Nigel (Test) - WindStrike - 07-13-2015
Nigel's Spreadsheet
- Power: 14 (+9)
- Courage: 2 (+0)
- Wisdom: 2 (+0)
- Hearts: 40/40 (+0)
- Magic: 2/2 (+0)
- EXP: 0/50
- Stat Points: 0
- Stat Points (Used): 50
- Reroll Points: 2
- Rupees: 0
- Gold Coins: 0
- Reisano Coins: 0
Fire (Level: 1), Water (Level: 1), and Shadow (Level: 1)
- Initiative:
- Damage:
- Armor: +11
- Attack:
- Defense Dice: +8
- +1 the start of each round
- -1 every time you defense
Stats: +9 Power
Recovery:
EFFECT 1: Status Protection
EFFECT 2: Armor Feedback
EFFECT 3: Once per turn, if you engage in melee combat with someone, lower one of his Affinities by 1 Level.
- 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 Deku Scrubs can learn and use this skill.
- DESCRIPTION: Deku Scrubs can dig through the earth, enabling them to quickly escape from battle, as well as creating an escape tunnel for their allies. This rolls against all enemies.
- Roll your Courage +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: You (specifically) escape from the battle.
- EFFECT 2: If any of your allies uses Escape, they can use your tunnel to gain 4 Successes.
- 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 shield
- DESCRIPTION: Rush towards a target, bashing his skull in with your shield.
- Roll your Power -3 dice vs. targets' Power dice
- Damage: +0
- EFFECT 1: Ignores half of target’s Armor.
- EFFECT 2: Target gets one stack of the Spell Lock Affliction:
- The only Spell the target can use is the last Spell he used.
- Stacking Spell Lock only acts as a buffer.
- RESTRICTIONS: This is unusable if you're currently blinded.
- REQUIREMENTS: Level 10
- COSTS: 4 Hearts
- DESCRIPTION: Lasers shoot from your eyes at a target.
- Roll your Power +6 dice vs. targets' Wisdom dice
- Neutral Damage: 10
- 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 and counts as a Support Action, by the way.
- Neutral Damage: 1
- RESTRICTIONS: This is an Innate Skill. Only Deku Scrubs can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: You can pop the leaves off your head when jumping and cause them to sprout into a flowercopter, giving you the ability to cross greater distances.
- EFFECT: Your horizontal jumping distance is multiplied by 2.
- RESTRICTIONS: This is an Innate Skill. Only Deku Scrubs can learn and use this skill. There’s no limit on Innate Skills.
- REQUIREMENTS: Level 10
- COSTS: 3 Magic
- DESCRIPTION: Pry a leaf out of your head and enchant it with Magic, allowing you to freely defend you or your allies at any time.
- EFFECT: When an attack is aimed at any of your allies, you can have the leaf surround the target to reduce any damage taken.
- Target gains 5 Physical & Magical Armor until the end of that turn.
- This has to be declared when the attack fires, not after it’s already succeeded.
- 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 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: Level 10, Shadow (Level: 1) and Water (Level: 1)
- DESCRIPTION: A shadowy bubble surrounds you, periodically protecting you from various effects.
- EFFECT: Once per round, at any time, you can remove one stack of an Affliction you have.
- RESTRICTION 1: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
- RESTRICTION 2: This can only be activated once per battle.
- DESCRIPTION: You are capable of projecting a mirror image of yourself behind the target.
- COUNTERATTACK: If you meet the following CONDITION, you can Counterattack by using any attacks listed on an equipped weapon.
- CONDITION: After someone attacks you with a melee attack.
- REQUIREMENTS: Level 10 and at least 20 Power
- DESCRIPTION: Consisting of an intimidating spiked ball attached to a long, sturdy metal chain; this simple Ball and Chain plows through defenses and can even destroy them. Can use Shield Smash or Armor Smash on a target.
- Shield Smash:
- Roll your Power dice vs. targets' Power dice
- Damage: +0
- EFFECT 1: If it hits, target gets two stacks of the Defense Down Affliction:
- Target loses 3 Defense Dice.
EFFECT 2: Afterwards, if target’s Defense Dice & Successes bonuses are reduced to 0 or less as a result, any Shields the target has equipped become disabled.
DURATION: For the remainder of the battle or until target’s Defense Dice & Successes are above 0.
Armor Smash:
Roll your Power -6 dice vs. targets' Courage dice
Damage: +5
EFFECT 1: If it hits, target gets two stacks of the Armor Down Affliction:
Target loses 3 Armor.
EFFECT 2: Afterwards, if target’s Armor bonus is reduced to 0 as a result, any Armor (item) the target has equipped become disabled.
DURATION: For the remainder of the battle or until target’s Armor is above 0.
- 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 and 15 Base Power
- COSTS: 4 Power per swing
- You will regain the Power at the end of the battle.
DESCRIPTION: A hammer that uses your own Power to power its attacks. Hits one target.
Roll your Power dice vs. targets' Power dice
Damage: +3
EFFECT: If it hits, target loses Power equal to the difference in successes.
This amount is capped at 10 Power per hit.
DURATION: For the remainder of the battle.
- REQUIREMENTS: Level 10 and Two-Handed
- DESCRIPTION: A large shovel fer movin' loot. Let's ye Whack! or Thwack! any lad ye want! On th' bright side it be a good workout for yer pecs an' lats!
- Whack!:
- Roll your Power +5 dice vs. targets' Courage dice
- Damage: +6
Thwack:
Roll your Power dice vs. targets' Power dice
Damage: +3
EFFECT: If th' attack be successful, target gets one stack o’ th' Kaboink! Affliction:
A harsh blow t' th' noggin' has left ye dazed.
Target's Wisdom is reduced by 5, and any items he can wield by hand have increased Wisdom requirements by 5.
- REQUIREMENTS: Level 10 and Water (Level: 1)
- DESCRIPTION: A shield made mostly of several layers of Magic Ice. It starts out strong and grows over the course of the battle, but as it's hit, it drops in strength.
- Defense Dice: +8
- EFFECT 1: At the start of each round, this shield's Defense Dice increases by 1.
- EFFECT 2: After you defend an attack (successful or not), this shield's Defense Dice decreases by 1.
- When this shield drops to +0 Defense Dice, it loses its energy and becomes inactive for the remainder of the battle.
- 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 steadfast, durable plate of armor that protects you well against attacks.
- Armor: +6
- REQUIREMENTS: Level 10
- DESCRIPTION: A blue robe normally worn by Chaos Elementals that provides a pink light when activated.
- Basic Protection:
- EFFECT: Once per turn, if you engage in melee combat with someone, lower one of his Affinities by 1 Level.
- DURATION: This lasts for the remainder of the battle.
Augmented Protection:
COSTS: 4 Magic at the start of each round to maintain
EFFECT 1: Once per turn, if you engage in melee combat with someone, lower one of his Affinities by 2 Levels.
DURATION: This lasts for the remainder of the battle.
EFFECT 2: Once per round, at any time, you may remove one Status Effect you have that lowers Attack Dice and/or Successes.
- 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.
|