Zelda Universe RPG

Lynna [Test] - Printable Version

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

Lynna (Level: 10)
  • Power: 9 (+0)
  • Courage: 13 (+0)
  • Wisdom: 18 (+1)
  • Hearts: 10/10 (+5)
  • Magic: 10/10 (+5)
  • EXP: 0/50
  • Stat Points: 0
  • Stat Points (Used): 50
  • Reroll Points: 0
  • Rupees: 1000
  • Gold Coins: 0
  • Reisano Coins: 0
 
Description
  • Armor: +1
  • Attack: +2 Successes for each successful single-target Offensive Spell attack.
  • Defense: +6 Dice, negates the loss of Magic or have Magic siphoned from you from one Arcane-based Status Effect or Field Effect per round.
  • Recovery: 3 Magic per single-target attack, 1 Heart at the start of each round
  • Stats: +5/5 Hearts, +5/5 Magic, +1 Wisdom (+3 when Robe is empowered)
  • EFFECT: -1 Magic costs (Minimum of 1), +1 Magic costs for each successful single-target Offensive Spell attack.
Passive Skills in use:
  • Innates - Selective Hearing
  • Booster - Body Booster
  • Offensive - Overload
  • Defensive - Spirit Resistance
  • Support/Recovery - Magic Recovery Strike
  • Counterattack - Basic Counter

Equipped Equipment at the start of the battle:
  • Hands - Deku Staff (Weapon, Two-handed)
  • Armor - Enchanted Platemail
  • Robe - Spirit Robe
  • Other - (None)
Affinities
Arcane (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
Prayer, Beta
  • RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill.
  • REQUIREMENTS: Level 10
  • DESCRIPTION: Pray to either Din, Nayru, or Farore. Depending on which goddess you to pray to, you gain different blessings.
    • Din:
      • EFFECT: You get two stacks of the Prayer to Din Buff:
        • Your attacks gain a fire-like flare, giving you $1d3 Attack Dice.
    • Nayru:
      • EFFECT: You get two stacks 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, Beta Buff:
        • Once per turn, you get a chance to reroll unsuccessful attempts. When you are unsuccessful in rolling, roll $1d3.
          • If it's a 3, you get to reroll that roll.
        • Stacking this only acts as a buffer.
Hear Thy Thoughts
  • RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill.
  • REQUIREMENTS: Level 10
  • DESCRIPTION: When in battle, you can hear the thoughts of one of your opponents, allowing you to predict their next move.
    • EFFECT 1: You concentrate deeply for a moment, using a Support Action.
    • EFFECT 2: Select a target covertly by PMing the DM. During the next Planning Phase, the DM will covertly tell you what that target will do for that round.

Expert Wisdom Pulse, Beta
  • REQUIREMENTS: Level 10 and 16 Base Wisdom
  • COSTS: 4 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: +6
      • Damage: +0
      • EFFECT: Siphon 5 Wisdom from the target.
      • IF FAIL: The target siphons 5 Wisdom from you.
        • DURATION: These effects last for the remainder of the battle.
Wave of Terror, Alpha
  • REQUIREMENTS: Level 10
  • COSTS: 5 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 Armor Down Affliction:
        • Target loses 3 Armor.
Poke
  • DESCRIPTION: Poke someone. For the lulz. This is automatic and counts as a Support Action, by the way.
    • Neutral Damage: 1

Reverse Cover
  • DESCRIPTION: Use someone else’s body as a shield! Coward. Select an ally to use Reverse Cover on.
    • EFFECT: The target is now using Cover on you. Convenient, you jerk.
Spiked Carapace
  • 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.
Passive
Selective Hearing
  • RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
  • REQUIREMENTS: Level 10
  • DESCRIPTION: Hylians have a better sense of hearing than others, allowing them to hear something from far off that would normally be inaudible.
    • EFFECT: Additionally, you can selectively hear what you want to in a crowd of noises.

Body Booster
  • 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 durability and magic pool are increased, based on your elemental power levels.
    • EFFECT: Your Hearts and Magic stats are increased by # * 1.5 (rounded up), where # = your Total Affinity Levels.
Overload
  • RESTRICTIONS: This is an 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: Your magical energies become rampant, increasing in power as you attack, but increasing in cost.
    • EFFECT: Once per turn, when you successfully hit a target with a single-target Offensive Spell, your Offensive Spells gain # * 2 Successes, but their Magic Costs are also increased by #, where # = your Level / 10 (rounded up).
Spirit Resistance
  • 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.
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 Arrow, Beta
  • REQUIREMENTS: Level 10 and Arcane (Level: 2)
  • COSTS: 1 Magic
  • DESCRIPTION: A basic Arcane spell, PSI Arrow hits one target.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: +2
      • EFFECT: Siphon 3 Magic from the target.
Split Shot, Beta
  • REQUIREMENTS: Level 10 and Arcane (Level: 2)
  • COSTS: 4 Magic
  • DESCRIPTION: Fire a blast of Arcane Magic that splits in half, hitting two targets.
    • Roll your Wisdom +3 dice vs. targets' Wisdom dice
      • Damage: -2
Magic Drain
  • REQUIREMENTS: Level 10, Arcane (Level: 2), and at least 8 Maximum Magic
  • COSTS: 6 Magic
  • DESCRIPTION: When your opponent activates a Spell Card- A magic seal is placed on the target, linking you and your target's Magic pools.
    • Roll your Wisdom +10 dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: If it hits, target gets one stack of the Magic Drain Affliction:
        • Any time your Current Magic is spent or drained, the target's Current Magic is reduced by an equal amount.
        • When your Magic reaches 0 Magic, target takes Damage equal to your most recently cast spell's Magic Cost.
        • Stacking Magic Drain only acts as a buffer.
Support
Lower Magic
  • REQUIREMENTS: Arcane (Level: 1)
  • COSTS: 4 Magic
  • DESCRIPTION: A swathe of sparkles surrounds someone, sapping away excess energy from the target. Please don’t use this on vampires.
    • EFFECT: Give a target one stack of the Lower Magic Buff:
      • Target's spell costs are reduced by 1 Magic * your Level / 10 (rounded up), down to a minimum cost of 1 Magic.
Status Shell, Alpha
  • REQUIREMENTS: Arcane (Level: 1)
  • COSTS: 4 Magic
  • DESCRIPTION: A protective shell that blocks a certain number of Afflictions.
    • EFFECT: Give a target one stack of the Status Shell, Alpha Buff:
      • The next two stacks of any Affliction to affect the target are negated and removed.
      • DURATION: Status Shell, Alpha lasts until target is hit by a total of two stacks of any Affliction.
Covalent Bond
  • REQUIREMENTS: Level 10 and Arcane (Level: 2)
  • COSTS: 5 Magic
  • DESCRIPTION: Create a bond between two targets.
    • EFFECT: Give two different targets one stack of the Covalent Bond Buff:
      • When either target recovers Hearts or Magic, the other target recovers an equivalent amount of Hearts or Magic (respectively).
        • These effects do not proc themselves.
      • Additionally, either target can use each other's Spells.
Weapons
Deku Staff
  • REQUIREMENTS: Level 10 and Two-Handed
  • DESCRIPTION: Crafted from the roots of the Old Deku Tree, this staff provides support abilities and extra protection. You can Whack or Drain a target, or Transfer to an ally.
    • Defense Dice: +6
    • Whack:
      • Roll your Courage +10 dice vs. targets' Courage dice
        • Damage: +0
    • Drain:
      • DESCRIPTION: Siphon Hearts and Magic from a target.
      • Roll your Wisdom +6 dice vs. targets' Wisdom dice
        • Damage: Halved
        • EFFECT: Siphon Hearts and Magic from the target equal to #, where # = your Total Affinity Levels.
    • Transfer:
      • EFFECT: Transfer any amount of Hearts and Magic to any ally as a Support Action.
Voodoo Staff
  • REQUIREMENTS: Level 10 and Two-Handed
  • DESCRIPTION: A large staff lined with ornaments and rings, often carried by Voodoo Kids, with no ability to damage. In return, it has the ability to mass-siphon from the Magic pools of its targets. Can perform Mass Siphon on all enemies.
    • Defense Dice: Equal to the Total Hearts & Magic Cost of the most recent Spell you’ve casted.
    • Mass Siphon:
      • Roll your Wisdom dice vs. targets' Wisdom dice
        • Damage: None
        • EFFECT: Siphon Magic from all enemies equal to the difference in successes against each respective target.
          • This can be distributed to you and your allies in any way you want.
Razor Sword
  • 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.
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
Enchanted Platemail
  • DESCRIPTION: A magically enchanted platemail that protects against minor damage.
    • Armor: +1
    • Magic Costs: -1 (down to a minimum of 1 Magic)
    • Recovery: 1 Heart at the start of each round.
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