Silker Wildflower
- Power: 16 (+0)
- Courage: 9 (+3)
- Wisdom: 13 (+2)
- Hearts: 12/11 (+1)
- Magic: 15/12 (+3)
- Initiative: $init 1d12
- Attack Dice: 0
- Defense Dice: 4
- Armor: 4
- Stat Points: 0
- Stat Points (Used): 75
- Heart Containers: 1
- Rupees: 3715
Affinities: Nature, Light
Other Bonuses
- Cover does not end when you are hit unless you take 6 or more Damage (after Armor)
- Any effects that would lower your Power, Courage, Wisdom, Hearts, and/or Magic stats are halved (rounded down)
- When Covering someone, you gain +4 Defense Dice
- When Augmented Cost is paid for, you gain 5 Wisdom
Race: Kokiri.
Personality: Silker is a generally serious person, dedicated to helping his peers and comrades through the power of teamwork and support. While he is dedicated to protection, he can be a bit of a coward like Fran at times; particularly when he is asked to deal with something unknown without an ally.
Personality: Silker is a generally serious person, dedicated to helping his peers and comrades through the power of teamwork and support. While he is dedicated to protection, he can be a bit of a coward like Fran at times; particularly when he is asked to deal with something unknown without an ally.
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.
- 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).
Dart and Weave
- RESTRICTIONS: This is an Innate Skill. Only Kokiri can learn and use this skill.
- DESCRIPTION: For a short time, you can leap from ally to ally, defending with ease.
- EFFECT: Temporarily be capable of bouncing from one target to another. When someone attacks one of your allies, you’re able to use Cover as a reaction, allowing you to jump to your allies at will.
- DURATION: One round.
Burst of Speed
- RESTRICTIONS: This is an Innate Skill. Only Kokiri can learn and use this skill.
- COSTS: 2 Magic
- DESCRIPTION: Store a quick burst of speed within yourself, ready to release at any time.
- EFFECT: Your next roll with your Courage stat gains 6 Dice.
Extreme Dash
- RESTRICTIONS: This is an Innate Skill. Only Kokiri can learn and use this skill.
- COSTS: 3 Magic
- CHARGE: 3 Turns
- Begin charging by channeling a burst of Magic to your legs.
Nature's Step
- RESTRICTIONS: This is an Innate Skill. Only Kokiri can learn and use this skill.
- DESCRIPTION: Kokiri are quick and nimble, giving them a higher chance to go first in battle.
- Initiative: +0d1
- Courage: +3
Nature's Camouflage
- RESTRICTIONS: This is an Innate Skill. Only Kokiri can learn and use this skill.
- DESCRIPTION: Because of their size, Kokiri are naturally able to sneak through crowds of similar or lower level people or creatures undetected.
- EFFECT: Additionally, if you have the Camouflage Active Skill, you are automatically in Camouflage so long as you’re near trees.
Tracking Sense
- RESTRICTIONS: This is an Innate Skill. Only Kokiri can learn and use this skill.
- DESCRIPTION: As much as Kokiri are honed for their tracking skills in forests, they’re also well attuned to anyone trailing them, thanks to the sneaky Skull Kids.
- EFFECT 1: If you’re in a room, you’re able to tell if someone else is in the room other than your party.
- You do not know how many people or where they are though, so you do not get an automatic Spot Check.
Active
PSI Disperse
- SELL VALUE: 25 Rupees
- REQUIREMENTS: A PSI Spell
- DESCRIPTION: Amp up the accuracy of your PSI Spell at the cost of power.
- ATTACK: Choose any PSI Spell you have and fire it at a target like normal
- The attack gains 5 Dice, but loses 4 Damage
Double Bash
- SELL VALUE: 75 Rupees
- REQUIREMENTS: Two shields
- DESCRIPTION: Attack a target twice in one turn with two small bashes.
- Roll your Power +5 dice vs. targets' Power dice * 2
- Damage: Halved
- EFFECT: If both bashes hit, target gets Delayed.
Absorb
- SELL VALUE: 75 Rupees
- DESCRIPTION: Grab a target and hug him, squeezing out some Magic from them in the process.
- Roll your Power dice vs. targets' Courage dice
- Damage: None
- EFFECT: Siphon Magic from the target equal to half the difference in successes.
Passive
(4) Super Cover
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- DESCRIPTION: You become more sturdy, granting you the ability to stand guard through all but heavy attack
- EFFECT: Cover does not end for you until you are hit by an attack that would deal 6 or more Damage to you (after Armor is factored in) or switch targets (unless you have Multi-Cover).
(4) Calm
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- DESCRIPTION: Your mental state remains calm, helping prevent changes to your stats.
- EFFECT: Any effects that would lower your Power, Courage, Wisdom, Hearts, and/or Magic stats are halved (rounded down).
- To clarify the rounding, if your Power would be reduced by 5, it’s instead only reduced by 2.
Offensive
Support
Weapons
Shields
Armor
Robes
Tools
Consumables
Masks
Misc