Zelda Universe RPG

Horon [Test] - Printable Version

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Horon [Test] - Orithan - 07-14-2015

Horon (Level: 10)
  • Power: 8 (+0)
  • Courage: 15 (+9)
  • Wisdom: 16 (+0)
  • Hearts: 12/12 (+0)
  • Magic: 9/9 (+0)
  • EXP: 0/100
  • Stat Points: 0
  • Stat Points (Used): 50
  • Reroll Points: 0
  • Rupees: 1000
  • Gold Coins: 0
  • Reisano Coins: 0
 
Description
Origin: ???
Race: Haddaken

TEST character

Spreadsheet
https://docs.google.com/spreadsheets/d/1xexoWYxRVFnAmmF2lOkZwcg8GxtzIwSbf3muRP0yojc/edit?usp=sharing

Role: Swordsman, offensive.
  • Armor: +3
  • Attack: +6 Dice when attacking with swords, an additional +2 Dice after successfully defending while Covering
  • Defense: +5 Dice, an additional +6 Dice when defending against swords, an additional +2 Dice after successfully defending while Covering
  • Stats: +9 Courage, an additional +3 after successfully defending while Covering
  • Recovery: 3 Magic per single-target attack
  • Critical Hit: $1d4 chance of gaining +9 Dice on an attack.
Passive Skills in use:
  • Innates - Natural Thought, Technologically Adept, Beta
  • Booster - Sword Affinity
  • Offensive - Lucky Strike
  • Defensive - Bounce Back
  • Support/Recovery - Magic Recovery Strike
  • Counterattack - Basic Counter

Equipped Equipment at the start of the battle:
  • Hands - Slicing Wind (Weapon, Two Handed)
  • Armor - Dragonhide Armor
  • Robe - Spirit Cloak
  • Other - (None)
Affinities
Nature (Level: 3)
Signature
Basic
Cover
  • 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.
Hide
  • 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.
Basic Counter
  • 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.
Two Hands for One
  • 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.
Punch
  • REQUIREMENTS: A free hand
  • DESCRIPTION: Swords not good enough? Punch a target with your fist!
    • Roll your Power +5 dice vs. targets' Power dice
      • Damage: Halved
Bash
  • 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
      • Damage: -2
Throw
  • 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
Kick
  • 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
      • Damage: Halved
Escape
  • 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.
Sneak-Up
  • 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).
Taunt
  • 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.
Stealth Strike
  • 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).
Active
PSI Enchant
  • REQUIREMENTS: A Weapon and a PSI Spell (excluding PSI Arrow).
  • COST: The cost of the PSI Spell involved
  • DESCRIPTION: Enchant a Weapon you have with a PSI Spell of your choice, giving it an Affinity for the attack.
    • EFFECT: The selected weapon gains Your affinity level of the PSI Spell used.
      • DURATION: Until after the weapon is used in an attack.
      • This does not stack with repeated uses.
Spin Attack
  • 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
Down Thrust
  • REQUIREMENTS: A melee weapon
  • CHARGE: 1 Turn
    • Begin charging by preparing to jump.
  • DESCRIPTION: Once charged, you can leap over the target and stab its head along the way. Why? Because that's how things work.
    • Jump first by rolling your Courage stat. Add half of the result as dice to your attack roll as you fall on your target from above, hitting him with a melee attack from your weapon.

Counter Preparation
  • DESCRIPTION: Prepare yourself to retaliate against an oncoming attack!
    • EFFECT: Place yourself into a Counter Stance.
      • If you successfully defend the next attack that targets 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 by an attack or you use Cover as a result of using Counter Stance.
Passive
Natural Thought
  • RESTRICTIONS: This is an Innate Skill. Only Haddaken can learn and use this skill.
  • DESCRIPTION: Haddaken are close with nature, giving them the ability to hear and understand the thoughts of nearby animals.
Technologically Adept, Alpha
  • RESTRICTIONS: This is an Innate Skill. Only Haddaken can learn and use this skill.
  • DESCRIPTION: Haddaken have a natural understanding of technology, giving them the ability to use tools better than others.
    • EFFECT: You gain +1 Successes while using Tools.

Sword Affinity
  • 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
Lucky Strike
  • RESTRICTIONS: This is an Offensive Skill. You may only have one Offensive 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: Once per turn, 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.
Bounce Back
  • 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: Bounce back from defending your allies with agility!
    • EFFECT: When you successfully defend for an ally with Cover, you and the target you Covered for both gain a temporary Speed Boost.
      • # = your Total Affinity Levels
      • Courage: +#
      • Attack & Defense Dice: +# / 2
      • DURATION: This lasts for one round.
Magic Recovery Strike
  • 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.
Basic Counter
  • 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.
Offensive
PSI Quake, Beta
  • 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
      • Damage: +0
      • EFFECT: If it hits, target’s next single-target attack loses 6 Damage.
Rumble Quake, Beta
  • RESTRICTIONS: Cannot hit airborne targets
  • REQUIREMENTS: Level 10 and Nature (Level: 2)
  • COSTS: 4 Magic
  • DESCRIPTION: Hit the target from below ground, causing the target to shake.
    • EFFECT: This bypasses Cover.
    • Roll your Wisdom +6 dice vs. targets' Wisdom dice
      • Damage: +0
      • EFFECT: If it hits, target gets one stack of the Shaken, Beta Affliction:
        • Target's Damage is reduced by 4.
        • Target cannot go airborne.
Whiplash, Alpha
  • REQUIREMENTS: Level 10 and Nature (Level: 3)
  • COSTS: 4 Magic
  • DESCRIPTION: Strikes a target with a vine that can also hit again with a secondary backlash.
    • Roll your Wisdom dice vs. targets' Power dice
      • Damage: +2
      • EFFECT: If it hits, roll for a secondary backlash with the vine.
    • Roll your Wisdom +4 dice vs. targets' Wisdom dice
      • Damage: Halved
Leech Seed, Alpha
  • REQUIREMENTS: Level 10 and Nature (Level: 3)
  • COSTS: 5 Magic
  • DESCRIPTION: Summon a flurry of seeds... and fire them at a target with these stabby seeds.
    • Roll your Courage +10 dice vs. targets' Courage dice
      • Damage: +0
      • EFFECT: The seeds implant themselves into the target, giving them one stack of the Seeds, Alpha Affliction:
        • Once per turn, if the target is hit, one of the seeds sprouts, sending multiple beams of scientific energy at you and your allies, causing all of you to recover 3 Hearts.
        • Stacking Seeds only acts as a buffer.
Support
Heal Beam, Alpha
  • 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.
Mend
  • REQUIREMENTS: Level 10 and Nature (Level: 3)
  • COSTS: 6 Magic
  • DESCRIPTION: A swirl of mystical leaves float around someone, curing him of a disease.
    • EFFECT: Remove all stacks of one Affliction from someone that deals damage over time.
      • Target recovers Hearts equal to the number of stacks removed.
Weapons
Slicing Wind (Equipped)
  • REQUIREMENTS: Level 10, Nature (Level: 2) and Two-Handed
  • DESCRIPTION: A very long sword that's oddly quite light, as the power of the wind enchants the blade, giving you a speed boost. The blade itself is extremely sharp and capable of piercing even the toughest armor. Can Slice or Stab a target.
    • Courage: +5
    • Defense Dice: +5
    • Slice:
      • Roll your Courage +3 dice vs. targets' Courage dice
        • Damage: +0
        • EFFECT 1: Ignores half of target's Armor.
        • EFFECT 2: Gain one stack of the Courage Up Buff:
          • Target gains 3 Courage.
    • Stab:
      • Roll your Courage -3 dice vs. targets' Courage dice
        • Damage: +6
        • EFFECT 1: Ignores half of target's Armor.
        • EFFECT 2: Gain two stacks of the Courage Up Buff.
        • IF FAIL: Target automatically gets to counterattack you.
Soul Blade
  • REQUIREMENTS: Level 10
  • DESCRIPTION: A blade that shines with shadows that strikes those that would cast spells. Can Slash or Stab or a target.
    • EFFECT 1: Every time an enemy casts a Spell, he takes 2 Neutral Damage and you take 1 Neutral Damage.
    • EFFECT 2: After an enemy attacks you with an Offensive Spell, he is automatically counterattacked by you with this sword's Slash or Stab attack (does not require a Counterattack Skill).
    • Slash:
      • Roll your Courage +5 dice vs. targets' Wisdom dice
        • Damage: +0
        • EFFECT: If it hits, target loses 3 Magic.
    • Stab:
      • Roll your Courage dice vs. targets' Wisdom dice
        • Damage: +0
        • EFFECT: If it hits, target loses half of his Current Magic, up to a maximum of 10 Magic.
        • IF FAIL: Target automatically gets to counterattack you.
Shields
Magic Shield
  • 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.
Armor
Dragonhide Armor
  • REQUIREMENTS: Level 10
  • DESCRIPTION: Crafted from the hide of a strong dragon, this armor provides improved protection and increases your mobility.
    • Armor: +3
    • Courage: +4
Robes
Spirit Robe
  • DESCRIPTION: Enchanted by protectful spirits, this robe amplifies the power of the user’s mind.
    • Basic Protection:
      • Wisdom: +1
    • Augmented Protection:
      • COSTS: 1 Magic at the start of each round to maintain
      • Wisdom: +3
Tools
Consumables
Restoration Heart
  • 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.
Magic Jar
  • 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.
Masks
Misc
Heart and Magic Containers
  • Total number of Heart and Magic Containers acquired from pickups:
    • Hearts
      • Amount: 0
    • Magic
      • Amount: 0