Flareclaw
- Power: 1 (+0)
- Courage: 16 (+0)
- Wisdom: 31 (+0)
- Hearts: 16/16 (+0)
- Magic: 16/16 (+0)
- Initiative: $init 1d10
- Attack Dice: 1
- Defense Dice: 3
- Armor: 8
- Stat Points: 12
- Stat Points (Used): 65
- Heart Containers: 3
- Rupees: 647
Affinities: Fire
- You have Magic Regen x2.
- At the end of each round, automatically receive 2 Neutral Damage.
- This is due to Burning Wizzrobe Wand and Tempered Shield.
(Out of date) View Flareclaw's Spreadsheet
Race
Flareclaw is a Lizalfos.
Appearance
Flareclaw has bright orange skin, unlike the deep green color of his Lizalfos counterparts. He's got a unique birthmark on his stomach - a shape of Valoo, the Guardian of Fire. He stands at a good 6-feet, 2-inches tall. Due to his origin from Subrosia, Flareclaw wears a golden-colored Subrosian robe that has been altered a bit to allow for his tail to be unobstructed. However, he doesn't keep the hood up over his head, allowing one to gaze into his Sauron-inspired eyes.
Background
Flareclaw has only recently joined the Firekin Lizalfos Clan, yet he’s already known for his incredible overkill tendencies, despite knowing only the most basic ways of burning things. He’s slated to become the greatest burninator of burnination among the Firekin. … he’s also slated to become the greatest logical a-hole of all time. Villains got a stupid plot? Plot itself has a stupid plot? His own spells don’t make sense? The existence of illogicalness doesn’t make sense? He will point it out. And he will make villains with stupid plans cry. And then he will make those tears burn so they taste like burned salt, cause all the water is gone, so all that remains is the burning salty death of anti-stupidity.
Supposedly, Flareclaw is learning how to eventually set his own claws on fire and then cause burning scars on anything he deems stupid. Though, it seems he’s a fair ways from that, because he keeps setting himself on Fire instead. Which is really odd, given his appearance. His skin is a bright orange, as if he was born from Fire itself. Maybe after the ring was destroyed, the fires of Mordor spat back out a Lizalfos. Even his eyes look like Sauron’s eyes, as if whatever he wants to set on Fire will never escape his gaze.
No one actually knows how Flareclaw even came to be, not even Flareclaw himself. It’s as if he’s missing a large chunk of his memories, from birth till adulthood, or whatever you call Lizalfos adults. The only hint about it is he’s got a birthmark on his stomach that resembles the shape of Valoo, the Guardian of Fire, which is odd, cause Valoo died centuries ago. Flareclaw wishes to know to the origin of this birthmark, and he has a way of finding it out…
By setting more things on Fire. Surely, if the whole world is set on Fire, he will find out. According to Flareclaw, there is no such thing as illogical Fire. Should he ever need to justify something, he’ll just set something on Fire. And then the burning, salty cries of whatever he set on Fire will make sense.
Supposedly, Flareclaw is learning how to eventually set his own claws on fire and then cause burning scars on anything he deems stupid. Though, it seems he’s a fair ways from that, because he keeps setting himself on Fire instead. Which is really odd, given his appearance. His skin is a bright orange, as if he was born from Fire itself. Maybe after the ring was destroyed, the fires of Mordor spat back out a Lizalfos. Even his eyes look like Sauron’s eyes, as if whatever he wants to set on Fire will never escape his gaze.
No one actually knows how Flareclaw even came to be, not even Flareclaw himself. It’s as if he’s missing a large chunk of his memories, from birth till adulthood, or whatever you call Lizalfos adults. The only hint about it is he’s got a birthmark on his stomach that resembles the shape of Valoo, the Guardian of Fire, which is odd, cause Valoo died centuries ago. Flareclaw wishes to know to the origin of this birthmark, and he has a way of finding it out…
By setting more things on Fire. Surely, if the whole world is set on Fire, he will find out. According to Flareclaw, there is no such thing as illogical Fire. Should he ever need to justify something, he’ll just set something on Fire. And then the burning, salty cries of whatever he set on Fire will make sense.
Goals
- Overall: Flareclaw wants to learn of his birthmark and the origins behind it.
- Current Task: TBD
Rivals
- TBD
- Nothing to see here... Run along now...
None
- None, yet... Flareclaw be burnimating you soon...
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.
- If you are unsuccessful in defending any attack, Cover wears off.
- 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.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- Cover:
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.
- This can stack up to three times.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
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.
- 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.
- 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
- Damage: Halved
- Roll your Power +5 dice vs. targets' Power dice
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
- Damage: -2
- Roll your Power +3 dice vs. targets' Power dice
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.
- Damage: None
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- Target Damage: +0
- ATTACK 1: Roll your Power dice vs. targets' Power dice
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
- Damage: Halved
- Roll your Courage +5 dice vs. targets' Courage dice
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.
- Damage: None
- Roll your Courage +3 dice vs. targets' Courage dice
- 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.
- Damage: None
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Outrun:
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.
- Target’s single-target Combat Actions can only target you.
- Damage: None
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
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).
Tail Whack
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: Lizalfos, regardless of their size, have rather large tails, and they can be quite effective as weapons. When hitting someone with it, you can Whack An Arm!, Whack A Leg!, or Whack A Head!
- Whack An Arm!:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, target loses 2 Power.
Flame Spew
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: They may not be dragons, but they’re pretty closely related. Lizalfos are able to heat up their insides in order to cough up and spew a bunch of burning flames at one target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If the target dies, the flames completely melt the target, preventing the target from being revived.
Burning Hot
- RESTRICTIONS: This is an Innate Skill. Only Firekin Lizalfos can learn and use this skill.
- COSTS: 3 Hearts
- DESCRIPTION: There is no such thing as too much Fire. Set yourself aflame with the brightest Fire!
- EFFECT 1: Gain 3 Attack Dice.
- EFFECT 2: At the end of each round, gain an additional 3 Attack Dice, and automatically receive 3 Neutral Damage.
Leap Attack
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A melee attack
- CHARGE: 1 Action
- Charge by readying your attack, and preparing to leap at the target.
Scaly Skin
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: The skin of a Lizalfos is covered in thick scales that ward off minor attacks.
- Armor: +4
Speed Racer
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: Lizalfos have highly increased agility, allowing them to move way faster than other people, especially in a footrace, and quite especially over any terrain.
- EFFECT 1: You can move 3 feet per Success from a Courage roll.
- EFFECT 2: You suffer no penalties when moving across rough terrain.
Burning Compulsion
- RESTRICTIONS: This is an Innate Skill. Only Firekin Lizalfos can learn and use this skill.
- DESCRIPTION: Born from the lavas of Subrosia (presumably), the Firekin Lizalfos feels a particular compulsion - set things on Fire. Remember: there's no such thing as an illogical Fire.
- BONUS: You have the Fire Affinity by default. It does not cost you any Stat Points.
- EFFECT: If you meet someone or something that claims something cannot be burned or set on Fire, you feel a compulsion to prove them wrong, no matter the circumstances.
Magic Booster (Enabled)
- 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 Magic pool is magically augmented, allowing you to naturally recover Magic over time.
- EFFECT: You gain Magic Regen x2.
None
Flareclaw is currently using the Basic Counter.
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Fire
- COSTS: 1 Magic
- DESCRIPTION: A basic Fire spell that causes a flurry of sparks to explode around the target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- Neutral Damage: 4
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: Bring down the rage of the great Fire dragon upon the target!
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- Neutral Damage: 8
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Summon an endless amount of flames to surround and consume the target, until there is nothing left.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target gets Bleeding x4.
- 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.
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Shoot a slow moving ball of fire at a target.
- Roll your Wisdom -3 dice vs. targets' Wisdom dice
- Damage: +2
- EFFECT: Afterwards (successful or not), the fireball explodes in a rain of sparks that hit all enemies at the same success rate.
- Targets roll Wisdom to defend.
- Neutral Damage: 3
- SELL VALUE: 350 Rupees
- REQUIREMENTS: Fire
- COSTS: 7 Magic
- DESCRIPTION: Cause the ground itself to erupt in a violent burst of flames, hitting all enemies.
- EFFECT: Bypasses Cover.
- Roll your Wisdom +15 dice vs. targets' Wisdom dice
- Damage: Halved
Flamestrike
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: Create a pillar of flame that engulfs a target in fire, as well as anyone behind them.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target and anyone they were Covering automatically receives 5 Neutral Damage.
Ruby Inferno
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Fire
- COSTS: 10 Magic
- DESCRIPTION: Spark a great inferno with the great force and passion of Death Mountain and the Goron Tribe!
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +4
- Neutral Damage: 12
Burning Blade
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
- EFFECT: Target gains 3 Attack Dice.
Burning Wizzrobe Wand (Equipped)
- REQUIREMENTS: Fire
- DESCRIPTION: A modified Wizzrobe Wand that's been tempered by Subrosian lava. Don't ask how that works. It's been modified to be wieldable by a Firekin Lizalfos... sort of. It can fire a Dispersed blast that hits all enemies, or a Focused shot that hits one target.
- EFFECT: Your claws are stabbing yourself to hold this wand. At the end of each round, automatically receive 1 Neutral Damage.
- Fire Dispersed:
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Additionally, target(s) hit receive 1 Neutral Damage.
Steel Sword
- DESCRIPTION: A basic, steel sword that can Slash or Stab one target.
- Slash:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +0
None
- I don't think Flareclaw would ever want a power-based weapon...
Tempered Shield (Equipped)
- REQUIREMENTS: Fire
- DESCRIPTION: A sturdy shield tempered in Subrosia's lava, causing it to generate an intense flame around it. It's also been modified to enable a Firekin Lizalfos to wield it... sort of.
- Defense Dice: +3
- EFFECT 1: Anyone that attacks you in melee (successful or not) automatically receives 2 Neutral Damage.
- EFFECT 2: Your claws are stabbing yourself to hold this shield. At the end of each round, automatically receive 1 Neutral Damage.
Soldier Platemail (Equipped)
- SELL VALUE: 75 Rupees
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +4
Red Robe (Equipped)
- 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
Mobile Kinect
- DESCRIPTION: A mobile device that exploded a random village...
Restoration Heart
- Amount: 1
- 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.
Magic Jar
- Amount: 2
- 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 4 Magic.
Green Potion
- Amount: 5
- SELL VALUE: 50 Rupees
- DESCRIPTION: A light green liquid that restores your magical powers when you drink it. This isn't actually poison, is it?
- EFFECT: Consume this to recover either:
- Recover 7 Magic... OR
- Half of your Maximum Magic.
Super Rejuvenation Potion
- Amount: 0
- SELL VALUE: 200 Rupees
- DESCRIPTION: A mystical and very potent potion, capable of restoring most normal people back to their prime.
- EFFECT: Consume this to recover to Maximum Hearts & Magic.
Fairy
- Amount: 0
- 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.
None
- Flareclaw has no scrolls of knowl--err, wisdom...
Reroll Points
- Amount: 2
- 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.
None
- Flareclaw is too scaley to hide behind masks...
Concoction of Brac's Ashes
- Amount: 1
- DESCRIPTION Part 1: The ashes of poor Brac. May his carpenter soul rest in pieces... literally. His remains are but dust in this bottle. Though, he was also bottled with the ashes of "exploded wall". Revive with caution.
- DESCRIPTION Part 2: Adding to this, the ashes of Charred Great Fairy Dust Powder. It's not enough on its own to revive Brac, but if you find a way to revive him, well... perhaps the powder can be activated.
Round Shield
- DESCRIPTION: A small, round shield that's sturdy enough to block attacks.
- Defense Dice: +2
Spirit Robe
- DESCRIPTION: Enchanted by protectful spirits, this robe amplifies the power of the user’s mind.
- Basic Protection:
- Wisdom: +2