Horon [Test] - Orithan - 07-14-2015
- 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
- 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)
- 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: 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.
- 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
- 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.
- 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.
- 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.
- 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.
- 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 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.
- 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.
- 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 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.
- 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.
- 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.
- 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
- 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.
- 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 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.
- 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.
- 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.
- 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: Crafted from the hide of a strong dragon, this armor provides improved protection and increases your mobility.
- Armor: +3
- Courage: +4
- 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
- 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.
- Total number of Heart and Magic Containers acquired from pickups:
- Hearts
- Amount: 0
Magic
Amount: 0
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