Ares Farlon - WindStrike - 11-02-2013
- Power: 0 (+2)
- Courage: 23 (+2)
- Wisdom: 23 (+4)
- Hearts: 12/12 (+0)
- Magic: 9/9 (+0)
- Initiative: $init 1d10
- Attack Dice: 3
- Defense Dice: 0
- Armor: 1
- Stat Points: 0
- Stat Points (Used): 75
- Heart Containers: 0
- Rupees: 0
Affinities: Water, Shadow
Race: Hylian
Birthplace: Saria Town
Family: Parents died during war. Ares has an older sister by the name of Tessa Farlon. Tessa is 29, and Ares is 19.
Appearance: Clocking in at only 4.5 feet tall, Ares' body is fairly small, though her age is of an adult. Her red-brown hair is trimmed to bob cut that falls just below her ears, with the back side of her hair being tied into a ponytail. She usually wears short jeans and an oversized, white t-shirt with short, green sleeves. Inscribed on the shirt is a picture of the Master Sword and the Great Fairy Sword crossed together, and on the back is an emblem of the Triforce with the three goddesses. She also wears a quiver with a strap, but it's purely for decorative purposes.
Personality: Ares is an upbeat and tomboyish girl. Often times, she'll boast about battles and getting into fights, and how she's much stronger than her older sister, Tessa. She's friendly and gets along with most others pretty well, though she can be a little needy at times, and other parties have had complaints about how she charges into battles without thinking. Ares is also a sword lover, though she thinks it'd be super cool if she could fire swords from a bow.
- 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 Hylians can learn and use this skill.
- DESCRIPTION: Pray to either Din, Nayru, or Farore. Depending on which goddess you to pray to, you gain different blessings.
- Din:
- EFFECT: You gain $1d2 Attack Dice.
Nayru:
EFFECT: You gain 1 Defense Dice.
Farore:
EFFECT: You gain a temporary Reroll Point.
DURATION: The Reroll Point automatically expires at the end of the battle.
- RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: Hylians are considered to be the first race created by the Goddesses and thus get a general stat boost.
- Power: +2
- Courage: +2
- Wisdom: +2
- RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: Hylians have a better sense of hearing than others, allowing them to hear something from far off that would normally be inaudible.
- EFFECT: Additionally, you can selectively hear what you want to in a crowd of noises.
- RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: You can send telepathic messages to someone else.
- You can initiate two-way communication with that person, even if he’s not capable of telepathy.
- These telepathic messages can only be sent to one person at a time.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A free hand
- DESCRIPTION: Select a target to steal from. Hopefully it's not considered illegal.
- 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: 75 Rupees
- REQUIREMENTS: Two swords
- DESCRIPTION: Slash your opponent with your swords in a cross pattern. X marks the death!
- EFFECT: Slash a target with the Slash attacks of both of your swords.
- The Dice & Damage Modifiers use the averages of both swords’ Slash attacks, respectively.
- If the attack succeeds, any EFFECTS from both swords' Slash attacks are applied to the target.
- SELL VALUE: 100 Rupees
- REQUIREMENTS: A melee weapon
- CHARGE: 3 Turns
- Begin charging by preparing to jump. As you charge, the ground beneath your legs rumbles.
DESCRIPTION: Once charged, you can leap over the target and stab their head along the way. Why? Because that's how things work.
Jump first by rolling your Courage stat. Add half of the result as Successes to your attack roll as you fall on your target from above, hitting them with a melee attack from your weapon.
- 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
- RESTRICTION 1: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
- RESTRICTION 2: This can only be activated once per battle.
- DESCRIPTION: After being attacked, you are capable of projecting a mirror image of yourself behind the target.
- CONDITION: After someone attacks you with an attack (regardless if it was successful or not), you can Counterattack by using any non-charge attack.
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Shadow
- COSTS: 1 Magic
- DESCRIPTION: A basic Shadow spell that quickly strikes a target with sapling shadows.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: This can be rerolled once for free.
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Water
- COSTS: 1 Magic
- DESCRIPTION: A basic Water spell that flings a flurry of Water bullets at a target; which splash to heal you if it strikes.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, recover 3 Hearts.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Wrap the target in a frozen bubble, nullifying the bonuses their attacks gain.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target gets Numbed:
- Target’s Combat Actions have their Dice & Damage Modifiers removed.
- DURATION: Two rounds.
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Shadow
- COSTS: 6 Magic
- DESCRIPTION: Focus your violent thoughts into the depths of despair, striking your target’s mind directly.
- 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
- Neutral Damage: 5
- EFFECT: If it hits, select one of the target’s stats (Power, Courage, Wisdom, Hearts, or Magic) and siphon 4 from it.
- SELL VALUE: 200 Rupees
- COSTS: Any amount of Magic
- DESCRIPTION: With Farore's Blessing, use your Arcane energies to rid your allies of their impurities!
- EFFECT: For every 1 Magic you spent casting this spell, remove 1 point of a specified Negative Bonus from yourself or an ally.
- SELL VALUE: 200 Rupees
- RESTRICTIONS: This has no effect outside of battle.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Use the memories of the target’s wounds to recover their energy.
- EFFECT: Target recovers Magic equal to the most recent instance of damage they received, up to a maximum of 6 Magic.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Protect someone with a sponge, softening the impact of the next attack that hits them.
- EFFECT: Target gains Shield:
- Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Shadow
- COSTS: 5 Magic
- DESCRIPTION: A deathly barrier surrounds an ally, preventing them from dying.
- EFFECT: Target becomes Undead:
- Target cannot die. However, if the target has 1 Heart left, any damage they would take instead drains their Magic.
- DURATION: One round.
- SELL VALUE: 100 Rupees
- DESCRIPTION: Engraved on its handle are the words "Fields of Justice". A standard looking sword that makes you look sturdier just by wielding it. Can Slash or Stab one target.
- Slash:
- Roll your Courage +2 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you recover 3 Hearts.
Stab:
Roll your Courage -2 dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, siphon 3 Hearts from the target to you, ignoring Armor.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- SELL VALUE: 100 Rupees
- DESCRIPTION: Engraved on its handle are the words "Fields of Justice". A standard looking sword that makes you look sturdier just by wielding it. Can Slash or Stab one target.
- Slash:
- Roll your Courage +2 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you recover 3 Hearts.
Stab:
Roll your Courage -2 dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, siphon 3 Hearts from the target to you, ignoring Armor.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- INFORMATION: This is an Artifact.
- REQUIREMENTS: Water
- DESCRIPTION: A current of ethereal water flows around this wand, giving you a sense of increased calm. Can use Status Copy on an enemy, or Status Transfer on an ally.
- Magic Costs: -1 for your Spells (down to a minimum of 1 Magic)
- Status Copy:
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, the ethereal water flows around the field. Choose one of the following:
- Copy one of the target's Positive Bonuses and give that copy to yourself or an ally.
- Copy a Negative Bonus that you or an ally has and give that copy to the target.
Status Transfer:
DESCRIPTION: Allows you to shuffle Bonuses around your team.
EFFECT: Select a Positive or Negative Bonus on yourself or an ally. Then, move that Bonus to yourself or an ally.
- SELL VALUE: 100 Rupees
- DESCRIPTION: A shield built from material that replenishes your Magic as the fight goes on.
- Defense Dice: +1
- Magic Regen: +1
- SELL VALUE: 100 Rupees
- DESCRIPTION: A lightweight armor that enhances the offense of its wearer, though the protection it provides is subpar.
- Armor: +1
- Attack Dice: +3
- SELL VALUE: 100 Rupees
- DESCRIPTION: Developed from the hide of a dragon, the armor provides decent protection and increases your mobility.
- Armor: +2
- Courage: +3
- 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: 1
- 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: 11
- 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: 1
- 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
- SELL VALUE: 50 Rupees
- DESCRIPTION: A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great? You can Eat It! or Throw It!:
- Eat It!:
- EFFECT: You can eat the bait to recover 6 Hearts.
Throw It!:
DESCRIPTION: You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.
Roll your Wisdom +8 dice vs. targets' Wisdom dice
Damage: None
EFFECT: Any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.
This counts as using a Support Action.
Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.
- Amount: 1
- DESCRIPTION: A piece of unknown metal. … well what’d ya think it is?!
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