Nimono - Nimono - 09-04-2015
- Power: 12 (+0)
- Courage: 11 (+0)
- Wisdom: 27 (+2)
- Hearts: 15/13 (+2)
- Magic: 17/15 (+2)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 3
- Armor: 4
- Stat Points: 0
- Stat Points (Used): 77
- Heart Containers: 5
- Rupees: 5296
Affinities: Nature
- All Magic Costs are reduced by 1 Magic
- Magic Regen x1 (With Akreiyu equipped)
- Can change a defense to Wisdom once per battle using 2 Magic
- Once per round, if you fail to defend an attack, you bounce to a random target using $1d#, where # = the number of players in the battle, except yourself. (See Spinner for details)
- If you’re hit by a Wisdom-based attack, the attacker loses Magic equal to half the damage you took (calculated after Armor)
Race: Miyoa
- RESTRICTIONS: Enlarge can only be used by Nimono
- COSTS: 8 Magic
- CHARGE: 1 Action
- Begin charging by infusing Magic into your own body. As it charges, you glow, brighter and brighter.
DESCRIPTION: Once charged, you can activate the burst of Magic to suddenly grow in size, larger than his teammates and probably most of his enemies. Who's the small guy now?
EFFECT: While Enlarged, you receive a change to your stats:
Power: +6
Courage: +6
Wisdom: +6
Hearts: +6/6
Defense Dice: -6
Armor: +3
DURATION: Enlarged can be deactivated spontaneously on your turn for no Action Cost. Otherwise, it lasts for the remainder of the battle.
- 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 Miyoas can learn and use this skill.
- COSTS: Equal to the Magic Cost of the spell you’re using to enchant
- DESCRIPTION: Miyoas have the ability to enchant items with the effects of the spells they know.
- EFFECT: Cast a spell onto an item. That item gets Enchanted:
- The item causes that spell’s EFFECT on all of its single-target attacks.
- Casting Magical Enchantment with a different spell enchantment on the same item will overwrite the previous enchantment.
- RESTRICTIONS: This is an Innate Skill. Only Miyoas can learn and use this skill.
- DESCRIPTION: Miyoas quickly bounce to the target and stab them with their sharp tails!
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: -3
- DESCRIPTION: If you succeed, the target stumbles back, allowing you and your allies to follow up with Escape immediately, ignoring the target in your Escape rolls.
- If there are no other enemies, your escape is guaranteed.
- RESTRICTIONS: This is an Innate Skill. Only Miyoas can learn and use this skill.
- DESCRIPTION: Miyoas are very social creatures, forming bonds easily and quickly. Since these bonds are important to them, they will protect those close to them.
- EFFECT: Place yourself in a protective stance, allowing you to bounce to an ally at a moment’s notice.
- If one of your allies gets attacked, you can quickly move to partially intercept the attack. Roll half of the appropriate stat, and then the target gains Dice on their defense equal to the result of your roll.
- IF FAIL: If the defense still fails, you take damage equal to the amount your ally takes, before Armor is calculated.
- DURATION: The protective stance lasts for one interception.
- RESTRICTIONS: This is an Innate Skill. Only Miyoas can learn and use this skill.
- DESCRIPTION: Miyoas are highly attuned to Magic and are able to cast spells more efficiently than others.
- Magic Costs: -1 (down to a minimum of 1 Magic)
- RESTRICTION 1: This is an Innate Skill. Only Miyoas can learn and use this skill.
- RESTRICTION 2: You can only have one bonus from this skill enabled at a time. You can only switch the enabled skill by entering a new room or area.
- DESCRIPTION: Miyoas are quite attuned to the elements; as such, they gain Innate bonuses depending on their Affinity.
- EFFECT: Gain one of the following bonuses depending on what your Affinity is:
- Fire: You tolerate heat quite well, and are comfortable even close to magma.
- Water: You tolerate the cold quite well, feeling even below-freezing temperatures as merely a mild day.
- Nature: Your affinity with Nature allows you to slow your falling speed, and thus take half Fall Damage.
- Light: You recover Hearts passively while in strong non-magical light.
- Shadow: Your vision is unhindered in darkness.
- Spirit: You can see and interact with the spirits still wandering the world, allowing you to talk to them for information.
- RESTRICTIONS: This is an Innate Skill. Only Miyoas can learn and use this skill.
- DESCRIPTION: Miyoas' ears are sensitive to magical discharges and disruptions, and can sense them, even if they travel far away.
- EFFECT: When someone in the same room or area as you spends any Magic, you can focus your mind to track them, allowing you to know where they go, no matter where they are.
- You can track a maximum of 3 targets.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: Bring down the wrath of the forest on them, sending a ripple of destruction through the ground to the target.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +4
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Nature
- COSTS: 2 Magic
- DESCRIPTION: A swarm of vines sap the target’s strength away.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target loses 3 Power.
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A bolt of Lightning strikes a target from the sky almost instantaneously.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +14 dice vs. targets' Wisdom dice
- Damage: Halved
- SELL VALUE: 350 Rupees
- REQUIREMENTS: Nature
- COSTS: 7 Magic
- DESCRIPTION: Overrun a target with a whiplashing vines from every direction!
- Roll your Wisdom +15 dice vs. targets' Power dice
- Damage: +0
- SELL VALUE: 150 Rupees
- COSTS: 3 Magic
- DESCRIPTION: Three beams of Arcane light converge in front of you to create a powerful, golden shard that hits one target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, select either the target's Power, Courage, or Wisdom stat, and reduce it by 3.
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Fire
- COSTS: 6 Magic
- DESCRIPTION: Engulf the target in flames that last for eternity, consuming them until nothing remains.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target gets Bleeding x7.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: With a blessing from the Great Fairy, the target’s wounds are whisked away.
- EFFECT: Target recovers 10 Hearts.
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A mold of earth covers a target in a protective shell.
- EFFECT: Target gains 2 Armor.
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Create a magical fairy with a fleeting life, capable of restoring life to a dead target.
- EFFECT: Target is revived to 3 Hearts.
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Infuse an ally with high intensity flames, empowering their next attack.
- EFFECT: Target’s next attack gains 8 Dice.
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Wrap the target inside a large bubble, slowly regenerating their life.
- EFFECT: Target gains Regen x2.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Flush a current of water over the target, giving them an increased ability to dodge attacks.
- EFFECT: Target gains 3 Defense Dice
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Strengthen a target’s Shadow into steel, powering them up… somehow.
- EFFECT: Target gains 5 Power.
- INFORMATION: This is an Artifact.
- RESTRICTIONS: Akreiyu can only be used by Nimono
- DESCRIPTION: A magically-imbued sword with a crystalline blade, which reflects a fear of Nimono’s overwhelming magical power to his enemies. It naturally recovers and siphons Magic and is even capable of redirecting an enemy spell. It can Slash or Stab a target, or use the Magical Redirect ability.
- Magic Regen: +1
- Slash:
- Roll your Wisdom +5 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you recover 2 Magic.
Stab:
Roll your Wisdom dice vs. targets' Courage dice
Damage: +5
EFFECT: If it hits, you siphon 2 Magic from the target to you.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Magical Redirect:
COSTS: 4 Magic
DESCRIPTION: Akreiyu naturally draws in Magic from the area, though with an induction of your own Magic, it can redirect the direction of a spell.
EFFECT 1: Once per round, if a single-target Magic-based attack is aimed at one of your allies, you can have it redirected to you with a flick of your blade.
EFFECT 2: Additionally, if you successfully defend the attack, send it back to the attacker with a success rate equal to your defending successes.
- INFORMATION: This is a Mythical Artifact.
- DESCRIPTION: An ancient spellbook crafted by times and elements, and evolved from the Wand of Ages. From the outside, it looks like a dusty old book, but in its pages are the secrets to many forms of Magic, even some which are considered unnatural. Can cast Sentry, Rapid Aging, or Black Light.
- Magic Costs: -2 for Spells (Minimum of 1)
- EFFECT: You can cast a spell for an affinity that you don’t have, but if you do, its Base Magic Cost is doubled.
- Note, this applies first, and THEN your Magic Cost reductions.
Sentry:
RESTRICTIONS: This cannot be used outside of battle
COSTS: 8 Magic
DESCRIPTION: Summons a magical sentry, which is added via $init j Sentry
EFFECT 1: On its turn, it automatically restores Magic to you and your team equal to the number of enemies there are.
EFFECT 2: Anyone may use the Sentry on their turn by spending a Support Action, which then recovers $2d4 Magic to them.
EFFECT 3: If it takes a direct attack from anything, it dies.
Rapid Aging:
COSTS: 10 Magic
DESCRIPTION: Age erases all eventually, it simply takes time. Hits one target.
Roll your Wisdom +10 dice vs. targets' Wisdom dice
Damage: None
EFFECT: At the start of each round, target gets Bleeding x5. Note that Rapid Aging can’t stack on a target.
Black Light:
COSTS: 10 Magic
DESCRIPTION: A mysteriously black light shines down on the target, causing an inverse black & white visual effect around them.
Roll your Wisdom +5 dice vs. targets' Wisdom dice
Damage: None
EFFECT: If it hits, target takes Double Damage:
DURATION: This lasts for one round
- SELL VALUE: 100 Rupees
- DESCRIPTION: Souls... give me your SOULS! While it doesn't have much power, it makes up for being able to siphon Magic from its targets. Can hit a target with Siphoning Strike.
- EFFECT: Once per round, at any time, you can transfer any amount of your Magic to any other target.
- Siphoning Strike:
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, siphon Magic from the target to anyone else, up to an amount equal to the damage dealt.
- SELL VALUE: 75 Rupees
- DESCRIPTION: A basic wand commonly used by Wizzrobes, which has a rotatable base, allowing you to switch between two different attack modes. You can fire a Focused shot that hits one target, or a Dispersed blast that hits all enemies.
- Focused:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
Dispersed:
Roll your Wisdom +5 dice vs. targets' Wisdom dice
Damage: Halved
- SELL VALUE: 75 Rupees
- DESCRIPTION: A nice, metal boomerang, duct tape'd to the brim with spikes. It's a wonder you can even hold it, much less throw it. You can hit a target with Throw or use Golden Throw.
- Throw:
- Roll your Power dice vs. targets' Power dice
- Damage: -3
- EFFECT: If it hits, the Spiked Boomerang bounces off and directs itself towards one more target at the same success rate.
- This effect does not proc itself again.
Golden Throw:
CHARGE: 3 Turns
Begin charging by forgetting your Spiked Boomerang exists... wait what?
DESCRIPTION: Once charged, your boomerang disappears, and when you want to hit something with it, it will reappear and remember itself, teleporting directly behind a target.
EFFECT: This attack bypasses Cover and ignores the target’s Bonus Defense Dice.
Roll your Power +6 dice vs. targets' Wisdom dice
Damage: +0
- SELL VALUE: 100 Rupees
- DESCRIPTION: A rubber hammer that’s both small and lightweight, yet due to its magical enchantment, it can break even the toughest of defenses. Can Whack or Cripple a target.
- Whack!:
- Roll your Power +10 dice vs. targets' Power dice
- Damage: Halved
Cripple:
Roll your Power +2 dice vs. targets' Power dice
Damage: Halved
EFFECT: If it hits, target loses 2 Defense Dice.
- SELL VALUE: 100 Rupees
- DESCRIPTION: Engraved on its handle are the words "Fields of Justice". A standard looking sword that makes you look sturdier just by wielding it. Can Slash or Stab one target.
- Slash:
- Roll your Courage +2 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you recover 3 Hearts.
Stab:
Roll your Courage -2 dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, siphon 3 Hearts from the target to you, ignoring Armor.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- SELL VALUE: 150 Rupees
- DESCRIPTION: A small, blue Bomb, packed with gunpowder, that can blow stuff up. Can be thrown at one Target or at a Group of enemies.
- Target:
- Roll your Power +4 dice vs. targets' Power dice
- Damage: 8
Group:
EFFECT: This bypasses Cover.
Roll your Power dice vs. targets' Power dice
Damage: 4
- SELL VALUE: 100 Rupees
- DESCRIPTION: A lantern as a shield? Who does that? With this, you can sell part of your soul with Magic to block an attack with the Soul Defense ability.
- Defense Dice: +2
- Soul Defense:
- RESTRICTIONS: This can only be used once per battle
- COSTS: 2 Magic
- EFFECT: When defending, you can override your defending stat with Wisdom.
- SELL VALUE: 75 Rupees
- DESCRIPTION: A standard shield used by many of the Hylian Guards. It defends well against most attacks.
- Defense Dice: +3
- INFORMATION: This is an Artifact
- DESCRIPTION: A gold and black plated armor that reacts to spells and certain weapon attacks.
- Armor: +4
- EFFECT: If you’re hit by a Wisdom-based attack, the attacker loses Magic equal to half the damage you took (calculated after Armor).
- SELL VALUE: 100 Rupees
- DESCRIPTION: Developed from the hide of a dragon, the armor provides decent protection and increases your mobility.
- Armor: +2
- Courage: +3
- SELL VALUE: 75 Rupees
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +4
- SELL VALUE: 100 Rupees
- DESCRIPTION: Enchanted by protectful spirits, this robe amplifies the power of the user’s mind. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Wisdom: +2
Augmented Mode:
COSTS: 4 Magic at the start of each round to maintain
Wisdom: +7
- SELL VALUE: 150 Rupees
- DESCRIPTION: An red-colored robe that seems to lust for destruction and devastation. With some Magic, they gain the extra power to relish the killing of a victim. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Attack Dice: +1
Augmented Mode:
COSTS: 4 Magic at the start of each round
Attack Dice: +1
EFFECT: If you kill someone with an attack, you recover 10 Hearts.
- Amount: 7
- SELL VALUE: 25 Rupees
- DESCRIPTION: A tasty Heart that can be devoured to recover your Hearts! ... that doesn't sound right.
- EFFECT: Consume this to recover 6 Hearts.
- Amount: 12
- SELL VALUE: 25 Rupees
- 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 6 Magic.
- Amount: 1
- SELL VALUE: 75 Rupees
- DESCRIPTION: A Green Potion in a strange, glass container that you can throw to your allies' face the ground and heal your party… magically.
- EFFECT: Drop this to cause you and your allies to recover 4 Magic.
- Amount: 4
- SELL VALUE: 25 Rupees
- DESCRIPTION: A golden coin that can be flicked at any roll to rewind time for a moment and force a redo.
- EFFECT: Once per turn, immediately after someone rolls for something, you can flick a Reroll Point at the target to force them to reroll it. Then, choose which roll the target uses.
- Amount: 2
- DESCRIPTION: A lively Fairy, waiting in a bottle for your death! Isn't she just so kind?
- EFFECT: If you use the Fairy manually, you are restored to Maximum Hearts.
- If you die, you can use the Fairy on the spot, reviving you and restoring you to 3 Hearts.
- Amount: 1
- SELL VALUE: 50 Rupees
- DESCRIPTION: A bottle of magical bone dust from the remains of a Stalfos.
- EFFECT: Pour it over a dead target to bring them back to life with 1 Heart.
- Amount: 2
- SELL VALUE: 75 Rupees
- DESCRIPTION: A flame-shaped seed with a clove of leaves surrounding it. Eating it might not be the best idea, but it can be eaten to gain various effects, depending on whether you're in battle or not. It can also be Hurled at a target to set them on Fire.
- Out-of-Battle:
- DESCRIPTION: Your hair turns ablaze, making you a walking torch. Somehow, it doesn’t hurt you, and your hair reverts to normal afterwards.
- DURATION: Until you leave the current area or room.
In-Battle:
COSTS: 3 Hearts
DESCRIPTION: It burns to eat it, but your single-target attack cause flames to erupt on the target.
EFFECT: Anytime you hit with a single-target attack, they get Burned:
Every time the target attacks or defends, they take 1 Neutral Damage.
Hurl:
Roll your Power +6 dice vs. targets' Courage dice
Neutral Damage: 2
EFFECT: If it hits, target gets Bleeding x5
- Amount: 1
- SELL VALUE: 500 Rupees
- DESCRIPTION: A strange scroll that seems to have Magic flowing through it, causing the writing scrawled all over it to glow red. A stamp in the shape of a hammer and a shield can be seen on the top-right corner of the parchment. It can be used on an non-Artifact Weapon, Shield, Armor or Robe to apply any Augment to it.
- EFFECT: Select any Augment listed in this thread and apply it to an non-Artifact Item you currently have.
- DESCRIPTION: A mysterious key that seems to keep shedding dirt, no matter how much you try to clean it off. It's most likely connected to the mysterious, locked door in Ordon Mountain.
- DESCRIPTION: A generic book for a generic bookworm. There's some blank pages in here as well, if you want to write anything in it.
- (Empty)
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