Zelda Universe RPG

Silker - Printable Version

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Silker - Orithan - 07-27-2013

Silker Wildflower
  • Power: 16 (+0)
  • Courage: 9 (+3)
  • Wisdom: 13 (+2)
  • Hearts: 12/11 (+1)
  • Magic: 15/12 (+3)
  • Initiative: $init 1d12
  • Attack Dice: 0
  • Defense Dice: 4
  • Armor: 4
  • Stat Points: 0
  • Stat Points (Used): 75
  • Heart Containers: 1
  • Rupees: 3715
 
Affinities: Nature, Light

Other Bonuses
  • Cover does not end when you are hit unless you take 6 or more Damage (after Armor)
  • Any effects that would lower your Power, Courage, Wisdom, Hearts, and/or Magic stats are halved (rounded down)
  • When Covering someone, you gain +4 Defense Dice
  • When Augmented Cost is paid for, you gain 5 Wisdom
Race: Kokiri.

Personality: Silker is a generally serious person, dedicated to helping his peers and comrades through the power of teamwork and support. While he is dedicated to protection, he can be a bit of a coward like Fran at times; particularly when he is asked to deal with something unknown without an ally.
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).
Dart and Weave
  • RESTRICTIONS: This is an Innate Skill. Only Kokiri can learn and use this skill.
  • DESCRIPTION: For a short time, you can leap from ally to ally, defending with ease.
    • EFFECT: Temporarily be capable of bouncing from one target to another. When someone attacks one of your allies, you’re able to use Cover as a reaction, allowing you to jump to your allies at will.
      • DURATION: One round.
Burst of Speed
  • RESTRICTIONS: This is an Innate Skill. Only Kokiri can learn and use this skill.
  • COSTS: 2 Magic
  • DESCRIPTION: Store a quick burst of speed within yourself, ready to release at any time.
    • EFFECT: Your next roll with your Courage stat gains 6 Dice.
Extreme Dash
  • RESTRICTIONS: This is an Innate Skill. Only Kokiri can learn and use this skill.
  • COSTS: 3 Magic
  • CHARGE: 3 Turns
    • Begin charging by channeling a burst of Magic to your legs.
  • DESCRIPTION: Once charged, you can cause the Magic in your legs to explode, flinging you at extreme speeds towards a target. GOTTA GO FAST!
    • Roll your Courage +6 dice vs. targets' Courage dice
      • Damage: None
      • EFFECT: If it succeeds, you can immediately follow up with a melee attack on the target, gaining Bonus Dice on the attack equal to the difference in successes.
Nature's Step
  • RESTRICTIONS: This is an Innate Skill. Only Kokiri can learn and use this skill.
  • DESCRIPTION: Kokiri are quick and nimble, giving them a higher chance to go first in battle.
    • Initiative: +0d1
    • Courage: +3
Nature's Camouflage
  • RESTRICTIONS: This is an Innate Skill. Only Kokiri can learn and use this skill.
  • DESCRIPTION: Because of their size, Kokiri are naturally able to sneak through crowds of similar or lower level people or creatures undetected.
    • EFFECT: Additionally, if you have the Camouflage Active Skill, you are automatically in Camouflage so long as you’re near trees.
Tracking Sense
  • RESTRICTIONS: This is an Innate Skill. Only Kokiri can learn and use this skill.
  • DESCRIPTION: As much as Kokiri are honed for their tracking skills in forests, they’re also well attuned to anyone trailing them, thanks to the sneaky Skull Kids.
    • EFFECT 1: If you’re in a room, you’re able to tell if someone else is in the room other than your party.
      • You do not know how many people or where they are though, so you do not get an automatic Spot Check.
    • EFFECT 2: If someone is tailing you, you become aware of it.
      • Again, it does not proc an automatic Spot Check.
Active
PSI Disperse
  • SELL VALUE: 25 Rupees
  • REQUIREMENTS: A PSI Spell
  • DESCRIPTION: Amp up the accuracy of your PSI Spell at the cost of power.
    • ATTACK: Choose any PSI Spell you have and fire it at a target like normal
      • The attack gains 5 Dice, but loses 4 Damage
Double Bash
  • SELL VALUE: 75 Rupees
  • REQUIREMENTS: Two shields
  • DESCRIPTION: Attack a target twice in one turn with two small bashes.
    • Roll your Power +5 dice vs. targets' Power dice * 2
      • Damage: Halved
      • EFFECT: If both bashes hit, target gets Delayed.
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.
Passive
(4) Super Cover
  • 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).
(4) Calm
  • SELL VALUE: 200 Rupees
  • Stat Point Cost: 4
  • DESCRIPTION: Your mental state remains calm, helping prevent changes to your stats.
    • EFFECT: Any effects that would lower your Power, Courage, Wisdom, Hearts, and/or Magic stats are halved (rounded down).
      • To clarify the rounding, if your Power would be reduced by 5, it’s instead only reduced by 2.
Offensive
Support
Weapons
Shields
Armor
Robes
Tools
Consumables
Masks
Misc