Wolfgang Moddey Baskerville - DoubleEx - 09-18-2013
- Power: 11 (+5)
- Courage: 23 (+0)
- Wisdom: 23 (+0)
- Hearts: 19/19 (+0)
- Magic: 8/15 (+0)
- Initiative: $init 1d10
- Attack Dice: 1
- Defense Dice: 0
- Armor: 0
- Stat Points: 2
- Stat Points (Used): 90
- Heart Containers: 3
- Rupees: 4245
Affinities: Nature
- Magic Costs: -2, except for maintenance costs
- Armor: +10 against Magic-based attacks
- When your Hearts are reduced to 50% of your Maximum Hearts or lower, you gain 3 Attack Dice & Defense Dice.
- DURATION: This lasts until your Hearts return to above 50% of your Maximum Hearts.
Race: Human
Age: 24
Height: 6'2"
Weight: 210lbs
Hair Colour: Dark Brown
Eye Colour: Blue
A detective for the Royal Guard, Wolfgang is a loose cannon who plays by his own rules. He is very dedicated to his job, the protection of the citizens is his utmost concern. He talks a little funny though.
- 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).
- RESTRICTION 1: This is an Innate Skill. Only Humans can learn and use this skill.
- RESTRICTION 2: This can only be used once per battle.
- DESCRIPTION: You gain increased confidence within yourself, temporarily breaking free of negative effects, but making you more susceptible to attacks.
- EFFECT: You become immune to all your effects that were caused by enemies, but you also temporarily lose 5 Defense Dice.
- This does not actually remove them or prevent you from getting more.
- DURATION: One round.
- RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
- DESCRIPTION: You become fortified temporarily, reducing damage you would take for a short time.
- EFFECT: You gain 3 Armor.
- DURATION: One round.
- RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
- COSTS: 3 Magic
- DESCRIPTION: As a Human, you’re able to learn new things, especially in the heat of battle, very quickly, and as a result, you can adapt to any situation. Scan one target, attempting to learn their strengths.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, you can pick a stat (Power, Courage, or Wisdom) that the target has higher of than you, and add half of the difference between them to your respective stat.
- For example, if the target has 20 Power and you have 10 Power, you gain 5 Power.
- RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
- DESCRIPTION: Humans are able to persevere through battles, and thus gain bonuses with lower Hearts.
- EFFECT: When your Hearts are reduced to 50% of your Maximum Hearts or lower, you gain 3 Attack Dice & Defense Dice.
- DURATION: This lasts until your Hearts return to above 50% of your Maximum Hearts.
- RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
- DESCRIPTION: Humans are naturally compelled to explore the unknown, increasing their ability to find secrets or triggers.
- EFFECT 1: You gain an extra hint at nearby secrets or triggers.
- EFFECT 2: Whenever you are close to a secret or trigger, you feel a wave of extra curiosity echo through you, alerting you to its presence.
- RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
- DESCRIPTION: Humans have occasional compulsions, pulling them towards or away something.
- EFFECT: You also are aware of the direction of the plot, unless you’re in a maze.
- SELL VALUE: 100 Rupees
- COSTS: 3 Hearts
- DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gains a boost.
- EFFECT: Your next attack gains 6 Dice.
- SELL VALUE: 100 Rupees
- DESCRIPTION: Prepare yourself to retaliate against an oncoming attack by placing yourself into a Counter Stance.
- EFFECT: If you successfully defend the next attack that hits you, you can Counterattack the attacker by rolling behind them:
- Roll your Courage +5 dice vs. targets' Courage dice
- EFFECT: If it succeeds, follow-up with an attack from an equipped weapon, gaining Dice equal to the difference in successes.
- 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: If it hits, siphon Magic from the target equal to half the difference in successes.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A Bow & Arrow attack
- CHARGE: 1 Action
- Charge by readying your arrow and focus on the target, preparing to take a shot at them.
DESCRIPTION: Once charged, shoot the arrow at the target.
Attack Dice: +8 for this attack only
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: A scourge of Lightning zips around the battlefield in an instant, striking a target.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +22 dice vs. targets' Wisdom dice
- Damage: Halved
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Nature
- COSTS: 2 Magic
- DESCRIPTION: Summon a boulder and hurl it at a target!
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 2 Defense Dice.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: Powerful vines appear and bind a target, removing the target of their strength.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target loses 6 Power.
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: Blast a torrent of powerful winds at a target.
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, the target is thrown off balance and gets Delayed.
- Target’s next attack is delayed by 2 Turns, which then removes Delayed.
- 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: 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: 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: 250 Rupees
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: A line of thorns protects an ally, reflecting the next attack they take.
- EFFECT: Target gains Thorns.
- The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: The combination of using a Dual Crossbow Pistols & Arrows is considered Two-Handed.
- DESCRIPTION: A pair of two crossbow pistols that magically load arrows in sets of two, smaller arrows, one for each pistol. Not sure how that works, but it acts just like a normal Bow. It can Shoot a target using an Arrow:
- Roll your Courage +5 dice vs. targets’ stat that the arrow hits
- Damage: Uses the arrow’s Damage Modifier
- SELL VALUE: 25 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A wooden arrow with a solid, metal tip. Can hit one target.
- ATTACK: Roll your attacking stat +4 dice vs. targets’ Courage stat
- Damage: +0
- SELL VALUE: 75 Rupees
- COSTS: 2 Magic to fire
- REQUIREMENTS: A bow
- DESCRIPTION: A short, heavy Arrow-like bolt that sticks onto to the target; absorbing healing abilities.
- ATTACK: Roll your attacking stat -5 vs. targets’ Power stat
- Damage: +0
- EFFECT: If it hits, the target gets Cauterized:
- Target cannot recover or siphon Hearts or Magic in any way.
- DURATION: One round
- SELL VALUE: 50 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A reinforced, shock absorbent arrow with a bouncy tip, granting the arrows the ability to bounce on hitting its target. Can hit one target.
- ATTACK: Roll your attacking stat vs. targets’ Courage stat
- Damage: +0
- EFFECT: If it hits, bounce to a different target with the same roll, but with halved damage.
- This effect does not proc itself.
- SELL VALUE: 50 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: These metal arrows are blunt, but their heavy weight brings much power, causing damage to Armors. Can be fired at one target.
- ATTACK: Roll your attacking stat +5 dice vs. targets’ Power stat
- Damage: Halved
- EFFECT: Target loses 3 Armor.
- SELL VALUE: 125 Rupees
- DESCRIPTION: A fairly light shield often carried by Edgeclaw Lizalfos that has serrated edges and provides minor defense.
- Defense Dice: +1
- EFFECT: When you defend against a melee attack with this shield equipped (successful or not), the attacker automatically takes 2 Neutral Damage.
- INFORMATION: This is a Mythical Artifact.
- DESCRIPTION: A black and gold armor that increases one's power and magical powers. It provides no protection against physical attacks, but it's unparalleled in its magic defense.
- Armor: +10 against Magic-based attacks
- Power: +5
- Magic Costs: -2, except for maintenance costs
- SELL VALUE: 125 Rupees
- DESCRIPTION: Who needs Dragonhide when you have Dragon's Blood? This beauty of an armor is literally crafted from the sundered, crusty husk of Dragon's Blood! It was originally going to be used for pizza sauce, but then Master DM had dumber ideas.
- Armor: +2
- Regen: +2
- SELL VALUE: 100 Rupees
- DESCRIPTION: A red vest, embedded with emblems of blades, that increases your aggression. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Attack Dice: +1
Augmented Mode:
COSTS: 4 Magic at the start of each round
Attack Dice: +5
- 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: 5
- 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: 12
- 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: 0
- 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: 3
- 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: 2
- SELL VALUE: 100 Rupees
- DESCRIPTION: It's spiked with Jack Daniels. THAT'S SMART. A favorite of Lon Lon Ranch which is essentially alcoholic milk. Oddly, it restores your magical powers.
- EFFECT: Consume this to recover to your Maximum Magic.
- Amount: 1
- 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: 1
- DESCRIPTION: What. It's a Dhooby Snack! Just eat it! It's untasty to those that aren't dhogs, though. That's why it's dhooby!
- EFFECT: Consume this to gain 5 Courage.
- DURATION: For the remainder of the battle.
- Amount: 2
- 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: 1
- SELL VALUE: 200 Rupees
- DESCRIPTION: A strange scroll that seems to have Magic flowing through it, causing the writing scrawled all over it to glow red. A stamp in the shape of a hammer and a shield can be seen on the top-right corner of the parchment. It can be used on an non-Artifact Weapon, Shield, Armor or Robe to apply any Augment to it.
- EFFECT: Select any Augment listed in this thread and apply it to an non-Artifact Item you currently have.
- Amount: 1
- SELL VALUE: 1000 Rupees
- DESCRIPTION: A silver scroll imbued with sacred teachings of old, capable of teaching physical arts lost to history.
- It can teach you any Lost Skill.
Once this scroll is used, it implodes into a speck of nothingness, forgetting that it was ever there.
Owned by Wolfgang Moddey Baskerville.
- INFORMATION: This is a Mythical Artifact.
- DESCRIPTION: A tophat once owned by El Aquamentos Lachubre Nakajeem of the Luchakajeem Dragonborn Family. It was once unstealable, but after an incredible flaming phantom-train-suplexing meteor strike, Luchadore Dhoo was able to acquire it and wear it for himself. It’s the original tophat, and it’s his alone.
- EFFECT: Everyone that meets you is compelled to respect you and recognize your original tophat. Do not steal. Anyone that refuses to respect the tophat must beat a $40d10 roll with their Wisdom Stat.
- Power: 28 (+0)
- Courage: 26 (+0)
- Wisdom: 10 (+0)
- Hearts: 22/22 (+0)
- Magic: 5/5 (+0)
- Initiative: $init 1d11
- Attack Dice: 2
- Defense Dice: 2
- Armor: 0
Affinities: Nature
- Attack Dice: +2 for every living ally, excluding self
Race: Werewolfos
Age: 24
Height: 8'10"
Weight: 553lbs
Hair Colour: Dark Brown
Eye Colour: Red
DHOO WILL WRITE DHOO'S OWN PROFILE THANK YOU VERY MUCH!! DHOO IS A WEREWOLFOS LUCHADORE!! DHOO LOVES TO FIGHT THE FORCES OF DARKNESS WITH DHOO'S BARE HANDS!! BEWARE EVIL FOR THE GREAT AND MIGHTY DHOO SEEKS YOUR DESTRUCTION!!
- 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 Werewolfos can learn and use this skill.
- DESCRIPTION: Transform into a Wolfos to intimidate enemies and execute Wolfos attacks.
- Wolfos Mode:
- COSTS: 1 Magic to transform into
- Attack Dice & Defense Dice: +2
- Initiative: +0d1
- EFFECT: All Handheld Items are unequipped.
- DURATION: Until you either die or transform back into your Hylian form again on your turn for no Action Cost.
Leap:
REQUIREMENTS: Must be in Wolfos Mode.
DESCRIPTION: Leap at a target in a generic attack to deal damage.
Roll your Power +3 dice vs. targets' Power dice
Damage: +2
Slash:
REQUIREMENTS: Must be in Wolfos Mode.
DESCRIPTION: Rush up to a target and slash them using your claws to decrease their defense.
Roll your Courage +2 dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, target loses 2 Defense Dice.
- RESTRICTIONS: This is an Innate Skill. Only Werewolfos can learn and use this skill.
- DESCRIPTION: Snarl and growl at a target, causing them to go numb with fear.
- Roll your Power dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Numbed:
- Target’s Combat Actions have their Dice & Damage Modifiers removed.
- DURATION: Two rounds.
- RESTRICTION 1: This is an Innate Skill. Only Werewolfos can learn and use this skill.
- RESTRICTION 2: This can only be used once per battle.
- DESCRIPTION: Channel your bloodlust into a terrifying howl, empowering you and your allies.
- Attack Dice: +3 for you and your allies
- DURATION: One round.
- RESTRICTIONS: This is an Innate Skill. Only Werewolfos can learn and use this skill.
- DESCRIPTION: Werewolfos are at their strongest when in a pack, growing in attack power based on the number of allies they have.
- Attack Dice: +2 for every living ally you have, excluding yourself
- RESTRICTIONS: This is an Innate Skill. Only Werewolfos can learn and use this skill.
- DESCRIPTION: Much like the Hylians they were transformed from, Werewolfos have an improved sense of hearing.
- EFFECT 1: You can make a Spot Check on anything you hear in the current room or area, even if you can’t see it.
- EFFECT 2: You can hear sounds that are either too high or low of a frequency for regular people to be able to hear.
- RESTRICTIONS: This is an Innate Skill. Only Werewolfos can learn and use this skill.
- DESCRIPTION: With a keen sense of smell, Werewolfos can sniff out the presence of others… or even their trail.
- EFFECT: You are aware of anyone’s presence up to one room or area away from you and the general direction, but not the number of presences.
- SELL VALUE: 100 Rupees
- COSTS: 3 Hearts
- DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gains a boost.
- EFFECT: Your next attack gains 6 Dice.
- SELL VALUE: 100 Rupees
- DESCRIPTION: Prepare yourself to retaliate against an oncoming attack by placing yourself into a Counter Stance.
- EFFECT: If you successfully defend the next attack that hits you, you can Counterattack the attacker by rolling behind them:
- Roll your Courage +5 dice vs. targets' Courage dice
- EFFECT: If it succeeds, follow-up with an attack from an equipped weapon, gaining Dice equal to the difference in successes.
- 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: If it hits, siphon Magic from the target equal to half the difference in successes.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: Two free hands
- DESCRIPTION: Punch a target with a series of three light, rapid punches. You roll it three times, the defender only rolls once.
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If you hit the target with all three hits successfully, the third punch will do full damage.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: A line of thorns protects an ally, reflecting the next attack they take.
- EFFECT: Target gains Thorns.
- The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
Uses Wolfgang's Consumables.
- RESTRICTIONS: This can only be used by Dhoo
- DESCRIPTION: An ancient mask, delicately sewen together out of rare cloth and coloured with exotic dyes.The yellow and orange patterns seem to form the image of a snarling wolfos mouth. Rumor has it this mask was blessed by the Gods of Wrestling! Gives access to Grapple, Gourdcrusher, or Wolf Hug.
- EFFECT 1: This can be worn while in Wolfos form.
- EFFECT 2: Upon equipping this, you receive a change to your stats.
- Grapple:
- DESCRIPTION: Grab a hold of a target, and don’t let them go!
- Roll your Power +5 dice vs. targets' Power dice
- Damage: None
- EFFECT: If successful, you are grappled with the target!
- Target is both Immobilized (cannot move, including using Cover or Escape) and unable to attack.
- If either of you take Damage, the other takes Damage equal to half the amount (does not proc itself).
- On the target’s turn, they can use a Combat Action to roll either ‘Power vs. Power against you’ OR ‘Courage vs. Courage against you’. If the target is successful, the target breaks free from your grapple.
Gourdcrusher:
DESCRIPTION: Attempt to slip behind an enemy and get them into a headlock, followed by “crushing his gourd”. If you have the target in a Grapple, you can skip ATTACK 1 and go straight to ATTACK 2.
ATTACK 1: Roll your Power -4 dice vs. targets' Courage dice
Damage: None
EFFECT: If successful, get the target into a headlock, and then fall to the ground, smashing their head into the ground with ATTACK 2!
ATTACK 2: Roll your Power dice vs. targets' Power dice
Damage: +8
EFFECT: Your Grapple with the target ends afterwards.
Wolf Hug:
RESTRICTIONS: Can only be used while already Grappling the target
DESCRIPTION: It’s like a bear hug, but with a wolf, and ten times as grizzly. Wait what?
Roll your Power +5 dice vs. targets' Power dice
Damage: +0
EFFECT 1: Ignore half of target’s Armor as you crackle their bones with your hug.
EFFECT 2: Your Grapple with the target ends afterwards.
EFFECT 3: Target gets Immobilized:
Target cannot move or use any melee attacks.
DURATION: One round.
Owned by Wolfgang Moddey Baskerville.
- INFORMATION: This is a Mythical Artifact.
- DESCRIPTION: A tophat once owned by El Aquamentos Lachubre Nakajeem of the Luchakajeem Dragonborn Family. It was once unstealable, but after an incredible flaming phantom-train-suplexing meteor strike, Luchadore Dhoo was able to acquire it and wear it for himself. It’s the original tophat, and it’s his alone.
- EFFECT: Everyone that meets you is compelled to respect you and recognize your original tophat. Do not steal. Anyone that refuses to respect the tophat must beat a $40d10 roll with their Wisdom Stat.
- INFORMATION: This item is a Passive Artifact. Having it in your inventory is enough for its effects.
- DESCRIPTION: A small rainbow amulet, with dark power flowing through. It grants a general stat boost, but the curse within feeds on the wearer...
- Power, Courage, Wisdom: +2
- Hearts, Magic: +2/2
- EFFECT: Every time you attack or defend, you take 2 Neutral Damage afterwards.
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A mystical wooden keyboard with ivory keys, resembling a small handheld piano, that can play magical songs.
- EFFECT: Any Songs played with this instrument use your Power for their attacking roll.
- BONUS: You and your allies gain 2 Defense Dice while you are playing a song.
RE: Wolfgang Moddey Baskerville - DoubleEx - 02-07-2016
- Power: 25 (+5)
- Courage: 18 (+0)
- Wisdom: 0 (+2)
- Hearts: 35/35 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 7
- Armor: 4
- Stat Points: 0
- Stat Points (Used): 75
- Heart Containers: 3
- Rupees: 50
Affinities: None
Origin: Zelda 1
These metal-armored baffoons know only how to conquer and destroy. They have little awareness, but once they lock onto a target, they continue to chase that target until it's decimated. Many have become wary of Darknuts, for they bring a heavy defense and an even heavier arsenal of weapons.
These red knights have absolutely zero intelligence, but instinctively, they tend to favor defense rather than offense, protecting any allies they have before all-out throwing themselves at their enemy. They build themselves up over a battle to have an unbreakable defense, allowing their allies to attack freely without worries.
This particular Darknut has joined the allegiance of Dhoo. He wears a Gentlemanly Tophat that allows him to speak in the gentlemanliest of ways.
- RESTRICTIONS: This is an Innate Skill. Only Darknuts can learn and use this skill.
- DESCRIPTION: Darknuts have absurd strength, granting them the ability to lift heavy objects with ease, along with a strength increase.
- Power: +5
- EFFECT: Two-Handed items are considered One-Handed items for Darknuts.
- 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.
- REQUIREMENTS: A melee attack
- CHARGE: 1 Action
- Charge by readying your attack, and preparing to leap at the target.
DESCRIPTION: Once charged, you can leap and attack a target using the melee attack.
EFFECT: If it succeeds, multiply the difference in successes by x1.5.
- REQUIREMENTS: A Two-Handed weapon
- CHARGE: 1 Action
- Charge by preparing to strike the ground with everything you got!
DESCRIPTION: Once charged, slam the ground with a rumbling quake, hitting all enemies!
EFFECT: This bypasses Cover.
Roll your Power +8 dice vs. targets' Power dice
Damage: Halved
- COSTS: 3 Hearts
- DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gains a boost.
- EFFECT: Your next attack gains 5 Dice.
- 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).
- 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.
- 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: 1 Action
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 +2 dice vs. targets' Wisdom dice
Damage: +0
- 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 Dice when defending for this attack.
- 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.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A massive shield as tall as yourself that takes the bulk of incoming damage.
- Defense Dice: +7
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A massive shield as tall as yourself that takes the bulk of incoming damage.
- Defense Dice: +7
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +4
- 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
Owned by La Tuerca Oscura.
- INFORMATION: This is an Artifact.
- DESCRIPTION: It’s a tophat... with a manly mustache on it. Pray tell me, would you like a cup of tea?
- EFFECT: It allows La Tuerca Oscura to speak in a Gentlemanly way, but if he ever speaks any other manner, he will be knocked out by the DM until further notice.
- Amount: 4
- 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
- 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: 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: 3
- 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: 1
- SELL VALUE: 100 Rupees
- DESCRIPTION: It's spiked with Jack Daniels. THAT'S SMART. A favorite of Lon Lon Ranch which is essentially alcoholic milk. Oddly, it restores your magical powers.
- EFFECT: Consume this to recover to your Maximum Magic.
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