Silker - Orithan - 07-27-2013
- 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
- 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.
- 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 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.
- 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.
- 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.
- 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
- 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.
- 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.
- 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
- 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.
- 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.
- 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: 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.
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Nature
- COSTS: 1 Magic
- DESCRIPTION: A basic Nature spell that sends a rumble of Magic through the ground, hitting a target.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +2
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A plethora of roots grow from the ground, grabbing a target from below.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target becomes Immobilized.
- Target cannot move or use any melee attacks.
- DURATION: One round.
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A tame jolt of lightning zaps a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to yourself or an ally.
- Offensive Spell:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, remove one Negation effect from the target.
Support Spell:
EFFECT: Remove one Negation effect from the target.
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Light
- COSTS: 1 Magic
- DESCRIPTION: Send a high-energy pulse of Light at a target, cutting their Magic.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 2 Magic
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: Purify a target, ridding them of their tricks. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to an ally.
- Offensive:
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, remove one Contortion effect from the target.
Support:
EFFECT: Remove one Contortion effect from the target.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Briefly run a flash of light across the target’s eyes, briefly preventing them from focusing on distant objects.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Unfocused:
- Target cannot use ranged attacks.
- DURATION: One round.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Drag the target into a realm of silence from the heavens, drowning them in silence.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Silenced:
- Target cannot cast Spells.
- DURATION: One round.
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Nature
- COSTS: 1 Magic
- DESCRIPTION: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.
- EFFECT: Target recovers 4 Hearts.
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A mold of earth covers a target in a protective shell.
- EFFECT: Target gains 2 Armor.
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Create a magical fairy with a fleeting life, capable of restoring life to a dead target.
- EFFECT: Target is revived to 3 Hearts.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Feed some lifeforce into a target, increasing their health.
- EFFECT: Target gains 5/5 Hearts (Stat).
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Bathe someone in a shower of Wisdom, enlightening them.
- EFFECT: Target gains 5 Wisdom
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: Crafted from the roots of the Old Deku Tree, this staff provides support abilities and extra protection. You can Whack or Drain a target.
- EFFECT: Once per round, at any time, you can transfer any amounts of your Hearts and/or Magic to any other target.
- Whack:
- Roll your Power +15 dice vs. targets' Power dice
- Damage: Halved
Drain:
DESCRIPTION: Fire a draining beam at the target.
Roll your Wisdom +10 dice vs. targets' Wisdom dice
Damage: None
EFFECT: Siphon 4 Hearts and 4 Magic from the target to you, ignoring Armor.
- Slingshots can load and fire Small Objects.
- Small Objects fired by this slingshot can only be counterattacked by range.
- Can only fire items that are in your ammunition list. Likewise, items cannot be used for anything other than the slingshot once in the ammunition list. Items may only be switched in and out between battles.
- SELL VALUE: 100 Rupees
- DESCRIPTION: Souls... give me your SOULS! While it doesn't have much power, it makes up for being able to siphon Magic from its targets. Can hit a target with Siphoning Strike.
- EFFECT: Once per round, at any time, you can transfer any amount of your Magic to any other target.
- Siphoning Strike:
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, siphon Magic from the target to anyone else, up to an amount equal to the damage dealt.
- SELL VALUE: 125 Rupees
- DESCRIPTION: Expelliarmus! A green-tinted wand that has a rotating base, allowing it to switch between modes. Can use Disarm or Purge on a target.
- Disarm:
- DESCRIPTION: Target someone and attempt to fling one of their equipped Handheld Items.
- Roll your Wisdom dice vs. targets' Power dice
- Damage: None
- EFFECT: If it hits, the item is flung out of the target's hands and into the open.
- The item lays on the ground. Anyone can then spend a Support Action to pick it up and stash it in their inventory.
Purge:
COSTS: 6 Magic
DESCRIPTION: Touch a target briefly with the tip of this wand and watch as a green light of death purity flows into the target, expelling them of an impurity.
EFFECT: Remove remove one Negation, Attrition, Disruption, Dispersion, or Contortion effect from the target.
- 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: 100 Rupees
- DESCRIPTION: A shield that grows in size when you cover someone. What is it, organic or something?
- Defense Dice: +2
- EFFECT: When you’re Covering someone, you gain 2 Dice while defending.
- SELL VALUE: 100 Rupees
- DESCRIPTION: A shield that grows in size when you cover someone. What is it, organic or something?
- Defense Dice: +2
- EFFECT: When you’re Covering someone, you gain 2 Dice while defending.
- SELL VALUE: 125 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: It's considerably heavier than most shields, but it packs an extra punch with shield-based attacks as a result.
- Defense Dice: +5
- Attack Dice: +5 with shield-based attacks
- SELL VALUE: 125 Rupees
- DESCRIPTION: A magically enchanted platemail that provides you with more Magic.
- Armor: +2
- Magic: +3/3
- SELL VALUE: 75 Rupees
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +4
- 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
- Amount: 2
- 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: 3
- DESCRIPTION: A powerful flare of light contained with a bottle. If it's simply opened, it will flash briefly, but otherwise do nothing. It reacts with velocity, so when it's thrown and smashed against the ground, it releases a stronger shockwave of light depending on how strong it was thrown. Hits everyone.
- Roll your Power +5 dice vs. targets' Wisdom dice
- Magical Damage: Halved
- EFFECT 1: It will deal no damage to anyone with Light Affinity.
- EFFECT 2: Target(s) hit lose 3 Attack Dice.
- EFFECT 3: Target(s) hit lose 5 Dice when defending against anyone that is using Escape.
[/list]
- Amount: 3
- DESCRIPTION: A scroll imbued with intense, magical power that courses through the parchment, containing a vast amount of knowledge.
- It can teach you any Spell.
Once this scroll is used, it disappears in a flash of rainbow light, illuminating the area for a few seconds.
- 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.
- Amount: 1
- DESCRIPTION: A bottle of magical bone dust from the remains of a Stalfos.
- EFFECT: Pour it over a dead target to bring them back to life with 1 Heart.
- Amount: 5
- 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: 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.
- Amount: 1
- SELL VALUE: 200 Rupees
- DESCRIPTION: It's water so pure and clear, you can't even tell it's there, yet it's capable of completely revitalizing you.
- EFFECT: Consume this to recover to your Maximum Hearts & Magic.
- Amount: 4
- 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.
- Amount: 4
- 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.
- Amount: 5
- SELL VALUE: 25 Rupees
- DESCRIPTION: A light-blue seed shaped like a wing. It can be eaten to gain various effects, depending on whether you're in battle or not.
- Out-of-Battle:
- DESCRIPTION: A current of wind wraps around you, allowing you to glide over the ground.
- EFFECT: Your ability to jump increases, allowing you to jump 2 feet per 1 Success.
- DURATION: This lasts until you leave the room.
In-Battle:
DESCRIPTION: Wind guides you, giving you increased speed.
Courage: +4
- Amount: 1
- SELL VALUE: 75 Rupees
- DESCRIPTION: A tornado-shaped seed that will blow you away with its gusty taste. It can be eaten to gain various effects, depending on whether you're in battle or not.
- Out-of-Battle:
- DESCRIPTION: A swarm of wind whisks you away to a different part of the dungeon, as long as you’ve been there before.
In-Battle:
EFFECT: Automatically escape from the battle.
- SELL VALUE: 100 Rupees
- RESTRICTION: Unless you use Overpower Song, you can not play a Song if there is already another Song being played by someone else.
- REQUIREMENTS: A musical instrument and 5 Wisdom
- COSTS: 1 Magic to play and maintain at the end of your turn each round.
- DESCRIPTION: A simple, sad tune that bears sorrow. When played in battle, this song affects all enemies.
- EFFECT: This bypasses Cover.
- Roll your instrument's stat vs the enemy's Wisdom stat
- Damage: None
- EFFECT 1: This does not break Cover
- EFFECT 2: Continue to play the song as a channeled move, causing target(s) hit to be affected by Sorrowful Ballad
- Affected targets lose 5 Attack Dice.
DURATION: Sorrowful Ballad lasts until you attack, defend, or play a different song.
- SELL VALUE: 100 Rupees
- RESTRICTION: Unless you use Overpower Song, you can not play a Song if there is already another Song being played by someone else.
- REQUIREMENTS: A musical instrument and 5 Wisdom
- COSTS: 1 Magic to play and maintain at the end of your turn each round.
- DESCRIPTION: A simple and soothing song that attempts to replicate the echoes of Nature, calling everyone hearing it to evoke their defensive nature. When played in battle, it affects all of your allies:
- EFFECT: Continue to play the song as a channeled move, causing your allies to be affected by Vigorous Crescendo
- Whenever allies are targeted by attacks, they gain 2 Defense Dice.
- DURATION: Natural Call lasts until you attack, defend, or play a different song.
- Amount: 5, all softened.
- DESCRIPTION: A stiff, square-shaped and rather hard to chew biscuit often used by adventurers for long journeys, otherwise known as "Captain's Bread" or a "Sea-Biscuit".
- In Battle:
- EFFECT: Begin chewing on the Hard Tack.
- At the start of each round, recover 4 Hearts from the tasty tack.
- If you cast a single-target Water spell on the biscuit, it will soften, and the amount recovered at the start of each round is increased to 6 Hearts.
- You can cast the Water spell on the biscuit and start chewing it on the same turn.
DURATION: You can continue to chew on this for the remainder of the battle, after which it is fully consumed.
Out of Battle:
EFFECT: The tack can be consumed outside of battle to recover 6 Hearts.
If you cast a Water spell on the biscuit, it will soften, and the amount recovered is increased to 10 Hearts.
- Amount: 1
- DESCRIPTION: A nice, tasty, high-quality Pot Roast that's a favorite amongst the Belmonts.
- EFFECT: When eaten, your Hearts are restored to Maximum.
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