Zelda Universe RPG

Wolfgang Moddey Baskerville - Printable Version

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Wolfgang Moddey Baskerville - DoubleEx - 09-18-2013

Wolfgang Moddey Baskerville
  • 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
Bonuses
  • 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.
Signature
Basic
Innate
Active
Passive
Offensive
Support
Weapons
Shields
Armor
Robes
Tools
Consumables
Masks
Misc


Dhoo
  • 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
Bonuses
  • 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!!
Signature
Basic
Innate
Active
Passive
Offensive
Support
Consumables
Masks
Misc



RE: Wolfgang Moddey Baskerville - DoubleEx - 02-07-2016

La Tuerca Oscura
  • 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

Description
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.
Skills
Darknut Strength
  • 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.
(3) Quick Switch
  • 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.
Leap Attack
  • 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.
Ground Slam
  • 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
Enrage
  • COSTS: 3 Hearts
  • DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gains a boost.
    • EFFECT: Your next attack gains 5 Dice.
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).
Items
Defender's Claymore
  • 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.
Spiked Boomerang
  • 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
Clawshot
  • 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.
Hookshot
  • 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.
Tower Shield
  • REQUIREMENTS: Two-Handed
  • DESCRIPTION: A massive shield as tall as yourself that takes the bulk of incoming damage.
    • Defense Dice: +7
Tower Shield
  • REQUIREMENTS: Two-Handed
  • DESCRIPTION: A massive shield as tall as yourself that takes the bulk of incoming damage.
    • Defense Dice: +7
Soldier Platemail
  • DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
    • Armor: +4
Spirit Robe
  • 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
Tophat of Gentlemanliness
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.
Reroll Points
  • 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.
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: 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.
Red Medicine
  • 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.
Chateau Romani
  • 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.