Dev, DM
[stats name=Tankman power=20 (+5) courage=10 (+0) wisdom=5 (+0) hearts=20/20 (+0) magic=10/10 (+0) initiative=1d10 attack-dice=0 defense-dice=13 armor=6 stat-points=0/65 heart-containers=0 magic-containers=0 rupees=0]Nature[/stats]
DESCRIPTION: Once charged, you feel like you can throw the universe! But first, pick someone up with great ease using ATTACK 1.
ATTACK 1: Roll your Power +15 dice vs. targets' Power dice
Damage: None
EFFECT: If successful, pick the target up, and then throw them at someone else with ATTACK 2.
ATTACK 2: Roll your Power +10 dice vs. targets' Courage dice
Damage: +0
EFFFECT: If it hits, both targets take the Damage.
IF FAIL: The projectile takes Damage equal to the difference in successes.
COSTS: 1 Magic
DESCRIPTION: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.
EFFECT: Target recovers 6 Hearts.
DESCRIPTION: A shield of leaves appears around the target, protecting them from attacks.
EFFECT: Target gains 3 Defense Dice.
DESCRIPTION: A mold of earth covers a target in a protective shell.
EFFECT: Target gains 3 Armor.
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +5
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
EFFECT 2: Your Armor increases from +2 to +8 against anyone with the Taunted Affliction.
Augmented Mode:
COSTS: 5 Magic at the start of each round
Armor: +8
EFFECT 2: Additionally, if it hits, the boomerang bounces off and directs itself towards one more target at the same success rate.
This effect does not proc itself again.
Other Bonuses
- SUPAAAH COVER!
- Recover 4 Hearts when you successfully defend
- Your single-target attacks cause Taunt Affliction
- Gain an additional 6 Armor vs. Taunted targets
None
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
Big Goron Hug
- RESTRICTIONS: This is an Racial Skill. Only Gorons can learn and use this skill.
- DESCRIPTION: Come on over to Mr. Goron and give him a biiiig Goron huuug! Hits one target.
- Roll your Power +5 dice vs. targets' Power dice
- Damage: +0
- EFFECT: If it hits, target’s bones crunch a bit, causing the target to lose 5 Power.
Curl Up
- RESTRICTIONS: This is an Racial Skill. Only Gorons can learn and use this skill.
- DESCRIPTION: As big and strong as the Gorons are… they have a tendency to curl up into a ball out of fear. Which, oddly enough, protects them quite well.
- EFFECT: You become immobile and incapable of doing any Action or defending, except for cancelling Curl Up. However, you get several bonuses in its place:
- Armor: Roll your Power stat. Until you end Curl Up, you gain Armor equal to the result of that roll.
- EFFECT 1: You cannot receive Afflictions.
- EFFECT 2: Your Power stat cannot be reduced.
- DURATION: Until you manually cancel it for no Action Cost on your turn.
Super Throw
- RESTRICTIONS: This is an Racial Skill. Only Gorons can learn and use this skill.
- REQUIREMENTS: A free hand
- CHARGE: 1 Turn
- Amass great strength to your hands, and get ready to throw Fran someone at extreme speeds.
Brawn
- RESTRICTIONS: This is an Racial Skill. Only Gorons can learn and use this skill.
- DESCRIPTION: Gorons have natural strength and are tough to take down.
- Power: +5
- Armor: +3
Gotta Roll Fast
- RESTRICTIONS: This is an Racial Skill. Only Gorons can learn and use this skill.
- DESCRIPTION: Gorons aren’t known for being agile… except when they’re on a roll!
- EFFECT: When jumping, you can cover 2 Feet of distance per 1 Success from a Courage roll.
- Additionally, when defending against Fall Damage, you can roll your Power stat instead of your Courage stat, in an attempt to slam the ground so hard, you transfer the impact into the ground. … which isn’t how physics work, but Gorons don’t know that.
Active
Absorb
- SELL VALUE: 75 Rupees
- DESCRIPTION: Grab a target and hug him, squeezing out some Magic from them in the process.
- Roll your Power +5 dice vs. targets' Courage dice
- Damage: None
- EFFECT: Siphon Magic from the target equal to half the difference in successes.
Double Bash
- SELL VALUE: 75 Rupees
- REQUIREMENTS: Two shields
- DESCRIPTION: Attack a target twice in one turn with two small bashes.
- Roll your Power +5 dice vs. targets' Power dice * 2
- Damage: Halved
- EFFECT: If both bashes hit, target’s next attack is delayed by two turns.
- The attack will occur when the delay is over.
Passive
(5) Super Cover
- SELL VALUE: 250 Rupees
- Point Cost: 5
- DESCRIPTION: No one can take you down, as you continue to protect until you die!
- EFFECT: Cover does not end for you until you die or switch targets (unless you have Multi-Cover).
(2) Specific Counter
- SELL VALUE: 100 Rupees
- Point Cost: 2
- 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: This gives you the ability to counterattack people with a specific attack.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using Absorb.
(2) Defense Booster x1
- SELL VALUE: 100 Rupees
- Point Cost: 2
- DESCRIPTION: Increases your defensive capabilities.
- Defense Dice: +3 per stack
(1) Armor Booster x1
- SELL VALUE: 100 Rupees
- Point Cost: 1
- DESCRIPTION: Decreases the damage dealt to you.
- Armor: +1 per stack
Offensive
Quakeshake
- SELL VALUE: 50 Rupees
- COSTS: 2 Magic
- DESCRIPTION: Cause the ground to rumble heavily beneath a target, shaking them up. DO THE QUAKESHAKE, man!
- EFFECT: This bypasses Cover.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Nature Bonus: +18 Dice instead
- Damage: Halved
- EFFECT: If it hits, target loses 7 Power.
Roots
- SELL VALUE: 75 Rupees
- COSTS: 3 Magic
- DESCRIPTION: A plethora of roots grow from the ground, grabbing a target from below.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Nature Bonus: +20 Dice instead
- Damage: None
- EFFECT: If it hits, target gets 1 stack of the Immobilized Affliction:
- Target cannot move or use melee attacks.
Wind Blast
- SELL VALUE: 125 Rupees
- COSTS: 5 Magic
- DESCRIPTION: Focus the air around you into a tight ball, then release it as a FUS-ROH-DAH! at a target!
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Nature Bonus: +20 Dice instead
- Damage: Halved
- EFFECT: Knock away one of the target’s equipped Handheld Items.
- The item lays on the ground. Anyone can then spend a Support Action to pick it up and stash it in their inventory.
Support
Heal Beam
- SELL VALUE: 25 Rupees
- Nature COSTS: 1 Magic instead
Guard
- SELL VALUE: 50 Rupees
- COSTS: 2 Magic
- Nature COSTS: 1 Magic instead
Earth Shell
- SELL VALUE: 75 Rupees
- COSTS: 3 Magic
- Nature COSTS: 2 Magic instead
Weapons
Steel Sword (Equipped)
- SELL VALUE: 25 Rupees
- DESCRIPTION: A standard, steel blade that can cut things. Can Slash or Stab one target.
- Slash:
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: +0
Shields
Iron Shield
- SELL VALUE: 75 Rupees
- DESCRIPTION: A shield made of thick iron that protects against anything.
- Defense Dice: +7
Recovering Shield
- SELL VALUE: 100 Rupees
- DESCRIPTION: A kite shield that provides minor defense and heals you when you block attacks.
- Defense Dice: +3
- EFFECT: When you successfully defend an attack, you recover 4 Hearts.
Armor
Taunt Armor
- SELL VALUE: 125 Rupees
- DESCRIPTION: A steel-plated armor enchanted with magnetism. It provides little protection normally, but when someone is forcibly focused on you, it becomes much stronger.
- Armor: +2
- EFFECT 1: When you successfully hit someone with a single-target attack, target gets 1 stack of the Taunted Affliction:
- Target’s single-target Combat Actions can only target you.
Robes
Protective Robes
- SELL VALUE: 100 Rupees
- DESCRIPTION: A thin sliver of metal coats this robe, protecting you from attacks. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Armor: +2
Tools
Boomerang
- SELL VALUE: 50 Rupees
- 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 1 stack of the Immobilized Affliction:
- Target cannot move or perform melee attacks. This includes Cover and Escape.
Consumables
Restoration Heart
- Amount: 1
- 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: 1
- 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 6 Magic.