Zelda Universe RPG

Mus - Printable Version

+- Zelda Universe RPG (https://zurpg.sephiroth.ws)
+-- Forum: ZURPG Databases (https://zurpg.sephiroth.ws/forum-3.html)
+--- Forum: Profiles (https://zurpg.sephiroth.ws/forum-4.html)
+---- Forum: NPCs (https://zurpg.sephiroth.ws/forum-42.html)
+---- Thread: Mus (/thread-863.html)



Mus - Orithan - 09-06-2015

Mus
  • Power: 20 (+0)
  • Courage: 11 (+0)
  • Wisdom: 14 (+2)
  • Hearts: 15/13 (+2)
  • Magic: 10/7 (+3)
  • Initiative: $init 1d10
  • Attack Dice: 4
  • Defense Dice: 3
  • Armor: 2
  • Stat Points: 0
  • Stat Points (Used): 75
  • Heart Containers: 2
  • Rupees: 481
 
Affinities: Fire
Race: Goriya

A Goryia with a taste for throwing, Mus is a bulky female Blue Goryia who has attuned her abilities in incendiary arts; both in the realms of Magic and in physical combat. While physically bulky, Mus is slow and has difficulties defending against attacks she can't just muscle past.
  • Can wield One-Handed Weapons with two hands for +4 Attack Dice
  • Once per round, when someone is about to attack you, you can switch out one piece of Equipment that you’ve got equipped.
  • You start off with Magic Regen x2
  • When Augmented Protection is paid for, you gain 5 Wisdom
  • Whenever you throw something, you pay 3 Magic for it to deal an extra 3 Neutral Damage on hit.
    • If you can not pay 3 Magic, you lose 3 Hearts instead.
  • For each hand that you have free, your Fire Offensive Spells deal an extra 2 Neutral Damage] on hit.
Signature
Basic
Cover
  • REQUIREMENTS: Being able to move
  • DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
    • Cover:
      • EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
        • If you are unsuccessful in defending any attack, Cover wears off.
        • DURATION: Cover lasts until you're hit or until you use Cover on someone else.
    • Reverse Cover:
      • EFFECT: Hide behind an ally, causing them to use Cover on you.
Hide
  • RESTRICTIONS: This will only work in combat if you're Camouflaged
  • DESCRIPTION: Hide behind a nearby object large enough to conceal you.
    • EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
    • EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
      • This can stack up to three times.
Basic Counter
  • RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
  • DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
    • CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
Two Hands for One
  • DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
    • EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
Punch
  • REQUIREMENTS: A free hand
  • DESCRIPTION: Swords not good enough? Punch a target with your fist!
    • Roll your Power +5 dice vs. targets' Power dice
      • Damage: Halved
Bash
  • REQUIREMENTS: A shield
  • DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
    • Roll your Power +3 dice vs. targets' Power dice
      • Damage: -2
Throw
  • REQUIREMENTS: A free hand
  • DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
    • ATTACK 1: Roll your Power dice vs. targets' Power dice
      • Damage: None
      • IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
    • ATTACK 2: Target rolls Courage dice to defend
      • Target Damage: +0
      • Projectile Damage: Halved and based on difference in successes from ATTACK 1
Kick
  • REQUIREMENTS: Two legs
  • DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
    • Roll your Courage +5 dice vs. targets' Courage dice
      • Damage: Halved
Escape
  • REQUIREMENTS: Being able to move
  • DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
    • Outrun:
      • Roll your Courage +3 dice vs. targets' Courage dice
        • Damage: None
        • EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
    • Outwit:
      • Roll your Courage +3 dice vs. targets' Wisdom dice
        • Damage: None
        • EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
Sneak-Up
  • RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
  • DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
    • EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
    • Roll your Courage dice vs. targets' Wisdom dice
      • Damage: None
      • IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
        • If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
      • IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Taunt
  • REQUIREMENTS: Being able to speak in the same language as the target
  • DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
    • Roll your Wisdom +3 dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: If it works, target gets Taunted:
        • Target’s single-target Combat Actions can only target you.
        • DURATION: One round.
Stealth Strike
  • RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
  • DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
    • EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: None
      • IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
        • If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
      • IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Mimic
  • [b]RESTRICTIONS: This is an Innate Skill. Only Goriyas can learn and use this skill.
  • DESCRIPTION: When it comes to copying movements, Goriyas are by far the best. Attempt to mimic someone’s movements:
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: You successfully copy the target’s movements!
        • You gain Attack Dice & Defense Dice equal to the target’s Bonus Attack Dice & Defense Dice (respectively).
        • DURATION: This lasts until you target someone else with an attack or use an Action that affects multiple targets.
Focus
  • RESTRICTIONS: This is an Innate Skill. Only Goriyas can learn and use this skill.
  • DESCRIPTION: Goriyas are also very good at focusing on specific targets to fight, improving their combat capabilities against them. Attempt to focus onto someone:
    • Roll your Wisdom +6 dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: You successfully focus on someone!
        • You gain 6 Dice when attacking and defending against the target.
        • You lose 3 Dice when defending against other targets
        • DURATION: This lasts until you target someone else with an attack or use an attack that hits multiple targets.
Rebound Strike
  • RESTRICTIONS: This is an Innate Skill. Only Goriyas can learn and use this skill.
  • CHARGE: 2 Turns
    • Charge by concentrating your focus into your arms and confidence
  • DESCRIPTION: Once charged, fire a single-target attack at a wall close to a target; causing it to rebound to them:
    • EFFECT 1: This attack bypasses Cover.
    • EFFECT 2: This attack gains 5 Dice.
Relentless
  • RESTRICTIONS: This is an Innate Skill. Only Goriyas can learn and use this skill.
  • DESCRIPTION: Goriyas have a remarkable ability to relentlessly attack their target, giving them a huge bonus to their offense.
    • Attack Dice: +4
On the Silent Hunt
  • RESTRICTIONS: This is an Innate Skill. Only Goriyas can learn and use this skill.
  • DESCRIPTION: Goriyas are able to track others with the taste of their blood… silently.
    • EFFECT 1: Once you've tasted someone's blood, you know what direction you need to go in order to track that person down.
      • You can only track one target at a time.
    • EFFECT 2: Additionally, when you’re stalking someone, your movements become completely silent.
      • You gain 5 Dice when using Sneak-Up on the target.
Sixth Sense
  • RESTRICTIONS: This is an Innate Skill. Only Goriyas can learn and use this skill.
  • DESCRIPTION: On addition to excelling in hunting, Goriyas are resistant to being hunted themselves.
    • EFFECT 1: If you enter a room with one or more enemies Camouflaged, you become aware that there are Camouflaged enemies in the room.
    • EFFECT 2: Additionally, you have a heightened level of awareness of your surroundings; making it easier to catch someone who tries to sneak up behind you.
      • You gain 5 Dice when defending against Sneak-Up.
Active
Absorb
  • SELL VALUE: 75 Rupees
  • DESCRIPTION: Grab a target and hug him, squeezing out some Magic from them in the process.
    • Roll your Power dice vs. targets' Courage dice
      • Damage: None
      • EFFECT: Siphon Magic from the target equal to half the difference in successes.
Command
  • SELL VALUE: 100 Rupees
  • DESCRIPTION: With the Power of your voice and will, command a target to do whatever it is you wish! Well, sort of.
    • Roll your Power +5 dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: Choose what the next target’s Non-Basic Combat Action is and who they target.
        • The target must be one of the target’s enemies.
Leap Attack
  • SELL VALUE: 75 Rupees
  • REQUIREMENTS: A melee attack
  • CHARGE: 3 Turns
    • Begin charging by readying your attack, and preparing to leap at the target. As you charge, a burst of a energy flows into your legs.
  • DESCRIPTION: Once charged, you can leap and attack a target using the melee attack.
    • Attack Dice: +5 for this attack only
    • EFFECT: If it succeeds, multiply the difference in successes by x1.5.
Passive
(3) Quick Switch
  • SELL VALUE: 150 Rupees
  • Stat Point Cost: 3
  • DESCRIPTION: Your arms become so fast at switching equipment that it occurs almost instantaneously, allowing you to reactively switch when defending.
    • EFFECT: Once per round, when someone is about to attack you, you can switch out one piece of Equipment that you’ve got equipped.
(4) Magic Regeneration
  • SELL VALUE: 200 Rupees
  • Stat Point Cost: 4
  • DESCRIPTION: You naturally recover Magic over time.
    • EFFECT: You gain Magic Regen x2.
Offensive
PSI Flare
  • SELL VALUE: 50 Rupees
  • REQUIREMENTS: Fire
  • COSTS: 1 Magic
  • DESCRIPTION: A basic Fire spell that causes a flurry of sparks to explode around the target.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: +0
      • Neutral Damage: 4
Ember
  • SELL VALUE: 100 Rupees
  • REQUIREMENTS: Fire
  • COSTS: 2 Magic
  • DESCRIPTION: Summon a small explosion of Fire, which fires embers in a direction, hitting one target.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: +0
      • EFFECT: If it hits, target gets Burned:
        • Every time the target attacks or defends, they take 1 Neutral Damage.
Melt
  • SELL VALUE: 100 Rupees
  • REQUIREMENTS: Fire
  • COSTS: 2 Magic
  • DESCRIPTION: An ultra hot beam that melts the target’s armor.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: +3
      • EFFECT: If it hits, target loses 2 Armor.
Fireball
  • SELL VALUE: 75 Rupees
  • REQUIREMENTS: Fire
  • COSTS: 3 Magic
  • DESCRIPTION: Shoot ball of flames that explodes over an enemy team, causing sparks to rain down on all your enemies.
    • EFFECT: Bypasses Cover.
    • Roll your Wisdom +5 dice vs. targets' Wisdom dice
      • Damage: Halved
Support
Cleansing Flames
  • SELL VALUE: 150 Rupees
  • REQUIREMENTS: Fire
  • COSTS: 3 Magic
  • DESCRIPTION: A mild but purifying flame graces yourself or an ally.
    • EFFECT: Remove one Disruption effect from the target.
Burning Blade
  • SELL VALUE: 150 Rupees
  • REQUIREMENTS: Fire
  • COSTS: 3 Magic
  • DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
    • EFFECT: Target gains 2 Attack Dice.
Flare Up
  • SELL VALUE: 150 Rupees
  • REQUIREMENTS: Fire
  • COSTS: 3 Magic
  • DESCRIPTION: Infuse an ally with high intensity flames, empowering their next attack.
    • EFFECT: Target’s next attack gains 8 Dice.
Weapons
Spiked Boomerang
  • SELL VALUE: 75 Rupees
  • DESCRIPTION: A nice, metal boomerang, duct tape'd to the brim with spikes. It's a wonder you can even hold it, much less throw it. You can hit a target with Throw or use Golden Throw.
    • Throw:
      • Roll your Power dice vs. targets' Power dice
        • Damage: -3
        • EFFECT: If it hits, the Spiked Boomerang bounces off and directs itself towards one more target at the same success rate.
          • This effect does not proc itself again.
    • Golden Throw:
      • CHARGE: 3 Turns
        • Begin charging by forgetting your Spiked Boomerang exists... wait what?
      • DESCRIPTION: Once charged, your boomerang disappears, and when you want to hit something with it, it will reappear and remember itself, teleporting directly behind a target.
        • EFFECT: This attack bypasses Cover and ignores the target’s Bonus Defense Dice.
        • Roll your Power +6 dice vs. targets' Wisdom dice
          • Damage: +0
Magic Hammer
  • SELL VALUE: 100 Rupees
  • DESCRIPTION: A rubber hammer that’s both small and lightweight, yet due to its magical enchantment, it can break even the toughest of defenses. Can Whack or Cripple a target.
    • Whack!:
      • Roll your Power +10 dice vs. targets' Power dice
        • Damage: Halved
    • Cripple:
      • Roll your Power +2 dice vs. targets' Power dice
        • Damage: Halved
        • EFFECT: If it hits, target loses 2 Defense Dice.
Defender's Claymore
  • SELL VALUE: 100 Rupees
  • REQUIREMENTS: Two-Handed
  • DESCRIPTION: A large claymore with a wide blade that enchants you with a defensive buff with each strike. Can use Slash or Cleave on one target.
    • Slash:
      • Roll your Power +6 dice vs. targets' Courage dice
        • Damage: +0
        • EFFECT: If it hits, you gain 2 Defense Dice.
    • Cleave:
      • Roll your Power -5 dice vs. targets' Courage dice
        • Damage: +5
        • EFFECT: If the target dies, you gain 4 Defense Dice.
Spike Ball
  • SELL VALUE: 50 Rupees
  • DESCRIPTION: A heavy Iron spike ball, cut off from an Iron Ball and Chain, that can be thrown. It can be thrown to dent someone's defense.
    • Throw:
      • EFFECT: You automatically take 2 Neutral Damage when throwing this spike ball.
      • Roll your Power dice vs. targets' Power dice
        • Damage: +3
        • EFFECT: Target loses 4 Defense Dice
Bombs
  • SELL VALUE: 150 Rupees
  • DESCRIPTION: A small, blue Bomb, packed with gunpowder, that can blow stuff up. Can be thrown at one Target or at a Group of enemies.
    • Target:
      • DESCRIPTION: Throw the bomb directly at an enemy.
      • Roll your Power +4 dice vs. targets' Power dice
        • Damage: 8
    • Group:
      • DESCRIPTION: Throw the bomb over the enemy, causing it to explode amongst them. Hits all enemies.
      • Roll your Power dice vs. targets' Power dice
        • Damage: 4
Shiny Spear
  • SELL VALUE: 125 Rupees
  • REQUIREMENTS: Two-Handed
  • DESCRIPTION: A formidable, gleaming polished spear imbued that is often carried by Red Lynels which serves as their primary weapon for fighting. It has the ability to Slash, Thrust or fire a Light Beam at a target.
    • Defense Dice: +3
    • Slash:
      • Roll your Courage +3 dice vs. targets' Courage dice
        • Damage: +3
    • Thrust:
      • Roll your Courage dice vs. targets' Courage dice
        • Damage: +6
        • IF FAIL: Target can Counterattack you regardless of CONDITIONS
    • Light Beam:
      • COST: 2 Magic
      • DESCRIPTION: Fire a beam of silvery Light at a target, blinding them with SCIENCE Magic.
      • Roll your Wisdom +3 dice vs. targets' Wisdom dice
        • Damage: +0
        • EFFECT: If it hits, you and your allies recover 2 Magic.
Wizzrobe Wand
  • SELL VALUE: 75 Rupees
  • DESCRIPTION: A basic wand commonly used by Wizzrobes, which has a rotatable base, allowing you to switch between two different attack modes. You can fire a Focused shot that hits one target, or a Dispersed blast that hits all enemies.
    • Focused:
      • Roll your Wisdom +6 dice vs. targets' Wisdom dice
        • Damage: +0
    • Dispersed:
      • Roll your Wisdom +3 dice vs. targets' Wisdom dice
        • Damage: Halved
Shields
Hylian Shield
  • SELL VALUE: 75 Rupees
  • DESCRIPTION: A standard shield used by many of the Hylian Guards. It defends well against most attacks.
    • Defense Dice: +3
Artifact
Armor
Enchanted Platemail (Equipped)
  • SELL VALUE: 125 Rupees
  • DESCRIPTION: A magically enchanted platemail that provides you with more Magic.
    • Armor: +2
    • Magic: +3/3
Soldier Platemail
  • SELL VALUE: 75 Rupees
  • DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
    • Armor: +4
Artifact
Robes
Spirit Robe (Worn)
  • SELL VALUE: 100 Rupees
  • DESCRIPTION: Enchanted by protectful spirits, this robe amplifies the power of the user’s mind. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
    • Basic Mode:
      • Wisdom: +2
    • Augmented Mode:
      • COSTS: 4 Magic at the start of each round to maintain
      • Wisdom: +7
Orange Robe
  • SELL VALUE: 200 Rupees
  • DESCRIPTION: An orange-colored robe that has a permanent blaze of flames. With some Magic, they gain extra flare, hurting melee attackers. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
    • Basic Mode:
      • Fire Bonus: Anyone that attacks you in melee combat automatically takes 1 Neutral Damage.
    • Augmented Mode:
      • COSTS: 4 Magic at the start of each round
      • Fire Bonus: Anyone that attacks you automatically takes 2 Neutral Damage.
Artifact
Tools
Clawshot
  • SELL VALUE: 100 Rupees
  • DESCRIPTION: The Clawshot shoots a long chain with a claw at the end of the chain, with the intention of pulling things towards you, using a chain that reaches up to 50 feet away. Can also use Get Over Here! on a target.
    • EFFECT: The claw can be used to pull objects out of supporting structures to potentially collapse them.
    • Get Over Here!:
      • Roll your Power +5 dice vs. targets' Power dice
        • Damage: None
        • EFFECT: If it hits, target reels towards you.
          • When the target gets up to you, you can follow up with a melee attack, and the target loses 5 Defense Dice for this attack.
Hookshot
  • SELL VALUE: 50 Rupees
  • DESCRIPTION: The Hookshot fires a chained, miniature harpoon at a target, which can reach up to 50 feet away. Can fire a Reel at a target.
    • EFFECT: This harpoon can pull you towards objects or vice versa.
      • Can pull you towards any wooden surface, soft surface, or Hookshot Target.
      • Can pull Small Objects towards you.
      • The chain cannot lock.
    • Reel:
      • Roll your Courage +5 dice vs. targets' Courage dice
        • Damage: None
        • EFFECT: If it hits, reel towards the target.
          • When you get up to the target, you can follow up with a melee attack with +5 Dice.
Artifact
Consumables
Red Potion
  • Amount: 2
  • SELL VALUE: 50 Rupees
  • DESCRIPTION: A light red liquid that gives you health back when you drink it. So what's in it anyways?
    • EFFECT: Consume this to recover either:
      • Recover 10 Hearts... OR
      • Half of your Maximum Hearts.
Reroll Points
  • Amount: 7
  • SELL VALUE: 25 Rupees
  • DESCRIPTION: A golden coin that can be flicked at any roll to rewind time for a moment and force a redo.
    • EFFECT: Once per turn, immediately after someone rolls for something, you can flick a Reroll Point at the target to force them to reroll it.
Restoration Heart
  • Amount: 3
  • SELL VALUE: 25 Rupees
  • DESCRIPTION: A tasty Heart that can be devoured to recover your Hearts! ... that doesn't sound right.
    • EFFECT: Consume this to recover 6 Hearts.
Magic Jar
  • Amount: 3
  • SELL VALUE: 25 Rupees
  • DESCRIPTION: A jar containing liquified Magic, which you can drink to recover your Magic! Hope there's no alcohol in it.
    • EFFECT: Consume this to recover 4 Magic.
Green Potion
  • Amount: 2
  • SELL VALUE: 50 Rupees
  • DESCRIPTION: A light green liquid that restores your magical powers when you drink it. This isn't actually poison, is it?
    • EFFECT: Consume this to recover either:
      • Recover 7 Magic... OR
      • Half of your Maximum Magic.
Ember Seed
  • Amount: 1
  • SELL VALUE: 75 Rupees
  • DESCRIPTION: A flame-shaped seed with a clove of leaves surrounding it. Eating it might not be the best idea, but it can be eaten to gain various effects, depending on whether you're in battle or not.
    • Out-of-Battle:
      • DESCRIPTION: Your hair turns ablaze, making you a walking torch. Somehow, it doesn’t hurt you, and your hair reverts to normal afterwards.
        • DURATION: Until you leave the current area or room.
    • In-Battle:
      • COSTS: 3 Hearts
      • DESCRIPTION: It burns to eat it, but your single-target attack cause flames to erupt on the target.
        • EFFECT: Anytime you hit with a single-target attack, they get Burned:
          • Every time the target attacks or defends, they take 1 Neutral Damage.
Fairy
  • Amount: 2
  • DESCRIPTION: A lively Fairy, waiting in a bottle for your death! Isn't she just so kind?
    • EFFECT: If you use the Fairy manually, you are restored to Maximum Hearts.
      • If you die, you can use the Fairy on the spot, reviving you and restoring you to 3 Hearts.
Artifact
Masks
Artifact
Misc
Pyromantic Gauntlets
  • INFORMATION: This item is a Passive Artifact. Having it (Equipped) in your inventory is enough for it's effects
  • REQUIREMENTS: can only be equipped by Mus
  • COST: 3 Magic per throw.
    • If you can not pay this cost, the gloves burn you for 3 Neutral Damage instead when you throw stuff.
  • DESCRIPTION: A pair of gauntlets that glow and burn with the essence of Fire, which channel powerful Fire Magic into your hands as you throw objects. The glow dims as the wearer's Magic level drops.
    • EFFECT 1: Any objects you throw while wearing these gloves deal an extra 3 Neutral Damage on hit.
      • In the case of Throw, both the projectile and the target takes the bonus Neutral Damage
      • The bonus Neutral Damage only applies to single-target attacks.
    • EFFECT 2: For each free hand you have, any Fire Offensive Spells you cast deal an additional 2 Neutral Damage.