Zelda Universe RPG

Kirran - Printable Version

+- Zelda Universe RPG (https://zurpg.sephiroth.ws)
+-- Forum: ZURPG Databases (https://zurpg.sephiroth.ws/forum-3.html)
+--- Forum: Profiles (https://zurpg.sephiroth.ws/forum-4.html)
+--- Thread: Kirran (/thread-180.html)



Kirran - Darklink42 - 06-13-2013

Kirran
  • 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

Other Bonuses
  • Has bonus Stat Points after having to put up with WindStrike's bullcrap.
  • Insert other shenanigans here

Appearance
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.
Personality
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.
Misc
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.
Reality Breaker
  • 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
Dark Epiphany
  • 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:
        1. Your blinding Light lower's the attacker’s Attack Dice by 10.
        2. Your evasiveness allows you gain 5 Defense Dice and to freely reroll your defending roll with Courage, overriding the normal defending roll.
        3. 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.
Boundary Break
  • 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.
Flashbang
  • 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.
Eye of Truth
  • 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.
Natural Order
  • 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.
Guardian of Shadow
  • 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.
Hiding in the Shadows
  • 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.
Gossip Rumor
  • 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.
One With Shadows
  • 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.
Shadow Hop
  • 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.
Spirit Siphon
  • 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.
Bomb Arrow
  • 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.
Camouflage
  • 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.
(0) Spirit Vision (Enabled)
  • 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.
(4) Regeneration
  • SELL VALUE: 200 Rupees
  • Stat Point Cost: 4
  • DESCRIPTION: You naturally recover Hearts over time.
    • EFFECT: You gain Regen x3.
(4) Magic Regeneration
  • SELL VALUE: 200 Rupees
  • Stat Point Cost: 4
  • DESCRIPTION: You naturally recover Magic over time.
    • EFFECT: You gain Magic Regen x2.
Basic
PSI Strike
  • 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.
Penumbra's Rift
  • 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.
Penumbra's Curse
  • 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.
Repression
  • 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.
Veil of Shadows
  • 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.
Suffocating Veil
  • 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.
Blade of Light
  • 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.
Blind
  • 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.
Mass Blind
  • 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.
Purify
  • 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.
Cross Flash
  • 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.
Heaven's Silence
  • 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.
Illusion of Creation
  • 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.
Steel Shadows
  • 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.
Shadow Speed
  • 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.
Grave Life
  • 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.
Shadow Realm
  • 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.
Recover Ground
  • 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.
Illusion of Invisibility
  • 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.
Mirage
  • 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.
Longbow (equipped)
  • 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.
Crossbow Pistol
  • 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.
Gravity Slingshot
  • 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.
Bow
  • 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
Metal Tipped Arrows
  • 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
Impact Arrows
  • 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.
Phasing Shot
  • 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.
Black Arrows
  • 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.
Heartful Bolt
  • 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
Bombs
  • 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
Super Bombs
  • 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
Dragon Bomb
  • 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
Bombchopter
  • 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.
Hungry Bomb
  • 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.
The Master Sword
  • 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.
Rokan's Ascended Lance
  • 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
Executioner's Broadsword
  • 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.
Death Knight Claymore
  • 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.
Soul Edge Blade
  • 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.
Badlords Battleaxe
  • 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
Telekinesis Wand
  • 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
Hyper Siphoning Wand
  • 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.
Twilight Mirror
  • 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.
Golden Shield
  • 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.
Embellished Shield
  • 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.
Quick Hop Shield
  • 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.
Darknut Shield
  • 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.
Emerald Scalemail (Equipped)
  • 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).
Shadowsken Dragonhide 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.
Blue Tunic
  • 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.
Soldier Platemail
  • SELL VALUE: 75 Rupees
  • DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
    • Armor: +4
Phasic Madrobe
  • 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.
Phasic Robe
  • 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.
Traveler's Cloak
  • 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.
Cane of Lalakar
  • INFORMATION: This item is an Artifact.
  • COSTS: 2 Magic per teleport
  • DESCRIPTION: A pink rod imbued with a strange aura that causes it to glow pink and has a large gem set in the top of it. It can fire a pink ball of energy that teleports you to where it hits.
    • Out-of-Combat Teleport:
      • EFFECT: Teleport to a position up to 50 feet away in any direction.
        • Be careful where you think you’re teleporting. If you end up fusing with something else, expect a lot of pain and a high chance of death.
    • Combat Teleport:
      • DESCRIPTION: Attempt to teleport behind an enemy.
      • Roll your Wisdom +10 dice vs. targets' Wisdom dice
        • Damage: None
        • EFFECT: If it hits, you can immediately follow up with another attack, bypassing any equipped Shields the target has.
        • IF FAIL: Target automatically gets to counterattack you.
Magic Mirror
  • DESCRIPTION: A mysterious, otherworldly object that doesn’t even show your reflection. Instead, it shows you visions of whoever you want it to. It even has a Villain Tracker! And best of all, because those visions are in real time, you can Shadow Hop to them without an issue! Nifty, huh?
    • Villains Remaining:
      • Bloodwind
      • Majora
      • Happy Mask Man
      • Great Dark Fairy
      • Black Darknut Sithe
      • Fran
      • Arguably some of your partymates, but we’ll leave that debate for another time.
      • The last one on this list won’t load properly.
Hookshot
  • SELL VALUE: 100 Rupees
  • DESCRIPTION: The Hookshot fires a chained, miniature harpoon at a target, which can reach up to 50 feet away. Can fire a Reel at a target.
    • EFFECT: This harpoon can pull you towards objects or vice versa.
      • Can pull you towards any wooden surface, soft surface, or Hookshot Target.
      • Can pull Small Objects towards you.
      • The chain cannot lock.
    • Reel:
      • Roll your Courage +5 dice vs. targets' Courage dice
        • Damage: None
        • EFFECT: If it hits, reel towards the target.
          • When you get up to the target, you can follow up with a melee attack with +5 Dice.
Shovel
  • SELL VALUE: 75 Rupees
  • RESTRICTIONS: Cannot use on very hard, solid ground.
  • REQUIREMENTS: Two-Handed
  • DESCRIPTION: A nice shovel that you can use to dig things out! Or you can just whack someone with it, whatever fills up that hole. Can use Dig Item, Dig Trench, or Whack a target!
    • Dig Item:
      • EFFECT: You can attempt to dig up an area while in session. Whether you find something or not will be up to the DM.
    • Dig Trench:
      • EFFECT: Roll your Power stat, digging a trench into the ground, and then automatically taking Cover behind the newly formed mound of dirt.
        • The mound of dirt has Hearts equal to the Successes of half your Power roll.
        • Anyone can take Cover behind the mound of dirt, and the mound will continue to Cover until it runs out of hearts.
    • Whack a target!:
      • DESCRIPTION: You whack the target with the shovel! What a nice weapon.
      • Roll your Power +3 dice vs. targets' Power dice
        • Damage: +3
Magic Candle
  • SELL VALUE: 50 Rupees
  • DESCRIPTION: Oh sure, just drop a candle on your enemies, and Light the way for their deaths, while you're at it! A candle that's lit by Magic. Nifty for lighting rooms up. Can use Light it up! ability or the Burn Notice ability.
    • Light it up!:
      • COSTS: 1 Magic
      • DESCRIPTION: A flame shoots out and dances around the room.
        • EFFECT: The room becomes illuminated.
          • This also briefly illuminates anyone that's Camouflaged, automatically procing a Spot Check against them.
          • DURATION: This lasts until you leave the room.
    • Burn Notice:
      • COSTS: 2 Magic
      • DESCRIPTION: Summon a Pit of Flames in front of you, which automatically Covers you from melee attacks.
        • EFFECT: Anyone attacking you by melee combat takes 2 Neutral Damage (successful or not).
        • DURATION: The Pit of Flames lasts until someone runs through it.
Replenishing Deku Nuts
  • SELL VALUE: 100 Rupees
  • DESCRIPTION: A pouch containing… nothing? However, you can reach in and pull out a Deku Nut… nifty. Can use Escape Daze or use it as a Flashbang against a target.
    • Escape Daze:
      • EFFECT: You can throw it at the ground as a Support Action, causing a brief flash.
        • Anyone that uses Escape gains 6 Dice.
        • DURATION: This lasts until the end of turn one round later.
    • Flashbang:
      • Roll your Courage -3 dice vs. targets' Courage 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.
Ten Sided Coin
  • Amount: 1
  • Got a problem? Try flipping this coin! But first, you'll need to roll a 10-sided dice. The results are as follows:
    • If it's a 1, something very unfortunate and inconvenient happens. You find yourself unable to flip the coin, as the coin finds a way to go missing and cause problems.
    • If it's a 2 through 4, flip the coin.
      • If it's heads, something unfortunate will happen to everyone.
      • If it's tails, only you are screwed.
    • If it's a 5, the coin warps itself out of existence before you're able to flip it. Try again next time!
    • If it's a 6 or 7, flip the coin.
      • If it's heads, something good will happen to everyone.
      • If it's tails, you get something good.
    • If it's an 8 or 9, you get another Ten Sided Coin. Also, flip the current coin.
      • If it's heads, one of your current problems will be solved.
      • If it's tails, one of your current problems will be turned into a rather convenient solution.
    • If it's a 10, the numbers lied. The result is worse than a 1, but you get to flip the coin. What happens thereafter is a mystery.
  • After the coin is flipped, it remains permanently stuck to whatever surface it lands on, and it can no longer be flipped.
Book of Magic
  • SELL VALUE: 150 Rupees
  • REQUIREMENTS: Two-Handed
  • DESCRIPTION: A book written in mimicry of Ancient Hylian. No one has a clue what even the fake writing says, but it certainly helps when casting stronger spells.
    • Magic Costs: -2 to Spells only (down to a minimum of 1 Magic).
Violin
  • SELL VALUE: 50 Rupees
  • REQUIREMENTS: Two-Handed
  • DESCRIPTION: A mystical wooden violin, made from fallen Oak trees, that can play magical songs.
    • EFFECT: Any Songs played with this instrument use your Courage for their attacking roll.
    • BONUS: Your songs gain 5 Dice upon playing them.
Magic Shackles
  • SELL VALUE: 25 Rupees
  • INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
  • DESCRIPTION: A pair of handcuffs that magically wrap around the target’s wrists, no matter who or what the target is. That’s right, you can even handcuff a Gleeok… not that they really have hands.
    • EFFECT 1: When you would kill a target, instead reduce the target to 1 Heart and cuff them with the Magic Shackles, preventing them from doing anything, save for talking.
      • Though, it also comes with a Magical Duct Tape option.
    • EFFECT 2: Shackles on a target can be broken if it takes at least 5 Damage in a single hit.
Magic Feather
  • SELL VALUE: 75 Rupees
  • INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
  • COSTS: 2 Magic per jump
  • DESCRIPTION: If I add Magic to a feather, does that suddenly make it useful? A blue, magical feather that lets you use Magic to jump higher than before.
    • EFFECT: When you pay the Magic Cost, gain the following effects:
      • Defense Dice: +3
      • Your Jump Distance is doubled, meaning for every Success you get when jumping, you cover 2 Feet of distance.
      • Any fall damage you would take from any source is halved.
      • DURATION: Until the end of the turn.
Magic Cape
  • SELL VALUE: 100 Rupees
  • INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
  • REQUIREMENTS: Camouflage Active Skill
  • COSTS: 1 Magic upon equipping it or moving into a new area
  • DESCRIPTION: A red cape that, while moving, becomes almost invisible, as does anything touching it.
    • EFFECT: While outside of battle, as long as you’re moving, Camouflage is automatically active.
Magnetic Gloves
  • SELL VALUE: 250 Rupees
  • INFORMATION: This item is passive. Having it in your inventory is enough for its effects.
  • DESCRIPTION: A pair of metallic gloves that gives you the power to magnetically push or pull other metallic objects, dependent on the relative size between yourself and the object. Can use the Magnetic Push or Magnetic Pull abilities.
    • Magnetic Push:
      • Roll your Power +5 dice vs. targets' Power dice
        • Damage: None
        • EFFECT: If it hits, then as long as you continue to channel this, neither you nor the target can move or attack.
          • DURATION: Until you attack or defend.
    • Magnetic Push:
      • Roll your Power +5 dice vs. targets' Power dice
        • Damage: None
        • EFFECT: If it hits, steal target's equipped handheld items.
Restoration Heart
  • 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.
Magic Jar
  • 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.
Green Potion
  • 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.
Blue Potion
  • 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.
Bait
  • 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.
Fairy
  • 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.
Stalheart
  • 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.
Royal Guard Scroll
  • 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.
Spell Scroll
  • 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.
Lost Spell Scroll
  • 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.
  • Once this scroll is used, it disappears in a flash of intense white light, illuminating the area for a several seconds.
Super Efficiency Force Gem
  • 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.
Super Effect Force Gem
  • 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.
Reroll Points
  • 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.
Sol Orb
  • 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.
Lava Seed
  • 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
Plasma Goop
  • 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.
Bunny Hood
  • 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.
Stone Mask
  • 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.
Existential Raine
  • 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.
Great Fairy in a Bottle
  • 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.
Hammerfoot
  • 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.
Hammerfoot Communication Crystal
  • 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.
Poe Whistle
  • 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.
Dexcore Medallion
  • 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.
Golden Gauntlets
  • 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.
Magic Quiver
  • 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.
Song of Soaring
  • 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.
Elegy of Emptiness
  • 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.
Spectral Key
  • 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.
Glass Golem Shard
  • 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.
Water Octo Snouth
  • Amount: 1
  • DESCRIPTION: A Water, rubbery and slimy snouth that can be used for insulation... which is kind of gross.
Black Scales
  • 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.



Dex Eyegouger
  • 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

Other Bonuses
  • 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.
Signature
Basic
Innate
Active
Passive
Offensive
Support
Weapons
Shields
Armor
Robes
Tools
Consumables
Masks
Misc
War Necklace