Lumin Mercilion - Goriya - 01-25-2014
- Power: 20 (+0)
- Courage: 25 (+0)
- Wisdom: 7 (+0)
- Hearts: 14/20 (+0)
- Magic: 5/5 (+0)
- Initiative: $init 1d10
- Attack Dice: 5
- Defense Dice: 3
- Armor: 4
- Stat Points: 0
- Stat Points (Used): 77
- Heart Containers: 3
- Rupees: 7,392
Affinities: None
Race: Goriya
Alignment: True Neutral
Job: Mercenary Leader
Homeland: Hyrule
Age: 26
Lumin is the leader of a small (Albeit slightly shady) group of Mercenaries, consisting of only 3 members. Lumin is a rather easy going person, with a bit of a sweet tooth for money, being a Mercenary and all. He's generally pretty dedicated to his job, though has a (Rather justified) phobia of Beamos.
- 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 Goriyas can learn and use this skill.
- DESCRIPTION: When it comes to copying movements, Goriyas are by far the best. Attempt to mimic someone’s movements:
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: You successfully copy the target’s movements!
- You gain Attack Dice & Defense Dice equal to the target’s Bonus Attack Dice & Defense Dice (respectively).
- DURATION: This lasts until you target someone else with an attack or use an Action that affects multiple targets.
- RESTRICTIONS: This is an Innate Skill. Only Goriyas can learn and use this skill.
- DESCRIPTION: Goriyas are also very good at focusing on specific targets to fight, improving their combat capabilities against them. Attempt to focus onto someone:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: You successfully focus on someone!
- You gain 6 Dice when attacking and defending against the target.
- You lose 3 Dice when defending against other targets
- DURATION: This lasts until you target someone else with an attack or use an attack that hits multiple targets.
- RESTRICTIONS: This is an Innate Skill. Only Goriyas can learn and use this skill.
- CHARGE: 1 Action
- Charge by concentrating your focus into your arms and confidence
DESCRIPTION: Once charged, fire a single-target attack at a wall close to a target; causing it to rebound to them:
EFFECT: This attack bypasses Cover.
- RESTRICTIONS: This is an Innate Skill. Only Goriyas can learn and use this skill.
- DESCRIPTION: Goriyas have a remarkable ability to relentlessly attack their target, giving them a huge bonus to their offense.
- Attack Dice: +4
- RESTRICTIONS: This is an Innate Skill. Only Goriyas can learn and use this skill.
- DESCRIPTION: Goriyas are able to track others with the taste of their blood… silently.
- EFFECT 1: Once you've tasted someone's blood, you know what direction you need to go in order to track that person down.
- You can only track one target at a time.
EFFECT 2: Additionally, when you’re stalking someone, your movements become completely silent.
You gain 5 Dice when using Sneak-Up on the target.
- RESTRICTIONS: This is an Innate Skill. Only Goriyas can learn and use this skill.
- DESCRIPTION: On addition to excelling in hunting, Goriyas are resistant to being hunted themselves.
- EFFECT 1: If you enter a room with one or more enemies Camouflaged, you become aware that there are Camouflaged enemies in the room.
- EFFECT 2: Additionally, you have a heightened level of awareness of your surroundings; making it easier to catch someone who tries to sneak up behind you.
- You gain 5 Dice when defending against Sneak-Up.
- INFORMATION: This is an Artifact
- RESTRICTIONS: This can only be used by Lumin Mercilion
- DESCRIPTION: A finely crafted blade that has a decent attack, though it can be greatly amplified at the cost your life. Can Slash or Stab a target, or use the Overkill Soul ability.
- Slash:
- Roll your Courage +12 dice vs. targets' Courage dice
- Damage: +0
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +12
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Overkill Soul:
COSTS: 5 Magic and your remaining Hearts
DESCRIPTION: Trade what remains of your soul for a final bout of attacks!
EFFECT 1: Your Hearts are reduced to 0. However, you cannot die by any means until the end of your next turn, at which point you will die no matter what, and cannot be revived for the remainder of the battle.
EFFECT 2: You gain Attack Dice equal to the amount of Hearts you lost from casting Overkill Soul.
- 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: 75 Rupees
- DESCRIPTION: A white blade enchanted with the power of wind. Can Slash, Stab, or Air Blade one target.
- Slash:
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: +0
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +6
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Magical Blade:
REQUIREMENTS: You being at Maximum Hearts
DESCRIPTION: Fire a magical blade of air, powered by your Hearts, at a target.
Roll your Courage +9 dice vs. targets' Courage dice
Damage: +0
- SELL VALUE: 75 Rupees
- REQUIREMENTS: The combination of using a Bow & Arrows is considered Two-Handed.
- DESCRIPTION: A simple yew bow that 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: 100 Rupees
- REQUIREMENTS: The combination of using a Bow & Arrows is considered Two-Handed.
- DESCRIPTION: A large, long-range wooden bow that can Shoot a target using an Arrow from afar:
- Roll your Courage +12 dice vs. targets’ stat that the arrow hits
- Damage: Halved, uses the arrow’s Damage Modifier.
- SELL VALUE: 75 Rupees
- DESCRIPTION: A standard shield used by many of the Hylian Guards. It defends well against most attacks.
- Defense Dice: +3
- INFORMATION: This is an Artifact
- DESCRIPTION: A pink and black plated armor that keeps you alive against the most vicious attacks.
- Armor: +4
- EFFECT: Once per battle, if an attack would kill you, you’re instead dropped to 3 Hearts and you lose all stacks of Bleeding & Magic Bleeding.
- 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: 150 Rupees
- DESCRIPTION: An red-colored robe that seems to lust for destruction and devastation. With some Magic, they gain the extra power to relish the killing of a victim. 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: +1
EFFECT: If you kill someone with an attack, you recover 10 Hearts.
- SELL VALUE: 100 Rupees
- DESCRIPTION: A thin sliver of metal coats this robe, protecting you from attacks. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Armor: +1
Augmented Mode:
COSTS: 4 Magic at the start of each round
Armor: +5
- 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: 3
- 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: 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: 0
- 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. It can also be Hurled at a target to knock items out of their hands.
- 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.
Hurl:
Roll your Power +5 dice vs. targets' Courage dice
Damage: None
EFFECT: If it hits, knock an Item the target is holding out of their hands:
Anyone can retrieve the item at the cost of a Support Action, provided they have a free hand and meet any REQUIREMENTS for it.
If the item is Two-handed, you need two free hands to pick it up.
- EFFECT: The weapon becomes cloaked in a veil of Fire, burning through Armor when it is used in attacking:
- Searing Flames:
- Remove one Non-Artifact Augment from the item
- EFFECT: Convert positive Damage Modifiers the weapons attacks have into Bonus Neutral Damage.
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