Darte
Firiann Fellshard
- Power: 33 (+6)
- Courage: 21 (+0)
- Wisdom: 5 (+0)
- Hearts: 12/12 (+0)
- Magic: 4/4 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 1
- Armor: 2
- Stat Points: 75
- Stat Points (Used): 77
- Heart Containers: 6
- Rupees: 3020
Affinities: Fire, Nature
Other Bonuses
- Thorn Armor: Battles start with Thorns.
Firiann Fellshard is a squat deku scrub. Deep brown and scraggly bark outlines the rounded curve of a body and two stubby, rootlike feet. Beady reddish-gold eyes peek out from under a nest of smouldering red fern-like leaves perched on top of her head. A rounded mouth and gangly arms complete the spectacle.
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
Snout Shot
- DESCRIPTION: Fire a rock from your snout (or snouth) at a target! Or... whatever is in there.
- Roll your Power +5 dice vs. targets' Power dice
- Damage: +0
- EFFECT: If you fired something other than a rock, inflict a special effect, DM's Discretion.
Dig
- DESCRIPTION: If the ground is soft, you can dig into it! A flower will spring up in the place you dug.
- EFFECT: Roll your Power. You cannot be hit by anything except ground-based attacks (ie PSI Quake), and you can only be pulled up if someone beats your Power roll.
- DURATION: You can end this at any time for no action cost. Additionally, when you do, you can pop up in front any target, effectively Covering them.
Scrub Power
- DESCRIPTION: As a Deku Scrub, you have the power. ... lazy passive is lazy.
- Power: +6
Active
Steal
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A free hand
- DESCRIPTION: Select a target to steal from. Hopefully it's not considered illegal. You roll it three times, the defender only rolls once.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
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.
Passive
(4) Hanging On
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- RESTRICTIONS: You can only activate Hanging On once per battle.
- DESCRIPTION: You are capable of surviving a powerful attack that would normally kill you.
- EFFECT: If you have at least 6 Hearts before damage is calculated, you can activate this skill.
- Your Hearts are reduced to 1 instead.
(4) Regeneration
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Hearts over time.
- EFFECT: You gain Regen x3.
Offensive
Flare Up
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: Infuse an ally with high intensity flames, empowering their next attack.
- EFFECT: Target’s next attack gains 8 Dice.
Support
Great Rejuvenation
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: With a blessing from the Great Fairy, the target’s wounds are whisked away.
- EFFECT: Target recovers 10 Hearts.
Weapons
Loot Shovel (Equipped)
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A large shovel fer movin' loot. Let's ye Whack! or Thwack! any lad ye want! On th' bright side it be a good workout for yer pecs an' lats!
- Whack!:
- Roll your Power +4 dice vs. targets' Courage dice
- Damage: +4
Trusty Deku Stick
- DESCRIPTION: It doesn't hurt as much as a normal Deku Stick, but it does seem considerably sturdier. Can hit one target.
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: +0
Spiked Boomerang
- SELL VALUE: 75 Rupees
- DESCRIPTION: A nice, metal boomerang, duct tape'd to the brim with spikes. It's a wonder you can even hold it, much less throw it. You can hit a target with Throw or use Golden Throw.
- Throw:
- Roll your Power dice vs. targets' Power dice
- Damage: -3
- EFFECT: If it hits, the Spiked Boomerang bounces off and directs itself towards one more target at the same success rate.
- This effect does not proc itself again.
Shields
Obsidian Shield
- SELL VALUE: 125 Rupees
- DESCRIPTION: An eerie, pitch-black shield that absorbs elemental power from attacks that touch it, giving you a huge defense bonus against them. However, it’s useless against all other attacks.
- Defense Dice: +6 against Magic-based attacks
Armor
Stripped Pirate Shirt
- DESCRIPTION: Th' typical white and red horizontal stripped pirate shirt. A classic what increases yer Courage slightly while still protectin' yer mangy hide.
- Armor: +2
- Courage: +3
Blue Platemail
- SELL VALUE: 100 Rupees
- DESCRIPTION: A blue colored platemail, wrapped in magical threads, made specifically to defend against spells.
- Armor: +8 against Magic-based attacks
Thorns Armor
- SELL VALUE: 125 Rupees
- DESCRIPTION: An incredibly spiky armor that starts with a magical enchantment.
- Armor: +2
- EFFECT: Start the battle with 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.
Robes
Tools
Gongs
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A foreign-looking set of brass gongs imbued with mystical powers that can play magical songs.
- EFFECT: Any Songs played with this instrument use your Power for their attacking roll.
- BONUS: The audible range of any song played on this is doubled.
- However, any of the song's numerical effects outside its normal range are halved.
Drums
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A mystical set of wooden drums, with animal skin membrane stretched over the drumhead, that can play magical songs.
- EFFECT: Any Songs played with this instrument use your Power for their attacking roll.
- BONUS: The values of any Bonuses caused by Songs you play are increased by 1.
Spinner
- SELL VALUE: 150 Rupees
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
- DESCRIPTION: Spinning around at the speed of sound... Spin around on a spinning, spiky top, increasing your maneuverability and allowing you to ride rails, though it's bit shaky and unpredictable.
- Defense Dice: +1
- EFFECT: Once per round, if you fail to defend an attack, you bounce to a random target using $1d#, where # = the number of players in the battle, except yourself.
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
Consumables
Restoration Heart
- Amount: 3
- 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: 14
- 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: 0
- 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.
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.
Chateau Romani
- Amount: 1
- 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.
Augment Scroll
- Amount: 1
- SELL VALUE: 500 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
Sorrowful Ballad
- SELL VALUE: 100 Rupees
- RESTRICTION: Unless you use Overpower Song, you can not play a Song if there is already another Song being played by someone else.
- REQUIREMENTS: A musical instrument and 5 Wisdom
- COSTS: 1 Magic to play and maintain at the end of your turn each round.
- DESCRIPTION: A simple, sad tune that bears sorrow. When played in battle, this song affects all enemies.
- EFFECT: This bypasses Cover.
- Roll your instrument's stat vs the enemy's Wisdom stat
- Damage: None
- EFFECT 1: This does not break Cover
- EFFECT 2: Continue to play the song as a channeled move, causing target(s) hit to be affected by Sorrowful Ballad
- Affected targets lose 5 Attack Dice.