Bonjoro Rockfella - Orithan - 09-12-2016
- Power: 17 (+3)
- Courage: 18 (+0)
- Wisdom: 17 (+0)
- Hearts: 22/16 (+6)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 7
- Armor: 7
- Stat Points: 0
- Stat Points (Used): 75
- Heart Containers: 6
- Rupees: 350
Affinities: None
- Once per round, when someone is about to attack you, you can switch out one piece of Equipment that you’ve got equipped.
- Cover does not end for you until you are hit by an attack that would deal 6 or more Damage to you (after Armor is factored in) or switch targets (unless you have Multi-Cover).
- Once per battle, you can ignore any Negative EFFECTS and Bonuses for that round.
- This is activated at the start of the round.
- This does not actually remove any of the above or stop you from getting more of them.
When your robe’s Augmented Protection is active, you gain 4 Armor
Race: Goron
Gorza’s brother, Bonjoro is an exceptionally heavy and well-built Goron clad in grey paint.
Like with Gozra, Bonjoro’s reason for allying with Korrin is unknown and out of character. Maybe there is some way to convince him to turn on him?
- 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.
- 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.
- 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.
- 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.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- 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
- 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
- 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
- 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.
- 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).
- 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.
- 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).
- RESTRICTIONS: This is an Innate Skill. Only Gorons can learn and use this skill.
- DESCRIPTION: Come on over to Mr. Goron and give him a biiiig Goron huuug! Hits one target.
- Roll your Power +3 dice vs. targets' Power dice
- Damage: +0
- EFFECT: If it hits, target’s bones crunch a bit, causing the target to lose 2 Power.
- RESTRICTIONS: This is an Innate Skill. Only Gorons can learn and use this skill.
- DESCRIPTION: As big and strong as the Gorons are… they have a tendency to curl up into a ball out of fear. Which, oddly enough, protects them quite well.
- EFFECT: You become immobile and incapable of doing any Action or defending, except for cancelling Curl Up. However, you get several bonuses in its place:
- Armor: Roll your Power stat. Until you end Curl Up, you gain Armor equal to the result of that roll.
- Additionally, you cannot receive effects from enemies.
- DURATION: Until you manually cancel it for no Action Cost on your turn.
- RESTRICTIONS: This is an Innate Skill. Only Gorons can learn and use this skill.
- REQUIREMENTS: A free hand
- CHARGE: 1 Turn
- Amass great strength to your hands, and get ready to throw Fran someone at extreme speeds.
DESCRIPTION: Once charged, you feel like you can throw the universe! But first, pick someone up with great ease using ATTACK 1.
ATTACK 1: Roll your Power +10 dice vs. targets' Power dice
Damage: None
EFFECT: If successful, pick the target up, and then throw them at someone else with ATTACK 2.
ATTACK 2: Roll your Power +5 dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, both targets take the Damage.
IF FAIL: The projectile takes Damage equal to the difference in successes.
- RESTRICTIONS: This is an Innate Skill. Only Gorons can learn and use this skill.
- DESCRIPTION: Gorons have natural strength and are tough to take down.
- Power: +3
- Armor: +2
- RESTRICTIONS: This is an Innate Skill. Only Gorons can learn and use this skill.
- DESCRIPTION: When calm, Gorons can tap into their inner strength, allowing them to pick up and move things way easier.
- EFFECT: Outside of battle, you gain 5 Power.
- RESTRICTIONS: This is an Innate Skill. Only Gorons can learn and use this skill.
- DESCRIPTION: Gorons aren’t known for being agile… except when they’re on a roll!
- EFFECT: When jumping, you can cover 2 Feet of distance per 1 Success from a Courage roll.
- Additionally, when defending against Fall Damage, you can roll your Power stat instead of your Courage stat, in an attempt to slam the ground so hard, you transfer the impact into the ground. … which isn’t how physics work, but Gorons don’t know that.
- 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.
- SELL VALUE: 100 Rupees
- REQUIREMENTS: A shield
- DESCRIPTION: Rush towards a target, bashing their skull in with your shield.
- Roll your Power -2 dice vs. targets' Power dice
- Damage: +2
- EFFECT: If it hits, target loses 2 Wisdom.
- 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.
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- DESCRIPTION: You become more sturdy, granting you the ability to stand guard through all but heavy attack
- EFFECT: Cover does not end for you until you are hit by an attack that would deal 6 or more Damage to you (after Armor is factored in) or switch targets (unless you have Multi-Cover).
- SELL VALUE: 75 Rupees
- DESCRIPTION: A steel hammer that packs extra punch, this hammer can cripple defenses and disable targets. Can Whack or Cripple a target.
- Whack!:
- Roll your Power dice vs. targets' Power dice
- Damage: +4
Cripple:
Roll your Power -3 dice vs. targets' Power dice
Damage: +0
EFFECT: If it hits, the target gets Immobilized:
Target cannot move or use any melee attacks.
DURATION: One round.
- 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:
- Roll your Power +4 dice vs. targets' Power dice
- Damage: 8
Group:
EFFECT: This bypasses Cover.
Roll your Power dice vs. targets' Power dice
Damage: 4
- SELL VALUE: 175 Rupees
- DESCRIPTION: Bombchus are moving bombs that seeks in on a target’s weak point. Hits one target with ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: 8
- EFFECT: If it hits, you can choose to roll again to see if hits a weak point, using ATTACK 2. If you do, the initial attack's damage is not applied.
ATTACK 2: Roll your Power dice vs. targets' Wisdom dice
Damage: 12
IF FAIL: The Bombchu deactivates and deals no damage.
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A massive shield as tall as yourself that takes the bulk of incoming damage.
- Defense Dice: +7
- INFORMATION: This item is an Artifact
- REQUIREMENTS: Only Bonjoro Rockfella can use it.
- DESCRIPTION: A collection of armor plates that tap into your nervous system, absorbing the pain you take; allowing the wearer to briefly ignore things that hinder their ability to attack.
- Armor: +4
- EFFECT: Once per battle, you can ignore any Negative EFFECTS and Bonuses for that round.
- This is activated at the start of the round.
- This does not actually remove any of the above or stop you from getting more of them.
- SELL VALUE: 100 Rupees
- DESCRIPTION: A thin sliver of metal coats this robe, protecting you from attacks. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Armor: +1
Augmented Mode:
COSTS: 4 Magic at the start of each round
Armor: +5
- Amount: 0
- 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.
- Amount: 2
- SELL VALUE: 100 Rupees
- DESCRIPTION: A powerful, red liquid capable of restoring all wounds. It actually kinda looks like blood…
- EFFECT: Consume this to recover to your Maximum Hearts.
- Amount: 0
- 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 6 Magic.
- Amount: 3
- 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.
- Amount: 1
- 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.
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