Red & Green
EDIT from Wind, retool your Stats and Bonuses. Also, remind him about adding Subrosian Innates later, as well as fixing up your Personal Items.
DESCRIPTION: Once charged, you can leap up and kick all of your enemies with your penultimate kick of justice!
Roll your Courage +8 dice vs. targets' Courage dice
Damage: Halved
EFFECT: Target(s) hit get pwned by your Justice Trauma!, doubling the values of all of their Negative Bonuses.
Nayru:
EFFECT: You gain 1 Defense Dice.
Farore:
EFFECT: You gain a temporary Reroll Point.
DURATION: The Reroll Point automatically expires at the end of the battle.
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, target gets Bleeding x3.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Group:
EFFECT: This bypasses Cover.
Roll your Power dice vs. targets' Power dice
Damage: 4
Red Enrics
- Power: 12 (+0)
- Courage: 16 (+0)
- Wisdom: 13 (+0)
- Hearts: 14/14 (+0)
- Magic: 14/14 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
- Stat Points: 0
- Stat Points (Used): 75
- Heart Containers: 0
- Rupees: 13,477
Affinities: Fire, Shadow
Other Bonuses
- None! For now...
Alias/Title: N/A
Race: Half Hylian/Subrosian
Alignment: Neutral Good
Job: Actor
Homeland: Termina(?)
Age: 21
Red Enrics is an actor travelling the world. He has a wife and a child. He tends to keep his background a secret, but is otherwise pretty easy going, and gets along with just about anyone, evil or not.
Companions: Nolyghots (Poe), Moulder (DarknutSoul)
Race: Half Hylian/Subrosian
Alignment: Neutral Good
Job: Actor
Homeland: Termina(?)
Age: 21
Red Enrics is an actor travelling the world. He has a wife and a child. He tends to keep his background a secret, but is otherwise pretty easy going, and gets along with just about anyone, evil or not.
Companions: Nolyghots (Poe), Moulder (DarknutSoul)
Signature
Shadow Meteor Kick of Justice
- RESTRICTIONS: Fire, Shadow, and can only be used by Red Enrics
- COSTS: 8 Magic
- CHARGE: 4 Turns
-
"BY THE POWER OF ENRICS, I HAVE THE POWEEEEER! Now then, jump! Kick! Smite! Striiike!"
- Begin charging by preparing to jump. As you charge, your burning spirit and your shadow combine into your legs.
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
Prayer
- RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill.
- DESCRIPTION: Pray to either Din, Nayru, or Farore. Depending on which goddess you to pray to, you gain different blessings.
- Din:
- EFFECT: You gain $1d2 Attack Dice.
Children of the Goddesses
- RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: Hylians are considered to be the first race created by the Goddesses and thus get a general stat boost.
- Power: +2
- Courage: +2
- Wisdom: +2
Selective Hearing
- RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: Hylians have a better sense of hearing than others, allowing them to hear something from far off that would normally be inaudible.
- EFFECT: Additionally, you can selectively hear what you want to in a crowd of noises.
Telepathic Conversation
- RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: You can send telepathic messages to someone else.
- You can initiate two-way communication with that person, even if he’s not capable of telepathy.
- These telepathic messages can only be sent to one person at a time.
Active
Passive
Offensive
Support
Weapons
Jagged Edged Sword
- SELL VALUE: 75 Rupees
- DESCRIPTION: A deadly blade with jagged edges that causes its victims to bleed to death. Can use Slash or Stab on a target.
- Slash:
- Roll your Courage +8 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target gets Bleeding x2.
Thunda' Hammer
- INFORMATION: This is an Artifact.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A massive hamma that stroikes down me foes when I slam 'em into da ground. Hits one target.
- Roll your Power dice vs. targets' Power dice
- Damage: +0
- EFFECT: If da attack is serksessfer *burp*, target loses 8 Hearts (Stat).
Shotbow
- SELL VALUE: 100 Rupees
- REQUIREMENTS: The combination of using a Bow & Arrows is considered Two-Handed.
- DESCRIPTION: A large, heavy Ballista-like bow that is capable of firing a spray of three arrows that all strike the enemy simultaneously in one attack like a shotgun to devastate lightly-Armored targets. Shoot a target using three Arrows at close range:
- RESTRICTIONS: Only one type of Arrow can be used.
- Roll your Power dice vs. targets’ stat that the arrow hits
- Damage: Halved, uses the arrow’s Damage Modifier. Damage is applied 3 times.
- FYI: The Arrow’s EFFECTS are only applied once.
Shields
Bubble Hylian Shield (Equipped)
- INFORMATION: This is an Artifact.
- DESCRIPTION: A standard shield used by many of the Hylian Guards. It defends well against most attacks. It also has protective bubble around it.
- Defense Dice: +3
- EFFECT: You take half damage from the first attack you're hit by per battle.
Soul Lantern
- 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.
Armor
Grog 'n Armor (Equipped)
- INFORMATION: This item is an Artifact.
- DESCRIPTION: How do I carry mah giant 'ammar and drink da grog at da same time? It's simple. Da armor is drenched in da grog!
- Armor: +7
- EFFECT: I roll $1d3 when I attack. If'n it's a 1, I'm too drunk ter attack and 'it someone random instead with da $1d# (where # is the number of players in da turn orda').
Robes
Tools
Bombs
- 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
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 4 Magic.
Reroll Points
- Amount: 15
- 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.
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, the Fairy will automatically be used, reviving you and restoring you to 3 Hearts.
Masks
Redead Mask
- INFORMATION: This is an Artifact.
- COSTS: 1 Magic per shriek
- DESCRIPTION: A random mask that you picked up in the Kakariko Graveyard. You can release a deafening shriek, hitting everyone else in the battle.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target(s) hit are startled and lose 2 Defense Dice.
Misc
Red's Engagement Ring
- A ring showing that Red is married. Does nothing.
Shield Cross
- INFORMATION: This is a Passive Artifact. Having it in your inventory is enough for its effects.
- RESTRICTIONS: Shield Cross can only be used by Red Enrics
- DESCRIPTION: A small cross trinket that is host to Nolyghots, a female poe companion to Red Enrics, who is able to passively float around and chat. She can also use the Haunt ability, though it requires the use of Red’s Magic & Actions still.
- Wisdom: +3
- Haunt:
- COSTS: 4 Magic
- DESCRIPTION: Nolyghots flies out and scares the heck out of a target!
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If successful, target loses 4 Attack Dice.
Children's Book
- INFORMATION: This is a Passive Artifact. Having it in your inventory is enough for its effects.
- RESTRICTIONS: Children's Book can only be used by Red Enrics
- DESCRIPTION: A small book trinket containing stories for children with a common hero - a Darknut ally. The book is host to the soul of a Darknut called Moulder, who is able to passively float around and chat. He can also use the Children’s Stories ability, though it requires the use of Red’s Magic & Actions still.
- Defense Dice: +2
- Children’s Stories:
- COSTS: 5 Magic
- DESCRIPTION: Moulder reads one of the stories, giving a temporary defensive buff.
- EFFECT: You and your allies gain 3 Defense Dice for the next round. This does not stack.