Matilda - Orithan - 03-27-2014
- Power: 8 (+0)
- Courage: 22 (+3)
- Wisdom: 20 (+0)
- Hearts: 15/6 (+9)
- Magic: 9/9 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 5
- Armor: 3
- Stat Points: 0
- Stat Points (Used): 75
- Heart Containers: 9
- Rupees: 500
Affinities: Water, Light
Race: Keaton.
Occupation: Ex-Bandit.
Appearence: Matilda is a female Keaton. Standing at about 1.7 metres tall in a slim feminine body, she is covered in thick yellow fur and sports three long, bushy tails.
She is currently wearing an azure-blue tunic rimmed with white and a pair of cream pants, a replica of her old uniform from being part of Thoughter's band of thieves without the emblem of a Keaton's face with a manji symbol on the forehead. She is also wearing brown leather boots and gloves.
Personality: Matilda is generally a serious, realistic Keaton who seems to have little sense of humor. She takes everything seriously and doesn't like being joked around with much, making it difficult to get along with her if you tend to joke around a lot. She can be quite cynical and often reluctant to accept deals or signs contracts.
- Immunity to enemy EFFECTS that drain or reduce your Magic.
- Once per battle; if you have 6 or more Hearts, you can outlive any attack that would normally kill you.
- When Sonic Blade is equipped, you gain 5 Dice when defending against Spot Checks and 5 Dice when making Sneak Attacks.
- Once per round, you can convert any instance of Neutral Damage you receive into Hearts recovery.
- After anyone hits you, they lose 1 Attack Dice
- If you pay the robe's Augmented Cost, this Attack Dice loss is increased to 3
You can spend 2 Magic to gain 3 Defense Dice on a defense.
You are immune to the hindering effects of any cold or wet weather conditions
This includes the Blizzard Field Effect.
While you are under the effects of at least one Negation or Dispersion EFFECT, you gain 3 Attack Dice & Defense Dice.
- RESTRICTIONS: Moonlit Energy can only be used by Matilda.
- REQUIREMENTS: Water, Light and a Sword equipped.
- COST: 4 Magic
- CHARGE: 1 Action
- During this time, you bask in moonlight; preparing to lunge.
DESCRIPTION: Once fully charged; the moonlight is absorbed into your blade as you lunge at someone:
Attack: Use your sword's Slash Attack, with a bonus +6 Dice.
EFFECT 1: If it hits, you recover Hearts equal to the amount of damage done.
EFFECT 2: If it hits, the target loses Magic equal to the amount of damage done.
IF FAIL: The target absorbs the moonlight, recovering Hearts and Magic equal to the difference in successes.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- COST: 1 Heart for every 50ft traveled.
- If you cannot pay that Hearts cost, you are ejected from the Spirit Dive before you reach your target.
CHARGE: 1 Action
During this time, a veil of spiritual energy begins to condense around you.
DESCRIPTION: When fully charged, briefly dive into the Spirit World.
EFFECT: Briefly dive into the spirit world and emerge elsewhere, ignoring obstacles in your way.
For example, you could Spirit Dive behind a gate and then emerge past the gate.
You can not use Spirit Dive to reach a location you haven't seen.
You can use this in combat to dive to behind someone's back and execute a Back Attack:
Roll your Courage dice vs. targets' Wisdom dice
Damage: None
EFFECT: You can choose to immediately follow up with an attack from an equipped weapon, bypassing any equipped Shields.
IF EITHER FAILS: The target gets an automatic counterattack.
- RESTRICTION 1: This is an Innate Skill. Only Keaton can learn and use this skill.
- RESTRICTION 2: You can only have one illusion active at a time via this skill.
- COST: Any amount of Magic
- DESCRIPTION: Keaton have the ability to lead people astray by creating sinister embers containing part of their soul; which project a 3D illusion of theirself as the embers move around.
- EFFECT: Create a living, breathing illusion of yourself that moves around and defends against attacks.
- You silently control the illusion by whispering into your hands.
- This illusion can phase through objects and fly through the air on command.
- The illusion has stats equal to your base Power, Courage and Wisdom stats, with its Hearts stat being the amount of Magic spent in casting the illusion. It does not retain any bonuses or Armor you had.
- DURATION: The illusion is dispelled once its Hearts is depleted to 0, or someone successfully uses Illusion Break on it.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- CHARGE: 1 Action
- Charge by focusing on gathering as much spiritual power as possible, and then concentrating on releasing it in a controlled manner.
- Your soul will glow brightly during this time, being visible from behind objects and any Camouflage you have wears off.
DESCRIPTION: Once charged, release a massive pulse of spiritual energy that pulses through the entire room or area.
EFFECT: The souls of everyone in the room shine with with a bright light that is visible from even behind objects and dispelling all Camouflage, revealing them to everyone.
DURATION: One round.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- DESCRIPTION: Keaton are closely connected with the spirit world, being able to sense the spirits residing in people.
- EFFECT: You are able to sense the spirits of people who have Magic within the same room or area.
- You can also pinpoint their exact location and read their feelings.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- DESCRIPTION: Keaton have natural knowledge of the world, giving them a higher innate ability to solve riddles and puzzles.
- EFFECT: Whenever you are presented with a riddle or a puzzle which has an answer, you are given an extra hint to solve the riddle or puzzle with.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- DESCRIPTION: Keaton souls are resistant to the effects of weathering from the effects of attacks, cutting the power of anything that attempts to effects that drain Magic.
- EFFECT: Any Magic you would lose, outside of your own Magic Costs and transferring to allies, is halved.
- 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).
- 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: 100 Rupees
- REQUIREMENTS: A melee weapon
- CHARGE: 1 Action
- Charge by pouring your energy into your weapon, which emits a blue glow.
- If you have two melee weapons equipped, you can bypass the Charge time entirely.
DESCRIPTION: Once charged, you can spin rapidly with the weapon, causing a wave of energy to hit all enemies.
This uses your weapon’s standard attack roll + 6 dice
Damage: Halved
- SELL VALUE: 100 Rupees
- REQUIREMENTS: A melee weapon
- CHARGE: 1 Action
- Charge by preparing yourself for a large leap.
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 Dice to your attack roll as you fall on your target from above, hitting them with a melee attack from your weapon.
- 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: 125 Rupees
- COSTS: 3 Magic
- DESCRIPTION: Shh! I'm being sneaky. Go away! Magically camouflage in with your surroundings to go sneaky.
- You cannot be targeted by anything Single-Target.
- If you take any damage or do anything other than moving around, Camouflage ends.
- 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: 250 Rupees
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Fling a large chunk of ice at a target, reducing their speed.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +3
- EFFECT: If it hits, target loses 5 Courage.
- 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: 150 Rupees
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: Three beams of Light descend upon the target through the heavens, striking them. The target defends once against all three attacks.
- EFFECT: Bypasses Cover
- Roll your Wisdom +5 dice vs. targets' Wisdom dice * 3
- Damage: 6 per hit
- Armor is calculated for each attack individually.
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Light
- COSTS: 6 Magic
- DESCRIPTION: Shine a Light so bright, it lights up the night! Hits all enemies.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target(s) hit get Blinded:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Wrap the target inside a large bubble, slowly regenerating their life.
- EFFECT: Target gets Regen x2.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Set up a blockade of Water, suppressing a nasty power produced by an attack.
- EFFECT: Target gains Effect Block:
- Negate the next EFFECT to the target caused by a Combat Action, which then removes Effect Block.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Bathe someone in a shower of Wisdom, enlightening them.
- EFFECT: Target gains 5 Wisdom
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Create a mirage of a target, giving them a chance to completely dodge attacks.
- EFFECT: Target gains Disillusion:
- Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, Disillusion is removed.
- INFORMATION: This item is an Artifact
- DESCRIPTION: A long curved sword made of a strange alloy that rips through the air with ease, the pommel being as thin as a knife and hilt bearing markings that resemble speakers. Can Slash, Stab or send a Sound Wave at the target.
- EFFECT: The sound in the area around the blade becomes muffled, giving you +5 Dice when defending against Spot Checks and when using Sneak up while the sword is equipped.
- Slash:
- Roll your Courage +8 dice vs. targets' Courage dice
- Damage: +0
- Neutral Damage: 2
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +6
Neutral Damage: 6
IF FAIL: Target gets to automatically counterattack.
Sound Blade:
COST: 3 Magic
DESCRIPTION: Channel some Magic into the sword and send a blade of pure sound at one target, phasing through armor.
Roll your Courage +20 dice vs. targets' Courage dice
Damage: Halved.
EFFECT: Ignores half of the targets' Armor.
- INFORMATION: This item is an Artifact.
- DESCRIPTION: A white wand with a crystal-blue tip; sparkling under moonlight. It shows the current phase of the moon, regardless of wherever it is day or night. It can fire Moonlight beams at single targets, beam all enemies with a spread of Moon Beam or perform Renewal
- Focused:
- Roll your Wisdom +9 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits; you recover 2 Hearts and 1 Magic
Dispersed:
Roll your Wisdom +7 dice vs. targets' Wisdom dice
Damage: Halved
EFFECT: Target(s) hit lose 1 Magic
Renewal:
You recover Hearts and Magic equal to number of rounds since the last time you've used Renewal.
- SELL VALUE: 100 Rupees
- DESCRIPTION: Souls... give me your SOULS! While it doesn't have much power, it makes up for being able to siphon Magic from its targets. Can hit a target with Siphoning Strike.
- EFFECT: Once per round, at any time, you can transfer any amount of your Magic to any other target.
- Siphoning Strike:
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, siphon Magic from the target to anyone else, up to an amount equal to the damage dealt.
- 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
- INFORMATION: This item is an Augmented Item. This item has had 2/3 Augments applied to it.
- SELL VALUE: 325 Rupees
- DESCRIPTION: A standard shield used by many of the Hylian Guards. It defends well against most attacks.
- Defense Dice: +5
- INFORMATION: This item is an Artifact
- DESCRIPTION: Crafted both from the hide and bones of a fearsome aquatic dragon, this unique armor fills you with the determination and the resolve of a mighty sea warrior.
- Armor: +3
- Courage: +3
- EFFECT: Once per round, you can convert any instance of Neutral Damage you receive into Hearts recovery.
- SELL VALUE: 100 Rupees
- DESCRIPTION: This sky blue tunic, crafted from the scales of fallen Zora warriors, grants the wearer the ability to breathe underwater.
- Armor: +2
- EFFECT 1: Once per battle, if an EFFECT or Bonus you have would be removed or reduced, you can prevent it entirely.
- EFFECT 2: You are able to breathe underwater.
- SELL VALUE: 200 Rupees
- DESCRIPTION: A teal-colored robe that freezes anything it touches. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Water Bonus: After anyone hits you, they lose 1 Attack Dice.
Augmented Mode:
COSTS: 4 Magic at the start of each round
Water Bonus: After anyone hits you, they lose 3 Attack Dice.
- Amount: 2
- 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: 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: 2
- 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: 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: 2
- DESCRIPTION: A Blue Potion in a strange, glass container that you can throw to your allies' face the ground and heal your party… heartilly and magically.
- EFFECT: Drop this to cause you and your allies to recover 6 Hearts & 4 Magic.
- Amount: 1
- SELL VALUE: 200 Rupees
- DESCRIPTION: A mystical and very potent potion, capable of restoring you back to your prime.
- EFFECT: Consume this to recover to your Maximum Hearts & Magic.
- Amount: 3
- SELL VALUE: 25 Rupees
- DESCRIPTION: A light-blue seed shaped like a wing. It can be eaten to gain various effects, depending on whether you're in battle or not.
- Out-of-Battle:
- DESCRIPTION: A current of wind wraps around you, allowing you to glide over the ground.
- EFFECT: Your ability to jump increases, allowing you to jump 2 feet per 1 Success.
- DURATION: This lasts until you leave the room.
In-Battle:
DESCRIPTION: Wind guides you, giving you increased speed.
Courage: +4
- Amount: 2
- SELL VALUE: 75 Rupees
- DESCRIPTION: A woody hexagonal seed surrounded by a coating of leaves that resemble a snowflake. A frosty delicacy to enjoy, normally in the company of heat and safety. It can be consumed in battle or outside of battle for varying effects
- Out-of-Battle:
- DESCRIPTION: Your body and skin becomes very cold, enabling you to create platforms of ice wherever you walk on Water and increasing your resistance to heat.
- DURATION: Until you leave the current area or room.
In-Battle:
REQUIREMENTS: At least 4 Wisdom
COSTS: 4 Wisdom
DESCRIPTION: Eating it gives you a brainfreeze, but then negative effects affect you more slowly:
EFFECT: Any Bleeding or Magic Bleeding you have is halved.
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- Amount: 2
- SELL VALUE: 50 Rupees
- DESCRIPTION: A foggy but partially clear liquid that has a terribly acidic taste when you drink it. Might wanna use some flavoring to mellow it out.
- EFFECT: Halve one of your Negative Bonuses.
- 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.
- INFORMATION: This is a Passive Mythical Artifact. Simply having it in your inventory is enough for it's effects.
- RESTRICTIONS: Neap Tide Anklets can only be worn by Matilda.
- REQUIREMENTS: Water, Light.
- DESCRIPTION: The enhanced Spring Tide Anklets, these anklets are imbued with the power of the passing tide. These anklets stop your movement from being hindered by cold or wet conditions .
- EFFECT 1: Any loss in movement as a result of cold or wet conditions is negated
- This also gives immunity to the Blizzard Field Effect
EFFECT 2: While you are under the effects of at least one Water or Light EFFECT, you gain 3 Attack Dice & Defense Dice.
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