Zelda Universe RPG

Sea Shepherd [Test] - Printable Version

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Sea Shepherd [Test] - Orithan - 07-28-2015

Sea Shepherd (Level: 10)
  • Power: 17 (+3)
  • Courage: 6 (+3)
  • Wisdom: 13 (+4)
  • Hearts: 12/12 (+0)
  • Magic: 12/12 (+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: Cannine

TEST character

A salty sea dog (literally), Shepherd takes on the form of an anthropomorphic Border collie x Husky hybrid with a salty attitude to go with.

Spreadsheet
Pending

Role: Attacker, Anti-Bonus Support.
  • Armor: +4
  • Attack: Disable an Aura or a Passive Skill on a target per attack (once per turn), -9 Dice to a target when at 5 Hearts or less.
  • Defense: +8 (+1 at the start of each round, -1 for each defend, down to 0), Can endure an attack if Hearts at least 50% of maximum Hearts
  • Stats: +3 Power, Courage, Wisdom, an additional +1 Wisdom (+3 when Spirit Robe is empowered). Can exceed maximum Hearts and Magic by up to 6 Hearts and Magic once per battle.
Passive Skills in use:

Equipped Equipment at the start of the battle:
  • Hands - Bombs, Medium (Weapon), Ice Layer Shield (Shield)
  • Armor - Exceed Suit
  • Robe - Illuminant Cloak
  • Other - (None)

Passive Skills in use:
  • Innates - Sure Footing
  • Booster - Trinity Booster
  • Offensive - Suppress Strike
  • Defensive - Hanging On
  • Support/Recovery - Down With Me
  • Counterattack - Basic Counter
Affinities
Water (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
Intimidating Snarl, Beta
  • RESTRICTIONS: This is an Innate Skill. Only Cannines can learn and use this skill.
  • DESCRIPTION: Cannines have the ability to unleash an intimidating snarl to assert their dominance over others, signalling the target to become submissive to them. Hits one target
    • Roll your Power +5 dice vs. targets' Power dice
      • Damage: None
      • EFFECT: Target loses 5 Successes while targeting you.
        • DURATION: This lasts for the remainder of the battle.

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.
Skull Bash
  • 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.
Absorb
  • COSTS: 2 Magic
  • DESCRIPTION: Grab a target and absorb some Magic from him.
    • Roll your Power dice vs. targets' Courage dice
      • Damage: None
      • EFFECT: Siphon Magic from the target equal to the difference in successes.

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 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.
Warcry, Beta
  • REQUIREMENTS: Level 10 and 20 Power
  • COSTS: 5 Magic
  • DESCRIPTION: Shout out your favorite beer, or whatever you think warcrying is... just so long as it isn't a tantrum.
    • EFFECT: You and all of your allies (should) become inspired:
      • You and your allies gain 4 Attack Successes and 2 Armor.
      • Warcry can only affect you all once per battle. Afterwards, it's just a bunch of crying, you lousy pansies.
      • DURATION: Warcry lasts until you stop crying the end of your turn one round later.
Passive
Sure Footing
  • RESTRICTIONS: This is an Innate Skill. Only Cannines can learn and use this skill.
  • DESCRIPTION: Cannines are mountaineers by origin and have evolved to adapt to mountain conditions, allowing them to remain stable on unstable mountainside terrain.
    • EFFECT: You can safely cross or stand on unstable or rocky terrain at half the successes needed.

Trinity 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 strength, agility, and intelligence are increased, based on your elemental power levels.
    • EFFECT: Your Power, Courage, and Wisdom stats are increased by #, where # = your Total Affinity Levels.
Suppress Strike
  • 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 attacks suppress the inner energies from the target.
    • EFFECT: Once per turn, when you successfully hit someone with a single-target attack, you can disable a passive or an aura.
      • Select one Passive Skill or Aura that someone has and disable it.
      • DURATION: For the remainder of the battle.
Hanging On
  • RESTRICTION 1: This is a Defensive Skill. You may only have one Defensive Skill enabled at a time. All others must be set to (Disabled).
  • RESTRICTION 2: You can only activate Hanging On once per battle.
  • DESCRIPTION: You are capable of surviving an attack that would normally kill you.
    • EFFECT: If your Hearts are at 50% or higher and an attack hits you that would kill you, you can activate this skill.
      • Your Hearts are reduced to 1 instead.
Down With Me
  • 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 10 Maximum Hearts
  • DESCRIPTION: As you draw your last breath, you're able to bring someone's power down with you.
    • EFFECT: If you drop to 5 Hearts or less, select a target.
      • That target loses # * 3 Attack Dice, where # = your Total Affinity Levels.
      • DURATION: This lasts until you recover to more than 5 Hearts.
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 Blast, Beta
  • 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.
Cold Wave, Beta
  • REQUIREMENTS: Level 10 and Water (Level: 2)
  • COSTS: 5 Magic
  • DESCRIPTION: Fire a wave of freezing water a target.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: +0
      • EFFECT 1: Remove two stacks of one Buff from the target.
      • EFFECT 2: Target gets one stack of the Soaked, Beta Affliction:
        • When target takes damage from a Nature spell, target takes an additional 2 Neutral Damage.
Waterlance, Alpha
  • REQUIREMENTS: Level 10 and Water (Level: 2)
  • COSTS: 4 Magic
  • DESCRIPTION: Fire a lance made of pressurized Water at one target.
    • Roll your Wisdom +6 dice vs. targets' Wisdom dice
      • Damage: Halved
      • EFFECT 1: Ignores half of target’s Armor.
      • EFFECT 2: Target gets one stack of the Armor Down Affliction:
        • Target loses 3 Armor.
Support
Stack
  • REQUIREMENTS: Water (Level: 1)
  • COSTS: 2 Magic
  • DESCRIPTION: Increase the powers supporting a target using a magical mist.
    • EFFECT: Target a Buff on a target, and add one stack to that Buff.
Sweeper Trap, Alpha
  • REQUIREMENTS: Level 10 and Water (Level: 3)
  • COSTS: 6 Magic
  • DESCRIPTION: Place a large Magic circle representing strong currents down on the ground anywhere except directly underneath targets or within a foot of them.
    • TRIGGER CONDITION: Someone receives a Status Effect in the same room as the Magic circle.
    • TRIGGER EFFECT: A torrent of water sweeps through the battle, removing a Status Effect from everyone.
      • EFFECT: Remove one stack of one Status Effect from everyone.
    • DURATION: This trap is consumed upon triggering.
Weapons
Ice Slab
  • REQUIREMENTS: Level 10, 15 Power, Two-Handed and Water (Level: 1)
  • DESCRIPTION: A giant slab of ice that serves as a giant shield! Nifty. You can also Whack a target with this slab of ice.
    • Defense Dice: +5
    • EFFECT: When you equip this large Ice Slab, roll your Wisdom stat.
      • Lower your Wisdom stat by the result of the roll and increase your Power stat by the result of the roll +4.
      • When you unequip this item, all stat changes caused by this item are removed.
    • Whack:
      • Roll your Power dice vs. targets' Power dice
        • Damage: +4
        • EFFECT: Siphon 4 Power from the target.
        • IF FAIL: Target siphons 4 Courage from you.
Bombs, Medium (Equipped)
  • REQUIREMENTS: Level 10
  • DESCRIPTION: A moderate-sized blue Bomb that's tightly packed with gunpowder for a large explosion. Can be thrown at one Target or at a Group of enemies.
    • Target:
      • DESCRIPTION: Throw the bomb directly at an enemy.
      • Roll your Power dice vs. targets' Power dice
        • Damage: 7 + 2d2
        • IF FAIL: The bomb explodes on the ground, hitting everyone.
          • Targets roll Power vs the original successes of the attack.
            • Damage: 6
    • Group:
      • DESCRIPTION: Throw the bomb over the enemy, causing it to explode amongst them. Hits all enemies.
      • EFFECT: This attack does not count as targeting the enemy.
      • Roll your Power dice vs. targets' Power dice
        • Damage: 6
Tide Wand
  • REQUIREMENTS: Level 10 and Water (Level: 2)
  • DESCRIPTION: A current of ethereal water flows around this wand, giving you a sense of increased calm. Can use Status Copy or Status Transfer on a target.
    • EFFECT: The costs of your Spells is decreased by 1 Magic.
    • Status Copy:
      • Roll your Wisdom dice vs. targets' Wisdom dice
        • Damage: Halved
        • EFFECT: If it hits, the ethereal water flows around the field. Choose one of the following:
          • Select one Buff that you or your allies has and give a different target a copy of that Buff, including all stacks of it.
          • Select one Affliction that you or your allies has, and give the target you just hit a copy of that Affliction, including all stacks of it.
    • Status Transfer:
      • Roll your Wisdom +5 dice vs. targets' Power dice
        • Damage: None
        • EFFECT: If it hits, the ethereal water taps into the target. Choose one of the following:
          • Select a Buff the target has and transfer the Buff and all of its stacks to another target. This also resets the DURATION on the Buff.
          • Select an Affliction that you have and transfer the Affliction to the target and all of its stacks. This also resets the DURATION on the Affliction.
Shields
Ice Layer Shield (Equipped)
  • 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.
Hex Shield
  • REQUIREMENTS: Level 10
  • DESCRIPTION: A large hexagonal shield built off the shield that Waterblast once owned; this shield boasts mediocre defensive capabilities in exchange for a powerful healing ability. It can use Cleansing Waterfall on yourself and all of your allies.
    • Defense Dice: +4
    • EFFECT: When you successfully defend against an attack with Hex Shield equipped, its force is absorbed and adds 1 Charge to it.
      • Hex Shield starts off with 0 Charges and has a cap of 3 Charges
    • Cleansing Waterfall:
      • REQUIREMENTS: Level 10 and Water (Level: 1)
      • COSTS: 6 Hearts and 6 Magic
      • DESCRIPTION: Hex Shield generates a cleansing waterfall, both healing and purifying anyone who it crashed down onto. This affects you and all allies.
        • EFFECT 1: You all recover Hearts and Magic equal to the number of Charges on this shield * 4
        • EFFECT 2: Additionally, remove up to # stacks of one Status Effect on you and all of your allies, where # = the number of Charges there are on this shield.
Armor
Exceed Suit
  • REQUIREMENTS: Level 10
  • DESCRIPTION: A blue-tinted armor patched with a white cross... you're such a gimmick man. This gimmicky suit of armor gives the user the ability to exceed their maximum capacity.
    • Armor: +4
    • EFFECT 1: Once per battle, if you would recover more Hearts than your Maximum Hearts, your Current Hearts can exceed your Maximum Hearts by up to 6 Hearts.
    • EFFECT 2: Once per battle, if you would recover more Magic than your Maximum Magic, your Current Magic can exceed your Maximum Magic by up to 6 Magic.
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