Dex
Spellkid (Level: 10)
- Power: 10 (+0)
- Courage: 12 (+0)
- Wisdom: 17 (+1)
- Hearts: 10/10 (+0)
- Magic: 11/11 (+0)
- EXP: 0/50
- Stat Points: 0
- Stat Points (Used): 50
- Reroll Points: 2
- Rupees: 0
- Gold Coins: 0
- Reisano Coins: 0
Affinities
Arcane (Level: 3)
Physical Description
Skullkid. LIKE A BOSS!
Total Bonuses
- Initiative:
- Damage:
- Armor: +1
- Attack:
- Defense: +2
- Stats:
- Recovery:
- EFFECT 1:
- EFFECT 2:
- EFFECT 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.
- 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).
Active (6)
Track
- RESTRICTIONS: This is an Innate Skill. Only Skull Kids can learn and use this skill.
- COSTS: 1 Magic
- DESCRIPTION: Murmur some mystical words and silently place a tracker on a target.
- EFFECT: As long as that target is no more than two rooms away from your current position, you can track where he’s going, as his footsteps will appear to glow to you.
Snatch and Run
- RESTRICTIONS: This is an Innate Skill. Only Skull Kids can learn and use this skill.
- REQUIREMENTS: Level 10 and a free hand
- For stealing a Two-Handed item or an Armor item, you need two free hands.
Ability Clone
- DESCRIPTION: Mimic a target's memory of his own abilities... what?
- Roll your Wisdom +5 dice vs. targets' Courage dice
- Damage: None
- EFFECT: You get one stack of the Ability Clone Buff:
- Temporarily gain one Active Skill or Spell that the target has.
- Stacking this will enable you to temporarily gain multiple abilities.
Spin Attack
- REQUIREMENTS: A melee weapon
- COSTS: 4 Magic
- DESCRIPTION: Strike a target with a melee attack from your weapon.
- EFFECT: If it hits, spin rapidly with the weapon, causing a wave of energy to hit all enemies, including the one you just hit.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: Halved
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.
Status Reset
- RESTRICTIONS: This skill can only be used once per battle.
- COSTS: 1 Magic for each stack of every Affliction you have
- DESCRIPTION: Draw upon your inner powers to purify yourself.
- EFFECT: Remove all Status Effects and all stacks of them from yourself, including Buffs and Afflictions.
Passive (6)
Silent Step
- RESTRICTIONS: This is an Innate Skill. Only Skull Kids can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: Skull Kids are very lightweight, allowing their movement to be completely silent.
Empowerment
- 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 abilities are strengthened, giving you increased damage and armor.
- # = your Level / 10 (rounded up)
- Damage: +#
- Armor: +#
Multi-Cast
- RESTRICTIONS: This is a 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: All of your single-target Offensive Spells have a chance to cast twice, doubling the effect.
- EFFECT 1: When you cast a single-target Offensive Spell, roll $1d3.
- If it is a 3, the spell’s cost increases by 2 Magic, and its damage is increased by #, where # = your Total Affinity Levels.
- If it causes any Status Effects, it causes an additional stack.
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.
Spellback Recovery
- RESTRICTIONS: This is a Recovery Skill that’s also an Aura. You may only have one Recovery Skill enabled at a time, and one Aura per team at a time. All others must be set to (Disabled).
- A team can choose to prioritize one Aura over another on a per round basis, thus negating all other auras on that team for that round.
Low Counter Window
- 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: Allows you counter certain attacks that you defend against.
- COUNTERATTACK: If you meet one of the following CONDITIONS, you can Counterattack by using any attacks listed on an equipped weapon.
- CONDITION 1: When you successfully defend an attack, if the difference in successes is between 1 and 3 (inclusive).
- CONDITION 2: If you would "automatically get the chance to Counterattack".
Offensive (4)
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.
Barrier Blast
- REQUIREMENTS: Arcane (Level: 1)
- COSTS: 2 Magic
- DESCRIPTION: Fire a wave of energy that resembles a barrier at a target.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: You receive a barrier on yourself, reducing damage on the next attack.
- The barrier's Hearts are equal to the damage dealt. It will soak up any form of damage, even siphoned Hearts.
- Any damage that goes through Barrier hits the target, at which point the target's Armor is factored in.
- DURATION: The barrier lasts until after it takes a hit.
Mana Void
- REQUIREMENTS: Level 10 and Arcane (Level: 2)
- COSTS: 5 Magic
- DESCRIPTION: Select a target. Target's warranty is null and void... as is their Magic. Attack target with anti-science.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: The anti-science does not like their Magic. Target takes Damage equal to the difference between his Current and Maximum Magic.
Curse of the Silent, Alpha
- REQUIREMENTS: Level 10 and Arcane (Level: 3)
- COSTS: 5 Magic
- DESCRIPTION: Let the silence of the lambs engulf the field- god no. Silence converges on a target, attempting to drown them in a vast empire of silence.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets one stack of the And then there was silence, Alpha Affliction:
- At the start of each round, target takes 5 Neutral Damage and loses 5 Magic.
- DURATION: And then there was silence, Alpha lasts until the target uses a spell.
Support (3)
Damage Recovery, Alpha
- REQUIREMENTS: Arcane (Level: 1)
- COSTS: 4 Magic
- DESCRIPTION: A shield of Magic surrounds the target, restoring Magic to the target as he takes damage.
- EFFECT: Give a target one stack of the Damage Recovery Buff:
- Once per turn, when the target takes damage, he recovers 4 Magic.
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.
Mirror
- REQUIREMENTS: Level 10 and Arcane (Level: 3)
- COSTS: 4 Magic
- DESCRIPTION: Summon a Magic Mirror over a target.
- EFFECT: Target gets one stack of the Mirror Buff:
- Once per round, after an Offensive Spell is fired at the target, a copy of that spell spawns from the mirror and fires back at the one who fired the spell, using the same success rate.
Weapons (4)
Siphoning Wand
Souls... give me your SOULS!Transfer:
DESCRIPTION: Fire a light beam of magic from your wand to a target, creating a Magic link between the two of you. This counts as a Support Spell.
EFFECT: Transfer any amount of Magic from you to the target.
- DESCRIPTION: While it doesn't have much power, it makes up for being able to siphon Magic from its targets. Can use Siphoning Strike or Transfer on a target.
- Siphoning Strike:
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Siphon Magic from the target to you or another target, up to an amount equal to the damage dealt.
Shields (2)
Deflector Shield
- REQUIREMENTS: Level 10
- DESCRIPTION: A pitch-black shield that seems to absorb elemental power, this shield is ineffective at defending against normal attacks, but it works very well at taking the brunt of elemental attacks.
- Defense Dice: +2
- Defense Successes: +5 against Affinity-based attacks (excluding Arcane)
Armor (1)
Antimage Armor
- DESCRIPTION: A very lightweight armor that naturally zaps enemy spellcasters.
- Armor: +1
- EFFECT: When an enemy casts a spell, this armor fires a small laser at the caster, automatically dealing 1 Neutral Damage and siphoning 1 Magic from the caster to you.
Robes (1)
Spirit Robe
- DESCRIPTION: Enchanted by protectful spirits, this robe amplifies the power of the user’s mind.
- Basic Protection:
- Wisdom: +1
Tools
Conversion Jar
- DESCRIPTION: While you're holding this jar, the jar will gain an amount of Magic as anyone fires spells.
- # = your Level / 10 (rounded up)
- EFFECT 1: After you or an ally casts a spell they recover # Magic and this jar gains # Magic.
- EFFECT 2: After an enemy casts a spell, they lose # Magic and this jar gains # Magic.
- EFFECT 3: The Magic is then held inside of the jar, which lasts through battles (notate in the next line). You can drink any amount of the Magic in the jar to restore your Magic equal to the amount you drunk.
- Magic Amount: 0
Consumables (2)
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