Junior Member
Degren
- Power: 16 (+0)
- Courage: 20 (+2)
- Wisdom: 18 (+0)
- Hearts: 14/15 (+0)
- Magic: 2/4 (+2)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 4
- Stat Points: 0
- Stat Points (Used): 75
- Heart Containers: 2
- Rupees: 3460
Affinities: None
Other Bonuses
- +3 Defense Dice by paying 2 Magic.
- Magic Cost -1
- Magic Regen x2
A dark-furred Lightning miyoa wearing a green vest with many pockets, brown cargo shorts, and brown boots with a penchant for thievery. Although kind, he will not hesitate to rob you blind if it suits him, or steal YOU by shrinking you, if he so desires!
Signature
Shrink
- RESTRICTIONS: Shrink can only be used by Degren
- COSTS: 4 Magic
- DESCRIPTION: Make a target Shrink down to half their size! Now you’re bigger than them! … unless you shrunk yourself. Can Target Ally or Target Enemy.
- Target Ally:
- Attack Dice: -3
- Defense Dice: +3
- Target cannot Cover someone else unless they also have Shrunken.
- DURATION: This lasts until you choose to cancel it on your turn for no Action Cost.
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
Magical Enchantment
- RESTRICTIONS: This is an Innate Skill. Only Miyoas can learn and use this skill.
- COSTS: Equal to the Magic Cost of the spell you’re using to enchant
- DESCRIPTION: Miyoas have the ability to enchant items with the effects of the spells they know.
- EFFECT: Cast a spell onto an item. That item gets Enchanted:
- The item causes that spell’s EFFECT on all of its single-target attacks.
- Casting Magical Enchantment with a different spell enchantment on the same item will overwrite the previous enchantment.
Tail Stab
- RESTRICTIONS: This is an Innate Skill. Only Miyoas can learn and use this skill.
- DESCRIPTION: Miyoas quickly bounce to the target and stab them with their sharp tails!
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: -3
- DESCRIPTION: If you succeed, the target stumbles back, allowing you and your allies to follow up with Escape immediately, ignoring the target in your Escape rolls.
- If there are no other enemies, your escape is guaranteed.
Defense of Bonds
- RESTRICTIONS: This is an Innate Skill. Only Miyoas can learn and use this skill.
- DESCRIPTION: Miyoas are very social creatures, forming bonds easily and quickly. Since these bonds are important to them, they will protect those close to them.
- EFFECT: Place yourself in a protective stance, allowing you to bounce to an ally at a moment’s notice.
- If one of your allies gets attacked, you can quickly move to partially intercept the attack. Roll half of the appropriate stat, and then the target gains Dice on their defense equal to the result of your roll.
- IF FAIL: If the defense still fails, you take damage equal to the amount your ally takes, before Armor is calculated.
- DURATION: The protective stance lasts for one interception.
One with Magic
- RESTRICTIONS: This is an Innate Skill. Only Miyoas can learn and use this skill.
- DESCRIPTION: Miyoas are highly attuned to Magic and are able to cast spells more efficiently than others.
- Magic Costs: -1 (down to a minimum of 1 Magic)
Elemental Proficiency
- RESTRICTION 1: This is an Innate Skill. Only Miyoas can learn and use this skill.
- RESTRICTION 2: You can only have one bonus from this skill enabled at a time. You can only switch the enabled skill by entering a new room or area.
- DESCRIPTION: Miyoas are quite attuned to the elements; as such, they gain Innate bonuses depending on their Affinity.
- EFFECT: Gain one of the following bonuses depending on what your Affinity is:
- Fire: You tolerate heat quite well, and are comfortable even close to magma.
- Water: You tolerate the cold quite well, feeling even below-freezing temperatures as merely a mild day.
- Nature: Your affinity with Nature allows you to slow your falling speed, and thus take half Fall Damage.
- Light: You recover Hearts passively while in strong non-magical light.
- Shadow: Your vision is unhindered in darkness.
- Spirit: You can see and interact with the spirits still wandering the world, allowing you to talk to them for information.
Magic Tracking
- RESTRICTIONS: This is an Innate Skill. Only Miyoas can learn and use this skill.
- DESCRIPTION: Miyoas' ears are sensitive to magical discharges and disruptions, and can sense them, even if they travel far away.
- EFFECT: When someone in the same room or area as you spends any Magic, you can focus your mind to track them, allowing you to know where they go, no matter where they are.
- You can track a maximum of 3 targets.
Active
Steal
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A free hand
- DESCRIPTION: Select a target to steal from. Hopefully it's not considered illegal.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
Camouflage
- SELL VALUE: 125 Rupees
- DESCRIPTION: Shh! I'm being sneaky. Go away! Camouflage in with your surroundings to go sneaky.
- EFFECT: Roll your Courage or Wisdom stat. You become practically invisible, and you get a slew of effects.
- Your next attack gains 1 Dice for each turn you remain Camouflaged.
- Anyone attacking you with a single-target attack must roll Wisdom first.
- If it’s higher than your initial roll, the attack gains 5 Dice.
- If it’s lower than your initial roll, the attack loses 5 Dice.
- Multi-target attacks ignore the Wisdom step.
Passive
(4) Magic Regeneration
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Magic over time.
- EFFECT: You gain Magic Regen x2.
Offensive
Magic Blast
- SELL VALUE: 50 Rupees
- COSTS: 1 Magic
- DESCRIPTION: A generic, Arcane blast attack that hits with striking accuracy.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: +0
Magic Missile
- SELL VALUE: 250 Rupees
- COSTS: 5 Magic
- DESCRIPTION: With the power to attack the darkness itself, this missile of Arcane energy packs a punch.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: +5
Trishard
- SELL VALUE: 150 Rupees
- COSTS: 3 Magic
- DESCRIPTION: Three beams of Arcane light converge in front of you to create a powerful, golden shard that hits one target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, select either the target's Power, Courage, or Wisdom stat, and reduce it by 3.
Support
Weapons
Lightning Daggers
- INFORMATION: This is an Artifact.
- RESTRICTIONS: Lightning Daggers can only be used by Degren
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A pair of daggers that are literally created from lightning energy, and when equipped, they turn to physical form. Can Double Slice or Dagger Toss a target.
- Double Slice:
- Roll your Courage dice vs. targets' Courage dice * 2
- Damage: +0
- EFFECT: For each slice that hits the target, the target loses 1 Attack Dice.
Toxic Fang
- INFORMATION: This item is an Artifact.
- DESCRIPTION: A long fang that can be used to stab and poison enemies. Hits one target.
- Roll your Courage dice vs. targets' Courage dice
- Damage: +0
- EFFECT 1: If it hits, target loses 2 Power, Courage, & Wisdom.
- EFFECT 2: Additionally, target gets Phased Out:
- If any of the target’s Power, Courage or Wisdom stats are at 0, the target instantly dies.
Brassy Trident
- SELL VALUE: 125 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A big formidable brass trident imbued with the blessing carried by the sun, often being carried by Blue Lynels and serves as their primary weapon for fighting. It has the ability to Cleave, Thrust or shoot a Sun Beam at a target.
- Defense Dice: +3
- Cleave:
- Roll your Power +3 dice vs. targets' Power dice
- Damage: +3
Defender's Claymore x2
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A large claymore with a wide blade that enchants you with a defensive buff with each strike. Can use Slash or Cleave on one target.
- Slash:
- Roll your Power +6 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you gain 2 Defense Dice.
White Sword
- SELL VALUE: 75 Rupees
- DESCRIPTION: A white blade enchanted with the power of wind. Can Slash, Stab, or Air Blade one target.
- Slash:
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: +0
Wizzrobe Wand
- SELL VALUE: 75 Rupees
- DESCRIPTION: A basic wand commonly used by Wizzrobes, which has a rotatable base, allowing you to switch between two different attack modes. You can fire a Focused shot that hits one target, or a Dispersed blast that hits all enemies.
- Focused:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
Shields
Heavy Shield
- SELL VALUE: 125 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: It's considerably heavier than most shields, but it packs an extra punch with shield-based attacks as a result.
- Defense Dice: +5
- Attack Dice: +3 with shield-based attacks
Armor
Soldier Platemail (Equipped)
- SELL VALUE: 75 Rupees
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +4
Tin Armor
- SELL VALUE: 100 Rupees
- DESCRIPTION: The namesake of the Tinsuit, this light armor provides limited protection from attacks; which actually helps to bring out its full power.
- Armor: +2
- EFFECT: If you are at 5 Hearts or less, you gain 5 Defense Dice.
Camou Armor
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Camouflage Active Skill
- DESCRIPTION: A lightweight armor that protects against light attacks and triggers Camouflage.
- Armor: +2
- EFFECT: After you get hit by an attack, Camouflage automatically activates.
Robes
Soul Cape
- INFORMATION: This item is an Artifact
- DESCRIPTION: A shiny silver robe made from the down salvaged from Holotus after it’s death, it provides a small amount of protection from attack and allows you to reflect damage that bypasses defenses when Magic is fed into it.
- Standard Protection:
- Armor: +2
Speed Robes
- SELL VALUE: 100 Rupees
- DESCRIPTION: A green robe that seems to flicker while you move, making your position unclear to enemies. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Courage: +2
Tools
Magic Feather
- SELL VALUE: 75 Rupees
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
- COSTS: 2 Magic per jump
- DESCRIPTION: If I add Magic to a feather, does that suddenly make it useful? A blue, magical feather that lets you use Magic to jump higher than before.
- Defense Dice: +3
- Only if you pay the 2 Magic cost.
Consumables
Restoration Heart
- Amount: 6
- 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: 7
- 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.
Blue Potion
- Amount: 1
- SELL VALUE: 100 Rupees
- DESCRIPTION: A light blue liquid that gives you health and magic back when you drink it. Just like Romulan Ale blueberry juice!
- EFFECT: Consume this to recover half of your Maximum Hearts & Magic.
Full Rejuvenation Potion
- Amount: 1
- SELL VALUE: 200 Rupees
- DESCRIPTION: A mystical and very potent potion, capable of restoring you back to your prime.
- EFFECT: Consume this to recover to your Maximum Hearts & Magic.
Reroll Points
- Amount: 7
- 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: 2
- 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.
Crack Potion
- Amount: 1
- DESCRIPTION: ACHIEVING LIGHTSPEED! Drink this to acquire a little too much high.
- Power, Courage, & Wisdom: +5
- Hearts & Magic: +5/5
- Attack Dice, Defense Dice, & Armor: +3
- EFFECT: ALL of your actions, no matter what they are, are completely randomized using $1d#, where # = everyone in the battle, including yourself.
- For attacks that “hit all enemies”, the roll is $1d2. A 1 will “hit all allies” and a 2 will “hit all enemies”.
Super Ultra Pure Water
- Amount: 1
- SELL VALUE: 200 Rupees
- DESCRIPTION: It's water so pure and clear, you can't even tell it's there, yet it's capable of completely revitalizing you.
- EFFECT: Consume this to recover to your Maximum Hearts & Magic.
Spell Scroll
- Amount: 1
- DESCRIPTION: A scroll imbued with intense, magical power that courses through the parchment, containing a vast amount of knowledge.
- It can teach you any Spell.
Augment Scroll
- Amount: 1
- SELL VALUE: 200 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.
Masks
Misc