Ibalin (Test) - WindStrike - 07-13-2015
Spreadsheet
- Power: 12 (+0)
- Courage: 13 (+0)
- Wisdom: 5 (+9)
- Hearts: 20/20 (+0)
- Magic: 10/10 (+0)
- EXP: 0/50
- Stat Points: 0
- Stat Points (Used): 50
- Reroll Points: 2
- Rupees: 0
- Gold Coins: 0
- Reisano Coins: 0
Water (Level: 2)
Shadow (Level: 1)
- Initiative:
- Damage:
- Armor: +4, +10 vs. Taunted targets
- Pay 2 Magic at start of each round, another +1 bonus
Attack:
Defense:
Stats: +9 Wisdom
Recovery: 2 Hearts and 1 Magic per hit
EFFECT 1: Causes 1-round Taunt on hit
EFFECT 2: Once per round, remove a stack of Bleeding
Pay 2 Magic at start of each round, can remove two stacks
EFFECT 3: If hit, attacker takes Damage equal to your Armor
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- RESTRICTIONS: This is an Innate Skill. Only 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: 3
- 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.
- REQUIREMENTS: Level 10 and 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 8 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 4 Neutral Damage.
- Any time someone successfully attacks the target in melee combat, attacker recovers 4 Hearts.
- DURATION: Open Wounds, Beta lasts until the target recovers 10 Hearts since Open Wounds, Beta was inflicted.
- REQUIREMENTS: Two swords
- DESCRIPTION: Slash your opponent with your swords in a cross pattern. X marks the death!
- EFFECT: Slash a target with the Slash attacks of both of your swords.
- Roll the average of the attack rolls vs. the average of the target's defense rolls.
- The damage modifier will take the lower of the two attacks.
- If the attack succeeds, any EFFECTS from both swords' Slash attacks are applied to the target.
- COSTS: 3 Magic
- DESCRIPTION: Summon a broken shield and then throw it at a target. Why? Screw logic.
- Roll your Courage +10 dice vs. targets' Courage dice
- Damage: None
- EFFECT: The broken shield turns into an icon, which floats over the target, giving the target one stack of the Armor Down Affliction:
- Target loses 3 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 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.
- 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 a Booster Skill. You may only have one Booster Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your intelligence is increased, based on your elemental power levels.
- EFFECT: Your Wisdom 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 armor becomes a weapon, using the force it takes and sending it back to the attacker.
- EFFECT: Once per turn, when someone successfully hits you, he takes Damage equal to your Armor.
- 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 8 Hearts that you have (Maximum), you gain 1 Armor.
- 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 two different affinities
- DESCRIPTION: You recover Hearts and Magic from your enemies with every strike.
- EFFECT: Once per turn, when you successfully land an attack, you recover Hearts equal to your Highest Affinity Level and Magic equal to your Second Highest Affinity Level.
- Alternatively, you can choose to flip this.
- 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.
- COUNTERATTACK: If you meet one of the following CONDITIONS, you can Counterattack by using any attacks listed on an equipped weapon.
- CONDITION 1: When you successfully defend an attack, if the difference in successes is between 1 and 3 (inclusive).
- CONDITION 2: If you would "automatically get the chance to Counterattack".
- REQUIREMENTS: Level 10 and Water (Level: 2)
- COSTS: 1 Magic
- DESCRIPTION: A basic Water spell, PSI Blast hits one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +4
- EFFECT: If it hits, target takes an extra 1 Neutral Damage for each stack of every Buff they have.
- REQUIREMENTS: Level 10 and Water (Level: 2)
- COSTS: 3 Magic
- DESCRIPTION: Summon a spiking torrent of rain, which hits one target.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target gets one stack of the Heavy Cost, Alpha Affliction:
- All of target's Magic Costs are increased by 2.
- REQUIREMENTS: Shadow (Level: 1)
- COSTS: 4 Magic
- DESCRIPTION: Fling a blade of shadows at a target, which can give you a speed boost.
- Roll your Wisdom +3 dice vs. targets' Courage dice
- Damage: +0
- EFFECT 1: Ignores half of target’s Armor.
- EFFECT 2: You get one stack of the Courage Up Buff:
- Your Courage is increased by 3.
- REQUIREMENTS: Water (Level: 1)
- COSTS: 4 Magic
- DESCRIPTION: A thin shield of Water circles around a target, seeming to react to anything that comes near.
- EFFECT: Give a target one stack of the Bounce Buff:
- If the target successfully defends against an Offensive Spell, that spell is bounced back at the caster as if the target casted it.
- Bounce does not require the target to repay the cost.
- REQUIREMENTS: Level 10 and Water (Level: 2)
- COSTS: 5 Magic
- DESCRIPTION: A magical shell of Water surrounds a target, protecting against attacks.
- EFFECT: Give a target one stack of the Magic Shell, Alpha Buff:
- Armor: +#, where # = your Total Affinity Levels
- The next Affliction that the target receives is negated, which also removes one stack of Magic Shell.
- REQUIREMENTS: Shadow (Level: 1)
- COSTS: 1 Magic
- DESCRIPTION: Remove any number of stacks of one Buff that you have.
- EFFECT: In exchange, you can remove an equal number of stacks of one Status Effect on anyone.
- REQUIREMENTS: Shadow (Level: 1)
- COSTS: 3 Magic
- DESCRIPTION: A shadow looms over the target, waiting for him to die so that it can sap away its dead life.
- EFFECT: Give a target one stack of the Death Leech, Alpha Affliction:
- When that target dies, you recover Hearts equal to your 7 + #, where # = your Total Affinity Levels.
- DURATION: Death Leech lasts until either the target or caster dies.
- REQUIREMENTS: Level 10
- DESCRIPTION: A sword with razor sharp teeth edges that cause its victims to bleed. Can use Slash or Stab on a target.
- Slash:
- Roll your Courage +15 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target gets two stacks of the Bleeding Affliction:
- At the start of each round, target takes 1 Neutral Damage.
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +4
EFFECT: If it hits, target gets two stacks of the Internal Bleeding Affliction:
At the start of each round, target takes 1 Neutral Damage.
This increases by 1 Neutral Damage at the start of each successive round with this Affliction.
Each stack already accounts for the number of rounds that have passed since receiving the first stack of Internal Bleeding.
IF FAIL: Target automatically gets to counterattack you.
- REQUIREMENTS: Level 10
- DESCRIPTION: A sword with razor sharp teeth edges that cause its victims to bleed. Can use Slash or Stab on a target.
- Slash:
- Roll your Courage +15 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target gets two stacks of the Bleeding Affliction:
- At the start of each round, target takes 1 Neutral Damage.
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +4
EFFECT: If it hits, target gets two stacks of the Internal Bleeding Affliction:
At the start of each round, target takes 1 Neutral Damage.
This increases by 1 Neutral Damage at the start of each successive round with this Affliction.
Each stack already accounts for the number of rounds that have passed since receiving the first stack of Internal Bleeding.
IF FAIL: Target automatically gets to counterattack you.
- 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 +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Siphon Magic from the target to you or another target, up to an amount equal to the damage dealt.
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: The axe is jealous? That's creepy. A handaxe that seems attracted by blood. Hits one target.
- Roll your Power +2 dice vs. targets' Courage dice
- Damage: +0
- EFFECT 1: If it hits, target gets two stacks of the Bleeding Affliction:
- At the start of each round, target takes 1 Neutral Damage.
EFFECT 2: Additionally, if it hits, target takes additional Neutral Damage equal to the number of Bleeding stacks on the target.
- 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: Level 10
- DESCRIPTION: A steel-plated armor enchanted with magnetism. It provides little protection normally, but when someone is forcibly focused on you, it becomes much stronger.
- Armor: +2
- EFFECT 1: When you successfully hit someone with a single-target attack, that target is forced to attack you.
- DURATION: This lasts until the end of your turn one round later.
EFFECT 2: Your Armor increases from +2 to +8 against anyone that's forced to attack you.
- DESCRIPTION: A basic robe that mends bleeding over time.
- Basic Protection:
- EFFECT: Once per round, at any time, you can remove one stack of Bleeding (or any variation of it) that you have.
Augmented Protection:
COSTS: 2 Magic at the start of each round to maintain
Armor: +1
EFFECT: Once per round, at any time, you can remove two stacks of Bleeding (or any variation of it) that you have.
- Amount: 2
- DESCRIPTION: A tasty Heart that can be devoured to recover your Hearts! ... that doesn't sound right.
- EFFECT: Consume this to recover 2 * # Hearts, where # = your Total Affinity Levels.
- Amount: 2
- DESCRIPTION: A jar containing liquified Magic, which you can drink to recover your Magic! Hope there's no alcohol in it.
- EFFECT: Consume this to recover 2 * # Magic, where # = your Total Affinity Levels.
|