Sea Shepherd (Level: 10)
- Power: 17 (+3)
- Courage: 6 (+3)
- Wisdom: 13 (+4)
- Hearts: 12/12 (+0)
- Magic: 12/12 (+0)
- EXP: 0/100
- Stat Points: 0
- Stat Points (Used): 50
- Reroll Points: 0
- Rupees: 1000
- Gold Coins: 0
- Reisano Coins: 0
Description
Origin: ???
Race: Cannine
TEST character
A salty sea dog (literally), Shepherd takes on the form of an anthropomorphic Border collie x Husky hybrid with a salty attitude to go with.
Spreadsheet
Pending
Role: Attacker, Anti-Bonus Support.
Race: Cannine
TEST character
A salty sea dog (literally), Shepherd takes on the form of an anthropomorphic Border collie x Husky hybrid with a salty attitude to go with.
Spreadsheet
Pending
Role: Attacker, Anti-Bonus Support.
- Armor: +4
- Attack: Disable an Aura or a Passive Skill on a target per attack (once per turn), -9 Dice to a target when at 5 Hearts or less.
- Defense: +8 (+1 at the start of each round, -1 for each defend, down to 0), Can endure an attack if Hearts at least 50% of maximum Hearts
- Stats: +3 Power, Courage, Wisdom, an additional +1 Wisdom (+3 when Spirit Robe is empowered). Can exceed maximum Hearts and Magic by up to 6 Hearts and Magic once per battle.
Passive Skills in use:
Equipped Equipment at the start of the battle:
Passive Skills in use:
Equipped Equipment at the start of the battle:
- Hands - Bombs, Medium (Weapon), Ice Layer Shield (Shield)
- Armor - Exceed Suit
- Robe - Illuminant Cloak
- Other - (None)
Passive Skills in use:
- Innates - Sure Footing
- Booster - Trinity Booster
- Offensive - Suppress Strike
- Defensive - Hanging On
- Support/Recovery - Down With Me
- Counterattack - Basic Counter
Affinities
Water (Level: 3)
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
Intimidating Snarl, Beta
- RESTRICTIONS: This is an Innate Skill. Only Cannines can learn and use this skill.
- DESCRIPTION: Cannines have the ability to unleash an intimidating snarl to assert their dominance over others, signalling the target to become submissive to them. Hits one target
- Roll your Power +5 dice vs. targets' Power dice
- Damage: None
- EFFECT: Target loses 5 Successes while targeting you.
- DURATION: This lasts for the remainder of the battle.
PSI Enchant
- REQUIREMENTS: A Weapon and a PSI Spell (excluding PSI Arrow).
- COST: The cost of the PSI Spell involved
- DESCRIPTION: Enchant a Weapon you have with a PSI Spell of your choice, giving it an Affinity for the attack.
- EFFECT: The selected weapon gains Your Affinity Level of the PSI Spell used.
- DURATION: Until after the weapon is used in an attack.
- This does not stack with repeated uses.
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.
Absorb
- COSTS: 2 Magic
- DESCRIPTION: Grab a target and absorb some Magic from him.
- Roll your Power dice vs. targets' Courage dice
- Damage: None
- EFFECT: Siphon Magic from the target equal to the difference in successes.
Spiked Carapace
- COSTS: 3 Magic
- DESCRIPTION: Spikes line someone’s armor. If the armor is already spiky, well now it's even spikier.
- EFFECT: Give a target that’s wearing armor (item) one stack of the Spiked Carapace Buff.
- If someone successfully hits you in melee combat, the attacker takes Damage equal to the damage you took from the attack.
- No effects from the attack are applied to the attacker.
- Stacking Spiked Carapace only acts as a buffer.
- DURATION: After you are hit by an attack, one stack of Spiked Carapace is removed.
Warcry, Beta
- REQUIREMENTS: Level 10 and 20 Power
- COSTS: 5 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 4 Attack Successes and 2 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.
Passive
Sure Footing
- RESTRICTIONS: This is an Innate Skill. Only Cannines can learn and use this skill.
- DESCRIPTION: Cannines are mountaineers by origin and have evolved to adapt to mountain conditions, allowing them to remain stable on unstable mountainside terrain.
- EFFECT: You can safely cross or stand on unstable or rocky terrain at half the successes needed.
Trinity 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, agility, and intelligence are increased, based on your elemental power levels.
- EFFECT: Your Power, Courage, and Wisdom stats are increased by #, where # = your Total Affinity Levels.
Suppress Strike
- 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 attacks suppress the inner energies from the target.
- EFFECT: Once per turn, when you successfully hit someone with a single-target attack, you can disable a passive or an aura.
- Select one Passive Skill or Aura that someone has and disable it.
- DURATION: For the remainder of the battle.
Hanging On
- RESTRICTION 1: This is a Defensive Skill. You may only have one Defensive Skill enabled at a time. All others must be set to (Disabled).
- RESTRICTION 2: You can only activate Hanging On once per battle.
- DESCRIPTION: You are capable of surviving an attack that would normally kill you.
- EFFECT: If your Hearts are at 50% or higher and an attack hits you that would kill you, you can activate this skill.
- Your Hearts are reduced to 1 instead.
Down With Me
- 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: At least 10 Maximum Hearts
- DESCRIPTION: As you draw your last breath, you're able to bring someone's power down with you.
- EFFECT: If you drop to 5 Hearts or less, select a target.
- That target loses # * 3 Attack Dice, where # = your Total Affinity Levels.
- DURATION: This lasts until you recover to more than 5 Hearts.
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 oppoturnity arises.
- EFFECT: When you would "automatically get the chance to Counterattack", you can counterattack with any attacks listed on an equipped weapon or a PSI Spell.
Offensive
PSI Blast, Beta
- REQUIREMENTS: Level 10 and Water (Level: 2)
- COSTS: 1 Magic
- DESCRIPTION: A basic Water spell, PSI Blast hits one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +4
- EFFECT: If it hits, target takes an extra 1 Neutral Damage for each stack of every Buff they have.
Cold Wave, Beta
- REQUIREMENTS: Level 10 and Water (Level: 2)
- COSTS: 5 Magic
- DESCRIPTION: Fire a wave of freezing water a target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT 1: Remove two stacks of one Buff from the target.
- EFFECT 2: Target gets one stack of the Soaked, Beta Affliction:
- When target takes damage from a Nature spell, target takes an additional 2 Neutral Damage.
Waterlance, Alpha
- REQUIREMENTS: Level 10 and Water (Level: 2)
- COSTS: 4 Magic
- DESCRIPTION: Fire a lance made of pressurized Water at one target.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT 1: Ignores half of target’s Armor.
- EFFECT 2: Target gets one stack of the Armor Down Affliction:
- Target loses 3 Armor.
Support
Stack
- REQUIREMENTS: Water (Level: 1)
- COSTS: 2 Magic
- DESCRIPTION: Increase the powers supporting a target using a magical mist.
- EFFECT: Target a Buff on a target, and add one stack to that Buff.
Sweeper Trap, Alpha
- REQUIREMENTS: Level 10 and Water (Level: 3)
- COSTS: 6 Magic
- DESCRIPTION: Place a large Magic circle representing strong currents down on the ground anywhere except directly underneath targets or within a foot of them.
- TRIGGER CONDITION: Someone receives a Status Effect in the same room as the Magic circle.
- TRIGGER EFFECT: A torrent of water sweeps through the battle, removing a Status Effect from everyone.
- EFFECT: Remove one stack of one Status Effect from everyone.
Weapons
Ice Slab
- REQUIREMENTS: Level 10, 15 Power, Two-Handed and Water (Level: 1)
- DESCRIPTION: A giant slab of ice that serves as a giant shield! Nifty. You can also Whack a target with this slab of ice.
- Defense Dice: +5
- EFFECT: When you equip this large Ice Slab, roll your Wisdom stat.
- Lower your Wisdom stat by the result of the roll and increase your Power stat by the result of the roll +4.
- When you unequip this item, all stat changes caused by this item are removed.
Bombs, Medium (Equipped)
- REQUIREMENTS: Level 10
- DESCRIPTION: A moderate-sized blue Bomb that's tightly packed with gunpowder for a large explosion. Can be thrown at one Target or at a Group of enemies.
- Target:
- DESCRIPTION: Throw the bomb directly at an enemy.
- Roll your Power dice vs. targets' Power dice
- Damage: 7 + 2d2
- IF FAIL: The bomb explodes on the ground, hitting everyone.
- Targets roll Power vs the original successes of the attack.
- Damage: 6
Tide Wand
- REQUIREMENTS: Level 10 and Water (Level: 2)
- DESCRIPTION: A current of ethereal water flows around this wand, giving you a sense of increased calm. Can use Status Copy or Status Transfer on a target.
- EFFECT: The costs of your Spells is decreased by 1 Magic.
- Status Copy:
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, the ethereal water flows around the field. Choose one of the following:
- Select one Buff that you or your allies has and give a different target a copy of that Buff, including all stacks of it.
- Select one Affliction that you or your allies has, and give the target you just hit a copy of that Affliction, including all stacks of it.
Shields
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.
Hex Shield
- REQUIREMENTS: Level 10
- DESCRIPTION: A large hexagonal shield built off the shield that Waterblast once owned; this shield boasts mediocre defensive capabilities in exchange for a powerful healing ability. It can use Cleansing Waterfall on yourself and all of your allies.
- Defense Dice: +4
- EFFECT: When you successfully defend against an attack with Hex Shield equipped, its force is absorbed and adds 1 Charge to it.
- Hex Shield starts off with 0 Charges and has a cap of 3 Charges
Armor
Exceed Suit
- REQUIREMENTS: Level 10
- DESCRIPTION: A blue-tinted armor patched with a white cross... you're such a gimmick man. This gimmicky suit of armor gives the user the ability to exceed their maximum capacity.
- Armor: +4
- EFFECT 1: Once per battle, if you would recover more Hearts than your Maximum Hearts, your Current Hearts can exceed your Maximum Hearts by up to 6 Hearts.
- EFFECT 2: Once per battle, if you would recover more Magic than your Maximum Magic, your Current Magic can exceed your Maximum Magic by up to 6 Magic.
Robes
Spirit Robe
- DESCRIPTION: Enchanted by protectful spirits, this robe amplifies the power of the user’s mind.
- Basic Protection:
- Wisdom: +1
Tools
Consumables
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
Heart and Magic Containers
- Total number of Heart and Magic Containers acquired from pickups:
- Hearts
- Amount: 0