Dex
Wolfgang Moddey Baskerville
- Power: 11 (+5)
- Courage: 23 (+0)
- Wisdom: 23 (+0)
- Hearts: 19/19 (+0)
- Magic: 8/15 (+0)
- Initiative: $init 1d10
- Attack Dice: 1
- Defense Dice: 0
- Armor: 0
- Stat Points: 2
- Stat Points (Used): 90
- Heart Containers: 3
- Rupees: 4245
Affinities: Nature
Bonuses
- Magic Costs: -2, except for maintenance costs
- Armor: +10 against Magic-based attacks
- When your Hearts are reduced to 50% of your Maximum Hearts or lower, you gain 3 Attack Dice & Defense Dice.
- DURATION: This lasts until your Hearts return to above 50% of your Maximum Hearts.
Race: Human
Age: 24
Height: 6'2"
Weight: 210lbs
Hair Colour: Dark Brown
Eye Colour: Blue
A detective for the Royal Guard, Wolfgang is a loose cannon who plays by his own rules. He is very dedicated to his job, the protection of the citizens is his utmost concern. He talks a little funny though.
Age: 24
Height: 6'2"
Weight: 210lbs
Hair Colour: Dark Brown
Eye Colour: Blue
A detective for the Royal Guard, Wolfgang is a loose cannon who plays by his own rules. He is very dedicated to his job, the protection of the citizens is his utmost concern. He talks a little funny though.
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
Confidence
- RESTRICTION 1: This is an Innate Skill. Only Humans can learn and use this skill.
- RESTRICTION 2: This can only be used once per battle.
- DESCRIPTION: You gain increased confidence within yourself, temporarily breaking free of negative effects, but making you more susceptible to attacks.
- EFFECT: You become immune to all your effects that were caused by enemies, but you also temporarily lose 5 Defense Dice.
- This does not actually remove them or prevent you from getting more.
- DURATION: One round.
Integrity
- RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
- DESCRIPTION: You become fortified temporarily, reducing damage you would take for a short time.
- EFFECT: You gain 3 Armor.
- DURATION: One round.
Adapt
- RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
- COSTS: 3 Magic
- DESCRIPTION: As a Human, you’re able to learn new things, especially in the heat of battle, very quickly, and as a result, you can adapt to any situation. Scan one target, attempting to learn their strengths.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, you can pick a stat (Power, Courage, or Wisdom) that the target has higher of than you, and add half of the difference between them to your respective stat.
- For example, if the target has 20 Power and you have 10 Power, you gain 5 Power.
Perseverance
- RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
- DESCRIPTION: Humans are able to persevere through battles, and thus gain bonuses with lower Hearts.
- EFFECT: When your Hearts are reduced to 50% of your Maximum Hearts or lower, you gain 3 Attack Dice & Defense Dice.
- DURATION: This lasts until your Hearts return to above 50% of your Maximum Hearts.
Curiosity
- RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
- DESCRIPTION: Humans are naturally compelled to explore the unknown, increasing their ability to find secrets or triggers.
- EFFECT 1: You gain an extra hint at nearby secrets or triggers.
- EFFECT 2: Whenever you are close to a secret or trigger, you feel a wave of extra curiosity echo through you, alerting you to its presence.
Gut Feeling
- RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
- DESCRIPTION: Humans have occasional compulsions, pulling them towards or away something.
- EFFECT: You also are aware of the direction of the plot, unless you’re in a maze.
Active
Enrage
- SELL VALUE: 100 Rupees
- COSTS: 3 Hearts
- DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gains a boost.
- EFFECT: Your next attack gains 6 Dice.
Back Strike
- SELL VALUE: 100 Rupees
- DESCRIPTION: Prepare yourself to retaliate against an oncoming attack by placing yourself into a Counter Stance.
- EFFECT: If you successfully defend the next attack that hits you, you can Counterattack the attacker by rolling behind them:
- Roll your Courage +5 dice vs. targets' Courage dice
- EFFECT: If it succeeds, follow-up with an attack from an equipped weapon, gaining Dice equal to the difference in successes.
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: If it hits, siphon Magic from the target equal to half the difference in successes.
Snipe
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A Bow & Arrow attack
- CHARGE: 1 Action
- Charge by readying your arrow and focus on the target, preparing to take a shot at them.
Passive
Offensive
Lightning Scourge
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: A scourge of Lightning zips around the battlefield in an instant, striking a target.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +22 dice vs. targets' Wisdom dice
- Damage: Halved
Boulder Smash
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Nature
- COSTS: 2 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.
Bind
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: Powerful vines appear and bind a target, removing the target of their strength.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target loses 6 Power.
Wind Torrent
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: Blast a torrent of powerful winds at a target.
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, the target is thrown off balance and gets Delayed.
- Target’s next attack is delayed by 2 Turns, which then removes Delayed.
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.
Fairy Beam
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Create a magical fairy with a fleeting life, capable of restoring life to a dead target.
- EFFECT: Target is revived to 3 Hearts.
Earth Shield
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A mold of earth covers a target in a protective shell.
- EFFECT: Target gains 2 Armor.
Thorns
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: A line of thorns protects an ally, reflecting the next attack they take.
- EFFECT: Target gains Thorns.
- The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
Weapons
Dual Crossbow Pistols (Equipped)
- SELL VALUE: 75 Rupees
- REQUIREMENTS: The combination of using a Dual Crossbow Pistols & Arrows is considered Two-Handed.
- DESCRIPTION: A pair of two crossbow pistols that magically load arrows in sets of two, smaller arrows, one for each pistol. Not sure how that works, but it acts just like a normal Bow. It can Shoot a target using an Arrow:
- Roll your Courage +5 dice vs. targets’ stat that the arrow hits
- Damage: Uses the arrow’s Damage Modifier
Metal Tipped Arrows
- SELL VALUE: 25 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A wooden arrow with a solid, metal tip. Can hit one target.
- ATTACK: Roll your attacking stat +4 dice vs. targets’ Courage stat
- Damage: +0
Heartful Bolt
- SELL VALUE: 75 Rupees
- COSTS: 2 Magic to fire
- REQUIREMENTS: A bow
- DESCRIPTION: A short, heavy Arrow-like bolt that sticks onto to the target; absorbing healing abilities.
- ATTACK: Roll your attacking stat -5 vs. targets’ Power stat
- Damage: +0
- EFFECT: If it hits, the target gets Cauterized:
- Target cannot recover or siphon Hearts or Magic in any way.
- DURATION: One round
Bouncy Arrows
- SELL VALUE: 50 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A reinforced, shock absorbent arrow with a bouncy tip, granting the arrows the ability to bounce on hitting its target. Can hit one target.
- ATTACK: Roll your attacking stat vs. targets’ Courage stat
- Damage: +0
- EFFECT: If it hits, bounce to a different target with the same roll, but with halved damage.
- This effect does not proc itself.
Impact Arrows
- SELL VALUE: 50 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: These metal arrows are blunt, but their heavy weight brings much power, causing damage to Armors. Can be fired at one target.
- ATTACK: Roll your attacking stat +5 dice vs. targets’ Power stat
- Damage: Halved
- EFFECT: Target loses 3 Armor.
Shields
Edge Shield
- SELL VALUE: 125 Rupees
- DESCRIPTION: A fairly light shield often carried by Edgeclaw Lizalfos that has serrated edges and provides minor defense.
- Defense Dice: +1
- EFFECT: When you defend against a melee attack with this shield equipped (successful or not), the attacker automatically takes 2 Neutral Damage.
Armor
Ziedrich (Equipped)
- INFORMATION: This is a Mythical Artifact.
- DESCRIPTION: A black and gold armor that increases one's power and magical powers. It provides no protection against physical attacks, but it's unparalleled in its magic defense.
- Armor: +10 against Magic-based attacks
- Power: +5
- Magic Costs: -2, except for maintenance costs
Dragon Blood's Armor
- SELL VALUE: 125 Rupees
- DESCRIPTION: Who needs Dragonhide when you have Dragon's Blood? This beauty of an armor is literally crafted from the sundered, crusty husk of Dragon's Blood! It was originally going to be used for pizza sauce, but then Master DM had dumber ideas.
- Armor: +2
- Regen: +2
Robes
Assault Vest
- SELL VALUE: 100 Rupees
- DESCRIPTION: A red vest, embedded with emblems of blades, that increases your aggression. 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
Tools
Hookshot
- SELL VALUE: 100 Rupees
- DESCRIPTION: The Hookshot fires a chained, miniature harpoon at a target, which can reach up to 50 feet away. Can fire a Reel at a target.
- EFFECT: This harpoon can pull you towards objects or vice versa.
- Can pull you towards any wooden surface, soft surface, or Hookshot Target.
- Can pull Small Objects towards you.
- The chain cannot lock.
Magic Shackles
- SELL VALUE: 25 Rupees
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
- DESCRIPTION: A pair of handcuffs that magically wrap around the target’s wrists, no matter who or what the target is. That’s right, you can even handcuff a Gleeok... not that they really have hands.
- EFFECT 1: When you would kill a target, instead reduce the target to 1 Heart and cuff them with the Magic Shackles, preventing them from doing anything, save for talking.
- Though, it also comes with a Magical Duct Tape option.
Clawshot
- SELL VALUE: 100 Rupees
- DESCRIPTION: The Clawshot shoots a long chain with a claw at the end of the chain, with the intention of pulling things towards you, using a chain that reaches up to 50 feet away. Can also use Get Over Here! on a target.
- EFFECT: The claw can be used to pull objects out of supporting structures to potentially collapse them.
- Get Over Here!:
- Roll your Power +5 dice vs. targets' Power dice
- Damage: None
- EFFECT: If it hits, target reels towards you.
- When the target gets up to you, you can follow up with a melee attack, and the target loses 5 Dice when defending for this attack.
Replenishing Deku Nuts
- SELL VALUE: 100 Rupees
- DESCRIPTION: A pouch containing… nothing? However, you can reach in and pull out a Deku Nut… nifty. Can use Escape Daze or use it as a Flashbang against a target.
- Escape Daze:
- EFFECT: You can throw it at the ground as a Support Action, causing a brief flash.
- Anyone that uses Escape gains 6 Dice.
- DURATION: This lasts until the end of turn one round later.
Flute
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A mystical flute, made out of the hollowed out remains of a tree trunk, that can play magical songs.
- EFFECT: Any Songs played with this instrument use your Wisdom for their attacking roll.
- BONUS: After playing a song, you gain 8 Dice on your next defense.
Consumables
Restoration Heart
- Amount: 5
- 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: 5
- 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: 12
- 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.
Red Potion
- Amount: 0
- SELL VALUE: 50 Rupees
- DESCRIPTION: A light red liquid that gives you health back when you drink it. So what's in it anyways?
- EFFECT: Consume this to recover either:
- Recover 10 Hearts... OR
- Half of your Maximum Hearts.
Green Potion
- Amount: 3
- 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.
Chateau Romani
- Amount: 2
- SELL VALUE: 100 Rupees
- DESCRIPTION: It's spiked with Jack Daniels. THAT'S SMART. A favorite of Lon Lon Ranch which is essentially alcoholic milk. Oddly, it restores your magical powers.
- EFFECT: Consume this to recover to your Maximum Magic.
Red Medicine
- Amount: 1
- SELL VALUE: 100 Rupees
- DESCRIPTION: A powerful, red liquid capable of restoring all wounds. It actually kinda looks like blood…
- EFFECT: Consume this to recover to your Maximum Hearts.
Dhooby Snack
- Amount: 1
- DESCRIPTION: What. It's a Dhooby Snack! Just eat it! It's untasty to those that aren't dhogs, though. That's why it's dhooby!
- EFFECT: Consume this to gain 5 Courage.
- DURATION: For the remainder of the battle.
Spell Scroll
- Amount: 2
- DESCRIPTION: A scroll imbued with intense, magical power that courses through the parchment, containing a vast amount of knowledge.
- It can teach you any Spell.
Augment Scroll
- Amount: 1
- SELL VALUE: 200 Rupees
- DESCRIPTION: A strange scroll that seems to have Magic flowing through it, causing the writing scrawled all over it to glow red. A stamp in the shape of a hammer and a shield can be seen on the top-right corner of the parchment. It can be used on an non-Artifact Weapon, Shield, Armor or Robe to apply any Augment to it.
- EFFECT: Select any Augment listed in this thread and apply it to an non-Artifact Item you currently have.
Lost Skill Scroll
- Amount: 1
- SELL VALUE: 1000 Rupees
- DESCRIPTION: A silver scroll imbued with sacred teachings of old, capable of teaching physical arts lost to history.
- It can teach you any Lost Skill.
Masks
Misc
The Original Tophat
Owned by Wolfgang Moddey Baskerville.
- INFORMATION: This is a Mythical Artifact.
- DESCRIPTION: A tophat once owned by El Aquamentos Lachubre Nakajeem of the Luchakajeem Dragonborn Family. It was once unstealable, but after an incredible flaming phantom-train-suplexing meteor strike, Luchadore Dhoo was able to acquire it and wear it for himself. It’s the original tophat, and it’s his alone.
- EFFECT: Everyone that meets you is compelled to respect you and recognize your original tophat. Do not steal. Anyone that refuses to respect the tophat must beat a $40d10 roll with their Wisdom Stat.
Dhoo
- Power: 28 (+0)
- Courage: 26 (+0)
- Wisdom: 10 (+0)
- Hearts: 22/22 (+0)
- Magic: 5/5 (+0)
- Initiative: $init 1d11
- Attack Dice: 2
- Defense Dice: 2
- Armor: 0
Affinities: Nature
Bonuses
- Attack Dice: +2 for every living ally, excluding self
Race: Werewolfos
Age: 24
Height: 8'10"
Weight: 553lbs
Hair Colour: Dark Brown
Eye Colour: Red
DHOO WILL WRITE DHOO'S OWN PROFILE THANK YOU VERY MUCH!! DHOO IS A WEREWOLFOS LUCHADORE!! DHOO LOVES TO FIGHT THE FORCES OF DARKNESS WITH DHOO'S BARE HANDS!! BEWARE EVIL FOR THE GREAT AND MIGHTY DHOO SEEKS YOUR DESTRUCTION!!
Age: 24
Height: 8'10"
Weight: 553lbs
Hair Colour: Dark Brown
Eye Colour: Red
DHOO WILL WRITE DHOO'S OWN PROFILE THANK YOU VERY MUCH!! DHOO IS A WEREWOLFOS LUCHADORE!! DHOO LOVES TO FIGHT THE FORCES OF DARKNESS WITH DHOO'S BARE HANDS!! BEWARE EVIL FOR THE GREAT AND MIGHTY DHOO SEEKS YOUR DESTRUCTION!!
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
Wolfos Transformation
- RESTRICTIONS: This is an Innate Skill. Only Werewolfos can learn and use this skill.
- DESCRIPTION: Transform into a Wolfos to intimidate enemies and execute Wolfos attacks.
- Wolfos Mode:
- COSTS: 1 Magic to transform into
- Attack Dice & Defense Dice: +2
- Initiative: +0d1
- EFFECT: All Handheld Items are unequipped.
- DURATION: Until you either die or transform back into your Hylian form again on your turn for no Action Cost.
Intimidate
- RESTRICTIONS: This is an Innate Skill. Only Werewolfos can learn and use this skill.
- DESCRIPTION: Snarl and growl at a target, causing them to go numb with fear.
- Roll your Power dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Numbed:
- Target’s Combat Actions have their Dice & Damage Modifiers removed.
- DURATION: Two rounds.
Bloodlust Howl
- RESTRICTION 1: This is an Innate Skill. Only Werewolfos can learn and use this skill.
- RESTRICTION 2: This can only be used once per battle.
- DESCRIPTION: Channel your bloodlust into a terrifying howl, empowering you and your allies.
- Attack Dice: +3 for you and your allies
- DURATION: One round.
Pack Hunter
- RESTRICTIONS: This is an Innate Skill. Only Werewolfos can learn and use this skill.
- DESCRIPTION: Werewolfos are at their strongest when in a pack, growing in attack power based on the number of allies they have.
- Attack Dice: +2 for every living ally you have, excluding yourself
Hunter's Hearing
- RESTRICTIONS: This is an Innate Skill. Only Werewolfos can learn and use this skill.
- DESCRIPTION: Much like the Hylians they were transformed from, Werewolfos have an improved sense of hearing.
- EFFECT 1: You can make a Spot Check on anything you hear in the current room or area, even if you can’t see it.
- EFFECT 2: You can hear sounds that are either too high or low of a frequency for regular people to be able to hear.
Super Smell
- RESTRICTIONS: This is an Innate Skill. Only Werewolfos can learn and use this skill.
- DESCRIPTION: With a keen sense of smell, Werewolfos can sniff out the presence of others… or even their trail.
- EFFECT: You are aware of anyone’s presence up to one room or area away from you and the general direction, but not the number of presences.
Active
Enrage
- SELL VALUE: 100 Rupees
- COSTS: 3 Hearts
- DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gains a boost.
- EFFECT: Your next attack gains 6 Dice.
Back Strike
- SELL VALUE: 100 Rupees
- DESCRIPTION: Prepare yourself to retaliate against an oncoming attack by placing yourself into a Counter Stance.
- EFFECT: If you successfully defend the next attack that hits you, you can Counterattack the attacker by rolling behind them:
- Roll your Courage +5 dice vs. targets' Courage dice
- EFFECT: If it succeeds, follow-up with an attack from an equipped weapon, gaining Dice equal to the difference in successes.
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: If it hits, siphon Magic from the target equal to half the difference in successes.
Rapid Punches
- SELL VALUE: 75 Rupees
- REQUIREMENTS: Two free hands
- DESCRIPTION: Punch a target with a series of three light, rapid punches. You roll it three times, the defender only rolls once.
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If you hit the target with all three hits successfully, the third punch will do full damage.
Passive
Offensive
Support
Thorns
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: A line of thorns protects an ally, reflecting the next attack they take.
- EFFECT: Target gains Thorns.
- The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
Consumables
Uses Wolfgang's Consumables.
Masks
Luchador Mask
- RESTRICTIONS: This can only be used by Dhoo
- DESCRIPTION: An ancient mask, delicately sewen together out of rare cloth and coloured with exotic dyes.The yellow and orange patterns seem to form the image of a snarling wolfos mouth. Rumor has it this mask was blessed by the Gods of Wrestling! Gives access to Grapple, Gourdcrusher, or Wolf Hug.
- EFFECT 1: This can be worn while in Wolfos form.
- EFFECT 2: Upon equipping this, you receive a change to your stats.
- Grapple:
- DESCRIPTION: Grab a hold of a target, and don’t let them go!
- Roll your Power +5 dice vs. targets' Power dice
- Damage: None
- EFFECT: If successful, you are grappled with the target!
- Target is both Immobilized (cannot move, including using Cover or Escape) and unable to attack.
- If either of you take Damage, the other takes Damage equal to half the amount (does not proc itself).
- On the target’s turn, they can use a Combat Action to roll either ‘Power vs. Power against you’ OR ‘Courage vs. Courage against you’. If the target is successful, the target breaks free from your grapple.
Misc
The Original Tophat
Owned by Wolfgang Moddey Baskerville.
- INFORMATION: This is a Mythical Artifact.
- DESCRIPTION: A tophat once owned by El Aquamentos Lachubre Nakajeem of the Luchakajeem Dragonborn Family. It was once unstealable, but after an incredible flaming phantom-train-suplexing meteor strike, Luchadore Dhoo was able to acquire it and wear it for himself. It’s the original tophat, and it’s his alone.
- EFFECT: Everyone that meets you is compelled to respect you and recognize your original tophat. Do not steal. Anyone that refuses to respect the tophat must beat a $40d10 roll with their Wisdom Stat.
Cursed Amulet
- INFORMATION: This item is a Passive Artifact. Having it in your inventory is enough for its effects.
- DESCRIPTION: A small rainbow amulet, with dark power flowing through. It grants a general stat boost, but the curse within feeds on the wearer...
- Power, Courage, Wisdom: +2
- Hearts, Magic: +2/2
- EFFECT: Every time you attack or defend, you take 2 Neutral Damage afterwards.
Keyboard
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A mystical wooden keyboard with ivory keys, resembling a small handheld piano, that can play magical songs.
- EFFECT: Any Songs played with this instrument use your Power for their attacking roll.
- BONUS: You and your allies gain 2 Defense Dice while you are playing a song.