Test NPCs - Forgotten Third Eye - 06-21-2015
Someone think of better names for these guys, seriously.
- Power: 7 (+0)
- Courage: 6 (+0)
- Wisdom: 12 (+0)
- Hearts: 5/5 (+0)
- Magic: 5/5 (+0)
Origin: NPC Wonderland
It’s a useless NPC that doesn’t speak much variety in videogames, but apparently can be controlled in ZURPG. Why.
- Initiative:
- Damage:
- Armor:
- Attack:
- Defense:
- Stats:
- Recovery:
Insert affinity levels here.
- DESCRIPTION: Blah
- EFFECT: Blah
- REQUIREMENTS: Blah
- DESCRIPTION: Blah
- Blarghity.
- REQUIREMENTS: Blah
- DESCRIPTION: Blah
- Blarghity.
- 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).
- REQUIREMENTS: Blah
- COSTS: Blah
- DESCRIPTION: Blah
- Blarghity.
- REQUIREMENTS: Blah
- COSTS: Blah
- DESCRIPTION: Blah
- EFFECT: Blarghity.
- REQUIREMENTS: Blah
- DESCRIPTION: Blah
- Blarghity.
- REQUIREMENTS: Blah
- DESCRIPTION: Blah
- Defense Dice:
- Blarghity.
- REQUIREMENTS: Blah
- DESCRIPTION: Blah
- Armor:
- Blarghity.
- Power: 8 (+2)
- Courage: 8 (+2)
- Wisdom: 8 (+2)
- Hearts: 10/10 (+0)
- Magic: 1/1 (+0)
Origin: NPC Wonderland
Race: Kokiri
It’s a useless NPC that doesn’t speak much variety in videogames, but apparently can be controlled in ZURPG. Why.
- Initiative:
- Damage:
- Armor:
- Attack:
- Defense:
- Stats:
- Recovery:
- RESTRICTIONS: This is an Innate Skill. Only Kokiri can learn and use this skill.
- DESCRIPTION: Because of their size, Kokiri are naturally able to sneak through crowds of similar or lower level people or creatures undetected.
- RESTRICTIONS: This is an Innate Skill. Only Kokiri can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: Kokiri are quick and nimble, giving them a higher chance to go first in battle.
- Initiative: +0d2
- RESTRICTIONS: This is a Booster Skill. You may only have one Booster Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your strength, agility, and intelligence are increased, based on your elemental power levels.
- EFFECT: Your Power, Courage, and Wisdom stats are increased by #, where # = your Total Affinity Levels.
- RESTRICTIONS: This is a Defensive Skill. You may only have one Defensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: As you gain more Hearts, your skin hardens, protecting you against damage better.
- EFFECT: For every 10 Hearts that you have (Maximum), your Physical & Magical Armor is increased by 1.
- RESTRICTIONS: This is a Support Skill. You may only have one Support Skill enabled at a time. All others must be set to (Disabled).
- REQUIREMENTS: At least 10 Maximum Hearts
- DESCRIPTION: As you draw your last breath, you're able to bring someone's power down with you.
- EFFECT: If you drop to 5 Hearts or less, select a target.
- That target loses # * 3 Attack Dice, where # = your Total Affinity Levels.
- DURATION: This lasts until you recover to more than 5 Hearts.
- REQUIREMENTS: A sword
- DESCRIPTION: Strike a target with all your might! ... but keep some grit on dat blade. Use the Slash attack of your sword.
- Damage: Halved
- EFFECT: If the attack is successful by a difference of 4 successes or higher, you flay a portion of the target open, causing target to bleed out... for dinner.
- At the start of each round, target takes 2 Neutral Damage.
- Any time someone successfully attacks the target in melee combat, attacker recovers 3 Hearts.
- DURATION: Open Wounds, Alpha lasts until the target recovers 5 Hearts since Open Wounds, Alpha was inflicted.
- 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: A short blade of steel, it seems to be a generic, fine-cutting blade, but as it cuts, it gradually gives its user more powers. Can Slash or Stab one target.
- EFFECT 1: Any Passive Skills you acquire with this blade have their Restrictions and Requirements ignored.
- EFFECT 2: If this blade is unequipped, any Passive Skills that you've gained from this blade are removed.
- Slash:
- Roll your Courage +2 dice vs. targets' Courage dice
- Physical Damage: +1
- EFFECT: Select one Passive Skill the target has, and gain a copy of that Passive Skill for yourself.
- The Passive Skill cannot be an Innate Skill.
- DURATION: This lasts for the remainder of the battle.
Stab:
Roll your Courage dice vs. targets' Courage dice
Physical Damage: +3
EFFECT: Select one Passive Skill the target has, and siphon that Passive Skill for yourself.
The Passive Skill cannot be an Innate Skill.
DURATION: This lasts for the remainder of the battle.
IF FAIL: Target gets an automatic counterattack.
- REQUIREMENTS: 7 Base Power
- DESCRIPTION: It's considerably heavier than most shields, but consider yourself safe while using it.
- Defense Dice: +5
- Initiative: -0d2
- EFFECT: You cannot Counterattack or get Critical Hits.
- DESCRIPTION: An armor themed similarly to Zora armor, this armor protects well against light attacks and gives an attack bonus.
- Physical & Magical Armor: +1
- Attack Dice: +2
- Power: 12 (+0)
- Courage: 8 (+0)
- Wisdom: 9 (+0)
- Hearts: 5/5 (+0)
- Magic: 1/1 (+0)
Origin: NPC Wonderland
Race: Hylian
It’s a useless NPC that doesn’t speak much variety in videogames, but apparently can be controlled in ZURPG. Why.
- Initiative:
- Damage:
- Armor:
- Attack:
- Defense:
- Stats:
- Recovery:
- 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 get one stack of the Prayer to Din Buff:
- Your attacks gain a fire-like flare, giving you $1d3 Attack Dice.
Nayru:
EFFECT: You get one stack of the Prayer to Nayru Buff:
You gain a protective, crystal shield, giving you $1d3 Defense Dice.
Farore:
EFFECT: You get one stack of the Prayer to Farore, Alpha Buff:
Once per turn, you get a chance to reroll unsuccessful attempts. When you are unsuccessful in rolling, roll $1d4.
If it's a 4, you get to reroll that roll.
Stacking this only acts as a buffer.
- 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.
- RESTRICTIONS: This is a Booster Skill. You may only have one Booster Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your physical abilities are strengthened, increasing your physical attacking and defending power.
- # = your Total Affinity Levels
- Physical Damage: +#
- Physical Armor: +#
- RESTRICTIONS: This is a Offensive Skill. You may only have one Offensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your attacks hit with more force, lowering the target's ability to defend.
- EFFECT: Once per turn, when you successfully hit a target with a single target attack, target gets one stack of the Scaling Defense Down Affliction:
- Target loses # Defense Dice, where # = your Total Affinity Levels.
- RESTRICTIONS: This is a Critical Hit Skill. You may only have one Critical Hit Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Gives your melee attacks a chance to explode with Power!
- EFFECT: When you are successful in attacking with a melee attack, roll $1d4.
- If the result is a 4, roll half of your base Power stat, and add the result as damage (respective) to your attack.
- DESCRIPTION: Kick a target with a powerful swing from your leg.
- Roll your Power dice vs. targets' Power dice
- Physical Damage: +3
- EFFECT: For every 6 Damage dealt, you get one stack of the Power Up Buff:
- You gain 3 Power.
- DESCRIPTION: Prepare yourself to retaliate against an oncoming attack!
- EFFECT: Place yourself into a Counter Stance.
- If you successfully defend the next attack that hits you, you automatically get the chance to Counterattack the attacker.
- If your Counterattack is successful, you can either immediately return to having Counter Stance or using Cover.
DURATION: Counter Stance lasts until you're hit or you use Cover as a result of using Counter Stance.
- 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).
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A sharp axe that can kill multiple targets in a single strike, or instantly kill someone with low health. Can use Cleave or Execute on a target.
- Cleave:
- Roll your Power dice vs. targets' Power dice
- Physical Damage: +2
- EFFECT: If the hit kills a target, you can have the attack continue to go through to another enemy at the same success rate -#, where # = the Current Hearts of the previous target prior to hitting him.
- This continues until the hit misses or doesn't kill a target.
Execute:
Roll your Power dice vs. targets' Power dice
Physical Damage: +2
EFFECT: If the target has 3 Hearts or less afterwards, all Buffs on the target are removed and the target automatically dies.
- DESCRIPTION: Who needs Dragonhide when you have Dragon's Blood? This beauty of an armor is literally crafted from the sundered, crusty husk of Dragon's Blood! It was originally going to be used for pizza sauce, but then Master DM had dumber ideas.
- Physical & Magical Armor: +2
- EFFECT: At the start of each round, you recover 1 Heart.
- Power: 8 (+0)
- Courage: 11 (+2)
- Wisdom: 9 (+0)
- Hearts: 6/6 (+0)
- Magic: 1/1 (+0)
Origin: NPC Wonderland
Race: Hylian
It’s a useless NPC that doesn’t speak much variety in videogames, but apparently can be controlled in ZURPG. Why.
- Initiative:
- Damage:
- Armor:
- Attack:
- Defense:
- Stats:
- Recovery:
- 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 get one stack of the Prayer to Din Buff:
- Your attacks gain a fire-like flare, giving you $1d3 Attack Dice.
Nayru:
EFFECT: You get one stack of the Prayer to Nayru Buff:
You gain a protective, crystal shield, giving you $1d3 Defense Dice.
Farore:
EFFECT: You get one stack of the Prayer to Farore, Alpha Buff:
Once per turn, you get a chance to reroll unsuccessful attempts. When you are unsuccessful in rolling, roll $1d4.
If it's a 4, you get to reroll that roll.
Stacking this only acts as a buffer.
- 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.
- RESTRICTIONS: This is a Booster Skill. You may only have one Booster Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your expertise at using sword attacks, as well as your ability to dodge them, becomes enhanced based off your elemental power.
- # = your Total Affinity Levels
- Attack Dice: +# * 2 with Sword attacks
- Defense Dice: +# * 2 against Sword attacks
- RESTRICTIONS: This is a Offensive Skill. You may only have one Offensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your melee attacks siphon the target's will to fight to you. In other words, this is your first step towards acquiring main character powers.
- EFFECT: Once per turn, when you successfully hit someone with a melee attack, you steal # Courage from the target, where # = your Total Affinity Levels.
- DURATION: This lasts for the remainder of the battle.
- RESTRICTIONS: This is a Critical Hit Skill. You may only have one Critical Hit Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: With extreme damage comes even more damage. Gives your attacks some extra oomph when they hit hard.
- EFFECT: When you are successful in attacking with a single-target attack, and your successes are at least twice the target’s successes, you gain a damage boost.
- Your attack gains damage equal to the attack’s Dice Modifier.
- REQUIREMENTS: A melee weapon
- CHARGE: 1 Turn
- Begin charging by preparing to barrel roll.
DESCRIPTION: Once charged, you can roll around the target and attack their backside. First, roll around.
Roll your Courage dice vs. targets' Courage dice
Damage: None
IF FAIL: Target automatically gets to counterattack you while you’re rolling.
You lose any Bonus Defense Dice, Successes, and Courage during this defense.
IF SUCCESS: Follow up with a melee attack from your weapon.
EFFECT 1: If it succeeds, multiply the difference in successes by x1.5.
EFFECT 2: Ignore half of target’s Armor.
If the attack already ignores half of target’s Armor, then it ignores target’s Armor completely.
- 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).
- REQUIREMENTS: At least 6 Maximum Hearts
- DESCRIPTION: A white blade enchanted with the power of wind. Can Slash, Stab, or Air Blade one target.
- Slash:
- Roll your Courage +3 dice vs. targets' Courage dice
- Physical Damage: +1
Stab:
Roll your Courage dice vs. targets' Courage dice
Physical Damage: +4
IF FAIL: Target automatically gets to counterattack you.
Air Blade:
REQUIREMENTS: Must be at Maximum Hearts
DESCRIPTION: Fire a magical blade of air at a target from afar.
Roll your Courage +4 dice vs. targets' Courage dice
Magical Damage: +0
EFFECT 1: This attack can only be counterattacked by a ranged attack.
EFFECT 2: The sword beam causes the target to lose 1 Affinity Level.
DURATION: This lasts for the remainder of the battle.
- DESCRIPTION: Redundant redundancy much? This shield appears to be protecting itself from its user with its own barrier. Weird.
- EFFECT: The shield starts off with a Barrier, initially providing no defensive bonuses.
- The barrier has 5 Hearts. It does not reduce incoming damage, but any damage you take will reduce the barrier’s Hearts.
- Once the barrier breaks, the shield gains 5 Defense Dice.
- The barrier reforms at the start of each battle, at which point it loses the Defense Dice.
- DESCRIPTION: Woven and developed from the hide of a dragon, this tunic provides good protection and increases your mobility.
- Physical & Magical Armor: +2
- Courage: +2
RE: Test NPCs - WindStrike - 06-21-2015
- Power: 12 (+3)
- Courage: 10 (+3)
- Wisdom: 13 (+3)
- Hearts: 14/14 (+0)
- Magic: 11/11 (+0)
Origin: Blah
Insert physical description here.
- Physical & Magical Armor: +1
- Defense Dice: +6
- Recovery: 3 Magic per strike
Nature (Level: 1)
Light (Level: 2)
- RESTRICTIONS: This is an Innate Racial Skill. Only Gaians can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: Gaians are connected to the Lifestream and are thus able to hear the voices of souls of the dead.
- RESTRICTION 1: This is an Innate Racial Skill. Only Gaians can learn and use this skill. There’s no limit on Innate Skills.
- RESTRICTION 2: This can only be used once per battle.
- REQUIREMENTS: Level 10
- COSTS: Your Current Magic
- DESCRIPTION: You have not yet fulfilled your destiny. You have been given another chance by the will of Minerva. Fight once more and complete your destiny!
- EFFECT: When you die, your remaining Magic is converted and added to your Hearts, reviving you to fight once more.
- RESTRICTIONS: This is an Innate Racial Skill. Only Gaians can learn and use this skill.
- REQUIREMENTS: Level 10
- CHARGE: 1 Turn
- Begin charging by sending a message to the Lifestream.
DESCRIPTION: Once charged, you can use your connection with the afterlife to target and send a corpse to the Lifestream.
EFFECT 1: When you send the corpse, you get a message from the soul of the corpse (possibly into a small conversation), giving you some sort of bonus (DM's discretion).
EFFECT 2: You also recover Hearts and Magic equal to the Maximum Hearts and Magic of the corpse sent.
Alternatively, you can choose to siphon this amount to another living being.
EFFECT 3: The corpse cannot be revived for the rest of the battle. If it’s an ally corpse, he does not auto-revive with 1 Heart at the end of the battle.
- RESTRICTIONS: This is a Booster Skill. You may only have one Booster Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your strength, agility, and intelligence are increased, based on your elemental power levels.
- EFFECT: Your Power, Courage, and Wisdom stats are increased by #, where # = your Total Affinity Levels.
- RESTRICTIONS: This is a Offensive Skill. You may only have one Offensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your attacks hit with more force, lowering the target's ability to defend.
- EFFECT: Once per turn, when you successfully hit a target with a single target attack, target gets one stack of the Scaling Defense Down Affliction:
- Target loses # Defense Dice, where # = your Total Affinity Levels.
- RESTRICTIONS: This is a Defensive Skill. You may only have one Defensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your blocks have more impact, lowering an attacker's ability to attack.
- EFFECT: Once per turn, when you successfully defend against an attacker, the attacker gets one stack of the Scaling Attack Down Affliction:
- Target loses # Attack Dice, where # = your Total Affinity Levels
- RESTRICTIONS: This is a Support Skill that’s also an Aura. You may only have one Support Skill enabled at a time, and one Aura per team at a time. All others must be set to (Disabled).
- A team can choose to prioritize one Aura over another on a per round basis, thus negating all other auras on that team for that round.
DESCRIPTION: A degenerative aura that actually feeds to your enemies, making you ripe for dying soon. ... no really, you're probably going to die first with this up.
EFFECT: The Magic Costs of your enemies' spells are increased by 1 Magic * your Level / 10, rounded up.
- RESTRICTIONS: This is a Recovery Skill. You may only have one Recovery Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: You recover Magic from your enemies with every strike.
- EFFECT: Once per turn, when you successfully land an attack, you recover 1 Magic * your Total Affinity Levels.
- RESTRICTIONS: This is a Critical Hit Skill. You may only have one Critical Hit Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: If you're a lucksack, you'll be taking enemies out for the Tanuki Mario Raccoons to feast on.
- EFFECT: Before you make an attack roll, roll $1d4.
- If the result is a 4, your attack gains Attack Dice equal to your Total Affinity Levels * 3.
- RESTRICTIONS: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the oppoturnity arises.
- EFFECT: When you would "automatically get the chance to Counterattack", you can counterattack with any attacks listed on an equipped weapon or a PSI Spell.
- COSTS: 3 Magic
- DESCRIPTION: Use your Magic to amplify your voice, so you can shriek like the most annoying girl you can think of. The resounding wave of painful terror resonates to all of your enemies.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Neutral Damage: 2
- EFFECT: If it hits, target(s) hit get one stack of the Physical Armor Down Affliction:
- Target loses 3 Physical Armor.
- COSTS: 3 Magic
- DESCRIPTION: Spikes line someone’s armor. If the armor is already spiky, well now it's even spikier.
- EFFECT: Give a target that’s wearing armor (item) one stack of the Spiked Carapace Buff.
- If someone successfully hits you in melee combat, the attacker takes Physical Damage equal to the damage you took from the attack.
- No effects from the attack are applied to the attacker.
- Stacking Spiked Carapace only acts as a buffer.
- DURATION: After you are hit by an attack, one stack of Spiked Carapace is removed.
- REQUIREMENTS: 8 Base Wisdom
- COSTS: 3 Magic
- DESCRIPTION: Gather up your intelligence and release it at a target in a burst of magical energy.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Bonus Successes: +3
- Magical Damage: +0
- EFFECT: Siphon 3 Wisdom from the target.
- IF FAIL: The target siphons 3 Wisdom from you.
- DURATION: These effects last for the remainder of the battle.
- DESCRIPTION: Poke someone. For the lulz. This is automatic, by the way.
- Neutral Damage: 1
- 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).
- REQUIREMENTS: Level 10 and Nature (Level: 2)
- COSTS: 1 Magic
- DESCRIPTION: A basic Nature spell, PSI Quake hits one target.
- EFFECT: This bypasses Cover.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Magical Damage: +0
- EFFECT: If it hits, target’s next single-target attack loses 6 Damage.
- REQUIREMENTS: Level 10 and Light (Level: 2)
- COSTS: 5 Magic
- DESCRIPTION: Three beams of Light energy descend from the sky and surround a target, striking them. The more beams that hit, the more intense the burning that the Light causes. Each beam is rolled separately.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice * 3
- Magical Damage:
- If only one beam hits, the total damage dealt is 2 Magical Damage.
- If two of the three beams hit, the total damage dealt is 9 Magical Damage.
- If all three beams hit, the total damage dealt is 18 Magical Damage.
- REQUIREMENTS: Level 10 and Light (Level: 2)
- COSTS: 3 Magic
- DESCRIPTION: Send a dispersed ball of energy at a target that's seemingly harmless.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target is affected by Particle Transfer, Alpha:
- At the start of every round, 3 Hearts and 3 Magic are siphoned from the target to any target that you want.
- REQUIREMENTS: Nature (Level: 1)
- COSTS: 2 Magic
- DESCRIPTION: A beam of fairy dust that shrouds a target, causing him to recover from their wounds.
- EFFECT: Target recovers 4 Hearts + #, where # = your Total Affinity Levels.
- REQUIREMENTS: Level 10 and 10 Base Wisdom
- COSTS: 4 Wisdom per blast
- You will regain the Wisdom at the end of the battle.
DESCRIPTION: A wand that uses your own Wisdom to power its attacks. Fire a magical blast at one target.
Roll your Wisdom dice vs. targets' Wisdom dice
Magical Damage: +2 Successes
EFFECT: Target loses Wisdom equal to the difference in successes.
This amount is capped at 6 Wisdom per hit.
DURATION: Target’s Wisdom reduction lasts until Wand of Wisdom is unequipped.
Re-equipping it will not re-reduce the target’s Wisdom.
- REQUIREMENTS: Level 10
- DESCRIPTION: An ancient shield with powerful enchantments to reflect most magical spells.
- Defense Dice: +6
- EFFECT: When you would normally have the opportunity to Counterattack a spell, the spell can be Deflected to anyone.
- The Deflected attack's successes are equal to what you used to block the attack +4.
- REQUIREMENTS: Light (Level: 1)
- DESCRIPTION: Some very light armor that’s also Light armor.
- Physical & Magical Armor: +1
- EFFECT: Every time you’re hit by an attack, you recover Magic equal to half the damage taken.
- Power: 14 (+9)
- Courage: 2 (+0)
- Wisdom: 19 (+0)
- Hearts: 15/15 (+0)
- Magic: 10/10 (+0)
Sheikah with an attitude. Ooooohhh yeeeeaaaaah.
- Physical & Magical Armor: +6
- Stats: +9 Power
- Recovery: 3 Hearts per strike
Nature (Level: 2), Shadow (Level: 1)
- RESTRICTIONS: This is an Innate Skill. Only Sheikah can learn and use this skill. There’s no limit on Innate Skills.
- REQUIREMENTS: Level 10
- DESCRIPTION: Unlike other people that can only hear what Gossip Stones have to say, you can actually speak with Gossip Stones.
- Additionally, you can implant a rumor of your own into that specific Gossip Stone.
- RESTRICTIONS: This is an Innate Skill. Only Sheikah can learn and use this skill. There’s no limit on Innate Skills.
- REQUIREMENTS: Level 10
- DESCRIPTION: When you hide in the shadows, you become stealthier than ever, giving you a greater element of surprise.
- EFFECT 1: While you’re in the shadows, Spot Checks made against you require an extra 7 Successes.
- EFFECT 2: If you do a Sneak Attack from the shadows, you gain 7 Successes.
- RESTRICTIONS: This is an Innate Skill. Only Sheikah can learn and use this skill.
- DESCRIPTION: Expose a target to the Eye of Truth, causing potential brain damage.
- EFFECT: Bonus Dice & Successes for both the attacker and the target are disabled for this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: Halved
- EFFECT 1: If it hits and you ask the target a question, he must tell the truth.
- EFFECT 2: Remove all effects on the target that alter any of his Power, Courage, or Wisdom stats.
- RESTRICTIONS: This is a Booster Skill. You may only have one Booster Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your strength is increased, based on your elemental power levels.
- EFFECT: Your Power stat is increased by # * 3, where # = your Total Affinity Levels.
- RESTRICTIONS: This is a Offensive Skill. You may only have one Offensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your attacks negate your enemy's defenses, but your own extra defense becomes just as vulnerable.
- EFFECT 1: When you successfully hit a target with a single target attack, target gets one stack of the Defense Break Affliction.
- Target's bonus Defense Dice are reduced to 0.
EFFECT 2: When someone hits you with a single target attack, you get one stack of the Defense Break Affliction.
- RESTRICTIONS: This is a Defensive Skill. You may only have one Defensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your mental state remains calm, helping prevent changes to your stats.
- EFFECT: Any effects that would lower your Power, Courage, or Wisdom stats are halved (rounded up).
- RESTRICTIONS: This is a Support Skill. You may only have one Support Skill enabled at a time. All others must be set to (Disabled).
- REQUIREMENTS: At least 10 Maximum Hearts
- DESCRIPTION: As you draw your last breath, you're able to bring someone's power down with you.
- EFFECT: If you drop to 5 Hearts or less, select a target.
- That target loses # * 3 Attack Dice, where # = your Total Affinity Levels.
- DURATION: This lasts until you recover to more than 5 Hearts.
- RESTRICTIONS: This is a Recovery Skill. You may only have one Recovery Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: You recover Hearts from your enemies with every strike.
- EFFECT: Once per turn, when you successfully land an attack, you recover 1 Heart * your Total Affinity Levels.
- RESTRICTIONS: This is a Critical Hit Skill. You may only have one Critical Hit Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Gives your melee attacks a chance to explode with Power!
- EFFECT: When you are successful in attacking with a melee attack, roll $1d4.
- If the result is a 4, roll half of your base Power stat, and add the result as damage (respective) to your attack.
- RESTRICTIONS: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Allows you counter certain attacks that you defend against.
- EFFECT 1: When you successfully defend an attack, if the difference in successes is between 5 and 10 (inclusive), you get to automatically Counterattack the attacker.
- Use any attack with an equipped weapon.
EFFECT 2: Additionally, if you would "automatically get the chance to Counterattack" the attacker, you can strike back at him with any attacks listed on an equipped weapon
- REQUIREMENTS: An equipped Melee Weapon
- DESCRIPTION: Throw a melee weapon at a target with all your might!
- EFFECT: Roll half of your Power stat. Throw a melee weapon at a target, and add half of the result from the Power roll as Bonus Attack Dice to the weapon's standard attack.
- IF SUCCESS: The weapon bounces off the target and boomerangs back to you. Yay for science!
- IF FAIL: The weapon lays on the ground. Anyone can then spend a Support Action to pick it up.
- Then, said person can immediately stash it in his inventory or equip it.
- REQUIREMENTS: A sword
- DESCRIPTION: Strike a target with all your might! ... but keep some grit on dat blade. Use the Slash attack of your sword.
- Damage: Halved
- EFFECT: If the attack is successful by a difference of 4 successes or higher, you flay a portion of the target open, causing target to bleed out... for dinner.
- At the start of each round, target takes 2 Neutral Damage.
- Any time someone successfully attacks the target in melee combat, attacker recovers 3 Hearts.
- DURATION: Open Wounds, Alpha lasts until the target recovers 5 Hearts since Open Wounds, Alpha was inflicted.
- RESTRICTIONS: This is unusable if you're currently blinded.
- COSTS: 2 Hearts
- DESCRIPTION: Lasers shoot from your eyes at a target.
- Roll your Power +3 dice vs. targets' Wisdom dice
- Neutral Damage: 5
- IF FAIL: The lasers cause you to get one stack of the Blind Affliction:
- When you do any action that does not target yourself, roll $1d3. If it is a 1, you automatically miss.
- DESCRIPTION: Poke someone. For the lulz. This is automatic, by the way.
- Neutral Damage: 1
- 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).
- REQUIREMENTS: Level 10 and Nature (Level: 2)
- COSTS: 1 Magic
- DESCRIPTION: A basic Nature spell, PSI Quake hits one target.
- EFFECT: This bypasses Cover.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Magical Damage: +0
- EFFECT: If it hits, target’s next single-target attack loses 6 Damage.
- RESTRICTIONS: Cannot hit airborne targets
- REQUIREMENTS: Nature (Level: 1)
- COSTS: 2 Magic
- DESCRIPTION: Roots appear from beneath the target, forcibly grabbing them.
- EFFECT: This bypasses Cover.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Magical Damage: -2
- EFFECT: If it hits, target gets one stack of the Rooted Affliction:
- Target cannot move or perform melee attacks. This includes Cover and Escape.
- Stacking Rooted only acts as a buffer.
- DURATION: All stacks of Rooted are removed if the target is hit by a Fire spell.
- REQUIREMENTS: Level 10 and Nature (Level: 2)
- COSTS: 3 Magic
- DESCRIPTION: A bolt of Lightning strikes a target from the sky.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Neutral Damage: $1d8
- EFFECT: This gains 2 Neutral Damage vs. targets with Water affinity.
- REQUIREMENTS: Shadow (Level: 1)
- COSTS: 4 Magic
- DESCRIPTION: Attack a target's mind directly through telepathy.
- EFFECT: Bonus Dice & Successes for both the attacker and the target are disabled for this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: Halved
- EFFECT: Target gets one stack of the Wisdom Down Affliction:
- Target’s Wisdom is reduced by 3.
- REQUIREMENTS: Level 10 and Nature (Level: 2)
- COSTS: 5 Magic
- DESCRIPTION: Create a shield of vines that absorbs a light amount of damage and heals the target over time.
- EFFECT: Give a target one stack of the Vine Shield, Alpha Buff:
- Target gains 2 Physical & Magical Armor.
- At the start of each round, target recovers Hearts equal to the amount of damage absorbed by Vine Shield so far.
- The recovery effect does not stack.
- REQUIREMENTS: Level 10 and Two-Handed
- Alternatively, it can be used as One-Handed.
DESCRIPTION: A combination between a cutlass and a katana. Ye kin use it with one or two hands, dependin' how bad yer want them cut! Can One Hand Slice or Two Hand Slice a target.
One Hand Slice:
DESCRIPTION: Ye gain greater accuracy but ye hit more like a wuss. Or ye can slam ‘em wit’ Powah! Plus ye have a free hand ta hold somethin' else with. You can roll with either o’ da followin’ rolls to ‘tack with!
Roll your Courage +20 dice vs. targets' Courage dice
Physical Damage: Halved
Roll your Power dice vs. targets' Power dice
Physical Damage: +6
Two Hand Slice:
DESCRIPTION: Ye gain greater damage but ye can't hit nothin'. Ye don't get a free hand, what with it bein' a two handed stance and all. You can roll with either o’ da followin’ rolls to ‘tack with!
Roll your Courage -4 dice vs. targets' Courage dice
Physical Damage: * 1.5
Roll your Power -12 dice vs. targets' Courage dice
Physical Damage: * 2
- REQUIREMENTS: Level 10 and 20 Base Wisdom
- COSTS: 4 Wisdom per blast
- You will regain the Wisdom at the end of the battle.
DESCRIPTION: A wand that uses your own Wisdom to power its attacks. Fire a magical blast at one target.
Roll your Wisdom dice vs. targets' Wisdom dice
Magical Damage: +2 Successes
EFFECT: Target loses Wisdom equal to the difference in successes.
This amount is capped at 6 Wisdom per hit.
DURATION: Target’s Wisdom reduction lasts until Wand of Wisdom is unequipped.
Re-equipping it will not re-reduce the target’s Wisdom.
- REQUIREMENTS: Level 10
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Physical & Magical Armor: +6
RE: Test NPCs - Orithan - 06-21-2015
[Contents of post moved into separate threads]
RE: Test NPCs - DoubleEx - 06-24-2015
- Power: 10 (+0)
- Courage: 12 (+0)
- Wisdom: 17 (+0)
- Hearts: 10/10 (+0)
- Magic: 11/11 (+0)
Origin: Skull Kid
- Initiative:
- Damage:
- Armor:
- Attack:
- Defense:
- Stats:
- Recovery:
- RESTRICTIONS: This is an Innate Skill. Only Skull Kids can learn and use this skill.
- COSTS: 1 Magic
- DESCRIPTION: Murmur some mystical words and silently place a tracker on a target.
- EFFECT: As long as that target is no more than two rooms away from your current position, you can track where he’s going, as his footsteps will appear to glow to you.
- RESTRICTIONS: This is an Innate Skill. Only Skull Kids can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: Skull Kids are very lightweight, allowing their movement to be completely silent.
- RESTRICTIONS: This is a Booster Skill. You may only have one Booster Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your magical abilities become empowered, increasing your magic offensive and defensive power.
- # = your Total Affinity Levels
- Magical Damage: +# (single-target attacks only)
- Magical Armor: +#
- RESTRICTIONS: This is a Offensive Skill. You may only have one Offensive Skill enabled at a time. All others must be set to (Disabled).
- REQUIREMENTS: Level 10 and Arcane (Level: 2)
- DESCRIPTION: All of your single-target Offensive Spells have a chance to cast twice, doubling the effect.
- EFFECT 1: When you cast a single-target Offensive Spell, roll $1d3.
- If it is a 3, the spell's damage is increased by # (respective), where # = your Total Affinity Levels.
- If it causes any Status Effects, it causes an additional stack.
EFFECT 2: The Magic costs of all of your single-target Offensive Spells are increased by 2 Magic.
- RESTRICTIONS: This is a Defensive Skill. You may only have one Defensive Skill enabled at a time. All others must be set to (Disabled).
- REQUIREMENTS: Arcane (Level: 1)
- DESCRIPTION: You gain resistance to abilities that drain Magic.
- EFFECT: Once per round, if you would lose Magic or have Magic siphoned from you from an Arcane-based Status Effect or Field Effect, it's negated.
- RESTRICTIONS: This is a Support Skill. You may only have one Support Skill enabled at a time. All others must be set to (Disabled).
- REQUIREMENTS: Level 10 and Arcane (Level: 2)
- DESCRIPTION: You proficiency with Arcane enables you to cast spells at a lower cost.
- EFFECT: The Magic Costs of your Spells are reduced by (Level / 10, rounded down), down to a minimum cost of 1 Magic.
- RESTRICTIONS: This is a Recovery Skill that’s also an Aura. You may only have one Recovery Skill enabled at a time, and one Aura per team at a time. All others must be set to (Disabled).
- A team can choose to prioritize one Aura over another on a per round basis, thus negating all other auras on that team for that round.
REQUIREMENTS: Level 10 and Arcane (Level: 2)
DESCRIPTION: You and your allies are able to use part of the Magic you spend to heal yourselves.
EFFECT: When you or one of your allies casts a spell, respective target recovers Hearts equal to half the Base Magic Cost of the spell.
- RESTRICTIONS: This is a Critical Hit Skill. You may only have one Critical Hit Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: If you're a lucksack, you'll be taking enemies out for the Tanuki Mario Raccoons to feast on.
- EFFECT: Before you make an attack roll, roll $1d4.
- If the result is a 4, your attack gains Attack Dice equal to your Total Affinity Levels * 3.
- RESTRICTIONS: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Allows you counter certain attacks that you defend against.
- EFFECT 1: When you successfully defend an attack, if the difference in successes is between 5 and 10 (inclusive), you get to automatically Counterattack the attacker.
- Use any attack with an equipped weapon.
EFFECT 2: Additionally, if you would "automatically get the chance to Counterattack" the attacker, you can strike back at him with any attacks listed on an equipped weapon
- DESCRIPTION: Mimic a target's memory of his own abilities... what?
- Roll your Wisdom +5 dice vs. targets' Courage dice
- Damage: None
- EFFECT: You get one stack of the Ability Clone Buff:
- Temporarily gain one Active Skill or Spell that the target has.
- Stacking this will enable you to temporarily gain multiple abilities.
- REQUIREMENTS: A melee weapon
- COSTS: 4 Magic
- DESCRIPTION: Strike a target with a melee attack from your weapon.
- EFFECT: If it hits, spin rapidly with the weapon, causing a wave of energy to hit all enemies, including the one you just hit.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Magical Damage: Halved
- COSTS: 3 Magic
- DESCRIPTION: Use your Magic to amplify your voice, so you can shriek like the most annoying girl you can think of. The resounding wave of painful terror resonates to all of your enemies.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Neutral Damage: 2
- EFFECT: If it hits, target(s) hit get one stack of the Physical Armor Down Affliction:
- Target loses 3 Physical Armor.
- RESTRICTIONS: This skill can only be used once per battle.
- COSTS: 1 Magic for each stack of every Affliction you have
- DESCRIPTION: Draw upon your inner powers to purify yourself.
- EFFECT: Remove all Status Effects and all stacks of them from yourself, including Buffs and Afflictions.
- 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).
- REQUIREMENTS: Arcane (Level: 1)
- COSTS: 2 Magic
- DESCRIPTION: Fire a wave of energy that resembles a barrier at a target.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Magical Damage: Halved
- EFFECT: You receive a barrier on yourself, reducing damage on the next attack.
- The barrier's Hearts are equal to the damage dealt.
- DURATION: The barrier lasts until after it takes a hit.
- REQUIREMENTS: Level 10 and Arcane (Level: 3)
- COSTS: 3 Magic
- DESCRIPTION: Let the silence of the lambs engulf the field- god no. Silence converges on a target, attempting to drown him in a vast empire of silence.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target gets one stack of the And then there was silence, Alpha Affliction:
- At the start of each round, target loses 5 Hearts and 5 Magic.
- DURATION: And then there was silence, Alpha lasts until the target uses a spell.
- REQUIREMENTS: Arcane (Level: 1)
- COSTS: 4 Magic
- DESCRIPTION: A shield of Magic surrounds the target, restoring Magic to the target as he takes damage.
- EFFECT: Give a target one stack of the Damage Recovery Buff:
- Once per turn, when the target takes damage, he recovers 4 Magic.
- REQUIREMENTS: Level 10 and Arcane (Level: 3)
- COSTS: 4 Magic
- DESCRIPTION: Summon a Magic Mirror over a target.
- EFFECT: Target gets one stack of the Mirror Buff:
- Once per round, when a spell is aimed at the target, a copy of that spell spawns from the mirror and fires back at the one who fired the spell at the same success rate.
- 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 use Siphoning Strike or Transfer on a target.
- Siphoning Strike:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Magical Damage: Halved
- EFFECT: Siphon Magic from the target to you or another target equal to half the difference in successes.
Transfer:
DESCRIPTION: Fire a light beam of magic from your wand to a target, creating a Magic link between the two of you. This counts as a Support Spell.
EFFECT: Transfer any amount of Magic from you to the target.
- REQUIREMENTS: Level 10
- DESCRIPTION: A pitch-black shield that seems to absorb elemental power, this shield is ineffective at defending against normal attacks, but it works very well at taking the brunt of elemental attacks.
- Defense Dice: +2
- Defense Successes: +5 against Affinity-based attacks (excluding Arcane)
- DESCRIPTION: A very lightweight armor that naturally zaps enemy spellcasters.
- Physical & Magical Armor: +1
- EFFECT: When an enemy casts a spell, this armor fires a small laser at the caster, automatically dealing 1 Neutral Damage and siphoning 1 Magic from the caster to you.
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