the accuracy of incoming melee attacks by half. He also takes halved Shadow damage, and takes double Light damage. Virak also gains 4 familiar points for customization.
Mount: As a full round action, Asteri may chose to ride Virak. While mounted, Asteri inherits Virak's movement speed and airborne status and gains +5% Acc. Virak is unable to attack while being ridden, and Asteri may only make ranged attacks while riding. While mounted, Virak and Asteri are considered a single unit for targeting purposes, using Asteri's stats for calculating hit chance. Successful hits can deal damage to either Asteri or Virak, at the attacker's choice.
If Asteri or Virak are struck by any damaging attack while mounted, Asteri must pass a competency check to remain mounted. This check is Asteri's Comp VS Attacker's Atk. If Asteri fails to pass the check, she is unmounted and Knocked Down for one round. Additionally, if Asteri and Virak are also forced to dismount if affected by any of the following CC effects: Stun, Freeze, Knock, Mesmerized, Immobilize, or Sleep. Virak may not be mounted while under any effect that removes his Airborne status.
Virak is automatically summoned at the start of a session. If he is knocked out, he can not be re-summoned except by using resurrection items or spells.
Asteri's Sol
Medallion. An ancient mote of magical light contained within a small spherical crystal, given to Asteri long ago.
Passively provides +25% Shadow resistance and 10% Perception, and can light up small areas.
Solar Burst: Asteri summons a powerful explosion of light at a target location, dealing full modifiable Competency damage to a primary target and 50% unmodifiable damage to up to two adjacent targets, passing standard accuracy. All targets hit by this attack become Dazed for one round.
5 round cooldown.
Brodongo’s Whistle
Charm. A small obsidian flute used to call a Dodongo whom Asteri first befriended while adventuring within the Eldin's Crown Caverns.
Blowing the whistle summons Brodongo for 6 rounds. Brodongo has 60% of the summoner's Attack and Defense, as well as 40% of the summoner's HP and +5% bonus Acc.
In addition, Brodongo has a 40% chance of using a flamethrower attack, dealing standard damage to up to two random targets, having a 50% chance of burning them for 50% of Brodongo's modifiable attack for 3 turns. This skill may only proc once every 3 rounds (up to 2 times while Brodongo is summoned). Brodongo attacks on the summoner's turn.
9 Round Cooldown after dismissal.
SKILLS
Twilit Assault
Spell. Asteri taps into her mystic Twili blood to vanish in a puff of black ash, teleporting behind her foes for a deadly strike.
Asteri teleports to a target location and attacks, ignoring any collision traps and floor traps. If she is not on a grid, this ignores traps only for this attack; if she is on a grid, this physically moves her to the target location, ignoring any collision on the way. Upon reaching the target location she makes a basic attack against the foe with 20% increased chance to deal a Critical Hit. If Asteri has any items, feats, or skills that act as a basic attack replacer (e.x. Arcane Blade, Rapier of the Warrior-Queen called attacks, ect.) equipped when using this spell, she may use choose to use that ability along with this spell to gain all of the normal benefits from using that ability along with the bonus Crit chance from this spell.
In addition, Asteri gains 20% Evasion against all incoming attacks for the remaining duration of the round in which she uses this spell.
7 round cooldown.
Special Grid Rules: The maximum teleport distance is equal to the user's Speed score +3. Ie, if the user has 5 speed, this allows them to move 5+3 for 8 total squares.
FEATS
Trap Master
Feat. Due to her significant first-hand experience with the effects of traps, Asteri is now better prepared to deal with them.
Asteri gains a 5% chance to find traps when making a perception check, and takes 20% reduced effect from traps that she failed to disarm.
Virak's Bond
Feat. Asteri calls on her bonded Twilit Kargarok companion, Virak, who had loyally been at her side for as long as she can remember. Virak may fight at his master's side, or Asteri can use her rider training to take to the sky on his back.
Virak gains 30% of Asteri's Atk, 40% of her Def, and 40% of her Comp, as well as 60% of her HP. Virak has 8 movement speed, +15% Acc, and is considered Airborne, reducing the accuracy of incoming melee attacks by half. He also takes halved Shadow damage, and takes double Light damage. Virak also gains 4 familiar points for customization.
Mount: As a full round action, Asteri may chose to ride Virak. While mounted, Asteri inherits Virak's movement speed and airborne status and gains +5% Acc. Virak is unable to attack while being ridden, and Asteri may only make ranged attacks while riding. While mounted, Virak and Asteri are considered a single unit for targeting purposes, using Asteri's stats for calculating hit chance. Successful hits can deal damage to either Asteri or Virak, at the attacker's choice.
If Asteri or Virak are struck by any damaging attack while mounted, Asteri must pass a competency check to remain mounted. This check is Asteri's Comp VS Attacker's Atk. If Asteri fails to pass the check, she is unmounted and Knocked Down for one round. Additionally, if Asteri and Virak are also forced to dismount if affected by any of the following CC effects: Stun, Freeze, Knock, Mesmerized, Immobilize, or Sleep. Virak may not be mounted while under any effect that removes his Airborne status.
Virak is automatically summoned at the start of a session. If he is knocked out, he can not be re-summoned except by using resurrection items or spells.
{Delia}ITEMS
Scholar's Dagger
Weapon. A special thin blade for Delia. Originally brought by her from the Great Sea before being refinished by Meduhi, this dagger represents a fusion of Delia's past and future.
[T5 Stats] One-Handed Piercing Weapon. +12 Atk, +5% bleed, bonus crit mod of 2x + additional crit mod equal to 15% of the user's Comp, rounded up. Can not stack with other weapons that give crit mod. Additionally, this weapon has an active skill.
Analytic Thrust: Delia analyzes her target for a weakness and strikes for the vitals. This attack must pass a competency check (target def: user comp) instead of accuracy, and if it passes it deals Competency damage and an automatic critical hit.
6 round cooldown.
Lover's Brooch
Charm. A silver symbol of love given to Delia by Meduhi as a marriage proposal.
Increases Defense by 10%, grants passive half resistance to Curse, Hex, and Jinx, reduces the proc chance of all incoming CC effects by 15% flat, and increases crit chance against Fairies by 5%.
Anthropodermic Notebook
Off-Hand. Delia's private journal which she personally rebound using the tanned facial skins of a Twili and a Human whom she had previously murdered and flayed. The journal contains detailed notes in her native tongue and gruesome anatomical sketches, all chronicling her slow descent into psychosis.
[T5 Stats] Tome. +15 Comp. +5% Acc, +10% Perception. Passively increases outgoing damage against Human and Twili by 10%, and doubles all researched Crit chances. Two Runeslots. Additionally, this weapon has an active skill.
Sadistic Scribings: Delia monitors a target over three rounds, taking notes on how their body reacts to injury. For each time the target is struck over the three round duration, Delia gains +5% CC and Status application chance. Additionally, applications of Bleed also provide a stack in addition to the hit that caused them.
At the end of the three rounds, Delia no longer continues to gain stacks but instead makes a Comp check (Her modified comp stat vs her current level) to retain the information learned for another round. If she is successful, she retains the full buff she had earned for the duration of the following round. She may continue making Comp checks at the end of each round until she fails to pass, and each subsequent check has a -10% stacking reduction to her chance to succeed.
6 round cool down, beginning after the effect ends.
If recast again on the same target, she immediately regains the previous number of stacks and can begin stacking again from that point over the typical 3 round duration. Additionally, if this passive bonus brings a CC or Status above the application chance cap, the extra percentage instead rolls over to Crit CC chance for the relevant CC or Status effect, following the normal rules.
FEATS
Bloody Bond
Feat. Even before becoming a couple, Meduhi and Delia acted with surprising synchronicity.
Provides 5% bonus Acc to Team Attacks made between SICARII and Delia.
Scholar's Dagger
Weapon. A special thin blade for Delia. Originally brought by her from the Great Sea before being refinished by Meduhi, this dagger represents a fusion of Delia's past and future.
[T5 Stats] One-Handed Piercing Weapon. +12 Atk, +5% bleed, bonus crit mod of 2x + additional crit mod equal to 15% of the user's Comp, rounded up. Can not stack with other weapons that give crit mod. Additionally, this weapon has an active skill.
Analytic Thrust: Delia analyzes her target for a weakness and strikes for the vitals. This attack must pass a competency check (target def: user comp) instead of accuracy, and if it passes it deals Competency damage and an automatic critical hit.
6 round cooldown.
Lover's Brooch
Charm. A silver symbol of love given to Delia by Meduhi as a marriage proposal.
Increases Defense by 10%, grants passive half resistance to Curse, Hex, and Jinx, reduces the proc chance of all incoming CC effects by 15% flat, and increases crit chance against Fairies by 5%.
Anthropodermic Notebook
Off-Hand. Delia's private journal which she personally rebound using the tanned facial skins of a Twili and a Human whom she had previously murdered and flayed. The journal contains detailed notes in her native tongue and gruesome anatomical sketches, all chronicling her slow descent into psychosis.
[T5 Stats] Tome. +15 Comp. +5% Acc, +10% Perception. Passively increases outgoing damage against Human and Twili by 10%, and doubles all researched Crit chances. Two Runeslots. Additionally, this weapon has an active skill.
Sadistic Scribings: Delia monitors a target over three rounds, taking notes on how their body reacts to injury. For each time the target is struck over the three round duration, Delia gains +5% CC and Status application chance. Additionally, applications of Bleed also provide a stack in addition to the hit that caused them.
At the end of the three rounds, Delia no longer continues to gain stacks but instead makes a Comp check (Her modified comp stat vs her current level) to retain the information learned for another round. If she is successful, she retains the full buff she had earned for the duration of the following round. She may continue making Comp checks at the end of each round until she fails to pass, and each subsequent check has a -10% stacking reduction to her chance to succeed.
6 round cool down, beginning after the effect ends.
If recast again on the same target, she immediately regains the previous number of stacks and can begin stacking again from that point over the typical 3 round duration. Additionally, if this passive bonus brings a CC or Status above the application chance cap, the extra percentage instead rolls over to Crit CC chance for the relevant CC or Status effect, following the normal rules.
FEATS
Bloody Bond
Feat. Even before becoming a couple, Meduhi and Delia acted with surprising synchronicity.
Provides 5% bonus Acc to Team Attacks made between SICARII and Delia.
{Ilum}ITEM
Eating People is Wrong
Charm. A book on the subject of the moral concerns around cannibalism that was found by Ilum during her first visit to the Windgate guild hall. It is unclear weather the book is meant to be satirical or not.
At the start of a session Ilum may choose to either obey the book's teachings or reject them, providing Ilum with different buffs depending on her choice.
Obey: Ilum chooses to prevent her foes from eating people. She gains a 30% chance on each attack to make a bonus attack to slap her target on the mouth. This attack must pass standard accuracy and deals no damage, but if it connects it lowers the targets outgoing damage by 10% and silences them for one round.
Reject: Ilum chooses to start eating people out of spite. She gains a 30% chance on each attack to make a bonus attack to bite the target. This attack must pass standard accuracy and deals unmodified damage, and heals the user for 50% of the damage dealt.
The choice Ilum makes remains passively in effect for the duration of the session and may not be changed. Additionally, Ilum may take an action to read the book to their companions, allowing them to gain the bonuses from the chosen stance for the next 3 rounds. Ilum must be able to speak to read to her companions, and they may choose to ignore the teachings if they disagree with the moral stance chosen.
7 round cooldown.
The Cursed Flask of Inebria
Bottle. A magic flask cursed by a drunkard demon that was accidentally collected by Ilum because she thought the black metal and scary face looked cool.
The Flask contains 5 shots; each shot Ilum drinks takes one full turn action to consume, and grants a stacking buff & debuff that remains until the end of the session and can not be removed. After each session, the flask is magically refilled to full.
Sip 1: Gain +10% Damage Resistance | Reduced Perception and Competency by 15%
Sip 2: Gain +10% Outgoing Damage | Reduced Evasion by 10%
Sip 3: Gain the Oblivious status | Gain the Sickened status
Sip 4: Gain 10% chance to Confuse on basic attacks | Crit Fail range 90-100
Sip 5: Gain 10% chance to ignore incoming attacks and negative effects. | Gain the Sleep status until you are hit.
Eating People is Wrong
Charm. A book on the subject of the moral concerns around cannibalism that was found by Ilum during her first visit to the Windgate guild hall. It is unclear weather the book is meant to be satirical or not.
At the start of a session Ilum may choose to either obey the book's teachings or reject them, providing Ilum with different buffs depending on her choice.
Obey: Ilum chooses to prevent her foes from eating people. She gains a 30% chance on each attack to make a bonus attack to slap her target on the mouth. This attack must pass standard accuracy and deals no damage, but if it connects it lowers the targets outgoing damage by 10% and silences them for one round.
Reject: Ilum chooses to start eating people out of spite. She gains a 30% chance on each attack to make a bonus attack to bite the target. This attack must pass standard accuracy and deals unmodified damage, and heals the user for 50% of the damage dealt.
The choice Ilum makes remains passively in effect for the duration of the session and may not be changed. Additionally, Ilum may take an action to read the book to their companions, allowing them to gain the bonuses from the chosen stance for the next 3 rounds. Ilum must be able to speak to read to her companions, and they may choose to ignore the teachings if they disagree with the moral stance chosen.
7 round cooldown.
The Cursed Flask of Inebria
Bottle. A magic flask cursed by a drunkard demon that was accidentally collected by Ilum because she thought the black metal and scary face looked cool.
The Flask contains 5 shots; each shot Ilum drinks takes one full turn action to consume, and grants a stacking buff & debuff that remains until the end of the session and can not be removed. After each session, the flask is magically refilled to full.
Sip 1: Gain +10% Damage Resistance | Reduced Perception and Competency by 15%
Sip 2: Gain +10% Outgoing Damage | Reduced Evasion by 10%
Sip 3: Gain the Oblivious status | Gain the Sickened status
Sip 4: Gain 10% chance to Confuse on basic attacks | Crit Fail range 90-100
Sip 5: Gain 10% chance to ignore incoming attacks and negative effects. | Gain the Sleep status until you are hit.
{Mina}ITEM
Hylian’s Might
Ring. An enchanted ring with the power to make Mina grow fifty times her normal size, reaching the lofty height of the average Hylian child.
Mina may use the ring of Hylian's Might to switch between Minish or Child sizes. Mina starts each encounter in Child size, which provides her with her standard, unchanged stats she would normally have by default. She can then shrink herself down to Minish size, passively causing any foes who target her to have a halved chance to hit with direct attacks at the cost of Mina dealing only half damage with her own attacks. Changing sizes can be done on her turn as a full action, and while shrunk Mina can grow back to Child size on her turn at will but must wait 2 rounds before she can shrink again after growing.
In addition, on the turn that Mina uses the ring to change sizes she also gains a bonus effect depending on which size she is changing to: when shrinking to Minish size Mina becomes untargetable for that round as the foe tries to relocate her, and when growing to Child size Mina can make an automatic Surprise Attack on her turn.
Mina's Kinstone Piece
Medallion. A blue stone fragment said to bring great happiness. This piece was originally given to Mina by her mother.
The Kinstone provides Mina with the effect of the Lucky feat while equipped. In addition, if Mina would be struck by a deadly blow she has a chance to avoid harm entirely. Very lucky! The first deadly attack has a 100% chance to miss, the second a 40% chance, and the third a 20% chance, after which the Kinstone’s luck is exhausted. This protection is reset at the beginning of each session.
If she manages to find the person who holds the other half and fuses her kinstone with them, something good may happen…
Stave of Scholarly Origins
Staff. A special spell-casting staff adorned with a mace-like metal head forged from brass at the top. This is a memento of Mina’s time disguised as a Scholar during the early days of adventuring, before she came out as a spell caster. This staff brings back memories of that training, and can pack a mean punch in a melee!
[T4] +6 Atk, +6 Comp. +15% bonus damage to all damaging spells. 15% chance to Cripple target for one round on melee attacks. This weapon can we wielded either Two-Handed or with an Off-Hand. If used Two-Handed, it doubles the given Attack and Comp and increases the spell damage bonus and Cripple chance to 20%.
Remembered Training: Mina can use her sorcery to imbue the Stave with a part of her memories from what she learned as a Scholar, granting her the ability to draw on those abilities in combat even though she is now a mage. Mina can select one skill from the Scholar Dojo and bind it to her Stave, allowing her to use that skill as if it was one of her current class abilities. The first skill she chooses can be bound for free, and she may change the bound skill by paying the normal rupee cost to learn the new skill.
Hylian’s Might
Ring. An enchanted ring with the power to make Mina grow fifty times her normal size, reaching the lofty height of the average Hylian child.
Mina may use the ring of Hylian's Might to switch between Minish or Child sizes. Mina starts each encounter in Child size, which provides her with her standard, unchanged stats she would normally have by default. She can then shrink herself down to Minish size, passively causing any foes who target her to have a halved chance to hit with direct attacks at the cost of Mina dealing only half damage with her own attacks. Changing sizes can be done on her turn as a full action, and while shrunk Mina can grow back to Child size on her turn at will but must wait 2 rounds before she can shrink again after growing.
In addition, on the turn that Mina uses the ring to change sizes she also gains a bonus effect depending on which size she is changing to: when shrinking to Minish size Mina becomes untargetable for that round as the foe tries to relocate her, and when growing to Child size Mina can make an automatic Surprise Attack on her turn.
Mina's Kinstone Piece
Medallion. A blue stone fragment said to bring great happiness. This piece was originally given to Mina by her mother.
The Kinstone provides Mina with the effect of the Lucky feat while equipped. In addition, if Mina would be struck by a deadly blow she has a chance to avoid harm entirely. Very lucky! The first deadly attack has a 100% chance to miss, the second a 40% chance, and the third a 20% chance, after which the Kinstone’s luck is exhausted. This protection is reset at the beginning of each session.
If she manages to find the person who holds the other half and fuses her kinstone with them, something good may happen…
Stave of Scholarly Origins
Staff. A special spell-casting staff adorned with a mace-like metal head forged from brass at the top. This is a memento of Mina’s time disguised as a Scholar during the early days of adventuring, before she came out as a spell caster. This staff brings back memories of that training, and can pack a mean punch in a melee!
[T4] +6 Atk, +6 Comp. +15% bonus damage to all damaging spells. 15% chance to Cripple target for one round on melee attacks. This weapon can we wielded either Two-Handed or with an Off-Hand. If used Two-Handed, it doubles the given Attack and Comp and increases the spell damage bonus and Cripple chance to 20%.
Remembered Training: Mina can use her sorcery to imbue the Stave with a part of her memories from what she learned as a Scholar, granting her the ability to draw on those abilities in combat even though she is now a mage. Mina can select one skill from the Scholar Dojo and bind it to her Stave, allowing her to use that skill as if it was one of her current class abilities. The first skill she chooses can be bound for free, and she may change the bound skill by paying the normal rupee cost to learn the new skill.
{Nori}SKILL
Fastball Special
Skill. Nori has shown a surprisingly advanced proficiency in team attacks involving throwing people; weather the people involved consent (or are even alive) seems to be a lesser concern for the little Kikwi.
When using this skill, Nori and his partner do not suffer from the typical base accuracy penalty given to team attacks. Additionally, they get the following benefits depending on who is being thrown:
Throw Ally: Grants a bonus of 10% Acc and 10% Crit Chance to the attack as the ally flies and strikes.
Throw Nori: Grants +10% Damage Bonus and Concusses the target if the Kikwi connects his soaring punch.
6 round cooldown, during which neither Nori or his Ally may join in another team attack.
Special Rule: If Nori does not have a teammate available to perform this attack, they may throw a nearby object (or corpse) as if it was an ally; doing so reduces the cooldown for this skill to 4 rounds and does not activate the team attack cool Down.
GRID RULES: When used to make a team attack on a grid, both players must be on adjacent squares on the turn the attack activates. If neither player moves to an appropriate square in time, the attack does not activate. The player being thrown gains 4 squares of movement on top of any remaining movement they may have had after they moved into position to begin the attack (IE. if the thrown player has 6 movement speed and spends three to get into position, they may travel up to 7 squares when being thrown.) If Nori is using this attack by himself and is throwing an object instead of a player, the attack has 4 squares of range.
Fastball Special
Skill. Nori has shown a surprisingly advanced proficiency in team attacks involving throwing people; weather the people involved consent (or are even alive) seems to be a lesser concern for the little Kikwi.
When using this skill, Nori and his partner do not suffer from the typical base accuracy penalty given to team attacks. Additionally, they get the following benefits depending on who is being thrown:
Throw Ally: Grants a bonus of 10% Acc and 10% Crit Chance to the attack as the ally flies and strikes.
Throw Nori: Grants +10% Damage Bonus and Concusses the target if the Kikwi connects his soaring punch.
6 round cooldown, during which neither Nori or his Ally may join in another team attack.
Special Rule: If Nori does not have a teammate available to perform this attack, they may throw a nearby object (or corpse) as if it was an ally; doing so reduces the cooldown for this skill to 4 rounds and does not activate the team attack cool Down.
GRID RULES: When used to make a team attack on a grid, both players must be on adjacent squares on the turn the attack activates. If neither player moves to an appropriate square in time, the attack does not activate. The player being thrown gains 4 squares of movement on top of any remaining movement they may have had after they moved into position to begin the attack (IE. if the thrown player has 6 movement speed and spends three to get into position, they may travel up to 7 squares when being thrown.) If Nori is using this attack by himself and is throwing an object instead of a player, the attack has 4 squares of range.
{Rotatz}FEAT
G(erudo)-Man
Rotatz always seems to appear and disappear when one least expects it. Could there be more to him than meets the eye? In any combat, Rotatz's first action is always a Surprise Attack, regardless of when he enters combat.
G(erudo)-Man
Rotatz always seems to appear and disappear when one least expects it. Could there be more to him than meets the eye? In any combat, Rotatz's first action is always a Surprise Attack, regardless of when he enters combat.
{Shearah}ITEM
Shearah’s Scarf
Neck. A beloved -and well worn- scarf which Shearah wears at nearly all times, either around her neck or up over her head to obscure her face to anyone who might be looking too closely.
Passively provides Shearah with 5% Evasion and 5% Sneak.
FEAT
Yiga Training
Feat. Shearah’s training under the Yiga has granted her extensive knowledge of how to apply and avoid poisons.
Shearah passively gains a 10% increased chance to apply poisons, and she resists 20% of incoming poison damage.
Calloused Exterior
Feat. Shearah has built up a layer of criss-crossed scars on her skin… many of which were caused by herself. She has developed a tolerance to the pain of minor self-inflicted wounds.
Reduces all self-inflicted damage to Shearah by 15%. This stacks with the Unshaken feat.
Shearah’s Scarf
Neck. A beloved -and well worn- scarf which Shearah wears at nearly all times, either around her neck or up over her head to obscure her face to anyone who might be looking too closely.
Passively provides Shearah with 5% Evasion and 5% Sneak.
FEAT
Yiga Training
Feat. Shearah’s training under the Yiga has granted her extensive knowledge of how to apply and avoid poisons.
Shearah passively gains a 10% increased chance to apply poisons, and she resists 20% of incoming poison damage.
Calloused Exterior
Feat. Shearah has built up a layer of criss-crossed scars on her skin… many of which were caused by herself. She has developed a tolerance to the pain of minor self-inflicted wounds.
Reduces all self-inflicted damage to Shearah by 15%. This stacks with the Unshaken feat.
{SICARII}ITEM
Bluefire Torch
Scepter. A magical silver torch found by Uk-Tuk during a very long adventure within an ancient temple, which he used to reveal the hidden spirits within.
Sicarii attacks a foe in melee range, dealing standard damage that has a 50% chance to inflict Frostbite.
If the target is struck, a Bluefire field is left on the ground which deals constant Bluefire damage to the enemy and two adjacent targets for a maximum of 3 rounds. (The adjacent targets are struck automatically, thus accuracy only needs to pass on the Bluefire Torch's primary target.) For each turn the enemies stand on the field, they are dealt 10% of the player's unmodified Attack in damage. At the end of each round, affected enemies may attempt an evade check in order to escape the field. If they do not pass the evade check, they suffer the full DoT again. Targets who are in the fire are removed from
stealth if applicable, and are unable to re-enter stealth until they exit.
6 round cooldown.
Bluefire deals neutral damage to enemies that are typically resistant to Ice. In addition, the user gains 15% perception passively.
SICARII
Mask. A cursed mask containing the soul of an ancient serial killer. It hungers for death, and drives the current bearer to kill.
Passively provides +20% Outgoing Damage and +5% Acc against targets below 20% HP. SICARII is Target-Locked onto any target who is below this threshold, and must attack them until they are either healed above 20% HP or are killed. If multiple targets are below 20% HP at the same time, SICARII targets the one with the lower total HP first, regardless of the relative percent total.
Additionally, this mask grants a skill:
Mask Maker's Execution: This skill may only be used on the target of the SICARII mask passive. Deals standard modifiable damage with +15% Crit chance and +0.4x additional crit bonus + additional crit bonus equal to 20% of the user's Attack, rounded up. If this attack kills the target, SICARII claims their soul and is healed for the total damage dealt, up to a maximum of 30% of SICARII's max HP.
This skill may only be used once per target.
SICARII's Keris
Weapon. Piercing. An ancient dagger with a curved blade originally belonging to SICARII, who uses it for killing and flaying in equal measure. Despite its age, its brass-colored blade has been well-maintained and kept wickedly sharp in order to complete its duties with exacting precision. A deadly poison envelops it - an extra precaution in case its victim survives the initial punctures.
[T5] +12 Attack, +12 Competency, +20% Crit, +7 Damage, 8% of Attack as Damage bonus to targets at or below 20% Maximum HP. +10% Poison chance. Cannot be Enchanted.
SKILL
The Hylian
Skill. Sicarii switches into the form of The Hylian, a cold and mysterious killer who acts as the primary “face” used to represent SICARII during the most important moments of THEIR hunts.
While in the Hylian form SICARII gains 10% bonus critical, plus 5% additional critical chance per 25% of max HP missing from the target. In addition, The Hylian's weapons are coated in a lethal toxin, granting a 20% chance to deal 110% of his Comp stat in dmg over 5 turns. If the Visimorph has a chance to poison from other sources, the proc chance is additive, but the damage dealt is based on the higher modifier. The Hylian is considered to be wearing Medium armor for all skill checks. In addition, The Hylian gains three skills:
Practiced Killer: Upon switching in to The Hylian mask, the Hylian attempts to make a Sneak Attack against a single enemy target. If the Hylian succeeds in the Sneak check, he lands an automatic critical hit. If he fails, the attack attempt counts as a standard attack and must pass accuracy. This replaces the standard switch in attack. 4 Round Cooldown.
Stalk: The Hylian lurks in the shadows, entering stealth for up to 2 Rounds as he stalks his next target. Upon exiting Stealth, the Hylian’s next attack inflicts Severe Wounds on the target for 2 Rounds. If the Hylian’s Stealth is broken during this duration by any source that is not himself, he automatically counterattacks, passing standard accuracy (losing the 10% bonus acc from Stealth) and Cripples the target for 2 Rounds instead. This counterattack deals no damage. 5 round cooldown after the stealth ends.
Arsonist: The Hylian pulls out oil and flint, inflicting a Deadly Burn on a single target and Singing them for 3 Rounds. If this attack strikes critically, the target is Charred instead for the same duration. This attack passes standard accuracy. 6 round cooldown.
FEAT
Bloody Bond
Feat. Even before becoming a couple, Meduhi and Delia acted with surprising synchronicity.
Provides 5% bonus Acc to Team Attacks made between SICARII and Delia.
Killer's Deception
Feat. Proficiency in deception is a necessity in SICARII's line of work, and few are better at it than HE is. SICARII cannot have his mind read, and if his aura is read, it shows as neutral: adaptable. Combat buffs and/or effects are derived from his true alignment or the neutral alignment per his choice, without revealing his true alignment regardless of choice.
In addition, enemies attempting social checks (bluff, intimidate, persuade) versus SICARII suffer a -10% penalty. Conversely, SICARII gains a+10% bonus to his initiated social checks. Finally, he receives +5% acc on surprise checks.
Bluefire Torch
Scepter. A magical silver torch found by Uk-Tuk during a very long adventure within an ancient temple, which he used to reveal the hidden spirits within.
Sicarii attacks a foe in melee range, dealing standard damage that has a 50% chance to inflict Frostbite.
If the target is struck, a Bluefire field is left on the ground which deals constant Bluefire damage to the enemy and two adjacent targets for a maximum of 3 rounds. (The adjacent targets are struck automatically, thus accuracy only needs to pass on the Bluefire Torch's primary target.) For each turn the enemies stand on the field, they are dealt 10% of the player's unmodified Attack in damage. At the end of each round, affected enemies may attempt an evade check in order to escape the field. If they do not pass the evade check, they suffer the full DoT again. Targets who are in the fire are removed from
stealth if applicable, and are unable to re-enter stealth until they exit.
6 round cooldown.
Bluefire deals neutral damage to enemies that are typically resistant to Ice. In addition, the user gains 15% perception passively.
SICARII
Mask. A cursed mask containing the soul of an ancient serial killer. It hungers for death, and drives the current bearer to kill.
Passively provides +20% Outgoing Damage and +5% Acc against targets below 20% HP. SICARII is Target-Locked onto any target who is below this threshold, and must attack them until they are either healed above 20% HP or are killed. If multiple targets are below 20% HP at the same time, SICARII targets the one with the lower total HP first, regardless of the relative percent total.
Additionally, this mask grants a skill:
Mask Maker's Execution: This skill may only be used on the target of the SICARII mask passive. Deals standard modifiable damage with +15% Crit chance and +0.4x additional crit bonus + additional crit bonus equal to 20% of the user's Attack, rounded up. If this attack kills the target, SICARII claims their soul and is healed for the total damage dealt, up to a maximum of 30% of SICARII's max HP.
This skill may only be used once per target.
SICARII's Keris
Weapon. Piercing. An ancient dagger with a curved blade originally belonging to SICARII, who uses it for killing and flaying in equal measure. Despite its age, its brass-colored blade has been well-maintained and kept wickedly sharp in order to complete its duties with exacting precision. A deadly poison envelops it - an extra precaution in case its victim survives the initial punctures.
[T5] +12 Attack, +12 Competency, +20% Crit, +7 Damage, 8% of Attack as Damage bonus to targets at or below 20% Maximum HP. +10% Poison chance. Cannot be Enchanted.
SKILL
The Hylian
Skill. Sicarii switches into the form of The Hylian, a cold and mysterious killer who acts as the primary “face” used to represent SICARII during the most important moments of THEIR hunts.
While in the Hylian form SICARII gains 10% bonus critical, plus 5% additional critical chance per 25% of max HP missing from the target. In addition, The Hylian's weapons are coated in a lethal toxin, granting a 20% chance to deal 110% of his Comp stat in dmg over 5 turns. If the Visimorph has a chance to poison from other sources, the proc chance is additive, but the damage dealt is based on the higher modifier. The Hylian is considered to be wearing Medium armor for all skill checks. In addition, The Hylian gains three skills:
Practiced Killer: Upon switching in to The Hylian mask, the Hylian attempts to make a Sneak Attack against a single enemy target. If the Hylian succeeds in the Sneak check, he lands an automatic critical hit. If he fails, the attack attempt counts as a standard attack and must pass accuracy. This replaces the standard switch in attack. 4 Round Cooldown.
Stalk: The Hylian lurks in the shadows, entering stealth for up to 2 Rounds as he stalks his next target. Upon exiting Stealth, the Hylian’s next attack inflicts Severe Wounds on the target for 2 Rounds. If the Hylian’s Stealth is broken during this duration by any source that is not himself, he automatically counterattacks, passing standard accuracy (losing the 10% bonus acc from Stealth) and Cripples the target for 2 Rounds instead. This counterattack deals no damage. 5 round cooldown after the stealth ends.
Arsonist: The Hylian pulls out oil and flint, inflicting a Deadly Burn on a single target and Singing them for 3 Rounds. If this attack strikes critically, the target is Charred instead for the same duration. This attack passes standard accuracy. 6 round cooldown.
FEAT
Bloody Bond
Feat. Even before becoming a couple, Meduhi and Delia acted with surprising synchronicity.
Provides 5% bonus Acc to Team Attacks made between SICARII and Delia.
Killer's Deception
Feat. Proficiency in deception is a necessity in SICARII's line of work, and few are better at it than HE is. SICARII cannot have his mind read, and if his aura is read, it shows as neutral: adaptable. Combat buffs and/or effects are derived from his true alignment or the neutral alignment per his choice, without revealing his true alignment regardless of choice.
In addition, enemies attempting social checks (bluff, intimidate, persuade) versus SICARII suffer a -10% penalty. Conversely, SICARII gains a+10% bonus to his initiated social checks. Finally, he receives +5% acc on surprise checks.
{Other}ITEM
Koloktos’ Visage
Helmet. A golden helmet built from the remains of Koloktos by an obsessed bard. Grants the wearer great defences and offences, but the lingering spirit inside is vengeful...
Currently in the possession of Shearah in recognition of her destructive and self-destructive tendencies.
[T4] +12 Defense, +10% Crit Chance, 96-100 Crit Fail Range.
Koloktos’ Visage
Helmet. A golden helmet built from the remains of Koloktos by an obsessed bard. Grants the wearer great defences and offences, but the lingering spirit inside is vengeful...
Currently in the possession of Shearah in recognition of her destructive and self-destructive tendencies.
[T4] +12 Defense, +10% Crit Chance, 96-100 Crit Fail Range.