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====Racial Techniques==== '''Deku Bubble''' (Active) *Requirements: Deku Scrub *XP Cost: 3 *Action: X *MP Cost: X This Deku may spend X actions to fire one bubble with the Stun property from his "nose" at a single target. For each action spent, the Deku spends 1 magic point and adds 1/4 heart to the damage increment and 10 metres to the range. The maximum number of actions a Deku can spend on this techniques is equal to their Power, and the attack is made as the final action of the technique. '''Goron Spikes''' (Active) *Requirements: Goron *XP Cost: 3 *Action: Double *MP Cost: 2 Sustained Goron may spend 1 turn in rolled-up form to generate magical Spikes with a 1/2 Damage increment; each turn this is active, the Goron spends 2 Magic Points. If the Goron leaves the ball form or comes to a stop, they must spend an additional turn to "regrow" them. '''Goron Might''' (Passive) *Requirements: Goron, Brawler technique *XP Cost: 3 Your attacks gain +1/4H damage, and you can choose to do fire damage. '''Stonefist Suplex''' (Active) *Requirements: Goron Might *XP Cost: 6 *Action: Double Make an unarmed attack against an enemy that has equal or less mass than you. You deal 1 Heart dmg increment and you choose one space adjacent to you where you can move your target to, the target is also prone after the attack is resolved. You gain an extra kept dice for this attack for every 2 points of extra mass that you have over your target. '''Step Lively''' (Passive) *Requirements: Skull Kid *XP Cost:3 You are light on your feet, so much so that rough terrain doesn't effect you (excluding water) and you can easily clear large holes (the length of which you can jump is your Movement minus -2, unless your Physical is over 5 then it is your Physical minus -1). '''Pitch Perfect''' (Active) *Requirements: Skull Kid *XP Cost 6 *MP Cost X Using your magic, you add just the right melody to your song. For any song that requires a roll, you my pay increments of 3 MP to add 1k0 to the roll. '''Shadow Hide''' (Active) *Requirements: Twili *XP Cost: 2 *Action: Double You can hide in the shadow of another party member. You occupy their place without taking up any room. You remain in whichever square they happen to be in or enter at any time. You cannot take any actions, but have a general awareness of the situation and your surroundings. If the character whose shadow you're hiding in is hit by light magic, you are forced out and appear in a space adjacent to the character. This uses our next double action. '''Bladed fins''' (Passive) *Requirements: Zora, Brawler technique *XP Cost: 2 Your unarmed attacks gain the Edged property. In addition, as a Single Action you can make a Ranged/Wisdom attack using the damage of your unarmed attack damage with a range of 10. Your fins return when you take an extra action to retrieve them, and until then you cannot use them to attack. '''Lightning Shield''' (Active) *Requirements: Zora *XP Cost: 4 *Action: Double+ *MP Cost: 2 Sustained This Zora may exude an aura that hits every creature within 2 meters in water for 1/2 heart of electrical damage. This technique requires an action to activate as well as an action to deactivate (the attack takes effect during both of these actions). This costs 2 points of magic and may be sustained for an additional 2 points of magic per turn. No other actions may be taken while this technique is being sustained. This ability may only be used in water. '''Sustained Flight''' (Active) *Requirements: Rito *XP Cost: 3 *Action: Single This Rito may attempt to stay in the air as part of a move action by making a Physical Power check. Success allows the Rito to remain airborne until the end of their next turn or until they are incapacitated. '''Tail Wipe Out''' (Active) *Requirements: Yeti *XP Cost: 5 *Action:Double Action The Yeti uses it beaver like tail to take-out the legs of all friends and foes adjacent to it. All players my roll and |Acrobatic|check vs Physical/Power check to try and avoid the attack. All effected targets are knocked Prone and take 1/4 H damage per success ( this attack cannot be used for one round after use and double there after ie. second use; cannot use for 4 round, then 8 etc.).
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