Lead Dev, DM, Hal
(Template) Myioa Battlemage
Myioa Battlemage
- Power: 0 (+0)
- Courage: 0 (+0)
- Wisdom: 0 (+0)
- Hearts: 1/1 (+0)
- Magic: 0/0 (+5)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 1
- Armor: 2
- Stat Points: 71
- Stat Points (Used): 4
- Heart Containers: 0
- Rupees: 250
Affinities: Nature
Other Bonuses
- All Magic Costs are reduced by 1 Magic (Down to a minimum of 1 Magic)
- You start the battle off with Magic Regen x1
Race: Myioa
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).
Innate
Magical Enchantment
- 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.
Tail Stab
- 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.
Defense of Bonds
- 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.
One with Magic
- 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: +2
- Magic Costs: -1 (down to a minimum of 1 Magic)
Elemental Proficiency
- 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.
Magic Tracking
- 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.
Active
Passive
Offensive
Restrict
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Nature
- COSTS: 2 Magic
- DESCRIPTION: A swarm of vines sap the target’s strength way.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target loses 3 Power.
Boulder Smash
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: Summon a boulder and hurl it at a target!
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 2 Defense Dice.
Support
Heal Beam
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Nature
- COSTS: 1 Magic
- DESCRIPTION: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.
- EFFECT: Target recovers 4 Hearts.
Weapons
Siphoning Wand
- 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.
Shields
Replenishing Shield
- SELL VALUE: 100 Rupees
- DESCRIPTION: A shield built from material that replenishes your Magic as the fight goes on.
- Defense Dice: +1
- Magic Regen: +1
Armor
Enchanted Platemail
- SELL VALUE: 125 Rupees
- DESCRIPTION: A magically enchanted platemail that provides you with more Magic.
- Armor: +2
- Magic: +3/3
Robes
Tools
Consumables
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: 1
- 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.
Reroll Points
- Amount: 1
- 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.
Fairy
- Amount: 1
- 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.
Masks
Misc
Select this template
Code:Select All
[stats name=Myioa Battlemage power=0 (+0) courage=0 (+0) wisdom=0 (+0) hearts=1/1 (+0) magic=0/0 (+5) initiative=1d10 attack-dice=0 defense-dice=1 armor=2 stat-points=71/4 heart-containers=0 rupees=250][Nature][/stats]
[box=Other Bonuses][list]
[*]All [b][Magic] Costs[/b] are reduced by [magic]1[/magic] (down to a minimum of [magic]1[/magic])
[*]You start the battle off with [b][Magic] Regen x1[/b]
[/list][/box]
[hr]
[tabs]
[tab=Description]
[u]Race[/u]: Myioa
[/tab]
[tab=Skills]
[Skills type=Signature]
[/Skills]
[Basic Skills]
[Skills type=Innate]
[tabs]
[tab=Active Skills]
[box=Magical Enchantment][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Miyoas[/b] can learn and use this skill.
[*][b]COSTS[/b]: Equal to the [b][Magic] Cost[/b] of the spell you’re using to enchant
[*][b]DESCRIPTION[/b]: [b]Miyoas[/b] have the ability to enchant items with the effects of the spells they know.[list]
[*][b]EFFECT[/b]: Cast a spell onto an item. That item gets [color=yellow][b]Enchanted[/b][/color]:[list]
[*]The item causes that spell’s [b]EFFECT[/b] on all of its single-target attacks.
[*]Casting [b]Magical Enchantment[/b] with a different spell enchantment on the same item will overwrite the previous enchantment.
[/list][/list][/list][/box]
[box=Tail Stab][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Miyoas[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Miyoas[/b] quickly bounce to the target and stab them with their sharp tails![list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage][list]
[*][b]Damage[/b]: -3
[*][b]DESCRIPTION[/b]: If you succeed, the target stumbles back, allowing you and your allies to follow up with [b]Escape[/b] immediately, ignoring the target in your [b]Escape[/b] rolls.[list]
[*]If there are no other enemies, your escape is guaranteed.
[/list][/list][/list][/list][/box]
[box=Defense of Bonds][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Miyoas[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Miyoas[/b] are very social creatures, forming bonds easily and quickly. Since these bonds are important to them, they will protect those close to them.[list]
[*][b]EFFECT[/b]: Place yourself in a protective stance, allowing you to bounce to an ally at a moment’s notice.[list]
[*]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 [b]Dice[/b] on their defense equal to the result of your roll.
[*][b]IF FAIL[/b]: If the defense still fails, you take damage equal to the amount your ally takes, before [Armor] is calculated.
[*][b]DURATION[/b]: The protective stance lasts for one interception.
[/list][/list][/list][/box]
[/tab]
[tab=Passive Skills]
[box=One with Magic][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Miyoas[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Miyoas[/b] are highly attuned to [Magic] and are able to cast spells more efficiently than others.[list]
[*][b][Magic][/b]: +2
[*][b][Magic] Costs[/b]: -1 (down to a minimum of [Magic]1[/Magic])
[/list][/list][/box]
[box=Elemental Proficiency][list]
[*][b]RESTRICTION 1[/b]: This is an [b]Innate Skill[/b]. Only [b]Miyoas[/b] can learn and use this skill.
[*][b]RESTRICTION 2[/b]: 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.
[*][b]DESCRIPTION[/b]: [b]Miyoas[/b] are quite attuned to the elements; as such, they gain Innate bonuses depending on their [b]Affinity[/b].[list]
[*][b]EFFECT[/b]: Gain one of the following bonuses depending on what your [b]Affinity[/b] is:[list]
[*][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 [b]Fall Damage[/b].
[*][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.
[/list][/list][/list][/box]
[box=Magic Tracking][list]
[*][b]RESTRICTIONS[/b]: This is an [b]Innate Skill[/b]. Only [b]Miyoas[/b] can learn and use this skill.
[*][b]DESCRIPTION[/b]: [b]Miyoas'[/b] ears are sensitive to magical discharges and disruptions, and can sense them, even if they travel far away.[list]
[*][b]EFFECT[/b]: 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.[list]
[*]You can track a maximum of 3 targets.
[/list][/list][/list][/box]
[/tab]
[/tabs]
[/Skills]
[Skills type=Active]
[/Skills]
[Skills type=Passive]
[/Skills]
[/tab]
[tab=Spells]
[Spells type=Offensive]
[box=Restrict][list]
[*][b]SELL VALUE[/b]: [Rupees]100[/Rupees]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]2[/Magic]
[*][b]DESCRIPTION[/b]: A swarm of vines sap the target’s strength way.[list]
[*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target loses [b]3 [Power][/b].
[/list][/list][/list][/box]
[box=Boulder Smash][list]
[*][b]SELL VALUE[/b]: [Rupees]150[/Rupees]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]3[/Magic]
[*][b]DESCRIPTION[/b]: Summon a boulder and hurl it at a target![list]
[*][dice type-a=Wisdom amount-a=+2 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target loses [b]2 [Defense Dice][/b].
[/list][/list][/list][/box]
[/Spells]
[Spells type=Support]
[box=Heal Beam][list]
[*][b]SELL VALUE[/b]: [Rupees]50[/Rupees]
[*][b]REQUIREMENTS[/b]: [Nature]
[*][b]COSTS[/b]: [Magic]1[/Magic]
[*][b]DESCRIPTION[/b]: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.[list]
[*][b]EFFECT[/b]: Target recovers [Hearts]4[/Hearts].
[/list][/list][/box]
[/Spells]
[/tab]
[tab=Items]
[Items type=Weapons]
[box=Siphoning Wand][list]
[*][b]SELL VALUE[/b]: [Rupees]100[/Rupees]
[*][b]DESCRIPTION[/b]: [i]Souls... give me your SOULS![/i] While it doesn't have much power, it makes up for being able to siphon [Magic] from its targets. Can hit a target with [b]Siphoning Strike[/b].[list]
[*][b]EFFECT[/b]: Once per round, at any time, you can transfer any amount of your [Magic] to any other target.
[*][b]Siphoning Strike[/b]:[list]
[*][dice type-a=Wisdom amount-a=+8 type-b=Wisdom][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, siphon [Magic] from the target to anyone else, up to an amount equal to the damage dealt.
[/list][/list][/list][/list][/box]
[/Items]
[Items type=Shields]
[box=Replenishing Shield][list]
[*][b]SELL VALUE[/b]: [Rupees]100[/Rupees]
[*][b]DESCRIPTION[/b]: A shield built from material that replenishes your [Magic] as the fight goes on.[list]
[*][b][Defense Dice][/b]: +1
[*][b][Magic] Regen[/b]: +1
[/list][/list][/box]
[/Items]
[Items type=Armor]
[box=Enchanted Platemail][list]
[*][b]SELL VALUE[/b]: [Rupees]125[/Rupees]
[*][b]DESCRIPTION[/b]: A magically enchanted platemail that provides you with more [Magic].[list]
[*][b][Armor][/b]: +2
[*][b][Magic][/b]: +3/3
[/list][/list][/box]
[/Items]
[Items type=Robes]
[/Items]
[Items type=Tools]
[/Items]
[Items type=Consumables]
[box=Restoration Heart][list]
[*][Amount]1[/Amount]
[*][b]SELL VALUE[/b]: [Rupees]25[/Rupees]
[*][b]DESCRIPTION[/b]: A tasty [Heart] that can be devoured to recover your [Hearts]! ... that doesn't sound right.[list]
[*][b]EFFECT[/b]: Consume this to recover [Hearts]6[/Hearts].
[/list][/list][/box]
[box=Magic Jar][list]
[*][Amount]1[/Amount]
[*][b]SELL VALUE[/b]: [Rupees]25[/Rupees]
[*][b]DESCRIPTION[/b]: A jar containing liquified [Magic], which you can drink to recover your [Magic]! Hope there's no alcohol in it.[list]
[*][b]EFFECT[/b]: Consume this to recover [Magic]6[/Magic].
[/list][/list][/box]
[box=Reroll Points][list]
[*][Amount]1[/Amount]
[*][b]SELL VALUE[/b]: [Rupees]25[/Rupees]
[*][b]DESCRIPTION[/b]: A golden coin that can be flicked at any roll to rewind time for a moment and force a redo.[list]
[*][b]EFFECT[/b]: 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.
[/list][/list][/box]
[box=Fairy][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A lively [b]Fairy[/b], waiting in a bottle for your death! Isn't she just so kind?[list]
[*][b]EFFECT[/b]: If you use the [b]Fairy[/b] manually, you are restored to Maximum [Hearts].[list]
[*]If you die, you can use the [b]Fairy[/b] on the spot, reviving you and restoring you to [Hearts]3[/Hearts].
[/list][/list][/list][/box]
[/Items]
[Items type=Masks]
[/Items]
[Items type=Misc]
[/Items]
[/tab]
[/tabs]