DivineDragoonKain

Ironscale Loot

Jul 15th, 2018
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  1. LOOT FROM IRONSCALE FORTRESS
  2.  
  3. Runes
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  5.  
  6. Power Rune - The same type of Rune you saw Tasman Raeth wearing and that you assembled for Gizmo- er, Aston. This powerful rune provides its wielder a +2 to Attack stages at the start of combat and grants +5 Power. This was inscribed on a spare set of prosthetic arms Melody left lying around.
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  8. Firefly Rune - The user gains the move Follow Me and the ability Decoy. Their frequencies are separate. Funny enough, you found this in Surveil's office.
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  10. Waking Rune - The user starts the battle Asleep, regardless of Immunity, and cannot be woken up by any means besides a successful sleep check or being attacked. The user's Attack and Special Attack are at +6 stages. Also found in Surveil's office.
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  12. Phero Rune - The user may roll a Charm check once per round when receiving an attack. On a 22 or above, one willing ally may Intercept the attack as a free action and nullify its effect against the user, even if the attack is uninterceptable or would do area of effect damage. ...This was found in Maybel's things.
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  14. The next three are from the castle's armory:
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  16. Charizard Rune - The advanced version of the Charmander Rune... This is a technique rune and at your level has all of the techniques unlocked (passive effects, no MP)
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  18. 1 - You gain the move Flare Blitz. This move is instead EOT. Trainers subject to Fire Immunity do not take recoil. Flare Blitz raises your Speed stages by +1.
  19. 2 - On a roll of 18+, Flare Blitz is a critical hit. +1 Damage Base.
  20. 3 - You are always on fire, leaving patches of Fire Hazard on the ground and Burning enemies who strike you in melee. +1 damage base.F
  21. 4 - Flare Blitz now raises any combat stage by +1 instead of just Speed.
  22.  
  23. Cyclone Rune - A more powerful Wind Rune. Associated skill: Acrobatics.
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  25. 1 - Hastening Wind: Standard Action. The user and all allies within Burst 3 gain +1 Speed Stage.
  26. 2 - The Shredding: Standard Action. You use the move Razor Wind. This move is considered Flying type.
  27. 3 - Funeral Wind: Standard Action. Ranged 4. Perform an Execute on the target. If the Execute roll fails, roll DB6 Flying-Type damage against them instead.
  28. 4 - Shining Wind: Standard Action. Perform the move Oblivion Wing as a Ranged Blast 3.. Divide the health gained evenly between allies within a burst 2 of the user.
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  30. Thunder Rune - A very powerful single target Offense rune.
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  32. 1 - Barrier of Wrath. Swift Action. You gain a Coat that adds the Recoil 1/3 Keyword to the next physical attack to strike you. Enemies immune to Electric attacks are not subject to this Recoil, and do not trigger the Barrier. Enemies weak or double weak to Electricity experience Recoil 1/2 instead.
  33. 2 - Soaring Bolt - Standard Action. You use the move Thunderbolt.
  34. 3 - Heavenly Thunder. Standard Action. You use the move Judgment. It is Electric-type and single target, but you gain +2 to DB to the attack.
  35. 4 - Thor Shot: Standard Action. You use the move Charge, then immediately use the move Thunder as if it were your next turn.
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  37. Pale Gate Rune - An immensely powerful summoning rune. Spells from this Rune cost twice the MP.
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  39. 1 - Grim Sylphie. Standard Action, Status. Grim Sylphie appears, though oddly in the form of an actual Sylph, and grants a Flying-typed Aqua Ring to everyone! This stacks with other types of Aqua Rings.
  40. 2 - Ifrit. Standard Action. Ifrit appears to caress the room in a blazing inferno. All enemies on the field take 3d12+10+40 special Fire damage.
  41. 3 - Luna. Standard Action, Status. Luna comes forth and erects a Super Mighty Guard! One charge of Light Screen, Reflect, Lucky Chant, Safeguard and 3 charges of Mist!
  42. 4 - Maxwell. Standard Action, Status. An ancient sage appears and bestows upon you knowledge of a Great Magic of a single element of your choosing. At any point in the future you may unleash this spell as a Standard Action. The results are unique to each spell, but they are almost always massive destructive blasts that affect the entire field.
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