Melizea & Nigel
Ladies and Gentlemen, behold... Glass Cannons.
Very definitely unfinished.
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, this sword gains 5 Successes on its attacks.
DURATION: This lasts for the remainder of the battle.
IF FAIL: Target automatically gets to counterattack you.
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +2
EFFECT: Select one Passive Skill the target has, and siphon that Passive Skill for yourself.
The Passive Skill cannot be an Innate Skill.
DURATION: This lasts for the remainder of the battle.
IF FAIL: Target gets an automatic counterattack.
DESCRIPTION: Slightly larger and considerably heavier than a Sledge Hammer, this hammer disables its targets with improved performance. Can Whack a target or Cripple a target.
Whack!:
Roll your Power dice vs. targets' Power dice
Damage: +2
EFFECT: One of the target’s equipped Shields loses its Defense Dice Bonus.
DURATION: Until the end of your turn one round later.
Cripple:
Roll your Power -3 dice vs. targets' Power dice
Damage: +3
EFFECT: The target gets one stack of the Immobilized Affliction:
Target cannot move or perform melee attacks. This includes Cover and Escape.
Searing Brand:
COSTS: 3 Magic
DESCRIPTION: Place a brand of white flames on a target by sapping away the Growing Burns.
EFFECT: Remove all stacks of Growing Burn from everyone.
Roll your Wisdom +5 dice vs. targets' Wisdom dice
Damage: 3 * Number of stacks of Growing Burn removed
EFFECT: You recover Magic equal to the total number of stacks of Growing Burn removed.
Augmented Protection:
COSTS: 3 Magic at the start of each round to maintain
Armor: +3
EFFECT: Every time you take Neutral Damage, you or a target of your choice recovers Magic equal to half the damage taken.
Divine Light:
RESTRICTIONS: Cannot be used on anyone with Shadow affinity.
COSTS: 10 Magic
DESCRIPTION: A holy Light envelops a target, which warps spells that hit him into an enchanting Light that glows around the target’s weapons.
EFFECT: Target gets one stack of the Divine Light Buff:
When the target is hit by a Magic-based attack, he gains Damage on his next attack equal to half the Damage he took.
Stacking this only acts as a buffer.
It can also be fired at a target in battle.
Roll your Courage +3 dice vs. targets' Courage dice
Damage: None
EFFECT: If it hits, reel towards the target.
When you get up to the target, you can follow up with a melee attack.
The melee attack will gain successes equal to your Total Affinity Levels * 2.
Very definitely unfinished.
Serikka Tonatsu (Level: 10)
- Power: 18 (+0)
- Courage: 18 (+13)
- Wisdom: 18 (+0)
- Hearts: 3/3 (+0)
- Magic: 3/3 (+0)
- EXP: 00/50
- Stat Points: 00
- Stat Points (Used): 50
- Reroll Points: 02
- Rupees: 0000
- Gold Coins: 0000
- Reisano Coins: 0000
Affinities
Light (Level: 1) and Fire (Level: 2)
Physical Description
By the powers of time travel and shenanigans, Serikka comes back as a test character. What’s that? You say that’s illegal? That’s nonsense!
See original for more details.
See original for more details.
Total Bonuses (Initial)
- Initiative:
- Damage:
- Armor: +5 total; +3 (Armor), +2 (Robe)
- Attack:
- Defense: +9 dice total; +6 (Shield), +3 (Spinner)
- Stats: +13 Courage total; +9 (Booster), +4 (Armor)
- Recovery: Recovers 3 Hearts every successful strike
- EFFECT 1: Steals 3 Courage from a target every successful melee strike
- EFFECT 2: Attacker loses 3 Attack Dice every successful defense made (Scaling Attack Down Affliction).
- EFFECT 3:
Signature
What are signature skills?
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 (4)
[Insert innates here]
DURATION: Counter Stance lasts until you're hit or you use Cover as a result of using Counter Stance.
Warcry, Alpha
- REQUIREMENTS: 10 Power
- COSTS: 3 Magic
- DESCRIPTION: Shout out your favorite beer, or whatever you think warcrying is... just so long as it isn't a tantrum.
- EFFECT: You and all of your allies (should) become inspired:
- You and your allies gain 2 Attack Successes and 1 Armor.
- Warcry can only affect you all once per battle. Afterwards, it's just a bunch of crying, you lousy pansies.
- DURATION: Warcry lasts until you stop crying the end of your turn one round later.
Open Wounds, Beta
- REQUIREMENTS: Level 10 and a sword
- DESCRIPTION: Strike a target with all your might! ... but keep some grit on dat blade. Use the Slash attack of your sword.
- Damage: Halved
- EFFECT: If the attack is successful by a difference of 8 successes or higher, you flay a portion of the target open, causing target to bleed out... for dinner.
- At the start of each round, target takes 4 Neutral Damage.
- Any time someone successfully attacks the target in melee combat, attacker recovers 4 Hearts.
- DURATION: Open Wounds, Beta lasts until the target recovers 10 Hearts since Open Wounds, Beta was inflicted.
Poke
- DESCRIPTION: Poke someone. For the lulz. This is automatic and counts as a Support Action, by the way.
- Neutral Damage: 1
Counter Preparation
- DESCRIPTION: Prepare yourself to retaliate against an oncoming attack!
- EFFECT: Place yourself into a Counter Stance.
- If you successfully defend the next attack that hits you, you automatically get the chance to Counterattack the attacker.
- If your Counterattack is successful, you can either immediately return to having Counter Stance or using Cover.
Passive (5)
[Insert innates here]
Courage 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 agility is increased, based on your elemental power levels.
- EFFECT: Your Courage stat is increased by # * 3, where # = your Total Affinity Levels.
Essence Shift
- 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 melee attacks siphon the target's will to fight to you. In other words, this is your first step towards acquiring main character powers.
- EFFECT: Once per turn, when you successfully hit someone with a melee attack, you steal # Courage from the target, where # = your Total Affinity Levels.
- DURATION: This lasts for the remainder of the battle.
Attack Down
- 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: Your blocks have more impact, lowering an attacker's ability to attack.
- EFFECT: Once per turn, when you successfully defend against an attacker, the attacker gets one stack of the Scaling Attack Down Affliction:
- Target loses # Attack Dice, where # = your Total Affinity Levels
Recovery Strike
- RESTRICTIONS: This is a Support Skill. You may only have one Support Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: You recover Hearts from your enemies with every strike.
- EFFECT: Once per turn, when you successfully land an attack, you recover 1 Heart * your Total Affinity Levels.
Basic Counter
- RESTRICTIONS: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- COUNTERATTACK: If you meet one of the following CONDITIONS, you can Counterattack by using any attacks listed on an equipped weapon or a PSI Spell.
- CONDITION 1: If your Successes when defending are at least twice as great as the attacker’s Successes.
- CONDITION 2: When you would "automatically get the chance to Counterattack".
Offensive (1)
PSI Flash, Alpha
- REQUIREMENTS: Light (Level: 1)
- COSTS: 1 Magic
- DESCRIPTION: A basic Light spell, PSI Flash hits one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Magical Damage: +0
- EFFECT: Target’s next spell costs an extra 1 Magic.
Support (3)
Boost, Alpha
- REQUIREMENTS: Light (Level: 1)
- COSTS: 2 Magic
- DESCRIPTION: An empowering light surrounds a target, boosting their best strength.
- EFFECT: Give a target one stack of the Boost, Alpha Buff:
- Target's highest base stat is increased by 4 + #, where # = your Level / 10 (rounded up).
- If this is for Hearts or Magic, it increases both the Current and Maximum.
Barrier, Alpha
- REQUIREMENTS: Light (Level: 1)
- COSTS: 2 Magic
- DESCRIPTION: Target gets an ethereal barrier that blocks damage.
- EFFECT: Give a target one stack of the Barrier, Alpha Buff:
- Barrier will soak up any form of damage, even siphoned Hearts. It blocks up to 5 + # Damage, where # = your Total Affinity Levels.
- Any damage that goes through Barrier hits the target, at which point the target's Armor is factored in.
- DURATION: Barrier lasts until its Hearts are reduced to 0.
Haste, Alpha
- REQUIREMENTS: Light (Level: 1)
- COSTS: 3 Magic
- DESCRIPTION: Accelerate a target using a tiny bit of the speed of Light.
- EFFECT: Give a target one stack of the Haste, Alpha Buff:
- Target gains # Attack & Defense Dice, where # = your Level / 10, rounded up
- This bonus is doubled if the target is doing a reroll.
- This effect of Haste does not stack.
Weapons (4)
Potential Blade (Equipped)
- REQUIREMENTS: Level 10
- DESCRIPTION: Every time this sword strikes, it gets stronger and stronger. Can Slash or Stab a target.
- Slash:
- Roll your Courage +7 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, this sword gains 2 Successes on its attacks.
- DURATION: This lasts for the remainder of the battle.
Stealblade
- DESCRIPTION: A short blade of steel, it seems to be a generic, fine-cutting blade, but as it cuts, it gradually gives its user more powers. Can Slash or Stab one target.
- EFFECT 1: Any Passive Skills you acquire with this blade have their Restrictions and Requirements ignored.
- EFFECT 2: If this blade is unequipped, any Passive Skills that you've gained from this blade are removed.
- Slash:
- Roll your Courage +2 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: Select one Passive Skill the target has, and gain a copy of that Passive Skill for yourself.
- The Passive Skill cannot be an Innate Skill.
- DURATION: This lasts for the remainder of the battle.
Smash Hammer
- REQUIREMENTS: At least 5 Power
- Alternatively, you can wield it Two-Handed with no Power requirements
Searing Wand
- REQUIREMENTS: Level 10 and Fire (Level: 2)
- DESCRIPTION: A charred black wand with a small candlelit fire on one end of it. It can cause a target to get Growing Burn or can cast a Searing Brand.
- Growing Burn:
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: Give a target one stack of the Growing Burn Affliction:
- At the start of each round, target takes 1 Neutral Damage.
- Every time the target is hit by a Fire-based spell or attack, they gain a stack of Leech Burn.
- This part of the effect does not stack.
Shields (1)
Magic Shield (Equipped)
- 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)
Dragonhide Armor (Equipped)
- REQUIREMENTS: Level 10
- DESCRIPTION: Crafted from the hide of a strong dragon, this armor provides improved protection and increases your mobility.
- Armor: +3
- Courage: +4
Robes (1)
Guardian Robes
- REQUIREMENTS: Level 10 and Light (Level: 1)
- COSTS: 3 Magic at the start of each round to maintain
- DESCRIPTION: These robes are enchanted with Light Magic and have the crest of the Triforce across the chest. It provides decent damage protection and can use the Divine Light ability.
- Basic Protection:
- Armor: +2
Tools (2)
Hookshot
- DESCRIPTION: The Hookshot fires a chained, miniature harpoon at a target, which can reach up to 50 feet away.
- 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.
Spinner
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects.
- REQUIREMENTS: Level 10
- 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: +3
- EFFECT: When 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 +10 dice vs. targets' Courage dice
- Damage: Halved
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