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fidchell
  • Stats:

    HP: 8/10
    Energy: 92%

    Attack: 🎲 🎲 🎲 🎲 🎲
    Defense: 🎲 🎲 🎲
    Special Attack: 🎲 🎲 🎲 🎲
    Special Defense: 🎲 🎲 🎲
    Speed: 🎲 🎲 🎲

    ⬆️ Buffs/Debuffs
    None
    🫳 Item Held
    None
    ☠️ Conditions
    None
    👁️ In Sight

    Healthy Seviper with a very bloated stomach.``` <:fidaura:615289876375666724> **Aura Sense** ```Healthy Seviper: Mischievous & Excited
  • Generic Attack:
    (Normal • 2d62 energy consumption • Accuracy roll: 6d6 • Atk dmg roll)
    Unique Moves:
    Aura Abilities (Fighting • 2d6
    3 energy consumption • Accuracy roll: Never miss • Atk or SpAtk dmg roll)
    Bullet Punch (Steel • 2d62 energy consumption • Accuracy roll: 3d6 • Atk dmg roll (-1 die) • +1 speed for this move only)
    Protect (2d6
    2 energy consumption • Deflect almost all attacks • -50% Success Chance for every subsequent use • +1d6 energy)
    Swords Dance (+2 Atk die for next move only, counts as minor action)

  • Tidbits:

    - Rest or take up defensive position to regain energy. Rest = 20+2d6, Defensive Position = 10+2d6. Each turn used to rest will restore 1 HP. - A defensive position boosts Def by adding one die. - Dodging or any evasive maneuver takes 2d6 energy. - Doing any minor action (ex. moving below run speed or searching for something, etc.) restores 2d6*2 energy. - A major action's dice rolls will depend on the intensity of the action, but will usually deplete in 2-3 d6 rolls times two. - Energy consumption determined by dice roll specified by move. Take total amt and multiply it (ex. rolled two sixes, 12*2 = 24 energy consumed) - If a move is used and Hilde doesn't have enough energy, dmg dice will be cut down by half rounded down. - If Hilde's energy is in the negative, she will not be able to do any actions that require energy. - Accuracy roll requires only one success (roll a 4-6) out of all dice rolled to hit. - If a move misses, energy consumption of that move is halved. - Dmg roll determined by Atk or SpAtk roll minus enemy's Def or SpDef roll. Dmg is 1 minimum. Additional dmg is calculated after this initial roll. - Super effective moves add +1 flat dmg. - STAB (same type attack bonus) is counted as an additional +1 flat dmg. - Criticals (3/4 or all rolled accuracy dice are successes) are an additional +1 flat dmg. - Flat dmg is calculated AFTER initial atk vs def rolls. - A filled stomach will impact energy consumption first (x1.5 more rounded down), then speed (-1 die) the more it is filled, but every successful attack or defensive move will heal 1 HP.```