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[SPOILERS] Ringwall Mechanics - Immortalize Superboss Gifts

The mechanics/gifts for the game's superboss, Ringwall! She has 99 HP, 4 attributes and heals all wounds whenever she's wounded completely, advancing to the next phase. She has a few moves that are always available, but on phase 3 will focus on her new abilities which she is NOT used to.

In phase 1 she is meant to be played very tactically, in phase 2 brutally and in phase 3 recklessly. While she is an incredibly strong fighter, her skill with her Reflection is highly limited, supplemented by her raw strength. She's only been able to reach what is functionally level 2 on Cruel Joke's gift track.


Available all Phases

Inter Within the Earth: On a miss, counterattack stunning the target until the end of the Act.

Ringwall's Ring Wall :): Ignite, gain 2d6 damage resistance until the end of the Act.

Reborn from Ash: Whenever you're wounded, choose one of the following:

-Regain all your HP

-Choose a creature, they are stunned on their next turn.


Phase 1

Throw to the Wolves: On hit, move the target 3d6 spaces. If they collide with an object, they sustain the number of spaces moved as additional damage and lose their next move action. They may lock out dice still.

Play to the audience: Summon 3 helpful quiz skeletons and ask a question. Grant a move action to all participants (they may lock out dice for additional movement). They must end their movement adjacent to the correct answer, or they sustain 8d6 unreducable damage.


Quiz Questions and Answers! Please note that the correct answer is written in Bold.

Which one of these characters is a horse girl?

1. The Knight


2. Caster


3. Ringwall :)


Which one of these characters is intrested in lovey dovey, fluffy romance?

1. Ringwall :)


2. Moonblood


3. Caster


Which one of these is hated by their neighbors?

1. Caster


2. Moonblood


3. Ringwall


Which one of these characters should you not talk to before they've had their morning coffee?

1. Pioneer


2. Ringwall :)


3. Solar Knight


Which one of these characters needs glasses the most?

1. Moonblood


2. Pioneer


3. Solar Knight


Which one of these characters can't handle their spices?

1. Solar Knight


2. Ringwall :)


3. The Exile


Which one of these characters has worn a maid outfit?

1. Ringwall :)


2. The Sage


3. Moonblood


Who among us secretly writes extremely sappy poetry?

1. Ringwall :)


2. Caster


3. The Sage


Which of these characters has met a being whose size and influence surpasses god?

1. Solar Knight


2. Pioneer


3. Caster



Phase 2

Revelation: Gain an additional turn per Act.

Life Crusher: You may penalize this Roll to Do with a 1d6. For every 1d6 penalty applied in this way, deal 2d6 bonus damage on a successful hit.

Dread Barrage: Mark 3 areas with large, destroyer skeletons. Choose vertical or horizontal. Large 5 square beams will trisect the map in whatever direction you select, using the skeletons as their anchor points. Any creature within this area sustains 8d6 unreducable damage, yourself included.

Life and Limb: Summons a large bone skeleton who shares your space. 20 HP. Beginning next Act, this skeleton may take turns as well, using your character sheet.

Fanged Prescience: Predict the target's next attack. They Roll to Do once with each of their attributes. You choose which roll they take.

True Prescience: Fanged Prescience is always active.


Phase 3

Cruel Joke: All locked out or wounded dice are placed within your lamp. Doing so increases the power of its next attack by 1d6. Your dice are no longer unlocked via Roll to Dye, special actions must be taken to unlock them. Unwounded dice cannot be unlocked in this way, but they may be used as if they were locked dice for the sake of certain abilities.

Brass Barrage: Unlock 1. Perform an additional attack.

Steel Wheel: Unlock 1. Move up to your speed and gain 2d6 damage resistance.

Burn to Cinder: Requires 2 locked. Unlock 1. Burn away at the target's soul, each time they act, they sustain 2d6 damage until the end of the Act.

Empty Body Ignition: Lock all your dice and perform one action per dice locked in this way. Your body will automatically teleport to the location of your lamp post if it is not adjacent to you.

Flame of Destruction: Requires all locked. Unlock all. Perform a sequence of 1 World Ender, 1 Dread Barrage, and 1 Play to the Audience, granting your target an action for each.

World Ender: Guess attack. Grant the target an Action of which direction you'll strike from, describe your attack.






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