Firiann Fellshard - Darte Fellshard - 09-18-2013
- Power: 33 (+6)
- Courage: 21 (+0)
- Wisdom: 5 (+0)
- Hearts: 12/12 (+0)
- Magic: 4/4 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 1
- Armor: 2
- Stat Points: 75
- Stat Points (Used): 77
- Heart Containers: 6
- Rupees: 3020
Affinities: Fire, Nature
- Thorn Armor: Battles start with Thorns.
Firiann Fellshard is a squat deku scrub. Deep brown and scraggly bark outlines the rounded curve of a body and two stubby, rootlike feet. Beady reddish-gold eyes peek out from under a nest of smouldering red fern-like leaves perched on top of her head. A rounded mouth and gangly arms complete the spectacle.
- 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).
- DESCRIPTION: Fire a rock from your snout (or snouth) at a target! Or... whatever is in there.
- Roll your Power +5 dice vs. targets' Power dice
- Damage: +0
- EFFECT: If you fired something other than a rock, inflict a special effect, DM's Discretion.
- DESCRIPTION: If the ground is soft, you can dig into it! A flower will spring up in the place you dug.
- EFFECT: Roll your Power. You cannot be hit by anything except ground-based attacks (ie PSI Quake), and you can only be pulled up if someone beats your Power roll.
- DURATION: You can end this at any time for no action cost. Additionally, when you do, you can pop up in front any target, effectively Covering them.
- DESCRIPTION: As a Deku Scrub, you have the power. ... lazy passive is lazy.
- Power: +6
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A free hand
- DESCRIPTION: Select a target to steal from. Hopefully it's not considered illegal. You roll it three times, the defender only rolls once.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
Roll your Power dice vs. targets' Wisdom dice
Damage: None
Roll your Wisdom dice vs. targets' Wisdom dice
Damage: None
EFFECT: If at least two of the three attacks are successful, steal an item that's equipped by the target.
Then, either store it in your inventory or, if you meet the REQUIREMENTS, you can immediately equip it.
- 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: 200 Rupees
- Stat Point Cost: 4
- RESTRICTIONS: You can only activate Hanging On once per battle.
- DESCRIPTION: You are capable of surviving a powerful attack that would normally kill you.
- EFFECT: If you have at least 6 Hearts before damage is calculated, you can activate this skill.
- Your Hearts are reduced to 1 instead.
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Hearts over time.
- EFFECT: You gain Regen x3.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: Infuse an ally with high intensity flames, empowering their next attack.
- EFFECT: Target’s next attack gains 8 Dice.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: With a blessing from the Great Fairy, the target’s wounds are whisked away.
- EFFECT: Target recovers 10 Hearts.
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A large shovel fer movin' loot. Let's ye Whack! or Thwack! any lad ye want! On th' bright side it be a good workout for yer pecs an' lats!
- Whack!:
- Roll your Power +4 dice vs. targets' Courage dice
- Damage: +4
Thwack:
Roll your Power dice vs. targets' Power dice
Damage: +4
EFFECT: If th' attack be successful, target loses 3 Wisdom.
- DESCRIPTION: It doesn't hurt as much as a normal Deku Stick, but it does seem considerably sturdier. Can hit one target.
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: +0
- SELL VALUE: 75 Rupees
- 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
- SELL VALUE: 125 Rupees
- DESCRIPTION: An eerie, pitch-black shield that absorbs elemental power from attacks that touch it, giving you a huge defense bonus against them. However, it’s useless against all other attacks.
- Defense Dice: +6 against Magic-based attacks
- DESCRIPTION: Th' typical white and red horizontal stripped pirate shirt. A classic what increases yer Courage slightly while still protectin' yer mangy hide.
- Armor: +2
- Courage: +3
- SELL VALUE: 100 Rupees
- DESCRIPTION: A blue colored platemail, wrapped in magical threads, made specifically to defend against spells.
- Armor: +8 against Magic-based attacks
- SELL VALUE: 125 Rupees
- DESCRIPTION: An incredibly spiky armor that starts with a magical enchantment.
- Armor: +2
- EFFECT: Start the battle with 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.
- 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: 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: 14
- 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
- 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, the Fairy will automatically be used, reviving you and restoring you to 3 Hearts.
- 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
- 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: 500 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.
- 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.
Ballad of the Windfish
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