Dev, DM
Nigel's Spreadsheet
Stats: +9 Power
Recovery:
EFFECT 1: Status Protection
EFFECT 2: Armor Feedback
EFFECT 3: Once per turn, if you engage in melee combat with someone, lower one of his Affinities by 1 Level.
EFFECT 2: Afterwards, if target’s Defense Dice & Successes bonuses are reduced to 0 or less as a result, any Shields the target has equipped become disabled.
DURATION: For the remainder of the battle or until target’s Defense Dice & Successes are above 0.
Armor Smash:
Roll your Power -6 dice vs. targets' Courage dice
Damage: +5
EFFECT 1: If it hits, target gets two stacks of the Armor Down Affliction:
Target loses 3 Armor.
EFFECT 2: Afterwards, if target’s Armor bonus is reduced to 0 as a result, any Armor (item) the target has equipped become disabled.
DURATION: For the remainder of the battle or until target’s Armor is above 0.
EFFECT 2: Additionally, if it hits, target takes additional Neutral Damage equal to the number of Bleeding stacks on the target.
DESCRIPTION: A hammer that uses your own Power to power its attacks. Hits one target.
Roll your Power dice vs. targets' Power dice
Damage: +3
EFFECT: If it hits, target loses Power equal to the difference in successes.
This amount is capped at 10 Power per hit.
DURATION: For the remainder of the battle.
Thwack:
Roll your Power dice vs. targets' Power dice
Damage: +3
EFFECT: If th' attack be successful, target gets one stack o’ th' Kaboink! Affliction:
A harsh blow t' th' noggin' has left ye dazed.
Target's Wisdom is reduced by 5, and any items he can wield by hand have increased Wisdom requirements by 5.
Augmented Protection:
COSTS: 4 Magic at the start of each round to maintain
EFFECT 1: Once per turn, if you engage in melee combat with someone, lower one of his Affinities by 2 Levels.
DURATION: This lasts for the remainder of the battle.
EFFECT 2: Once per round, at any time, you may remove one Status Effect you have that lowers Attack Dice and/or Successes.
EFFECT 2: Additionally, if it hits, the boomerang bounces off and directs itself towards one more target, with the same roll at -4 Dice.
This effect does not proc itself again.
Battle Ladder:
COSTS: 2 Magic
DESCRIPTION: Roll Power and slam the ladder vertically into the ground. Then climb up the ladder, which will magically hold your weight.
The ladder has Hearts equal to the result of your Power roll.
If it breaks, you fall and take Neutral Damage equal to half its Maximum Hearts.
While you're on the ladder, you cannot be hit by melee attacks.
However, you are Immobilized, meaning you cannot move or perform melee attacks. This includes Cover and Escape.
You can cancel Battle Ladder at the cost of using a Support Action.
Nigel Thornberry (Level: 10)
- Power: 14 (+9)
- Courage: 2 (+0)
- Wisdom: 2 (+0)
- Hearts: 40/40 (+0)
- Magic: 2/2 (+0)
- EXP: 0/50
- Stat Points: 0
- Stat Points (Used): 50
- Reroll Points: 2
- Rupees: 0
- Gold Coins: 0
- Reisano Coins: 0
Affinities
Fire (Level: 1), Water (Level: 1), and Shadow (Level: 1)
Physical Description
Deku Scrub. LIKE A BOSS!
Total Bonuses
- Initiative:
- Damage:
- Armor: +11
- Attack:
- Defense Dice: +8
- +1 the start of each round
- -1 every time you defense
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 (5)
Escape Dig, Alpha
- RESTRICTIONS: This is an Innate Skill. Only Deku Scrubs can learn and use this skill.
- DESCRIPTION: Deku Scrubs can dig through the earth, enabling them to quickly escape from battle, as well as creating an escape tunnel for their allies. This rolls against all enemies.
- Roll your Courage +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: You (specifically) escape from the battle.
- EFFECT 2: If any of your allies uses Escape, they can use your tunnel to gain 4 Successes.
Throw Weapon
- REQUIREMENTS: An equipped Melee Weapon
- DESCRIPTION: Throw a melee weapon at a target with all your might!
- EFFECT: Roll half of your Power stat. Throw a melee weapon at a target, and add half of the result from the Power roll as Bonus Attack Dice to the weapon's standard attack.
- IF SUCCESS: The weapon bounces off the target and boomerangs back to you. Yay for science!
- IF FAIL: The weapon lays on the ground. Anyone can then spend a Support Action to pick it up.
- Then, said person can immediately stash it in his inventory or equip it.
Skull Bash
- REQUIREMENTS: A shield
- DESCRIPTION: Rush towards a target, bashing his skull in with your shield.
- Roll your Power -3 dice vs. targets' Power dice
- Damage: +0
- EFFECT 1: Ignores half of target’s Armor.
- EFFECT 2: Target gets one stack of the Spell Lock Affliction:
- The only Spell the target can use is the last Spell he used.
- Stacking Spell Lock only acts as a buffer.
Laser Eyes, Beta
- RESTRICTIONS: This is unusable if you're currently blinded.
- REQUIREMENTS: Level 10
- COSTS: 4 Hearts
- DESCRIPTION: Lasers shoot from your eyes at a target.
- Roll your Power +6 dice vs. targets' Wisdom dice
- Neutral Damage: 10
- IF FAIL: The lasers cause you to get one stack of the Blind Affliction:
- When you do any action that does not target yourself, roll $1d3. If it is a 1, you automatically miss.
Poke
- DESCRIPTION: Poke someone. For the lulz. This is automatic and counts as a Support Action, by the way.
- Neutral Damage: 1
Passive (7)
Flower Flight
- RESTRICTIONS: This is an Innate Skill. Only Deku Scrubs can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: You can pop the leaves off your head when jumping and cause them to sprout into a flowercopter, giving you the ability to cross greater distances.
- EFFECT: Your horizontal jumping distance is multiplied by 2.
Leaf Shield, Alpha
- RESTRICTIONS: This is an Innate Skill. Only Deku Scrubs can learn and use this skill. There’s no limit on Innate Skills.
- REQUIREMENTS: Level 10
- COSTS: 3 Magic
- DESCRIPTION: Pry a leaf out of your head and enchant it with Magic, allowing you to freely defend you or your allies at any time.
- EFFECT: When an attack is aimed at any of your allies, you can have the leaf surround the target to reduce any damage taken.
- Target gains 5 Physical & Magical Armor until the end of that turn.
- This has to be declared when the attack fires, not after it’s already succeeded.
Power Booster
- 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 strength is increased, based on your elemental power levels.
- EFFECT: Your Power stat is increased by # * 3, where # = your Total Affinity Levels.
Armor Feedback
- RESTRICTIONS: This is a Offensive Skill. You may only have one Offensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your armor becomes a weapon, using the force it takes and sending it back to the attacker.
- EFFECT: Once per turn, when someone successfully hits you, he takes Damage equal to your Armor.
Hard Skin
- RESTRICTIONS: This is a Defensive Skill. You may only have one Defensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: As you gain more Hearts, your skin hardens, protecting you against damage better.
- EFFECT: For every 8 Hearts that you have (Maximum), you gain 1 Armor.
Status Protection
- RESTRICTIONS: This is a Support Skill. You may only have one Support Skill enabled at a time. All others must be set to (Disabled).
- REQUIREMENTS: Level 10, Shadow (Level: 1) and Water (Level: 1)
- DESCRIPTION: A shadowy bubble surrounds you, periodically protecting you from various effects.
- EFFECT: Once per round, at any time, you can remove one stack of an Affliction you have.
Single Retaliate
- RESTRICTION 1: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
- RESTRICTION 2: This can only be activated once per battle.
- DESCRIPTION: You are capable of projecting a mirror image of yourself behind the target.
- COUNTERATTACK: If you meet the following CONDITION, you can Counterattack by using any attacks listed on an equipped weapon.
- CONDITION: After someone attacks you with a melee attack.
Weapons (4)
Iron Ball and Chain (Equipped)
- REQUIREMENTS: Level 10 and at least 20 Power
- DESCRIPTION: Consisting of an intimidating spiked ball attached to a long, sturdy metal chain; this simple Ball and Chain plows through defenses and can even destroy them. Can use Shield Smash or Armor Smash on a target.
- Shield Smash:
- Roll your Power dice vs. targets' Power dice
- Damage: +0
- EFFECT 1: If it hits, target gets two stacks of the Defense Down Affliction:
- Target loses 3 Defense Dice.
Axe of Jealousy
- REQUIREMENTS: Level 10
- DESCRIPTION: The axe is jealous? That's creepy. A handaxe that seems attracted by blood. Hits one target.
- Roll your Power +2 dice vs. targets' Courage dice
- Damage: +0
- EFFECT 1: If it hits, target gets two stacks of the Bleeding Affliction:
- At the start of each round, target takes 1 Neutral Damage.
Hammer of Power
- REQUIREMENTS: Level 10 and 15 Base Power
- COSTS: 4 Power per swing
- You will regain the Power at the end of the battle.
Loot Shovel
- REQUIREMENTS: Level 10 and 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 +5 dice vs. targets' Courage dice
- Damage: +6
Shields (2)
Ice Layer Shield (Equipped)
- REQUIREMENTS: Level 10 and Water (Level: 1)
- DESCRIPTION: A shield made mostly of several layers of Magic Ice. It starts out strong and grows over the course of the battle, but as it's hit, it drops in strength.
- Defense Dice: +8
- EFFECT 1: At the start of each round, this shield's Defense Dice increases by 1.
- EFFECT 2: After you defend an attack (successful or not), this shield's Defense Dice decreases by 1.
- When this shield drops to +0 Defense Dice, it loses its energy and becomes inactive for the remainder of the battle.
Magic Shield
- REQUIREMENTS: Level 10
- DESCRIPTION: An ancient shield with powerful enchantments to reflect most magical spells.
- Defense Dice: +6
- EFFECT: When you would normally have the opportunity to Counterattack a spell, the spell can be Deflected to anyone.
- The Deflected attack's successes are equal to what you used to block the attack +4.
Armor (1)
Soldier Platemail (Equipped)
- REQUIREMENTS: Level 10
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +6
Robes (1)
Illuminant Robe (Equipped)
- REQUIREMENTS: Level 10
- DESCRIPTION: A blue robe normally worn by Chaos Elementals that provides a pink light when activated.
- Basic Protection:
- EFFECT: Once per turn, if you engage in melee combat with someone, lower one of his Affinities by 1 Level.
- DURATION: This lasts for the remainder of the battle.
Tools (2)
Boomerang
- DESCRIPTION: A sturdy piece of wood, banded with duct strong tape. It can be thrown at a target.
- Roll your Power dice vs. targets' Power dice
- Damage: None
- EFFECT 1: If it hits, target gets one stack of the Immobilized Affliction:
- Target cannot move or perform melee attacks. This includes Cover and Escape.
Magic Ladder
- DESCRIPTION: You wanna use THIS in battle? The heck is wrong with you? A magic ladder used for crossing short gaps or needing a makeshift ladder. Can use the Crossing or Battle Ladder abilities.
- EFFECT: If the Magic Ladder breaks, it will reappear in your inventory, fine and dandy.
- Crossing:
- COSTS: 4 Magic
- DESCRIPTION: Roll Power and set the ladder either against a wall or attempt to close a gap over a hole.
- The ladder grows in length (feet) equal to three times the Successes of the Power roll.
- Anyone that crosses the ladder that has higher Maximum Hearts than the Successes of the Power roll causes the ladder to automatically break… fatso.
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