Kirran - Darklink42 - 06-13-2013
- Power: 25 (+20)
- Courage: 35 (+0)
- Wisdom: 27 (+0)
- Hearts: 15/10 (+5)
- Magic: 12/12 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 6
- Armor: 8
- Stat Points: 0
- Stat Points (Used): 123
- Heart Containers: 5
- Rupees: 43,315
Affinities: Shadow, Light, Spirit
- Has bonus Stat Points after having to put up with WindStrike's bullcrap.
- Insert other shenanigans here
Age: unknown
Height: 6’ 2”
Weight: 190
Race: Sheikah
Appearance: Wears the traditional black and blue bodysuit of the Sheikah tribe, with a leather pauldron over his right shoulder bearing the Eye of Truth and leather bracers over his forearms. He has longish brown hair that he keeps in a tight ponytail, his tribe’s unique red eyes/ Hylian ears, and a face tattoo above his right eye meant to evoke the Eye symbol. He doesn’t tend to favor covering his face like some of the other members of his tribe, but has a black half mask to cover his nose and face when necessary.
Observant and a bit naïve, Kirran hasn’t been out in the world long. As a result, he tends toward reservations with regards to friendship, but is loyal and open to those whom he works with. He’s very curious, and likes to explore new areas, talk to people, and especially learn about the lore of the land. For this reason, he’ll often listen to whatever a gossip stone has to say, even when it’s nonsense.
Kirran was tasked by the tribe to go out into the world and find out the truth of things on his own. Gifted no more than the basics of survival, all he was told was that he was free to interact with whomever he chose. Kirran is now a full-fledged member of the Sheikah, with all of the rights bestowed therein. He has a fear of birds after desert Guay ate his pet leever in front of him. Kirran has a hatred of wisps, but refuses to explain why.
Along the way, he's made friends with the Dekus in the Deku Palace.
- RESTRICTIONS: Can only be used by Kirran
- DESCRIPTION: Having used Mirage to auto-dodge so many things Kirran, especially outside of combat, you've mastered the art of dodging existence itself. So much so, you've started breaking realities.
- EFFECT: You have a $1d3 chance to auto-dodge anything, with a 1 being successful. When you do, split realities:
- You exist in an ethereal state in the main reality, preventing you from doing more than T-pose commentary, but at least you can't be hit.
- Meanwhile, you show up in second reality up to DM's Discretion. This is where your real self is.
- DURATION: Until you end it, or decide to risk rolling $1d3 to trigger it again
- RESTRICTIONS: Light, Shadow, and can only be used by Kirran
- COSTS: 8 Magic
- CHARGE: 2 Actions
- Charge by blurring the lines between Light and Shadow, altering your existence to become an entity of both.
DESCRIPTION: Once charged, you can use it later when defending or you can attack with Double Strike.
Defending:
DESCRIPTION: When someone attacks you, you can activate Flash of Darkness, causing you to split into two beings. Roll $1d3 for the result:
Your blinding Light lower's the attacker’s Attack Dice by 10.
Your evasiveness allows you gain 5 Defense Dice and to freely reroll your defending roll with Courage, overriding the normal defending roll.
They hit your illusion and miss, allowing you to gain 5 Attack Dice and immediately follow up with a Counterattack.
Double Strike:
DESCRIPTION: You, as both entities of Light and Shadow, attack a target at once using Light ATTACK & Shadow ATTACK.
Light ATTACK: Roll your Wisdom +8 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: If it hits, target loses 8 Wisdom.
Shadow ATTACK: Roll your Courage +8 dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, target loses 8 Courage.
- RESTRICTIONS: Boundary Break can only be used Kirran after being revived by Raine
- COSTS: 12 Magic
- CHARGE: 4 Actions
- Begin charging by splitting the boundaries between the Light Realm and the Shadow Realm.
- As it charges, all shadows and lights in the area start to bleed into each other. During this time, everyone without both Light and Shadow affinities cannot reroll (except for Rolloffs).
- At the epitome of it all, a library in Phoenix ceases to exist.
DESCRIPTION: Once charged, the universe reasserts itself, and you become the focal point of the broken boundaries. You are a shadow of yourself, yet you are your own self. You are an illusion of yourself, yet you are your own reality.
EFFECT: If someone attacks you, you can choose to let them freely hit you. As you are an illusion of yourself, the attack will automatically miss.
However, as you are also the reality of yourself, you can retaliate with a Counterattack on the attacker, and if they believe they struck your illusion, they cannot defend this.
Additionally, gain 10 Dice on this attack, and if it hits, target’s Current Magic is reduced to 0.
Afterwards, the boundaries reassert themselves, and you return to the Raine Revival state.
- RESTRICTIONS: This is an Innate Skill. Only Sheikah can learn and use this skill.
- COSTS: 1 Magic
- DESCRIPTION: Fling a flare of magical energy out, emitting an extremely bright light that blinds your enemies. ‘Hits’ all enemies.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: If your successes are higher than the average successes of your enemies, you can automatically escape from the battle.
- EFFECT 2: Additionally, if it succeeds, anyone using Escape gains 5 Dice.
- DURATION: One round.
- RESTRICTIONS: This is an Innate Skill. Only Sheikah can learn and use this skill.
- DESCRIPTION: Expose a target to the Eye of Truth, causing potential brain damage.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: 3
- EFFECT 1: If it hits and you ask the target a question, they must tell the truth.
- EFFECT 2: Additionally, the target loses 2 Wisdom.
- RESTRICTIONS: This is an Innate Skill. Only Sheikah can learn and use this skill.
- DESCRIPTION: Place subliminal messages in a target's mind, reverting you and the target back to the natural ways.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, both you and the target temporarily have their Bonus Attack Dice & Defense Dice reduced to 0.
- DURATION: One round.
- RESTRICTIONS: This is an Innate Skill. Only Shiekah can learn and use this skill.
- DESCRIPTION: Shiekah are blessed with protection from the Shadow, giving them resistance to its power to wear ones out easily.
- EFFECT: Any Bleeding & Magic Bleeding you receive is halved.
- RESTRICTIONS: This is an Innate Skill. Only Sheikah can learn and use this skill.
- DESCRIPTION: When you hide in the shadows, you become stealthier than ever, giving you a greater element of surprise.
- EFFECT 1: While you’re in the shadows, Spot Checks made against you require an extra 5 Successes.
- EFFECT 2: If you do a Sneak Attack from the shadows, you gain 5 Dice.
- RESTRICTIONS: This is an Innate Skill. Only Sheikah can learn and use this skill.
- DESCRIPTION: Unlike other people that can only hear what Gossip Stones have to say, you can actually speak with Gossip Stones.
- Additionally, you can implant a rumor of your own into that specific Gossip Stone.
- You can optionally allow this rumor to be heard across all Gossip Stones.
- RESTRICTIONS: This is an Innate Skill. Only someone who’s tampered with the Shadow Medallion and learned the ways of the shadows can use this skill.
- COSTS: 6 Magic
- CHARGE: 1 Action
- EFFECT: You tap into the boundary broken by the Shadow Medallion, temporarily removing your physical form from existence and entering Shadow Form.
- During this time, you can’t interact with the physical world, and you can move around as a shadow, as long as you’re attached to another shadow.
- If you’re ever fully detached from any shadow, Shadow Form immediately ends, returning you to your physical states.
- Warning, this can instantly kill you if you happen to appear inside of a wall.
DURATION: You can end this for the cost of a Support Action, or until you’re struck directly by a Light ability.
- RESTRICTIONS: This is an Innate Skill. Only someone who’s tampered with the Shadow Medallion and learned the ways of the shadows can use this skill.
- REQUIREMENTS: Must be in Shadow Form
- COSTS: 3 Magic
- EFFECT: Focus your thoughts and feelings on any shadow in the world. The less attuned you are to the respective target, the harder this will be.
- Roll your Wisdom dice vs. DM’s discretion
- IF SUCCESS: Instantly appear inside their shadow!
- IF FAIL: Instantly appear inside a random shadow and reduce your Magic to 0.
- REQUIREMENT 1: Spirit
- REQUIREMENT 2: A Spirit of Light & a Golden Artifact
- DESCRIPTION: By channeling the power of a Spirit of Light through your artifact, you can siphon the spirit of someone that’s fallen into your own soul.
- EFFECT 1: You experience a flash of their memories and generally what they felt in life.
- EFFECT 2: If they had a Signature Move, you gain that as well.
- EFFECT 3: Part of their soul is permanently absorbed into your own. Should you absorb someone whose morality clashes with your own, or absorb too many souls, this will have permanent, adverse effects on your soul.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A Bow and the Bombs item
- DESCRIPTION: Load a Bomb into your Bow and suddenly the Bomb turns into an Arrow against the laws of logic. You can then fire it using one of the Bomb’s attacks.
- EFFECT: Select an attack that the Bomb has and fire the arrow at the target.
- The Dice Modifier is equal to the combined Dice Modifiers of the bow and the bomb’s attack.
- The Damage Modifier uses the bomb’s attack.
- SELL VALUE: 125 Rupees
- REQUIREMENTS: Specify what you're camouflaging with
- If you say "the darkness" or "the shadows", be aware that it has no effect against anyone with Dark Vision
COSTS: 3 Magic
DESCRIPTION: Shh! I'm being sneaky. Go away! Magically camouflage in with something nearby to go sneaky.
You cannot be targeted by anything Single-Target.
If you take any damage or do anything other than moving around, Camouflage ends.
- Stat Point Cost: 0
- DESCRIPTION: Granted to you by Faron, Spirit of Light, your Spirit Affinity allows you passively see the spirits and souls of everyone, as well as things that only exist in the spectral realm.
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Hearts over time.
- EFFECT: You gain Regen x3.
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Magic over time.
- EFFECT: You gain Magic Regen x2.
- 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.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- 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.
- 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.
- 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.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- 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
- 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.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- 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
- 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.
- 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.
- 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).
- 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.
- 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).
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Shadow
- COSTS: 1 Magic
- DESCRIPTION: A basic Shadow spell that quickly strikes a target with sapling shadows.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: This can be rerolled once for free.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Shadow
- COSTS: 5 Magic
- DESCRIPTION: Call upon the soul of the lord of Shadow and use it to strike a target.
- Roll your Wisdom +12 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: This attack can be rerolled once for free.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: A curse hovers in the shadow of the target’s shadow… wait what?
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Penumbra's Curse:
- Target rolls twice anytime they defend, and they’re forced to take the lower roll. Reroll Points will not affect the roll any further.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Attack a target’s mind directly through telepathy, attempting to compromise it by extracting memories that the target tries to repress.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Neutral Damage: 4
- EFFECT: Temporary steal one Spell from the target to you.
- You can cast that Spell regardless of its RESTRICTIONS.
- DURATION: At the end of the battle, the Spell is returned to the target.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: A veil of soothing yet threatening shadows surrounds a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to an ally.
- Offensive Spell:
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, remove up to 4 of a selected Stat Bonus from the target.
Support Spell:
EFFECT 1: Remove one Light Named Effect from the target.
EFFECT 2: Additionally, remove one Negative Stat Bonus from the target.
- SELL VALUE: 350 Rupees
- REQUIREMENTS: Shadow
- COSTS: 7 Magic
- DESCRIPTION: Intensify the darkness around a target, which grows stronger and stronger until the target suffocates and dies.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT 1: If it hits, target Bleeds x6.
- EFFECT 2: Additionally, target also gets Support Blocked:
- Negate the next EFFECT to the target caused by a Support Action, which then removes Support Blocked.
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Light
- COSTS: 2 Magic
- DESCRIPTION: A blade of Light itself strikes at a target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +3
- EFFECT: If it hits, target loses 3 Wisdom.
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Light
- COSTS: 2 Magic
- DESCRIPTION: Subject the target to a brief laser of light, with the intensity required to blind them.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Blinded:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Light
- COSTS: 6 Magic
- DESCRIPTION: Shine a Light so bright, it lights up the night! Hits all enemies.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target(s) hit get Blinded:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Purify a target, ridding them of their tricks. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to an ally.
- Offensive:
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, remove one Shadow Named Effect from the target as well as any Temporary Reroll Points.
Support:
EFFECT 1: Remove one Shadow Named Effect from the target.
EFFECT 2: Additionally, target recovers 6 Hearts.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Briefly run a flash of light across the target’s eyes, briefly preventing them from focusing on distant objects.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Unfocused:
- Target cannot use ranged attacks.
- DURATION: One round.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Drag the target into a realm of silence from the heavens, drowning them in silence.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Silenced:
- Target cannot cast Spells.
- DURATION: One round.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: Any amount of Magic
- DESCRIPTION: Use the power of Shadow to create false shadows, causing images by tethering the illusion to the area.
- EFFECT: Create a 3D image of something and place it anywhere in the area.
- The image has no physical presence, so anything touching it will pass right through it.
DURATION: Until you leave the room or area.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Strengthen a target’s Shadow into steel, powering them up… somehow.
- EFFECT: Target gains 5 Power.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Target becomes more in sync with their own Shadow, gaining its speed.
- EFFECT: Target gains 5 Courage.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Shadow
- COSTS: 5 Magic
- DESCRIPTION: A deathly barrier surrounds an ally, preventing them from dying.
- EFFECT: Target becomes Undead:
- Target cannot die. However, if the target has 1 Heart left, any damage they would take instead drains their Magic.
- DURATION: One round.
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Shadow
- COSTS: 6 Magic
- DESCRIPTION: Shadows encompass the entire field, allowing anyone to briefly manipulate the result of an action.
- EFFECT: Summon the Reversal Field Effect:
- Overwrite any current Field Effect in play.
- Each round, everyone receives 1 Temporary Reroll Point, which automatically expires at the end of the round.
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Spirit
- COSTS: 4 Magic
- DESCRIPTION: By drawing power from your soul, recover the ground taken from you by enemy attack.
- EFFECT: Remove one Negative Bonus from yourself or an ally.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Light
- COSTS: Any amount of Magic
- DESCRIPTION: Bend the Light around an object, tethering the illusion to it.
- EFFECT: Cause an object to become invisible.
- DURATION: Until the object touches anything or is otherwise damaged.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Create a mirage of a target, giving them a chance to completely dodge attacks.
- EFFECT: Target gains Disillusion:
- Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, Disillusion is removed.
- SELL VALUE: 100 Rupees
- REQUIREMENTS: The combination of using a Bow & Arrows is considered Two-Handed.
- DESCRIPTION: A large, long-range wooden bow that can Shoot a target using an Arrow from afar:
- Roll your Courage +12 dice vs. targets’ stat that the arrow hits
- Damage: Halved (Unless you have awesome gauntlets like I do), uses the arrow’s Damage Modifier.
- DESCRIPTION: A smaller, one-handed variant of the Crossbow, with an intricate loading system that supports all of your Arrows & Bolts, and a sight on it that makes it easier to aim. Can Shoot a target, or use Aim to gain a dice bonus:
- Shoot:
- Roll your Courage dice +8 vs. targets’ stat that the arrow hits
- Damage: Uses the arrow’s Damage Modifier +0
Aim:
EFFECT: Focus through the sights at your target, guaranteeing a better shot.
Your next shot from this Crossbow Pistol gains 8 Dice.
- SELL VALUE: 750 Rupees
- REQUIREMENTS: Two hands to fire
- Having it equipped is Passive. However, the act of firing it still requires two hands. If you have at least 35 Power, you can handle the strain and fire it using only one hand.
DESCRIPTION: A bracelet with a pair of floating cubes nearby, and a magic string connecting those cubes. It can fire any One-Handed Weapon, Shield, or Object simply by placing it between the cubes, then pulling the string back and launching it. The act of firing it places great strain on the arm its attached to, forcibly unequipping anything you’re carrying from that hand.
Roll your Courage +15 dice vs. targets' Courage dice
Damage: +0
EFFECT: Add the bonus damage and effect of whatever you launch.
Warning, should you use a person as a projectile, they will take full damage from the impact.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: The combination of using a Bow & Arrows is considered Two-Handed.
- DESCRIPTION: A simple yew bow that can Shoot a target using an Arrow:
- Roll your Courage +5 dice vs. targets’ stat that the arrow hits
- Damage: Uses the arrow’s Damage Modifier
- SELL VALUE: 25 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A wooden arrow with a solid, metal tip. Can hit one target.
- ATTACK: Roll your attacking stat +4 dice vs. targets’ Courage stat
- Damage: +0
- SELL VALUE: 50 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: These metal arrows are blunt, but their heavy weight brings much power, causing damage to Armors. Can be fired at one target.
- ATTACK: Roll your attacking stat +5 dice vs. targets’ Power stat
- Damage: Halved
- EFFECT: Target loses 3 Armor.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A short, heavy Arrow-like bolt that phases through the target; compromising their internal integrity.
- ATTACK: Roll your attacking stat -3 vs. targets’ Power stat
- Damage: +0
- EFFECT: If it hits, target gets Phased Out:
- If any of the target’s stats hits 0, except Magic, the target instantly dies.
- INFORMATION: This is a Mythical Artifact.
- REQUIREMENTS: A bow
- DESCRIPTION: A dark arrow that emits black flames at its tip. It doesn't seem to burn, though it does make everything around it a bit dark. Can hit one target.
- ATTACK: Roll your attacking stat +10 dice vs. targets’ Courage stat
- Damage: None
- EFFECT: A black flame marks the target. The next attack to hit the target deals double damage and the effect is applied twice (if applicable).
- If the target has Dark Phasing, it'll instead allow the next attack to automatically hit.
- SELL VALUE: 75 Rupees
- COSTS: 2 Magic to fire
- REQUIREMENTS: A bow
- DESCRIPTION: A short, heavy Arrow-like bolt that sticks onto to the target; absorbing healing abilities.
- ATTACK: Roll your attacking stat -5 vs. targets’ Power stat
- Damage: +0
- EFFECT: If it hits, the target gets Cauterized:
- Target cannot recover or siphon Hearts or Magic in any way.
- DURATION: One round
- SELL VALUE: 150 Rupees
- DESCRIPTION: A small, blue Bomb, packed with gunpowder, that can blow stuff up. Can be thrown at one Target or at a Group of enemies.
- Target:
- Roll your Power +4 dice vs. targets' Power dice
- Damage: 8
Group:
EFFECT: This bypasses Cover.
Roll your Power dice vs. targets' Power dice
Damage: 4
- SELL VALUE: 250 Rupees
- DESCRIPTION: A big, super-sized red Bomb that's packed as tightly as possible with gunpowder for the user to rain Michael Bay death all over. Unfortunately, it has a massive blast radius, as it hits everyone.
- EFFECT: This bypasses Cover.
- Roll your Power +6 dice vs. targets' Power dice
- Damage: 10
- Amount: 3
- DESCRIPTION: The remains of a Dodongo after the air inside of it has exploded. The husk that remains has shriveled inwards to form a tight ball, one that's still quite combustive. If it hits something with enough of an impact, it'll explode big-time. Can be thrown at one target.
- Throw:
- Roll your Power +15 dice vs. targets' Power dice
- Damage: +5
- EFFECT: If it hits and deals at least 30 Damage in one hit (before Armor), the Dragon Bomb instead explodes, hitting everyone in the area.
- IF FAIL: The Dragon Bomb is instead pocketed into the target’s inventory. Unexploded, of course.
Explosion:
Roll your Power +30 dice vs. targets' Power dice
Damage: +10
- Amount: 2
- DESCRIPTION: A devious little device that’ll seek in on a specific, programmed point, dealing critical damage! It’ll fly its way over, and blast them to smithereens! Unfortunately, it’s not infallible...
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: x2
- EFFECT: If it hits, target starts smelling abnormally sweet:
- Anyone attacking the target gains 3 Dice on their attack.
- The sweet scent will be trackable by anyone with a keen nose.
IF FAIL: This little fella returns to your loving arms and promptly explodes, dealing 5 Neutral Damage to your face and giving yourself the above EFFECT.
- Amount: 2
- DESCRIPTION: A bomb with a mouth on it, lined with hundreds of spiky little teeth. Creepy. Try to get your hand bitten off when you throw it. Can be thrown at a single-target.
- Roll your Power +10 dice vs. targets' Power dice
- Damage: None
- EFFECT 1: Its teeth sink into the target, causing it to lose Magic equal to the difference in successes.
- EFFECT 2: The bomb then explodes point-blank, causing the target to take Damage equal to twice the Magic lost.
- Amount: 2
- INFORMATION: This is a Sacred Artifact.
- DESCRIPTION: The sword of evil’s bane. The sword that seals darkness. The legendary blade. Many have heard tales of it, and they know it to be the blade wielded by the Hero of Time that sealed Ganondorf, but few have seen it with their own eyes. And here you are, casually wielding two of them around. Can Slash or Stab a target, use Mortal Draw, Super Ultra Spin Attack, or use Rewind.
- PASSIVE: You are immune to anything that would freeze your time.
- Slash:
- Roll your Courage +40 dice vs. targets' Courage dice
- Damage: +0
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +40
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Mortal Draw:
DESCRIPTION: Pull your blade to the side, leaving yourself open for a guaranteed attack. Then, at the final moment someone would strike you, return the favor!
EFFECT: The next one to attack you gets a free attack on you. Likewise, you get a free attack on them. Armor is disabled for both of you, and the damage you deal is multiplied by x1.5
Super Ultra Spin Attack:
CHARGE: 0 Actions
You don’t have to charge to use this, but for each Action you charge, it drastically grows in power.
Channel all of your power into the Master Sword, pulling all the light from the area around the blade. It starts with a blue glow, and as it charges, it transforms into an orange glow. Who knows, it could even transform into something more potent.
During this time, you cannot attack.
DESCRIPTION: At once, release the light you absorbed into a massive wave of energy, striking all enemies! Note, if you’re spinning with two Master Swords, strike all enemies twice.
Roll your Courage +20 dice vs. targets' Courage dice
Damage: +0
EFFECT: For each Action charged, add 20 Dice to that attacking roll.
Rewind:
COSTS: 10 Magic
DESCRIPTION: Time is an incredible force, one that should not be trifled with. However, as the wielder of the Master Sword, the previous Hero of Time gave you his blessing that you could be trusted to manipulate said time.
EFFECT: Timejump back to any point during the previous Round. Time around you will be frozen, allowing you to manipulate or intercept something.
After you’re done, you’ll return to the current round, where your turn will end, and your timejumped actions will go into effect.
- INFORMATION: This is a Legendary Artifact.
- REQUIREMENTS: Spirit
- DESCRIPTION: Eyes that see through deceit, that is my lance! A lance with the emblem of the Triforce on it that's also partially see-through, hence what makes it "spectral". After Rokan used the last of his lifeforce protecting Raine, his spirit ascended to the Sacred Realm, and with it, he became the 8th Sage, the Spectral Sage. As such, your lance has been bestowed with his newfound powers. You can Stab a target with it, or use the Royal Guard ability.
- Attack Dice: +10
- Alternatively, you may choose to raise your Wisdom by +10. Choose which bonus you prefer at the start of each round.
Stab:
Roll your Courage +15 dice vs. targets' Courage dice
Damage: +0
EFFECT 1: If it hits, siphon Magic from the target to you equal to the difference in successes.
If the attack drops target's Current Magic to 0, target receives a quick burst of Magic and takes Neutral Damage equal to their Maximum Magic.
EFFECT 2: If this lance kills a target, their soul is ripped from the body and explodes in a rain of Magic blood, restoring the Magic of you and your allies by an amount equal to their Maximum Magic.
Royal Guard:
COSTS: 20 Magic
DESCRIPTION: A series of spectral shields descend from the heavens and line themselves in front of your whole party. These are the shields of the Royal Guard from Rokan’s time, when they were in their prime.
EFFECT: Everyone in your party uses twice their base stat when defending, before bonuses are applied.
DURATION: 1 Round
- DESCRIPTION: A broadsword crafted in ancient times for the Royal Guard of old, with emblems engraved into the blade that no one even recognizes. It feels light as a feather to wield, but its strikes have incredible force, with an edge that never dulls. Can use Dash Attack or Decapitate on a target.
- Courage: +5
- Dash Attack:
- Roll your Courage +15 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you can follow up with Cover or Reverse Cover on an ally.
Decapitate:
Roll your Courage -5 dice vs. targets' Power dice
Damage: +20
EFFECT: If it hits and kills the target, it lops off their head, preventing them from being revived for the remainder of the battle.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- REQUIREMENTS: Two-Handed OR 30 Power
- DESCRIPTION: A greatsword crafted by a legendary Death Knight. Its durability and strength rivals the Master Sword, and as a pure blade, it’s not one to be trifled with. Can Power Slash or Cleave a target.
- Power Slash:
- Roll your Power dice vs. targets' Courage dice
- Damage: +20
Cleave:
Roll your Power -5 dice vs. targets' Courage dice
Damage: +20
EFFECT: If the target dies, cleave through them and hit another target at the same success rate, dealing half the damage.
- DESCRIPTION: Ripped from the spine of a fallen Stalfos, it's been sharpened and refined into an extremely lightweight blade that tarnishes the flesh of anything it touches. It's also imbued with its haunting skull, giving it a ghostly aura. Can hit one target with Slice or Stab.
- Courage: +5
- Slice:
- Roll your Courage +15 dice vs. targets' Courage dice
- Damage: -5
- EFFECT: If it hits, target becomes Poisoned:
- Each time target does anything (attack, defend, charge, do an action), they lose 2 Courage.
- DURATION: Remainder of the battle
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +0
EFFECT 1: If it hits, siphon 5 Courage from the target to you.
EFFECT 2: Additionally, target gets Phased Out:
If any of the target's stats hits 0, except Magic, the target instantly dies.
IF FAIL: Target automatically gets to Counterattack you.
- INFORMATION: This item is an Artifact.
- REQUIREMENTS: Two-handed and can only be used by Magnus.
- DESCRIPTION: A large, serrated axe with a giant blade; drenched in the crimson hue blood takes on. Built for style and lethality, the handle and pole of the axe is well decorated with horns embedded and skull markings, made to appear like the ultimate fashion statement for a bloodthirsty lord. It can execute Badlands Cleave, Ego Execution or perform Bloody Retribution.
- Badlands Cleave:
- Roll your Power dice vs. targets' Power dice
- Damage: +3
- EFFECT: If the hit kills a target, you can have the attack continue to go through to another enemy at the same success rate -#, where # = the Current Hearts of the previous target prior to hitting them.
- This continues until the hit misses or doesn't kill a target.
EFFECT 2: For each target you kill in this attack, you gain 3 Attack Dice.
Ego Execution:
Roll your Power dice vs. targets' Power dice
Damage: +5
EFFECT 1: If the target has 3 Hearts or less afterwards, all effects on the target are removed and the target automatically dies.
EFFECT 2: If you kill the target, you steal any positive Attack Dice bonuses they had before dying.
Bloody Retribution:
RESTRICTIONS: Once this is used on an ally, it can not be used on the same ally for the remainder of the battle. Additionally, it can only target whoever killed said ally.
REQUIREMENTS: An ally has died in the past round and whoever killed them being alive.
DESCRIPTION: The eyes in the skull markings light up with a bright crimson light as the crimson drenching the axe turns a bright red; seeking to avenge one of your allies. Through the power of the axe, lunge at whoever killed your ally and cleave them with vengeance! Select an ally who has died in the past round and target whoever killed them.
Roll your Power dice vs. targets' Power dice
Damage: +5
EFFECT: This attack gains Dice equal to the amount of Damage the attack that killed said ally did to the ally.
This also includes additional Damage from EFFECTS
- Amount: 6
- DESCRIPTION: I’m assaulting you with the power of my mind! A new Wizzrobe Wand designed to throw things. Or people. Can Chuck Someone or Disarm Someone’s Arm.
- Chuck Someone!
- Roll your Wisdom +10 dice vs. targets' Power dice
- Damage: None
- EFFECT: If it succeeds, lift the target up and chuck them at another target with the same roll, adding dice equal to the difference from the first roll.
- If it hits, both targets take Full Damage from it.
Disarm Someone’s Arm
Roll your Wisdom dice vs. targets' Power dice
Damage: None
EFFECT 1: If it hits, forcefully remove one Handheld Item from the target and chuck it on the floor for anyone to grab.
EFFECT 2: Additionally, if it hits, target becomes Disarmed:
One of the target’s arms (including the hand) becomes paralyzed. They are unable to use it for any means, even trying to consume a Consumable.
This can stack once more to disable both arms.
DURATION: 1 Round
- Amount: 6
- DESCRIPTION: Souls... give me your SOULS! A slightly unstable version of the Siphoning Wand that hits and siphons with a lot more gusto. Can hit a target with Siphoning Strike.
- EFFECT: Once per round, at any time, you can transfer any amount of your Magic to any other target.
- Siphoning Strike:
- Roll your Wisdom +12 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, siphon Magic from the target to anyone else, up to an amount equal to the difference in successes.
- INFORMATION 1: This is a Legendary Artifact.
- INFORMATION 2: This item is afflicted with Fierce Deity’s Influence. The longer you have it, the more influence it holds over you.
- INFORMATION 3: If you die and are not shortly revived afterwards, regardless of whether you have Soulbound or not, this item will drop, allowing anyone to pick it up.
- DESCRIPTION: A more geometrically designed shield with a flat front side, its squarish edges constantly moving around in flux. Teal lines course through its pure reflection and across the backside, where its grip is a twin-helix that crosses in an X pattern. The mirror is capable of not only reflection, but world altering effects. Can use True Reflection, Inner Reflection, and World Reflection.
- Defense Dice: +12
- True Reflection:
- EFFECT: Whenever you successfully defend an attack, reflect it back at the attacker with your success rate, and adding the difference in successes to its success rate.
Inner Reflection:
COSTS: Half of your Maximum Hearts & Magic
DESCRIPTION: Create a reflection of your most inner self, the one that you suppress. That reflection fights alongside you.
If your most inner self is truly you, it’ll be a fully fledged clone with all of your stats, abilities, and items, controlled by you.
However, if it’s something else… then expect a bit of a surprise for what shows up.
World Reflection:
COSTS: A fragment of the world and a fragment of its reflection
DESCRIPTION: Turn a world inside out, showing its true reflection for all to see! Doing so requires a piece of significant power, one from the world, and the other from its reflection. Collide them into the Twilight Mirror, then unleash its power into the sky.
EFFECT: A great portal will open between both realms. The world will become both itself and its reflection.
- INFORMATION: This is a Legendary Artifact.
- DESCRIPTION: A circular, golden shield with the edges arced towards you and an emaculate design of Volvagia crafted into its front. Despite its size being close to that of a Tower Shield, it’s surprisingly light and easily wieldable with a single hand. Crafted from one of the strongest materials, it grants a hefty defense bonus, and grants the Lava Shield ability.
- Defense Dice: +15
- Lava Shield:
- COSTS: 5 Magic
- DESCRIPTION: The surface of the shield changes to that of lava, causing you to lose your Defense Dice bonus.
- EFFECT: Anyone that comes into melee combat with you automatically takes 15 Neutral Damage. This includes your own melee attacks.
- If the other target dies as a result of this, they cannot be revived for the remainder of the battle.
DURATION: You can end it at any time for no Action Cost.
- DESCRIPTION: A round shield with an engraving of a Golden Lynel at its center and gold borders at its edges. An energy of sorts courses through it, almost as if it has its own soul. Can use the Focus ability.
- Defense Dice: +5
- Focus:
- EFFECT: Gain 5 Defense Dice for one round. If you’re not attacked by your next turn, gain 10 Attack Dice for that turn.
- DESCRIPTION: A sturdy bronze shield reinforced by the skeletal structure of a Stalfos, making it unusually light. It imbues that same feeling into you, allowing you to react to attacks faster than you normally would.
- Defense Dice: +6
- EFFECT: Once per turn, when an ally is under attack, you can freely hop over to Cover them.
- REQUIREMENTS: Two-Handed OR 30 Power
- DESCRIPTION: A seemingly indestructible piece of metal from the front. Oddly, you can pierce it with a sword through the backside.
- Defense Dice: +15 while Covering someone
- Unless someone strikes you from behind or uses a move that Bypasses Cover. Good luck with that.
- INFORMATION: This is a Mythical Artifact
- DESCRIPTION: One of the eight Armors of East Hyrule legend, each scale of the Emerald Scalemail shines in a billiant and radiant emerald green; reflecting the rock hard scales and determination of lizards and Lizalfos. It provides superb protection, resistance to nasty effects from indrect attacks while also reflecting the impact of attacks.
- Armor: +8
- EFFECT: Once per round, you can block any EFFECT you would recieve from any non single-target attacks.
- Reflect Damage:
- RESTRICTIONS: Can only be executed once per round.
- COSTS: 4 Magic
- EFFECT: Grants yourself Thorns:
- Next time you are hit by an attack, attacker takes Damage equal to the amount of damage they caused (before Armor).
- INFORMATION: This item is an Artifact.
- REQUIREMENTS: Shadow
- DESCRIPTION: Developed from the hide of a dragon, the armor provides decent protection and increases your mobility. It's also enshrouding you in darkness, displacing your exact position.
- Armor: +2
- Courage: +3
- EFFECT: Anyone that doesn't have Light Affinity that attacks you loses 3 Successes on their attack.
- SELL VALUE: 100 Rupees
- DESCRIPTION: This sky blue tunic, crafted from the scales of fallen Zora warriors, grants the wearer the ability to breathe underwater.
- Armor: +2
- EFFECT 1: Once per battle, if an EFFECT or Bonus you have would be removed or reduced, you can prevent it entirely.
- EFFECT 2: You are able to breathe underwater.
- SELL VALUE: 75 Rupees
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +4
- INFORMATION 1: This is a Mythical Artifact.
- DESCRIPTION: An ethereal looking robe, with crimson and violet patterns swirling across it, Majora style. At times, you feel like you can see through whoever is wearing this. It bears some of the effects of the Chaos Warp Shield, just without the actual warp shield itself.
- EFFECT 1: If you’re hit by a Melee Attack, the attacker’s next attack is Disadvantaged:
- Target rolls twice on their next attack, and they’re forced to take the lower roll.
EFFECT 2: If you’re hit by a Ranged Attack, the attacker loses Magic equal to the damage dealt.
EFFECT 3: If you would get hit by an attack that would kill you, this robe temporarily phases you out, ignoring the attack and making you immune to all attacks.
DURATION: 1 Round
Afterwards, this robe solidifies is no longer able to phase or use any of its other EFFECTS for the remainder of the battle.
- Amount: 6
- DESCRIPTION: An ethereal looking robe. At times, you feel like you can see through whoever is wearing this.
- EFFECT: If you would get hit by an attack that would kill you, this robe temporarily phases you out, ignoring the attack and making you immune to all attacks.
- DURATION: 1 Round
- Afterwards, this robe solidifies is no longer able to phase for the remainder of the battle.
- SELL VALUE: 100 Rupees
- DESCRIPTION: A rather sturdy emerald cape that's popular with travelers for its ability to get someone out of a battle with ease. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Defense Dice: +1
Augmented Mode:
COSTS: 4 Magic at the start of each round to maintain
Defense Dice: +4
EFFECT: You gain 5 Dice when using Escape.
- Amount: 10
- 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.
- Amount: 10
- 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.
- Amount: 5
- SELL VALUE: 50 Rupees
- DESCRIPTION: A light green liquid that restores your magical powers when you drink it. This isn't actually poison, is it?
- EFFECT: Consume this to recover either:
- Recover 7 Magic... OR
- Half of your Maximum Magic.
- Amount: 3
- 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.
- Amount: 10
- SELL VALUE: 50 Rupees
- DESCRIPTION: A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great? You can Eat It! or Throw It!:
- Eat It!:
- EFFECT: You can eat the bait to recover 6 Hearts.
Throw It!:
DESCRIPTION: You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.
Roll your Wisdom +8 dice vs. targets' Wisdom dice
Damage: None
EFFECT: Any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.
This counts as using a Support Action.
Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.
- Amount: 1
- 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.
- Amount: 1
- DESCRIPTION: A lively beating heart, ripped straight from the core of a dead Stalfos! How that works, you’re not sure, but you decide not to question it. Can be… eaten, to gain a hearty bonus.
- EFFECT 1: Gain 10 Hearts.
- EFFECT 2: If an attack would kill you, you’re instead dropped to 1 Heart.
- DURATION: For the remainder of the battle.
- Amount: 1
- DESCRIPTION: A scroll bearing an older insignia of the Royal Family on it, though the scroll is so old that you can barely make out the writing, which is in Ancient Hylian.
- It can teach you the Greater Bash, Observe, or Purge skills.
Afterwards, you’re bestowed with a memory from an ancient time, and the scroll turns to dust.
- Amount: 3
- SELL VALUE: 250 Rupees
- 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.
Once this scroll is used, it disappears in a flash of rainbow light, illuminating the area for a few seconds.
- Amount: 5
- SELL VALUE: 1000 Rupees
- DESCRIPTION: A silver scroll imbued with intense, magical power that courses through the parchment, containing a vast amount of knowledge that was lost to history.
- It can teach you any Lost Spell.
Once this scroll is used, it disappears in a flash of intense white light, illuminating the area for a several seconds.
- Amount: 1
- SELL VALUE: 1,000 Rupees
- RESTRICTIONS: This cannot be used on an ability that’s already been affected by a Force Gem.
- DESCRIPTION: A golden prism-shaped crystal containing a portion of the essence that had leaked out of the Triforce eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a Skill or Spell to permanently power it up.
- EFFECT: Select one of your Active Skills, Offensive Spells, or Support Spells, then decrease its Magic Cost by 3 (down to a minimum of 1 Magic). Then add ‘Efficient’ to its title.
- Amount: 1
- SELL VALUE: 1,000 Rupees
- RESTRICTIONS: This cannot be used on an ability that’s already been affected by a Force Gem.
- DESCRIPTION: A golden prism-shaped crystal containing a portion of the essence that had leaked out of the Triforce eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a Skill or Spell to permanently power it up.
- EFFECT: Select one of your Active Skills, Offensive Spells, or Support Spells, then add 3 to one of its numerical EFFECTS amounts (excluding multipliers). Then add ‘Endowed’ to its title.
- Amount: 1
- 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.
- Amount: 0
- SELL VALUE: 500 Rupees
- DESCRIPTION: A ball of bright light encapsulated inside of a glass orb. Simply bringing it close to an illusion seems to dispel it.
- EFFECT 1: Should the orb shatter, the light will be unleashed, fully illuminating the entire area and automatically dispelling all Illusions.
- EFFECT 2: Additionally, a Sol will temporarily linger at the target location, forcibly expelling darkness from the area.
- Amount: 4
- DESCRIPTION: A flame-shaped seed with a clove of flaming fire petals surrounding it. Eating it might not be the best idea, but it can be eaten to gain various effects, depending on whether you're in battle or not. Who knows, maybe you can even plant it somewhere? It can also be Hurled at a target to melt through them.
- Out-of-Battle:
- DESCRIPTION: Your hair turns to a glowing goop, allowing you to swim in Lava temporarily. Somehow, it doesn’t hurt you, and your hair reverts to normal afterwards.
- DURATION: Until you leave the current area or room.
In-Battle:
COSTS: 6 Hearts
DESCRIPTION: It burns to eat it, but your single-target attack causes flames to burst from the target’s Armor.
EFFECT 1: All of your attacks apply Burned:
Every time the target attacks or defends, they take 1 Neutral Damage.
EFFECT 2: Your attacks reduce Armor by 2.
Hurl:
Roll your Power +10 dice vs. targets' Courage dice
Neutral Damage: 5
EFFECT: If it hits, target loses 5 Armor
- Amount: 1
- WARNING: Do not ingest Plasma Goop. Drinking lava would be safer than a swig of Plasma.
- DESCRIPTION: A once blazing Lava Wisp, now reduced to a hotter-than-the-sun goop of plasma, and somehow magically contained within a bottle. They can be used as an incredible power source.
- EFFECT: Pour this onto something to hypercharge it. Make sure it’s not living first, or else uhh… bad ideas may occur.
- SELL VALUE: 25 Rupees
- DESCRIPTION: A small cream headband adorned with long rabbit ears sticking out. When worn, you get a boost in speed… including when falling.
- EFFECT 1: You can run significantly faster and jump significantly higher than normal, giving you 2 Feet per 1 Success for covering both distance and height.
- EFFECT 2: Any fall damage you take is doubled.
- REQUIREMENTS: You must be at Maximum Magic for the effects of this mask to work
- DESCRIPTION: An odd mask made of stone, entrapping a powerful Magic inside of it. Its expression is rather lopsided and slightly deformed.
- EFFECT: If you're outside of battle and standing still, you will not be visible to anyone that’s never seen you before.
- INFORMATION: This frigin’ Fairy is a Legendary Artifact.
- RESTRICTIONS: Raine can follow anyone, but she chooses to only follow and revive(?) Kirran
- DESCRIPTION: Reaper of Strawberry Souls and eater of sprinkle cakes! She loves you, she loves you not... A once chaotic fairy that used to harbor Majora’s Heart, but after returning from the Shadow Realm, she can now freely manipulate the light she emits onto her’s and Kirran’s shadows, giving you full control over Light and Shadow. Though, her personality is still complete bonkers. Can use Displace, Reverse Polarity, and Raine Revival.
- Displace:
- REQUIREMENTS: Light and Shadow
- COSTS: 6 Magic
- DESCRIPTION: Create a stationary clone of yourself that initially does nothing.
- EFFECT A: When defending, you can switch places with the clone, causing the clone to die while you remain untouched.
- EFFECT B: If you already have a clone, then casting Displace again allows you to instantly attack someone from behind, bypassing Cover and gaining 5 Dice. If the attack succeeds, you gain another Displacement Clone.
Reverse Polarity:
REQUIREMENTS: Light and Shadow
COSTS: 5 Magic
DESCRIPTION: Alter the metaphysical state of something by reversing its Light with its Shadow. Don’t ask how that works.
EFFECT: Give yourself the Reverse Polarity debuff:
Your Armor is multiplied by -1.
The next person to attack you STEALS this debuff.
DURATION: For the remainder of the battle
Raine Revival:
DESCRIPTION: When you die, Raine uses her dominion over Light and Shadow to revive you, infusing your soul with hers.
EFFECT 1: You are revived to your Maximum Hearts & Magic, and Dark Epiphany is automatically charged for no cost.
EFFECT 2: All Charge Abilities are reduced by 1 Action.
EFFECT 3: You can activate Boundary Break.
DURATION: Until the remainder of the battle, at which point Raine returns to your bottle and become completely inactive for a while.
- INFORMATION: This item is passive. Having her stuck in a bottle in your inventory is enough for her effects.
- DESCRIPTION: A small portion of the Great Fairy, currently residing in a bottle. Unlike a normal Fairy, she won’t sacrifice her life for you (you monster). However, she is capable of providing you with a boost from time to time, if you provide her with some Magic. Can use Fairy Wings or Great Blessing.
- Fairy Wings:
- COSTS: 8 Magic
- DESCRIPTION: Magical fairy wings are bestowed on your back, allowing you to float freely in the air. It’s not quite flight though, more like hovering. Try jumping first, and then hover from there. During this time, you also gain some bonuses:
- Defense Dice: +4
- Hearts Regen: +4
- DURATION: For three rounds
Great Blessing:
COSTS: 10 Magic
DESCRIPTION: The Great Fairy transfers her energy to you, protecting you from curses and afflictions.
EFFECT: You are unaffected by Bonuses or Named Effects that are considered negative.
This can even protect you from Majora’s Madness and Fierce Deity’s Influence... but only to an extent.
DURATION: Blocks the next two Negative EFFECTS, after which it expires.
- INFORMATION: This little buddy is yours, but it exists outside of your inventory. Do not put it in your inventory.
- DESCRIPTION: The once fearsome Hammermos Construct, capable of deforming mountains as it climbed them, now rescaled into a miniature mechanical spider, with tiny hammers for legs. Somehow though, it’s got a whole pocket dimension on the inside, with a Lava Core fused with a glitching Dex, giving it a perpetual power source. It’s also got 8 working Lizalfos inside, contracted to work for either Kirran or Hal. Can be used to Scout, can fire a Lava Cannon at a target (technically), and use the Pocket Dimension ability.
- Stats:
- This little bugger has 40 Dice when trying to avoid a Spot Check.
- When trying to avoid attacks or escaping, it instead has 50 Dice.
Scout:
DESCRIPTION: Hammerfoot can climb and crawl around just about anything, quite sneakily to boot, despite having hammers for legs. The Lizalfos have also installed a Communication Crystal inside of it, so they can speak to whoever has the other crystal.
Lava Cannon:
DESCRIPTION: An ultra powerful cannon, powered directly by the Lava Core, capable of melting through any barrier! … if it wasn’t so tiny. Unless you can find a way to size this construct up, don’t expect to be able to use that as more than a tiny distraction.
Pocket Dimension:
DESCRIPTION: You (or anyone with your permission) can enter Hammerfoot! The moment you do so, you shrink down to fit inside of the tiny spider construct.
EFFECT: Welcome to the inside of Hammerfoot! It’s got your Lizalfos buddies working hard to control it, some Lava Wisps taking lava baths in the Lava Core, and occasional Bethesda glitches appearing here and there.
Do be aware that although Hammerfoot is quite durable, it’s susceptible to gravity. Bring some Lizalfos skills, flight, or magnetic boots to avoid the turbulence of physics inside this thing.
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects.
- DESCRIPTION: A small, aqua crystal that’s a little less refined in shape than a Rupee. It’s linked to the Communication Crystal inside Hammerfoot, giving you a direct voice and audio line to them. Do note, although it can be quiet, it’s not telepathically silent.
- DESCRIPTION: A black whistle that requires no skill whatsoever to play it, yet no matter how you play, it plays a delicate yet eerie song.
- EFFECT: Enables you to call on Shady, who will appear with a Shop and a free full heal.
- Make sure the area is safe, or else he’ll ignore you until the next quest, and you won’t get your free heal.
- INFORMATION: This is a Passive Legendary Artifact. Having it in your inventory is enough for its effects.
- RESTRICTIONS: This can only be used by Kirran
- DESCRIPTION: A medallion granted to you by Spirit Rokan in order to pave your way to become a new Sage. However, you were already breaking realities during this when you warped into the Spidermech and pulled two Master Swords, transforming it into the Dexcore Medallion. Effectively, you're The Sage of Reality Breaking. Rather than give you a specific power, you now just have Dex's profile attached. Enjoy.
- EFFECT: You may use anything from Dex's profile, bypassing all RESTRICTIONS lines.
- INFORMATION: This is a Passive Legendary Artifact. Having it in your inventory is enough for its effects
- DESCRIPTION: A pair of powerful gauntlets that shine a radiant gold under the light. They give you drastically increased strength, and the ability to throw spells.
- Power: +20
- EFFECT: Your Punches deal +5 Damage instead of Halved.
- Throw Spell:
- DESCRIPTION: Instead of simply firing a single-target spell, you use an Action to hold it in your gauntlets, infuse it with Power, and then chuck it at a target!
- EFFECT: Roll your Power stat. Add the result as Dice to the spell.
- FYI: If you happen to counterattack against a single-target spell, you can use Throw Spell on it without it taking the extra Action cost.
- INFORMATION: This is a Passive Artifact. Having it in your inventory is enough for its effects.
- REQUIREMENTS: A Bow & Arrows
- COSTS: 3 Magic to summon a second arrow
- DESCRIPTION: A magical quiver that can create an extra arrow on demand. Nifty, but how does this even work?
- EFFECT: When used when attacking with a bow, you can fire two arrows in a quick succession.
- The first arrow hits for full damage while the second one hits for half damage. If that arrow already does half damage, then the arrow does no damage.
- SELL VALUE: 200 Rupees
- RESTRICTION: Unless you use Overpower Song, you can not play a Song if there is already another Song being played by someone else.
- REQUIREMENTS: A musical instrument, 10 Courage and 15 Wisdom
- COST: 3 Magic to maintain at the start of each round.
- DESCRIPTION: A light, fast-paced tune that, when played, gives you a pair of Magic wings that give you the ability to fly for a short period of time.
- Attack Dice & Defense Dice: +5
- EFFECT 1: If you get hit by an attack during flight, you fall down, possibly taking Fall Damage .
- EFFECT 2: When out of combat, the standard Magic cost doesn't apply and you expend 1 Magic for every 30 feet you travel.
- DURATRION: Until you are hit by an attack, run out of Magic or cancelled at any time for no action cost.
- SELL VALUE: 150 Rupees
- RESTRICTION: Unless you use Overpower Song, you can not play a Song if there is already another Song being played by someone else.
- REQUIREMENTS: A musical instrument, at least 2 Hearts and 10 Wisdom
- COST: 25% of your current Hearts, rounded up.
- DESCRIPTION: A depressing, hollow tune filled with sorrow. This affects you (specifically).
- EFFECT: When played, a veil of Magic surrounds you and produces a creepy empty (but weighted) shell of yourself that automatically covers you from attacks. This does not require channeling.
- Roll your current Hearts. The result of that roll will be the shell's Hearts * 2.
- The shell can not defend itself and will continue covering you until it hits 0 Hearts, whereupon it breaks.
- This song can be played again to absorb the shell, causing you to recover Hearts equal to the shell's remaining Hearts.
- Elegy of Emptiness’ standard Heart cost does not apply for this. here.
- DESCRIPTION: A key that can be held by those of the physical realm, but it can also unlock locks that can't be accessed with normal keys.
- Amount: 1
- DESCRIPTION: A glass shard chipped away from the body of a Light Golem. It pulses faintly with the remnants of the spell that animated it.
- Amount: 1
- DESCRIPTION: A Water, rubbery and slimy snouth that can be used for insulation... which is kind of gross.
- Amount: 1
- DESCRIPTION: A set of black scales forcefully pried off of a Dinalfos named Gorash, after blasting him with a Bombchucopter. Scarred and blackened by Goron ashes over many years, these scales are extraordinarily hard. Perhaps they can be used to forge something…
RE: Kirran - WindStrike - 04-30-2022
Courtesies of transcending reality enough times, Kirran, you've become the Dexcore. As a result, you have access to Dex Eyegouger's entire profile, and anything that would normally require Dex to use, you can now use. Enjoy.
- Power: 19 (+0)
- Courage: 22 (+3)
- Wisdom: 19 (+0)
- Hearts: 15/15 (+0)
- Magic: 15/15 (+0)
- Initiative: $init 1d10
- Attack Dice: 3
- Defense Dice: 5
- Armor: 6
- Stat Points: 8
- Stat Points (Used): 93
- Heart Containers: 0
- Rupees: 49,368
Affinities: Shadow, Spirit
- In-Combat:
- Roll half your base Courage before you attack or defend.
- The successes from that roll get added to a Warp Counter.
- If the Warp Counter reaches 20, and you successfully defend an attack, you can warp behind the attacker's back to counterattack them.
- This attack ignores half of the target's Armor.
- This resets the Warp Counter back to 0.
$1d4 chance to dodge anything
Out-of-Combat:
You can move 3 feet per Success from a Courage roll.
You suffer no penalties when moving across rough terrain.
You do not take fall damage.
Race: Lizalfos
Age: Unknown
Height: 3'8"
Weight: 70lbs
Scale Colour: Dark Grey
Eye Colour: Yellow
An unfortunately small Lizalfos, Dex is short even when compared to his fellow clan mates. His size has made him somewhat of a joke among Clan Eyegouger and even other clans. On the bright side, his short stature gives him the quickness and stealthiness to deliver the clan's signature move... a good old fashioned claw to the eye. Pro-tip: Don't bother wearing goggles.
- RESTRICTIONS: Eyegouge can only be used by Dex Eyegouger
- COSTS: 4 Magic
- DESCRIPTION: Channel a stream of magical energy into your claws, and attack someone's face by ramming your thumb claws into the target's eyes.
- EFFECT: This attack does absolutely nothing to a target without eyes.
- Roll your Courage dice vs. targets' Courage dice
- Neutral Damage: 5
- EFFECT 1: The force from the magical energy enables you to literally rip out both of the target's eyes.
- Target loses depth perception, so they lose 3 Attack Dice & Defense Dice.
- Target also becomes Blinded:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
DURATION: These effects last until the target is healed back to full Hearts, which will regenerate the target's eyes.
EFFECT 2: Additionally, the eyes are added to your War Necklace.
- 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.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- 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.
- 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.
- 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.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- 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
- 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.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- 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
- 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.
- 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.
- 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).
- 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.
- 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).
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: Lizalfos, regardless of their size, have rather large tails, and they can be quite effective as weapons. When hitting someone with it, you can Whack An Arm!, Whack A Leg!, or Whack A Head!
- Whack An Arm!:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, target loses 2 Power.
Whack A Leg!:
Roll your Courage dice vs. targets' Courage dice
Damage: +2
EFFECT: If it hits, target loses 2 Courage.
Whack A Head!:
Roll your Courage -3 dice vs. targets' Courage dice
Damage: +4
EFFECT: If it hits, target loses 2 Wisdom.
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: They may not be dragons, but they’re pretty closely related. Lizalfos are able to heat up their insides in order to cough up and spew a bunch of burning flames at one target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If the target dies, the flames completely melt the target, preventing the target from being revived.
- RESTRICTIONS: This is an Innate Skill. Only Eyegouger Lizalfos can learn and use this skill.
- COSTS: 2 Magic
- DESCRIPTION: Focus your mind on the breaking of physics. Feel gravity and spacetime bend around you until flicker.
- EFFECT: Enter a state of Focused Dodging:
- While in this state, you cannot attack.
- If you get attacked by a non-Magic-based attack, you can enter your own flicker, allowing you to dance around the attack and dodge it completely.
- This ends Focused Dodging and costs you 1 Action off your next turn.
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: The skin of a Lizalfos is covered in thick scales that ward off minor attacks.
- Armor: +4
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: Lizalfos have highly increased agility, allowing them to move way faster than other people, especially in a footrace, and quite especially over any terrain.
- EFFECT 1: You can move 3 feet per Success from a Courage roll.
- EFFECT 2: You suffer no penalties when moving across rough terrain.
- RESTRICTIONS: This is an Innate Skill. Only Eyegouger Lizalfos can learn and use this skill.
- DESCRIPTION: Experienced Eyegougers do not care what height they jump or fall from, as they’ve learned to bend the laws of physics in order to land softly through a series of rolls when landing.
- EFFECT: You do not take fall damage.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A melee attack
- CHARGE: 1 Action
- Charge by readying your attack, and preparing to leap at the target.
DESCRIPTION: Once charged, you can leap and attack a target using the melee attack.
EFFECT: If it succeeds, multiply the difference in successes by x1.5.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: Two swords
- DESCRIPTION: Slash your opponent with your swords in a cross pattern. X marks the death!
- EFFECT: Slash a target with the Slash attacks of both of your swords.
- The Dice & Damage Modifiers use the averages of both swords’ Slash attacks, respectively.
- If the attack succeeds, any EFFECTS from both swords' Slash attacks are applied to the target.
- SELL VALUE: 125 Rupees
- REQUIREMENTS: Specify what you're camouflaging with
- If you say "the darkness" or "the shadows", be aware that it has no effect against anyone with Dark Vision
COSTS: 3 Magic
DESCRIPTION: Shh! I'm being sneaky. Go away! Magically camouflage in with something nearby to go sneaky.
You cannot be targeted by anything Single-Target.
Your next attack gains 4 Dice for each turn you remain Camouflaged.
If you take any damage or do anything other than moving around, Camouflage ends.
Exiting Camouflage through this manner cancels the Dice bonus you gained.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A free hand
- DESCRIPTION: Select a target to steal from. Hopefully it's not considered illegal.
- Roll your Power dice vs. targets' Power dice
- Damage: None
Roll your Courage dice vs. targets' Courage dice
Damage: None
Roll your Wisdom dice vs. targets' Wisdom dice
Damage: None
EFFECT: If at least two of the three attacks are successful, steal an item that's equipped by the target.
Then, either store it in your inventory or, if you meet the REQUIREMENTS, you can immediately equip it.
- SELL VALUE: 50 Rupees
- DESCRIPTION: Poke someone. For the lulz. This is automatic and counts as a Support Action, by the way.
- Neutral Damage: 1
- FYI: This does not break Cover.
- SELL VALUE: 350 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Intensify the darkness around a target, which grows stronger and stronger until the target suffocates and dies.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT 1: If it hits, target Bleeds x6.
- EFFECT 2: Additionally, target also gets Support Blocked:
- Negate the next EFFECT to the target caused by a Support Action, which then removes Support Blocked.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: A veil of soothing yet threatening shadows surrounds a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to an ally.
- Offensive Spell:
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, remove up to 4 of a selected Stat Bonus from the target.
Support Spell:
EFFECT 1: Remove one Light Named Effect from the target.
EFFECT 2: Additionally, remove one Negative Stat Bonus from the target.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Attack a target’s mind directly through telepathy, attempting to compromise it by extracting memories that the target tries to repress.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Neutral Damage: 4
- EFFECT: Temporary steal one Spell from the target to you.
- You can cast that Spell regardless of its RESTRICTIONS.
- DURATION: At the end of the battle, the Spell is returned to the target.
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Shadow
- COSTS: 6 Magic
- DESCRIPTION: Focus your violent thoughts into the depths of despair, striking your target’s mind directly.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: 5
- EFFECT: If it hits, select one of the target’s stats (Power, Courage, Wisdom, Hearts, or Magic) and siphon 7 from it.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 1 Magic
- DESCRIPTION: A curse hovers in the shadow of the target’s shadow… wait what?
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Penumbra's Curse:
- Target rolls twice anytime they defend, and they’re forced to take the lower roll. Reroll Points will not affect the roll any further.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: Any amount of Magic
- DESCRIPTION: Use the power of Shadow to create false shadows, causing images by tethering the illusion to the area.
- EFFECT: Create a 3D image of something and place it anywhere in the area.
- The image has no physical presence, so anything touching it will pass right through it.
DURATION: Until you leave the room or area.
- SELL VALUE: 200 Rupees
- RESTRICTIONS: This has no effect outside of battle.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Use the memories of the target’s wounds to recover their energy.
- EFFECT: Target recovers Magic equal to the most recent instance of damage they received, up to a maximum of 6 Magic.
- SELL VALUE: 150 Rupees
- COSTS: 3 Magic
- DESCRIPTION: You become blessed by an Arcane light, allowing you to bestow a minor Bonus to yourself or an ally.
- EFFECT: Select either the target's Power, Courage, or Wisdom stat, and increase it by 5.
- SELL VALUE: 150 Rupees
- COSTS: 3 Magic
- DESCRIPTION: Through the power of Arcane Magic, you're able to transform a Wisdom-based attack into a different force.
- EFFECT 1: The next Wisdom-based attack you use is altered into one of the following, though you lose its Dice Modifier in the process:
- Roll your Courage dice vs. targets' Courage dice
- Roll your Power dice vs. targets' Power dice
EFFECT 2: The attack's Damage Modifier and EFFECTS remain the same.
- INFORMATION: This is a Mythical Artifact.
- RESTRICTIONS: This can only be used by Dex Eyegouger
- DESCRIPTION: Eye see you! I hope you don't need your eyes anymore. A light-weight knife with a curved blade, inscribed with the dice symbol. Can use Slash or Daze Strike on a target, or the Bag of Tricks ability.
- EFFECT: When attacking with this blade, you can select which stat (Power, Courage, or Wisdom) your opponent defends with; however, if it’s different from what’s listed, you lose 5 Dice on that attack.
- Slash:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, increase all of the target’s Negative Bonuses by 2.
Daze Strike:
COSTS: 2 Magic
DESCRIPTION: Apply a magical toxin to The Eyegouger that dulls the nerves and spreads over time. Then stab a target.
Roll your Courage dice vs. targets' Courage dice
Damage: +3
EFFECT: If it hits, the target loses 4 Power, Courage, & Wisdom.
Bag of Tricks:
COSTS: 6 Magic
DESCRIPTION: It’s time for Dex’s Dexilicious Deathly Roulette of Eyegouging Doom! Roll $1d6! Then cause the following, based on the roll. You’re the only one that can reroll this:
You are forced to use Eyegouge for no cost… on all of your allies, and then finally, yourself.
Automatically hex a random target into a hilarious frog version, preventing them from doing any actions for a round.
The Bag of Tricks suddenly becomes empty, rendering it unusable for the remainder of the battle.
Focused Dodging no longer consumes Magic for the remainder of the battle
A random coin is flicked from the bag and into a random target’s eyes, automatically giving them Penumbra’s Curse:
Target rolls twice anytime they defend, and they’re forced to take the lower roll. Reroll Points will not affect the roll any further.
Your next Eyegouge hits all enemies.
- INFORMATION: This is a Mythical Artifact.
- DESCRIPTION: An empowered Gerudo Scimitar. Spiritual energy surrounds and refines its blade. Can hit a target with Slash, Stab, or Punishment.
- Slash:
- Roll your Courage +10 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, recover 5 Magic.
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +10
EFFECT: If it hits, siphon 5 Magic from the target to you.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Punishment:
COSTS: 3 Magic
Roll your Courage +5 dice vs. targets' Courage dice
Neutral Damage: 5
EFFECT: If it hits, target takes more Neutral Damage for each point of a Bonus the target has.
- SELL VALUE: 75 Rupees
- DESCRIPTION: A deadly blade with jagged edges that causes its victims to bleed to death. Can use Slash or Stab on a target.
- Slash:
- Roll your Courage +8 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target gets Bleeding x2.
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, target gets Bleeding x3.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- SELL VALUE: 75 Rupees
- DESCRIPTION: A poisonous, skull-tipped dart, often used by Skull Kids. Fire it at a target to inhibit their movements, you sneaky devil.
- Roll your Courage +4 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target loses 4 Courage.
- INFORMATION: This is a Mythical Artifact.
- DESCRIPTION: A combination between a cutlass and a katana. Ye kin use it with one or two hands, dependin' how bad yer want them cut! Also, the blade is covered in a greenish blue goop, and it seems to practically incinerate anything it comes in contact with. Though, with each swing, the goop itself seems to lose its form. Can One Hand Slice or Two Hand Slice a target.
- Swings Remaining: Amount: 5
- When this reaches 0, the sword itself will dematerialize and the goop will vanish into nothingness.
One Hand Slice:
Roll your Courage +6 dice vs. targets' Courage dice
Damage: +12
EFFECT: If the target dies, they are turned to nothingness and cannot be revived for the remainder of the battle.
Two Hand Slice:
REQUIREMENTS: Two-Handed
Roll your Courage +10 dice vs. targets' Courage dice
Damage: +15
EFFECT: If the target dies, they are turned to nothingness and cannot be revived for the remainder of the battle.
- REQUIREMENTS: Two hands to fire
- Having it equipped is Passive. However, the act of firing it still requires two hands. If you have at least 35 Power, you can handle the strain and fire it using only one hand.
DESCRIPTION: A bracelet with a pair of floating cubes nearby, and a magic string connecting those cubes. It can fire any One-Handed Weapon, Shield, or Object simply by placing it between the cubes, then pulling the string back and launching it. The act of firing it places great strain on the arm its attached to, forcibly unequipping anything you’re carrying from that hand.
Roll your Courage +15 dice vs. targets' Courage dice
Damage: +0
EFFECT: Add the bonus damage and effect of whatever you launch.
Warning, should you use a person as a projectile, they will take full damage from the impact.
- SELL VALUE: 100 Rupees
- DESCRIPTION: A rubber hammer that’s both small and lightweight, yet due to its magical enchantment, it can break even the toughest of defenses. Can Whack or Cripple a target.
- Whack!:
- Roll your Power +10 dice vs. targets' Power dice
- Damage: Halved
Cripple:
Roll your Power +2 dice vs. targets' Power dice
Damage: Halved
EFFECT: If it hits, target loses 2 Defense Dice.
- SELL VALUE: 250 Rupees
- DESCRIPTION: A big, super-sized red Bomb that's packed as tightly as possible with gunpowder for the user to rain Michael Bay death all over. Unfortunately, it has a massive blast radius, as it hits everyone.
- EFFECT: This bypasses Cover.
- Roll your Power +6 dice vs. targets' Power dice
- Damage: 10
- SELL VALUE: 100 Rupees
- DESCRIPTION: Souls... give me your SOULS! While it doesn't have much power, it makes up for being able to siphon Magic from its targets. Can hit a target with Siphoning Strike.
- EFFECT: Once per round, at any time, you can transfer any amount of your Magic to any other target.
- Siphoning Strike:
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, siphon Magic from the target to anyone else, up to an amount equal to the damage dealt.
- SELL VALUE: 100 Rupees
- REQUIREMENTS: The combination of using a Mini-Ballista & Arrows is considered Two-Handed
- DESCRIPTION: Capable of firing arrows that can pierce through enemies, this large Mini-Ballista is perfect for the heavy weapons guy. It can fire a Piercing Shot at a target using an Arrow.
- Roll your Power dice vs. targets’ stat that the arrow hits
- Damage: Uses the arrow’s Damage Modifier +0
- EFFECT: The attack pierces through the target, hitting anyone who is being Covered by the target at the same success rate and dealing half damage.
- This can theoretically hit everyone in a Cover Train. The damage only halves once (after the first hit).
- SELL VALUE: 100 Rupees
- REQUIREMENTS: The combination of using a Bow & Arrows is considered Two-Handed.
- DESCRIPTION: A large, long-range wooden bow that can Shoot a target using an Arrow from afar:
- Roll your Courage +12 dice vs. targets’ stat that the arrow hits
- Damage: Halved, uses the arrow’s Damage Modifier.
- SELL VALUE: 75 Rupees
- COSTS: 2 Magic to fire
- REQUIREMENTS: A bow
- DESCRIPTION: A short, heavy Arrow-like bolt that sticks onto to the target; absorbing healing abilities.
- ATTACK: Roll your attacking stat -5 vs. targets’ Power stat
- Damage: +0
- EFFECT: If it hits, the target gets Cauterized:
- Target cannot recover or siphon Hearts or Magic in any way.
- DURATION: One round
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A short, heavy Arrow-like bolt that phases through the target; compromising their internal integrity.
- ATTACK: Roll your attacking stat -3 vs. targets’ Power stat
- Damage: +0
- EFFECT: If it hits, target gets Phased Out:
- If any of the target’s stats hits 0, except Magic, the target instantly dies.
- SELL VALUE: 50 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A reinforced arrow with a razor-sharp tip of iron, resembling a blade. Can hit one target.
- ATTACK: Roll your attacking stat +6 dice vs. targets’ Courage stat
- Damage: Halved
- EFFECT: If it hits, target gets Bleeding x3.
- INFORMATION: This is an Artifact.
- RESTRICTIONS: Shields can't be equipped over Rogues' Gauntlets, but Weapons can
- DESCRIPTION: A set of black gauntlets that enables the user to somehow strike the attacker from behind once they get enough momentum.
- Defense Dice: +2
- EFFECT: Roll half your base Courage before you attack or defend.
- The successes from that roll get added to a Warp Counter.
- If the Warp Counter reaches 20, and you successfully defend an attack, you can warp behind the attacker's back to counterattack them.
- This attack ignores half of the target's Armor.
- This resets the Warp Counter back to 0.
- SELL VALUE: 100 Rupees
- DESCRIPTION: A lantern as a shield? Who does that? With this, you can sell part of your soul with Magic to block an attack with the Soul Defense ability.
- Defense Dice: +2
- Soul Defense:
- RESTRICTIONS: This can only be used once per battle
- COSTS: 2 Magic
- EFFECT: When defending, you can override your defending stat with Wisdom.
- INFORMATION: This is an Artifact.
- DESCRIPTION: A barrier of Magic that shrunk and was folded into a shield. … don’t ask how. Started folded, though you can use the Unfold ability.
- Defense Dice: +5
- Unfold:
- COSTS: All your remaining Magic
- EFFECT: It unfolds into a barrier that automatically Covers your whole team.
- You lose the Defense Dice bonus, and until the Barrier falls, you cannot equip anything else in that hand.
- Barrier has Hearts equal to the Magic paid +5, and when the Barrier falls, carryover damage does not go through.
- The Barrier only activates if someone in the party would get hit, so it calculates after defense, but before Armor.
- DURATION: Until it falls, at which point it turns inactive for the remainder of the battle.
- SELL VALUE: 100 Rupees
- DESCRIPTION: Developed from the hide of a dragon, the armor provides decent protection and increases your mobility.
- Armor: +2
- Courage: +3
- SELL VALUE: 100 Rupees
- DESCRIPTION: This sky blue tunic, crafted from the scales of fallen Zora warriors, grants the wearer the ability to breathe underwater.
- Armor: +2
- EFFECT 1: Once per battle, if an EFFECT or Bonus you have would be removed or reduced, you can prevent it entirely.
- EFFECT 2: You are able to breathe underwater.
- INFORMATION 1: This is a Mythical Artifact.
- INFORMATION 2: This item is afflicted with Fierce Deity’s Influence. The longer you have it, the more influence it holds over you.
- DESCRIPTION: A thin, shallow armor formed from the shard of the Twilight Mirror. Its reflections are perfectly clear, albeit curved thanks to the curvature of the armor. Its ability to protect is mediocre; however, it will kindly reflect anything that hits you.
- Armor: +4
- Reflect:
- EFFECT: If you’re hit by an attack, it creates a reflection and launches it back at the attacker at the same success rate.
- This includes everything except Steal.
- INFORMATION: This item is an Artifact.
- DESCRIPTION: Some really dark robes that make you look really shady. It also displacements your position at times.
- EFFECT 1: You have a $1d4 chance to dodge any attack, with a 1 being a success.
- EFFECT 2: You have Dark Vision.
- 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
Augmented Mode:
COSTS: 4 Magic at the start of each round
Courage: +7
- Amount: 21
- SELL VALUE: 50 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.
- Amount: 0
- 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, you can use the Fairy on the spot, reviving you and restoring you to 3 Hearts.
- Amount: 1
- DESCRIPTION: A lively Fairy, coated in darkness, yet illuminated by white lines and glowing a bright teal, waiting in a bottle for your death! Isn't she just so kind?
- EFFECT 1: If you use the Fairy manually, you are restored to Maximum Hearts.
- If you die, you can use the Fairy on the spot, reviving you and restoring you to 3 Hearts.
EFFECT 2: Regardless of how this Fairy revives you, when you return to life, you are teleported to any location in the Twilight Realm, of your choosing.
Technically, you don’t have to know the area to choose it, but if you want a specific location (ie behind Midna’s chair), then it must be a location you’ve been at before.
- Amount: 0
- DESCRIPTION: It's a bottle... with darkness inside. ...
- How you got the darkness will forever remain a legend of things that should not have been possible.
- Amount: 0
- DESCRIPTION: It's a bottle... with light inside... actually that's not so bad.
- *face-palms at you acquiring it*
- Amount: 1
- DESCRIPTION: It's a bottle... with a 2D shadow wandering around inside it. Apparently, if you remove all light from the area, it'll reveal to be the soul of a Twilightrobe.
- DM's Note: Highly, HIGHLY recommend against eating it!
- Amount: 7
- 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.
- Amount: 2
- 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.
- Amount: 5
- SELL VALUE: 50 Rupees
- DESCRIPTION: A light red liquid that gives you health back when you drink it. So what's in it anyways?
- EFFECT: Consume this to recover either:
- Recover 10 Hearts... OR
- Half of your Maximum Hearts.
- Amount: 4
- SELL VALUE: 50 Rupees
- DESCRIPTION: A light green liquid that restores your magical powers when you drink it. This isn't actually poison, is it?
- EFFECT: Consume this to recover either:
- Recover 7 Magic... OR
- Half of your Maximum Magic.
- Amount: 1
- DESCRIPTION: A potion with hardly any drops of orange liquid inside. However, these few drops harness incredible powers of combustion! Well, just for your feet, oddly.
- EFFECT: Drink these drops, and with your next jump, you will skyrocket up to 500 feet into the air. Good luck landing though.
- DURATION: Until your next jump.
- 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”.
- Amount: 3
- SELL VALUE: 250 Rupees
- 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.
Once this scroll is used, it disappears in a flash of rainbow light, illuminating the area for a few seconds.
- Amount: 3
- SELL VALUE: 1000 Rupees
- DESCRIPTION: A silver scroll imbued with intense, magical power that courses through the parchment, containing a vast amount of knowledge that was lost to history.
- It can teach you any Lost Spell.
Once this scroll is used, it disappears in a flash of intense white light, illuminating the area for a several seconds.
- Amount: 5
- 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.
- Amount: 1
- SELL VALUE: 1,000 Rupees
- RESTRICTIONS: This cannot be used on an ability that’s already been affected by a Force Gem.
- DESCRIPTION: A golden prism-shaped crystal containing a portion of the essence that had leaked out of the Triforce eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a Skill or Spell to permanently power it up.
- EFFECT: Select one of your Active Skills, Offensive Spells, or Support Spells, then decrease its Magic Cost by 3 (down to a minimum of 1 Magic). Then add ‘Efficient’ to its title.
- Amount: 1
- SELL VALUE: 1,000 Rupees
- RESTRICTIONS: This cannot be used on an ability that’s already been affected by a Force Gem.
- DESCRIPTION: A golden prism-shaped crystal containing a portion of the essence that had leaked out of the Triforce eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a Skill or Spell to permanently power it up.
- EFFECT: Select one of your Active Skills, Offensive Spells, or Support Spells, then add 3 to one of its numerical EFFECTS amounts (excluding multipliers). Then add ‘Endowed’ to its title.
- INFORMATION: This is a Passive Mythical Artifact. Having it in your inventory is enough for it’s effects.
- DESCRIPTION: Some golden goggles strapped to your face and giving you googly eyes! How wacky! Also, enhances your view of targets at a distance, enhancing your sharpshooting abilities.
- Attack Dice: +5 (Ranged attacks only)
- INFORMATION: This is a Passive Legendary Artifact. Having it in your inventory is enough for it’s effects.
- DESCRIPTION: A gleaming orange medallion depicting two spirits spiraling around each other, imbued with the very essence of Spirit and the power of the Goddesses. It provides a big boost to your spiritual power and boosts your Signature Move to epic proportions.
- Attack Dice: +3
- Defense Dice: +3
- EFFECT 1: You gain the Spirit Affinity
- EFFECT 2: You can maintain Spirit Mode for however long you want with no maintenance cost, if your body is still alive.
- Soulgouge:
- RESTRICTIONS: This attack does absolutely nothing to a target without eyes.
- REQUIREMENTS: Spirit, Having the Eyegouge Signature Skill and only Dex Eyegouger can use this ability.
- CHARGE: 2 Actions
- COSTS: 12 Magic
- DESCRIPTION: When you eyegouge someone, why not also eyegouge their very soul while you are at it? Drawing power from the Spirit Medallion, channel almost more magical Spirit energy into your claws than you can handle, and attack someone's face by ramming your thumb claws into the target's eyes and watch as their eye sockets explode under the pressure of so much energy rushing into them.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage +5 dice vs. targets' Courage dice
- Neutral Damage: +0
- EFFECT 1: The force from the magical energy enables you to literally rip out both of the target's eyes; both physically and from their very soul.
- Target loses 5 Hearts (Stat) and 5 Magic (Stat)
- Target loses depth perception, so they lose 8 Attack Dice & Defense Dice.
- Target also becomes Soulgouged:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss. This includes when in Spirit Mode
- When using ranged attacks, they roll an additional $1d3. If it is a 1, they automatically miss.
DURATION: These effects last until the target rests up in an inn.
EFFECT 2: Additionally, the eyes are added to your War Necklace and give much greater bonuses when consumed.
- Amount: 0
- DESCRIPTION: A ball of bright light encapsulated inside of a glass orb. Simply bringing it close to an illusion seems to dispel it.
- EFFECT 1: Should the orb shatter, the light will be unleashed, fully illuminating the entire area and automatically dispelling all Illusions.
- EFFECT 2: Additionally, a Sol will temporarily linger at the target location, forcibly expelling darkness from the area.
- Amount: 0
- DESCRIPTION: Why are there two of you? Consume this to create an illusion of yourself.
- EFFECT: When you are attacked, call 1 or 2. The attacker rolls $1d2.
- If it is the number you picked, the attack goes through and hits you, erasing the illusion.
- If it is not the number you picked, the attack hits the illusion and misses you.
- Additionally, you get the chance to automatically Escape from the battle.
- DESCRIPTION: A mysterious badge that bears the markings of Phantasm. It seems to resonate with some form of aura.
- Amount: 1
- DESCRIPTION: An immortal eye that's lively but unedible. Doesn't look like you can use this thing... yet.
- Amount: 2
- DESCRIPTION: A Chunk of Light that you acquired from literally stealing from a being of pure Light. It shines brightly on your necklace. You can consume the Chunk of Light to glow brightly for a short period of time.
- EFFECT 1: Recover Magic equal to half of your Maximum Magic.
- EFFECT 2: All of your affinities are converted to Light.
- Likewise, all affinity requirements by any of your items or abilities are converted to Light.
DURATION: This Light Conversion lasts for the remainder of the battle.
- Amount: 2
- One of the eyes has a coin permanently stuck to it.
DESCRIPTION: A red, glowing eye that shines menacingly from your necklace. You can consume the Eye of Betrayal.
EFFECT: The effects are unknown. However, a dark aura is being emitted from these eyes.
- Amount: 2
- DESCRIPTION: A multi-colored eye, glowing with the light of the Phantasm. You can consume the Wizzrobe Eye of Phantasm.
- EFFECT 1: Recover 5 Hearts.
- EFFECT 2: You become multi-colored, gaining bonuses.
- Power, Courage, Wisdom: +3
- Amount: 2
- DESCRIPTION: An eye that looks like the calamity of all space warped into it at a single point. Fascinating. You can consume the Phantasm Eye:
- EFFECT: The effects are unknown. Who knows what would happen if you really ate a phantasm of reality itself?
- Amount: 2
- DESCRIPTION: A pair of eyes gouged from an Axe Armor, which is a floating, magical suit of armor that has no eyes... what. You can consume a Missing Eye to gain WHAT.
- WHAT: WHAT?
- WHAT.
- WHAT?!
- Roll your WHAT dice vs. targets' WHAT dice
- What: WHAT!
- WHATFECT: WHAT.
- IF WHAT: GO WHAT YOUR WHAT.
- Amount: 1
- DESCRIPTION: The delicious, blue marshmellow eyes of a Blue Lynel!
- Amount: 1
- DESCRIPTION: Some creepy killer looking eyes from an Iron Knuckle. Wonder how that happened?
- Amount: 1
- DESCRIPTION: Some very shifty eyes that are still moving rapidly, despite not being attached to the Redead. Guess that makes the eyes... Undead?
- Amount: 2
- DESCRIPTION: Some powerful Gerudo eyes ripped from Nabooru while she was still in Iron Knuckle form. How'd ya manage that one?
- Amount: 0
- DESCRIPTION: Eyes ripped from the Great Interloper, Death Sword. They're a pair of ghostly eyes that almost don't exist, but from their aura of fear and death, you can sense their presence as you hold them.
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