9-7-2019: The Master Quest - WindStrike - 08-19-2019
The final quest: The Master Quest
Booting up in a few weeks. See you all soon!
Starting One with Shadows, the first segment of this quest. This will be for Kirran & Hal on Saturday, September 7th @ 7pm EST.
Also starting Darkness Incarnate, which runs parallel to the other side. This will be for Corsava on Tuesday, September 10th.
Twill add the rest of you folks after Sunset in the Dream is over.
One with Shadows
Darkness Incarnate
RE: 9-7-2019: The Master Quest - WindStrike - 11-02-2019
One with Shadows
- Power: 30 (+0)
- Courage: 30 (+0)
- Wisdom: 30 (+0)
- Hearts: 400/500 (+0)
- Magic: 100/100 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 15
- Armor: 6
Affinities: Shadow
Origin: Ocarina of Time
A shadow of the Hero of Time, Dark Link is the head honcho of the Interlopers, and no thanks to certain adventurers, one of the last two Interlopers left alive. Fueled by hatred, not just for the Goddesses and Link, but now Kirran especially, he now goes out of his way to hunt down and hurt those who spite him. There are no grand plans anymore, just vengeance.
However, as he is not in the Twilight Realm, he is not able to use some of sillier abilities. He also lacks the Four Sword, which was punched somewhere into the abyss of the Twilight Realm. Despite that, he’s copied many formidable opponents before and has access to some very dangerous gear.
Dark Link’s death gives a team drop of 10,000 Rupees, 5 Reroll Points, 5 Stat Points, and some great satisfaction knowing that one of ZURPG’s big bosses is finally dead.
- RESTRICTIONS: This is an Innate Skill. Only Dark Link can learn and use this skill.
- DESCRIPTION: Claiming to be the original Link, only to be smited by the Goddesses, Dark Link possesses the ability to perfectly imitate his victims’ gear. All it requires is a single hit.
- EFFECT: After you successfully hit someone with a melee attack, gain access to the target’s entire inventory (except Consumables), allowing you to use shadowy versions of any item.
- If you’re in the Twilight Realm, you only need be in the presence of them to gain their inventory.
- Certain powers and abilities that are tied too closely to the Goddesses or heavily Light-based are unusable by Dark Link.
- DURATION: Forever
- RESTRICTIONS: This is an Innate Skill. Only Interlopers can learn and use this skill.
- DESCRIPTION: The position of an Interloper is never certain, as their own shadow shifts in place, making it difficult to distinguish an Interloper from its shadow.
- EFFECT: Each round, you may reroll up to two of your own rolls for free.
- RESTRICTIONS: This is an Innate Skill. Only Interlopers can learn and use this skill.
- DESCRIPTION: Interlopers have been connected with Magic for as long as they’ve existed. As such, even the slightest taste of it in the air willl replenish them.
- EFFECT: Anytime a non-Interloper spends Magic, you recover Magic equal to the amount they spent.
- DESCRIPTION: All of your items are bound to your soul.
- EFFECT 1: Your items cannot be stolen.
- EFFECT 2: If any of your items would drop to the ground, they end up back in your inventory, but they remain disabled for the rest of the battle.
- EFFECT 3: When you die, your items go to Item Heaven, where they await your eventual revival before returning to you… unless you’re an enemy, in which case… goodbye items.
- When you are permanently dead, all your Artifacts drop.
- RESTRICTIONS: This is an Innate Skill. Only Interlopers can learn and use this skill.
- COSTS: 20 Hearts
- DESCRIPTION: Interlopers are able to detach a part of their darkness and purge it, removing whatever curses them.
- EFFECT: Remove any EFFECT from yourself.
- RESTRICTIONS: Aeternal Darkness can only be used by Dark Link and the other surviving Interloper, Sithe
- COSTS: 12 Magic
- CHARGE: 3 Actions
- Begin charging by concentrating the darkness within your body. As it charges, all lights nearby will start to flicker and fade away.
DESCRIPTION: Once charged, unleash the darkness within and blot out all light in the area, covering it with absolute darkness.
EFFECT 1: Do one of the following:
Option A - Teleport yourself to anywhere in the Twilight Realm... OR
Option B - Teleport all other Interlopers to your position.
EFFECT 2: Summon the Absolute Darkness Field Effect:
Overwrite any current Field Effect in play.
Everyone except Interlopers loses 10 Attack Dice while Absolute Darkness is around.
DURATION: 1 Round
- 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.
- REQUIREMENTS: A melee weapon
- CHARGE: 1 Action
- Charge by preparing yourself for a large leap.
DESCRIPTION: Once charged, you can leap over the target and stab their head along the way. Why? Because that's how things work.
Jump first by rolling your Courage stat. Add half of the result as Dice to your attack roll as you fall on your target from above, hitting them with a melee attack from your weapon.
- RESTRICTION 1: This is an Innate Skill. Only Dark Link can learn and use this skill.
- RESTRICTION 2: This is only active if you’re in the Twilight Realm.
- DESCRIPTION: Empowered by the darkness within the Twilight Realm, Dark Link is able to adapt to any situation at any time.
- EFFECT: At any time, you can change your Equipment for no Action Cost.
- RESTRICTION 1: This is an Innate Skill. Only Interlopers can learn and use this skill.
- RESTRICTION 2: This is only active if you’re in the Twilight Realm.
- DESCRIPTION: Interlopers are able to focus their darkness towards strength, speed, or mind, adapting it throughout the battle.
- EFFECT: At the start of each round, select Power, Courage, or Wisdom. Gain 15 of that stat.
- DURATION: Until the end of the round.
- RESTRICTION 1: This is an Innate Skill. Only Interlopers can learn and use this skill.
- RESTRICTION 2: This is only active if you’re in the Twilight Realm.
- COSTS: 5 Magic
- DESCRIPTION: Meld into the darkness of the Twilight Realm itself and appear elsewhere.
- EFFECT: Once per round, you can automatically dodge an attack by melding into the darkness briefly before reappearing elsewhere.
- However, you lose a Support Action off your next turn.
- RESTRICTION 1: This is an Innate Skill. Only Interlopers can learn and use this skill.
- RESTRICTION 2: This is only active if you’re in the Twilight Realm.
- COSTS: 5 Magic
- DESCRIPTION: Quickly refocus your darkness to adapt to the situation at hand.
- EFFECT: Change your Stat Focus from one stat to another.
- 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).
- REQUIREMENTS: Shadow
- COSTS: 10 Magic
- DESCRIPTION: With the dexterity and spirit of the Shiekah, absorb the light around the target until it reaches a mass of cynicism and punishment.
- Roll your Wisdom +20 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: This attack can be rerolled once for free.
- 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: Halved
- EFFECT: If it hits, remove up to 5 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.
- REQUIREMENTS: Shadow
- COSTS: 6 Magic
- DESCRIPTION: Rip an enemy target out from the physical plane of existence.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +5
- EFFECT: If it hits, target gets Phased Out:
- If any of the target’s stats hits 0, except Magic, the target instantly dies.
- 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.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Surround someone with a Shadow, which grants them a chance to revoke an instance of time itself.
- EFFECT: Target gains 2 Temporary Reroll Points.
- These automatically expire at the end of the battle, whether they’re used or not.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Strengthen a target’s Shadow into steel, powering them up… somehow.
- EFFECT: Target gains 5 Power.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Target becomes more in sync with their own Shadow, gaining its speed.
- EFFECT: Target gains 5 Courage.
- DESCRIPTION: An imitation of the legendary Master Sword, which has been harboring Dark Link’s hatred and despair. Though it isn’t the real thing and lacks the extra abilities, it still imitates its swiftness and perfect craftsmanship. Can Dark Slash or Dark Stab a target.
- Dark Slash:
- Roll your Courage +25 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, target loses 5 Courage.
Dark Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +25
EFFECT: If it hits, siphon 5 Courage from the target to you.
IF FAIL: Target automatically gets to Counterattack you.
- 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.
- INFORMATION: This is a Mythical Artifact.
- REQUIREMENTS: Two-Handed and 30 Base Power
- DESCRIPTION: A hammer meant to be wielded by the Biggoron Brothers, its stature is rather oversized for a normal person. Has a set of spikes on the end meant for puncturing and breaking even the greatest of defenses. Can Smash! or Ground Pound a target.
- Smash!:
- Roll your Power dice vs. targets' Power dice
- Damage: +20
- EFFECT: If it hits, reduce target’s Defense Dice to 0.
- If their Defense Dice is already at or below 0, instead reduce their Armor to 0.
Ground Pound:
Roll your Power +15 dice vs. targets' Power dice
Damage: +0
EFFECT: If it hits, slam the target down into the ground so that their lower body is stuck in the ground.
During this time, target is Immobilized:
Target cannot move or use any melee attacks.
Additionally, target’s Courage is halved.
If the target is hit by any attack that travels through the ground, they take full damage from it, even if the attack originally deals no damage.
Ends when target or someone else spends a Support Action to lift target out of the ground, by rolling Power against the original success rate and succeeding.
IF FAIL: Target automatically gets to Counterattack you.
- INFORMATION: This is a Legendary Artifact.
- DESCRIPTION: An elegant, silver frame with a cobra-like crossguard. Its blade is smooth and almost weightless. Imbued with sage powers, it allows its user to strike relentlessly. Can Fury Slice or Fury Stab one target, or use Unleash.
- Fury Slice:
- Roll your Power +25 dice vs. targets' Courage dice * 3 (target rolls once to defend)
- Damage: 10
- EFFECT: For each hit, steal 3 of any stat.
Stab:
Roll your Power +20 dice vs. targets' Courage dice
Damage: None
EFFECT: If it hits, steal Hearts (stat) equal to the difference in successes.
If this results in the target dying, recover to Full Hearts.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- DESCRIPTION: A wand with several Twilight-lit cubes hovering around its base, rotating faster as the wand’s power is used. Just point it at something, and a burst of volatile magic will shoot forth! Can use Combust on a target or use the Magic Singularity ability.
- Combust:
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT 1: If it hits, target takes extra Damage equal to their Missing Magic (max of 10 Damage).
- EFFECT 2: Additionally, if it hits and the target is out of Magic, convert the full damage to Neutral Damage.
Magic Singularity:
COSTS: 10 Magic
DESCRIPTION: Form a singularity of Magic, which forcefully draws in Magic from everyone in the battle. Everyone is forced to roll their Wisdom stat, with Attack Dice.
EFFECT 1: The one with the lowest successes takes damage equal to the difference between the lowest and the highest successes.
EFFECT 2: Everyone except the one with the highest successes automatically channels half their Maximum Magic (up to a max of 10 Magic) into the singularity.
EFFECT 3: At the end of the next round, the Magic Singularity Uberbomb goes off, hitting everyone in a massive explosion, with Hit Dice & Damage equal to the amount of Magic infused.
Uberbomb:
EFFECT: This bypasses Cover.
Roll (dice equal to Magic infused) vs. targets’ Wisdom dice
Damage: Equal to Magic infused
- INFORMATION: This is a Legendary Artifact.
- REQUIREMENTS: The combination of using a Bow & Arrows is considered Two-Handed.
- DESCRIPTION: An extravagant bow the size of a siege longbow, and yet it feels as light as a pair of Gerudo Scimitars. Golden scales and elegant jewels adorn both the handle and the blades, and a magical string connects the tips of both blades. Can use Standard Shot, Siege Blast, Spirit Arrow, or Transform.
- Standard Shot:
- DESCRIPTION: Load an Arrow or any One or Two-Handed weapon onto the string, then fire at a target!
- Roll your Courage +25 dice + projectile’s attack bonus vs. targets’ stat that the projectile hits
- Damage: Uses the projectile’s Damage Modifier
- EFFECT: Uses the projectile’s EFFECT(s).
- Note, if you launch something that doesn’t have an unlimited amount on it, it will remain impaled in the target, and require an Action to reacquire it (type of Action depends on DM’s Discretion, so be careful).
- 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.
- 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
- 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.
- 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
- INFORMATION: This item is a Mythical Artifact.
- DESCRIPTION: A dark version of the hero’s tunic worn by Link. Whether it includes pants or not, you’re not really sure under all that darkness, nor are you really inclined to find out. Over time, it periodically shrugs off ill effects.
- Armor: +6
- EFFECT: Once per round, if you would be afflicted by a Negative Bonus, negate it.
- INFORMATION: This is a Legendary Artifact.
- DESCRIPTION: A regal robe, fit for a King of Twilight. Golden geometrical patterns line the exterior, glowing in the light, while darkness awaits on the interior. The robe’s edges are cut into a series of blade-like patterns, and on command, they can shoot outwards in all directions. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost. Additionally, you can use King’s Command.
- Basic Mode:
- Armor: +6
King’s Command:
DESCRIPTION: Blades extend from your robes, striking everyone else around you.
Roll your Courage +10 dice vs. targets' Power dice
Damage: None
EFFECT: You can command all target(s) hit, for their next turn, to use any Support Action on any target of your choosing.
- 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.
RE: 9-7-2019: The Master Quest - WindStrike - 11-11-2019
Darkness Incarnate
- Power: 10 (+0)
- Courage: 30 (+0)
- Wisdom: 40 (+0)
- Hearts: 30/30 (+0)
- Magic: 20/20 (+10)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 10
- Armor: 0
Affinities: Fire, Shadow, Spirit
- RESTRICTIONS: This is an Innate Skill. Only Koume & Kotake can learn and use this skill.
- DESCRIPTION: Over the years, the two witches have aged drastically, losing their former spunk and warrior prowess. However, what they lack in physical ability, they make up for in Magic, which they’ve absorbed over time from countless victims.
- Magic: +10/10
- Magic Costs: -2
- EFFECT: Each time you deal damage, siphon Magic from the target equal to the damage done.
- RESTRICTIONS: This is an Innate Skill. Only Gerudo can learn and use this skill.
- DESCRIPTION: Gerudos are capable of seeing through sandstorms and other types of storms, giving them the advantage when inside storms.
- EFFECT: You can see through any kind of weather condition as if it were clear.
- RESTRICTION: This is an Innate Skill. Only Gerudos can learn and use this skill.
- DESCRIPTION: Gerudos have evolved to withstand harsh desert conditions, giving them resistance to the harsh sun and desert.
- EFFECT 1: You can remain out in harsh sun for considerably longer periods of time than other people without any ill effects.
- EFFECT 2: You can go longer without water than other people without any ill effects.
- EFFECT 3: You can tolerate hot desert sand for longer than other people without any ill effects.
- DESCRIPTION: Time warps around you, delaying the damage you would take.
- EFFECT: Once per turn, if you would take damage, you can activate Damage Delay to delay all damage taken that turn until the end of your next turn.
- Once this is used, it cannot be reused until the delayed damage is taken.
- RESTRICTIONS: This is an Innate Skill. Only Gerudo can learn and use this skill.
- COSTS: 3 Magic
- DESCRIPTION: Gerudo are able to apply a type of poison to their physical attacks, inhibiting certain abilities on-hit.
- EFFECT: Imbue your Power- and Courage- based damaging attacks with a special toxin that allows them to apply extra debuffs to the target. Pick one of the following two EFFECTS to give your weapons:
- EFFECT A: Once per turn, if the attack hits, target loses 2 Courage
- EFFECT B: Once per turn, if the attack hits, target's next Spell also costs 2 Hearts
- RESTRICTION 1: This is an Innate Skill. Only Gerudo can learn and use this skill.
- RESTRICTION 2: This can only be used once for each jump.
- REQUIREMENTS: Can only be used while jumping
- COSTS: 2 Magic
- DESCRIPTION: While jumping, you can suddenly dash in any direction with Magic.
- EFFECT: Suddenly dash in any direction, instantly changing your direction and cancelling any existing falling velocity you had.
- This dash acts like a double jump, so 2 Success from a Courage roll = 1 foot traveled. Any modifiers you have for jumping will affect this as well.
- RESTRICTIONS: This is an Innate Skill. Only Gerudo can learn and use this skill.
- CHARGE: 3 Turns
- Charge up by focusing into your soul, causing you to glow as your hidden power is unlocked.
DESCRIPTION: Once charged, unleash your focus as it unlocks its hidden power; granting you a slew of powerful bonuses.
Attack Dice & Defense Dice: +3
EFFECT: Once per round, you can reroll any roll for free.
- REQUIREMENTS: Shadow and Spirit
- COSTS: 5 Hearts 15 Magic
- CHARGE: 3 Actions
- Begin charging by spilling your Magic-infused blood into a large spell circle.
- As it charges, chant and recite scenes from your dearest memories. Your memories are then sacrificed for more power.
- Note, this requires 3 Actions each from Koume, Kotake, & Corsava in order to properly charge this ability.
DESCRIPTION: Once charged, Corsava can cast Pure Madness on herself (skipping its Charge time) in order to unlock her true potential.
EFFECT 1: Select a target, and summon that target through the spell circle.
It must be someone all three of you have met at least once before.
EFFECT 2: Corsava gains the witches’ Dark Arts spells, if she doesn’t already have them.
- 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).
- INFORMATION: This spell/skill is an Endowed Skill/Spell. This Skill/Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: A searing beam of lava that melts everything it comes in contact with.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +6
- EFFECT: If it hits, target loses 7 Armor.
- INFORMATION: This spell/skill is an Endowed Lost Skill/Spell. This Skill/Spell has had 2/2 Endowments applied to it.
- REQUIREMENTS: Fire, Shadow, and Spirit
- COSTS: 10 Magic
- DESCRIPTION: Spark a great inferno with the great force and passion of Death Mountain and the Goron Tribe!
- BONUS 1: This can be rerolled once for free.
- BONUS 2: Ignores Bonus Attack Dice & Defense Dice on both attacker and defender.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +4
- Neutral Damage: 12
- REQUIREMENTS: Spirit
- COSTS: 10 Magic
- DESCRIPTION: Subject the target's soul to much pain and punishment, borrowing strength from the sheer resolve and might of the fierce Gerudo Tribe to fuel your might!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom +20 dice vs. targets' Wisdom dice
- Damage: +0
- REQUIREMENTS: Spirit
- COSTS: 3 Magic
- DESCRIPTION: Generate a pulse of spiritual power, striking the targets' mind directly in their original state
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Base Wisdom dice vs. targets’ Base Wisdom dice
- Neutral Damage: +0
- REQUIREMENTS: Fire
- COSTS: 12 Magic
- DESCRIPTION: Create a wall of blazing Fire between you and your enemies, burning all who dare pass through.
- EFFECT: Summon the Blazing Wall Field Effect:
- Anyone doing a melee attack passes through the wall of flames, taking 5 Neutral Damage.
- The wall blocks ranged Magic-based attacks, with a defense of 20 Defense Dice & 20 Hearts.
- Once its Hearts are gone, the Blazing Wall is destroyed.
This Field Effect cannot be replaced by another Field Effect.
- INFORMATION: This spell/skill is an Endowed Skill/Spell. This Skill/Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
- EFFECT: Target gains 6 Attack Dice.
- 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.
- INFORMATION: This spell/skill is an Endowed Lost Skill/Spell. This Skill/Spell has had 2/2 Endowments applied to it.
- REQUIREMENTS: Spirit
- COSTS: 1 Magic
- DESCRIPTION: Grab a fragment of essence from your soul and implant it into the soul of yourself or an ally, hastening up the charge of their next attack.
- EFFECT: Give yourself or an ally Quick Charge:
- Reduce the Charge time of ally's next charge move by 1 Action. If this goes down to 0 Actions, the charging phase of the move is skipped entirely.
- DURATION: Until ally uses a charge move.
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: Enchanted by protectful spirits, this robe amplifies the power of the user’s mind. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Wisdom: +5
Augmented Mode:
COSTS: 4 Magic at the start of each round to maintain
Wisdom: +13
- Amount: 10
- DESCRIPTION: It's spiked with Jack Daniels. THAT'S SMART. A favorite of Lon Lon Ranch which is essentially alcoholic milk. Oddly, it restores your magical powers.
- EFFECT: Consume this to recover Maximum Magic..
- INFORMATION: This is a Passive Mythical Artifact. Having it in your inventory is enough for its effects.
- REQUIREMENTS: Fire and Spirit
- DESCRIPTION: A great gem imbued with the spiritual power of Fire Magic. Comes with warm heart of flames… just kidding, you’re a blazing psychopath. Surrounds you with a layer of flames.
- EFFECT: The first 20 Magic-based Damage you take is blocked (after Armor is factored in).
- Additionally, while this barrier is up, anyone that attacks you (successful or not) takes 4 Neutral Damage.
- Once it blocks the damage, the effects of this gem go inert for the remainder of the battle.
- Power: 10 (+0)
- Courage: 20 (+0)
- Wisdom: 50 (+0)
- Hearts: 30/30 (+0)
- Magic: 20/20 (+10)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 10
- Armor: 0
Affinities: Water, Shadow, Spirit
- RESTRICTIONS: This is an Innate Skill. Only Gerudos can learn and use this skill.
- DESCRIPTION: The Gerudo are a proud warrior race, having natural offensive and defensive capabilities.
- Attack Dice & Defense Dice: +2
- RESTRICTIONS: This is an Innate Skill. Only Gerudo can learn and use this skill.
- DESCRIPTION: Gerudos are capable of seeing through sandstorms and other types of storms, giving them the advantage when inside storms.
- EFFECT: You can see through any kind of weather condition as if it were clear.
- RESTRICTION: This is an Innate Skill. Only Gerudos can learn and use this skill.
- DESCRIPTION: Gerudos have evolved to withstand harsh desert conditions, giving them resistance to the harsh sun and desert.
- EFFECT 1: You can remain out in harsh sun for considerably longer periods of time than other people without any ill effects.
- EFFECT 2: You can go longer without water than other people without any ill effects.
- EFFECT 3: You can tolerate hot desert sand for longer than other people without any ill effects.
- DESCRIPTION: Time warps around you, delaying the damage you would take.
- EFFECT: Once per turn, if you would take damage, you can activate Damage Delay to delay all damage taken that turn until the end of your next turn.
- Once this is used, it cannot be reused until the delayed damage is taken.
- RESTRICTIONS: This is an Innate Skill. Only Gerudo can learn and use this skill.
- COSTS: 3 Magic
- DESCRIPTION: Gerudo are able to apply a type of poison to their physical attacks, inhibiting certain abilities on-hit.
- EFFECT: Imbue your Power- and Courage- based damaging attacks with a special toxin that allows them to apply extra debuffs to the target. Pick one of the following two EFFECTS to give your weapons:
- EFFECT A: Once per turn, if the attack hits, target loses 2 Courage
- EFFECT B: Once per turn, if the attack hits, target's next Spell also costs 2 Hearts
- RESTRICTION 1: This is an Innate Skill. Only Gerudo can learn and use this skill.
- RESTRICTION 2: This can only be used once for each jump.
- REQUIREMENTS: Can only be used while jumping
- COSTS: 2 Magic
- DESCRIPTION: While jumping, you can suddenly dash in any direction with Magic.
- EFFECT: Suddenly dash in any direction, instantly changing your direction and cancelling any existing falling velocity you had.
- This dash acts like a double jump, so 2 Success from a Courage roll = 1 foot traveled. Any modifiers you have for jumping will affect this as well.
- RESTRICTIONS: This is an Innate Skill. Only Gerudo can learn and use this skill.
- CHARGE: 3 Turns
- Charge up by focusing into your soul, causing you to glow as your hidden power is unlocked.
DESCRIPTION: Once charged, unleash your focus as it unlocks its hidden power; granting you a slew of powerful bonuses.
Attack Dice & Defense Dice: +3
EFFECT: Once per round, you can reroll any roll for free.
- REQUIREMENTS: Shadow and Spirit
- COSTS: 5 Hearts 15 Magic
- CHARGE: 3 Actions
- Begin charging by spilling your Magic-infused blood into a large spell circle.
- As it charges, chant and recite scenes from your dearest memories. Your memories are then sacrificed for more power.
- Note, this requires 3 Actions each from Koume, Kotake, & Corsava in order to properly charge this ability.
DESCRIPTION: Once charged, Corsava can cast Pure Madness on herself (skipping its Charge time) in order to unlock her true potential.
EFFECT 1: Select a target, and summon that target through the spell circle.
It must be someone all three of you have met at least once before.
EFFECT 2: Corsava gains the witches’ Dark Arts spells, if she doesn’t already have them.
- 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).
- INFORMATION: This spell/skill is an Endowed Skill/Spell. This Skill/Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Fling a large chunk of ice at a target, reducing their speed.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +3
- EFFECT: If it hits, target loses 8 Courage.
- INFORMATION: This spell/skill is an Endowed Skill/Spell. This Skill/Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Water
- COSTS: 6 Magic
- DESCRIPTION: Set off a large-scale blast of ice, chilling all enemies.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Target(s) hit lose 6 Attack Dice.
- INFORMATION: This spell/skill is an Endowed Lost Skill/Spell. This Skill/Spell has had 2/2 Endowments applied to it.
- REQUIREMENTS: Shadow and Spirit
- COSTS: 8 Magic
- DESCRIPTION: Create a series of voids along a path and fling a target across them.
- BONUS: Ignores Bonus Attack Dice & Defense Dice on both attacker and defender.
- Roll your Wisdom +15 dice vs. targets' Power dice
- Damage: 8
- EFFECT: If it hits, continue rolling against the target with -5 and no Magic cost.
- For each successful roll after the first, the damage caused by this attack is multilied by 1.5.
- Round the current number up before multiplying.
- Anything that boosts damage is added to the total damage dealt, not to the base damage.
This continues until the roll fails.
- REQUIREMENTS: Spirit
- COSTS: 5 Magic
- DESCRIPTION: Send a mending pulse of Magic out to a target. It can be cast as an Offensive Spell or a Support spell.
- Offensive Spell:
- 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
- EFFECT 1: If it hits, remove a Named Effect from the target.
- EFFECT 2: If it hits, also reverse the last instance of Hearts or Magic recovery on the target (can not go below 0 Magic in this case).
Support Spell:
EFFECT 1: Remove a Named Effect from an ally.
EFFECT 2: Reverse the last instance of Neutral Damage or Magic drain on the ally (can not go above Maximum Hearts or Magic in this case)
- REQUIREMENTS: Spirit
- COSTS: 5 Magic
- DESCRIPTION: Lock the target's soul in your mind and send a pulse of magic that forces them to realize the truth of their soul
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets affected by No Bonus:
- All Numerical Bonuses not granted by equipment are temporarily reduced to 0.
- DURATION: 2 Rounds.
- REQUIREMENTS: Fire
- COSTS: 12 Magic
- DESCRIPTION: Create a frozen wall of ice between you and your enemies, blocking physical attacks and lowering everyone’s offense.
- EFFECT: Summon the Freezing Wall Field Effect:
- As long as this wall is up, everyone loses 5 Attack Dice.
- The wall blocks non-Magic-based attacks, with a defense of 20 Defense Dice & 20 Hearts.
- Once its Hearts are gone, the Freezing Wall is destroyed.
This Field Effect cannot be replaced by another Field Effect.
- INFORMATION: This spell/skill is an Endowed Skill/Spell. This Skill/Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Surround someone with a Shadow, which grants them a chance to revoke an instance of time itself.
- EFFECT: Target gains 3 Temporary Reroll Points.
- These automatically expire at the end of the battle, whether they’re used or not.
- INFORMATION: This spell/skill is an Endowed Lost Skill/Spell. This Skill/Spell has had 2/2 Endowments applied to it.
- REQUIREMENTS: Spirit
- COSTS: 2 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.
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: Enchanted by protectful spirits, this robe amplifies the power of the user’s mind. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Wisdom: +5
Augmented Mode:
COSTS: 4 Magic at the start of each round to maintain
Wisdom: +13
- Amount: 10
- DESCRIPTION: A powerful, red liquid capable of restoring all wounds... at least for normal people. It actually kinda looks like blood…
- EFFECT: Consume this to recover to Maximum Hearts.
- INFORMATION: This is a Passive Mythical Artifact. Having it in your inventory is enough for its effects.
- REQUIREMENTS: Water and Spirit
- DESCRIPTION: A great gem imbued with the spiritual power of Frost Magic. Comes with a cold heart… just kidding, your heart’s already turned to ice. Surrounds you with a protective layer of frost.
- EFFECT: The first 20 non-Magic-based Damage you take is blocked (after Armor is factored in).
- Additionally, while this barrier is up, anyone that attacks you (successful or not) loses 3 Attack Dice.
- Once it blocks the damage, the effects of this gem go inert for the remainder of the battle.
- Power: 6 (+2)
- Courage: 42 (+2)
- Wisdom: 34 (+2)
- Hearts: 35/35 (+0)
- Magic: 18/18 (+0)
- Initiative: $init 1d10
- Attack Dice: 8
- Defense Dice: 16
- Armor: 12
Affinities: Fire, Water, Shadow, Light
Origin: ZURPG
A Hylian historian once known as Dan Kaze, he cast a spell of pure darkness called Aeternal Darkness, which killed a whole caravan of innocents. Since then, he’s been on the run from everyone in Hyrule and Termina. He’s wanted for genocide and has made an enemy of every Sage and adventurer. He’s got ties to the black market and the Happy Mask Man. And he’s got a boatload of powerful artifacts, which makes him an extreme threat. Clearly, he’s an abomination that should be erased from this world.
At least, that’s the official story…
In reality, when he cast Aeternal Darkness, he was transformed and possessed by an Interloper named Sithe. On top of that, he possessed Majora’s Incarnation, which came with its own madness. As the mad ramblings of one god clashed with the constant whispers of Sithe, his mind became warped by their clashing ideals. Everything he viewed through history and legend became skewed through a lens that believed the laws of the world itself were inherently evil. And so he sought out a means to fix it all...
After meeting with the Happy Mask Man, he learned of the Legendary God Artifacts, which were a set of items meant to empower two god’s personal incarnations in order to conquer the world of old. One set alone would grant the means to destroy most foes, but his goal was bigger than that. If he were to acquire both sets fully, he would be able to fight the Gods and Goddesses themselves. That’s the theory, anyways.
Since then, he’s been on the hunt for those artifacts. So far, he’s acquired six of them, but he still requires the Crystalline Armor, which is under the protection of Hyrule City’s most powerful warriors. He also needs the Fierce Deity Mask, but he has no idea where that is, and despite all the libraries, records, and people he’s interrogated, he has yet to find it.
If Bloodwind dies and isn’t revived shortly afterwards, all of his Majora and Fierce Deity items drop.
- RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: Hylians are considered to be the first race created by the Goddesses and thus get a general stat boost.
- Power: +2
- Courage: +2
- Wisdom: +2
- RESTRICTIONS: This is an Innate Skill. Only Interlopers can learn and use this skill.
- DESCRIPTION: The position of an Interloper is never certain, as their own shadow shifts in place, making it difficult to distinguish an Interloper from its shadow.
- EFFECT: Each round, you may reroll up to two of your own rolls for free.
- RESTRICTIONS: This is an Innate Skill. Only Interlopers can learn and use this skill.
- DESCRIPTION: Interlopers have been connected with Magic for as long as they’ve existed. As such, even the slightest taste of it in the air willl replenish them.
- EFFECT: Anytime a non-Interloper spends Magic, you recover Magic equal to the amount they spent.
- DESCRIPTION: All of your items are bound to your soul.
- EFFECT 1: Your items cannot be stolen.
- EFFECT 2: If any of your items would drop to the ground, they end up back in your inventory, but they remain disabled for the rest of the battle.
- EFFECT 3: When you die, your items go to Item Heaven, where they await your eventual revival before returning to you… unless you’re an enemy, in which case… goodbye items.
- When you are permanently dead, all your Artifacts drop.
- RESTRICTIONS: You can only activate Hanging On once per battle.
- DESCRIPTION: You are capable of surviving a powerful attack that would normally kill you.
- EFFECT: If you have at least 6 Hearts before damage is calculated, you can activate this skill.
- Your Hearts are reduced to 1 instead.
- RESTRICTION 1: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
- RESTRICTION 2: This can only be activated once per battle.
- DESCRIPTION: After being attacked, you are capable of projecting a mirror image of yourself behind the target.
- CONDITION: After someone attacks you with an attack (regardless if it was successful or not), you can Counterattack by using any non-charge attack.
- RESTRICTION 1: This is an Innate Skill. Only Hylians can learn and use this skill.
- RESTRICTION 2: A target hit by Telepathic Mindstrike cannot be hit by it again in the same day.
- DESCRIPTION: Turn your telepathy into a weapon, as you strike a target’s mind with it!
- 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: Halved
- Neutral Damage: 2
- EFFECT: If it hits, read the thought the target is currently thinking about.
- RESTRICTIONS: Aeternal Darkness can only be used by Dark Link and the other surviving Interloper, Sithe
- COSTS: 12 Magic
- CHARGE: 3 Actions
- Begin charging by concentrating the darkness within your body. As it charges, all lights nearby will start to flicker and fade away.
DESCRIPTION: Once charged, unleash the darkness within and blot out all light in the area, covering it with absolute darkness.
EFFECT 1: Do one of the following:
Option A - Teleport yourself to anywhere in the Twilight Realm... OR
Option B - Teleport all other Interlopers to your position.
EFFECT 2: Summon the Absolute Darkness Field Effect:
Overwrite any current Field Effect in play.
Everyone except Interlopers loses 10 Attack Dice while Absolute Darkness is around.
DURATION: 1 Round
Bloodwind has another Signature Move?
- INFORMATION: This is an Endowed Skill. This skill has had 3/3 Endowments applied to it.
- REQUIREMENTS: A free hand
- DESCRIPTION: Select a target to steal from. Hopefully it's not considered illegal.
- Roll your Power +6 dice vs. targets' Power dice
- Damage: None
Roll your Courage +6 dice vs. targets' Courage dice
Damage: None
Roll your Wisdom +6 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.
- 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.
- REQUIREMENTS: A melee weapon
- CHARGE: 2 Actions
- Charge by pouring your energy into both of your weapons, each of which emits a blue glow.
- If you have two melee weapons equipped, you can Charge for 1 Action instead.
DESCRIPTION: Once charged, you can spin rapidly with both of your weapons, causing a tidal wave of energy to hit all enemies.
This uses your weapon’s standard attack roll + 15 dice
Damage: Halved
EFFECT: Select an attack from one of the weapons, and add both its Dice & Damage Modifiers to the attack.
- 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.
- 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.
- COSTS: Any amount of Magic
- DESCRIPTION: Disperse a burst of Magic into the air.
- EFFECT: Any Illusions that are present in the room or area are affected by this.
- If your Magic Cost for Illusion Break was higher than the Magic Cost to cast the Illusion, the Illusion falls.
- If your Magic Cost was for Illusion Break was equal to or lower than the Magic Cost to cast the Illusion, the Illusion is unaffected.
- RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: Hylians have a better sense of hearing than others, allowing them to hear something from far off that would normally be inaudible.
- EFFECT: Additionally, you can selectively hear what you want to in a crowd of noises.
- RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: You can send telepathic messages to someone else.
- You can initiate two-way communication with that person, even if he’s not capable of telepathy.
- These telepathic messages can only be sent to one person at a time.
- 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).
- COSTS: Any amount of Magic
- DESCRIPTION: With Farore's Blessing, use your Arcane energies to rid your allies of their impurities!
- EFFECT: For every 1 Magic you spent casting this spell, remove 1 point of a specified Negative Bonus from yourself or an ally.
- INFORMATION: This is an Endowed Spell. This spell has had 3/3 Endowments applied to it.
- COSTS: 3 Magic
- DESCRIPTION: With Nayru's Blessing, use your Arcane energies to create a thin, blue, crystal shield around a target.
- EFFECT: The next Negative Bonus or Named Effect (caused by an enemy) to affect the target is negated.
- INFORMATION: This is an Endowed Spell. This spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Water
- COSTS: 1 Magic
- DESCRIPTION: Set up a blockade of Water, suppressing a nasty power produced by an attack.
- EFFECT: Target gains Effect Block:
- Negate the next EFFECT to the target caused by a Combat Action, which then removes Effect Block.
- INFORMATION: This is an Endowed Spell. This spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Protect someone with a sponge, softening the impact of the next attack that hits them.
- EFFECT: Target gains Shield:
- Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: A mild but purifying flame graces a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to yourself or an ally.
- Offensive:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, revert the most recent Hearts Recovery the target received.
- The target cannot drop below 1 Heart as a result of this.
Support:
EFFECT 1: Remove one Nature Named Effect from the target.
EFFECT 2: Additionally, remove any Negative Defense Dice Bonuses from the target.
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: A green flame that ignites the target’s Magic pool.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target becomes Cursed:
- Anytime the target spends Magic, they take Neutral Damage equal to the amount spent.
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: Scorch a target with more burns than they can recover from.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Neutral Damage: 7
- EFFECT: If it hits, target gets Cauterized:
- Target cannot recover or siphon Hearts or Magic in any way.
- DURATION: One round
- INFORMATION: This is an Endowed Spell. This spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Form a blade of red Light rays, and strike a target!
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +5
- EFFECT: If it hits, target loses 8 Wisdom.
- 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.
- 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.
- 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.
- REQUIREMENTS: Light
- CHARGE: 2 Actions
- Begin charging by drawing a golden seal using your hands.
COSTS: 15 Magic
DESCRIPTION: Once fully-charged, seal someone in a realm of Light, dealing incredible damage to a targets’ mind.
Roll your Wisdom +12 dice vs. targets' Wisdom dice
Damage: Halved
EFFECT: If it hits, target loses half of their Wisdom stat.
- INFORMATION: This is an Endowed Spell. This spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Light
- COSTS: 1 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.
- 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.
- 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: Halved
- EFFECT: If it hits, remove up to 5 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.
- REQUIREMENTS: Shadow
- COSTS: 8 Magic
- DESCRIPTION: Create a series of voids along a path and fling a target across them.
- Roll your Wisdom +15 dice vs. targets' Power dice
- Damage: 6
- EFFECT: If it hits, continue rolling against the target with -5 and no Magic Cost.
- For each successful roll after the first, the damage caused by this attack is multilied by 1.5.
- Round the current number up before multiplying.
- Anything that boosts damage is added to the total damage dealt, not to the base damage.
This continues until the roll fails.
- INFORMATION: This is an Endowed Spell. This spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Shadow
- COSTS: 2 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.
- INFORMATION: This is an Endowed Spell. This spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Feed some lifeforce into a target, increasing their health.
- EFFECT: Target gains 8/8 Hearts (Stat).
- INFORMATION: This is an Endowed Spell. This spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Bathe someone in a shower of Wisdom, enlightening them.
- EFFECT: Target gains 8 Wisdom
- INFORMATION: This is an Endowed Spell. This spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Strengthen a target’s Shadow into steel, powering them up… somehow.
- EFFECT: Target gains 8 Power.
- INFORMATION: This is an Endowed Spell. This spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Target becomes more in sync with their own Shadow, gaining its speed.
- EFFECT: Target gains 8 Courage.
- REQUIREMENTS: Water
- COSTS: Any amount of Magic
- DESCRIPTION: By manipulating currents of Water, start causing a sound to echo through the room. You can Tether this illusion to an area or to an object.
- Tether to Area:
- EFFECT: A sound of your choice begins echoing through the heads of anyone currently in the room.
- DURATION: Until you leave the room or area.
Tether to Object:
EFFECT: Anyone approaching the object hears a sound of your choice echo through their heads.
DURATION: Until the object is damaged.
- REQUIREMENTS: Fire
- COSTS: Any amount of Magic
- DESCRIPTION: Using the flames of Fire, create a disguise on someone by tethering the illusion to them.
- EFFECT: Make that target look like someone else.
- They must still be the same Race.
DURATION: Until the target takes Damage
- 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.
- 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.
- REQUIREMENTS: Water, Shadow
- COSTS: 6 Magic
- DESCRIPTION: Fling a bubble of violently corrosive water at a target, heavily scarring them if it hits.
- Roll your Wisdom +12 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: Target gets Bleeding x8 if they are hit
- EFFECT 2: Target also gets Numbed if they are hit:
- Target’s Combat Actions have their Dice & Damage Modifiers removed.
- DURATION: Two rounds.
- 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.
- 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 large teal-colored blade composed of a twin helix pattern. As it moves, a weird vorpal effect surrounds it, distorting the air around it. When it charges up, it makes a piercingly high-pitched sound that naturally shatters glass. The size of the blade makes it seem like a Two-Handed weapon, but it’s actually light enough to wield it with one hand. Can hit a target with Ringing Blast or Split Helix, hit all enemies with Spiral Overload.
- Ringing Blast:
- DESCRIPTION: Fire a wave of energy at a target, the sheer force of it causing a high-pitched ringing sound.
- Roll your Courage +25 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, siphon 5 Magic from the target to you. If the target does not have enough Magic, target instead takes 5 Neutral Damage.
Split Helix:
COSTS: 8 Magic
DESCRIPTION: Stab someone directly with the blade. This can also be used to stab a corpse, but it still costs a Combat Action.
Roll your Courage dice vs. targets' Courage dice
Damage: +15
EFFECT: If it hits and the target dies, the sword remains impaled in the target, its helix blades wrapping around throughout their body. The target immediately revives to maximum Hearts & Magic and remains under your control.
Any damage or effects that you’d receive from enemies is automatically redirected towards the revived target.
Any recovery the target receives, you also receive.
DURATION: Until the target dies, at which point the sword rematerializes into your possession.
IF FAIL: Target automatically gets to Counterattack you.
Spiral Overload:
COSTS: 12 Magic
CHARGE: 3 Actions
The blade emits a high-pitched screeching sound, deafening everyone else in the area. Everyone except you automatically loses 5 Wisdom as long as this ability charges.
As it charges, the twin helixes emit a whirlwind of energy, gradually spiraling out of control and ripping into the air itself.
DESCRIPTION: Once charged, all the spiraling energy converges into the very tip of the blade, and then, with the swing of your sword, unleashes into a devastating shockwave, hitting everyone else. The energy reacts with equipped defenses, forcing them to vibrate violently against their users, threatening to erase them from existence.
EFFECT: This bypasses Cover.
Roll your Courage +10 dice vs. targets' Courage dice
Damage: +0
EFFECT 1: Target(s) hit take additional Neutral Damage equal to their total Defense Dice & Armor.
EFFECT 2: Target(s) that die cannot be revived for the remainder of the battle, except by Split Helix’s effect.
- INFORMATION 1: This is a passive Legendary Artifact, implanted into Majora’s Wrath.
- INFORMATION 2: This item is afflicted with Majora’s Madness. For most people, simply touching it will invoke madness to the target, sending them into disarray.
- 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 shining, multicolored gem, planted in the middle of the Majora’s Wrath armor. Once merged with the armor, it entangles its energy throughout the whole armor with red, thorny vines. The vines also extend around your arms, growing partially into any wielded items in your hands. Can hit a target with Vinelash or hit everyone else with Vengeance.
- Attack Dice: +8
- Charge Times: Reduced by 1 Action (down to a minimum of 1 Action)
- EFFECT: Each time you’re hit by an attack, the vines grow further into the armor. Gain 2 Armor.
- Vinelash:
- Roll your Courage +8 dice vs. targets' Courage dice
- Damage: +0
- EFFECT 1: If it hits, target’s equipped handheld items are knocked to the ground.
- Anyone can pick up a dropped item using a Support Action.
EFFECT 2: Additionally, target also receives Cursed Thorns:
Target is unable to equip or even pick up any handheld items.
DURATION: 2 Rounds
Majora’s Vengeance:
RESTRICTION 1: Must have all four Majora’s Artifact Items to use this ability.
RESTRICTION 2: Can only be used after a total of 50 Damage has been blocked by your Armor.
DESCRIPTION: Expel all the thorns from your vines and Majora’s Wrath, each spike containing an enourmous amount of power, capable of piercing any defenses.
Roll your Power +20 dice vs. targets' Power dice
Damage: 50
EFFECT 1: Afterwards, you lose all Armor bonuses gained from this item thus far.
EFFECT 2: You also lose the permanent Thorns effect from Majora’s Wrath.
This will return at the end of the battle.
- 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 1: This is a Legendary Artifact.
- INFORMATION 2: This item is afflicted with Majora’s Madness. For most people, simply touching it will invoke madness to the target, sending them into disarray.
- 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 thick armor covered in a mix of red and blue patterns and lined with thorns, capable of both blocking heavy damage and reflecting it back at any attacker. Supposedly it grants its wielder a pair of powerful whips, though it would appear those rumors are false. Most of the armor is visually concealed by Bloodwind’s Cloak.
- Armor: +10
- EFFECT: Gives a permanent Thorns effect, reflecting any damage you take back at the attacker (before Armor is calculated).
- INFORMATION: This is a Mythical Artifact.
- DESCRIPTION: A dark, full body cloak with a deep red color, and it even smells of blood. Beneath the hood is a bleak darkness that stares back at your soul, making you feel a hollow pit in the core of existence. Occasionally it’ll flash a pair of red eyes and a sinister smile. The cloak itself is capable of absorbing effects for Bloodwind to use in his own attacks.
- Armor: +2
- Red Cloak:
- EFFECT: When you’re hit by an attack, you can negate the effect entirely.
- Afterwards, change the cloak from red to dark gray.
Gray Cloak:
EFFECT: Whatever effect you have absorbed can be added to an attack for no Action Cost.
Afterwards, change the cloak from dark gray to red.
- Amount: 12
- 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. Then, choose which roll the target uses.
- Amount: 8
- DESCRIPTION: A mystical and very potent potion, capable of restoring most normal people back to their prime.
- EFFECT: Consume this to recover to Maximum Hearts & Magic.
- 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, 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.
- INFORMATION 1: This is a Legendary Artifact.
- INFORMATION 2: This item is afflicted with Majora’s Madness. For most people, simply touching it will invoke madness to the target, sending them into disarray.
- 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: Two maddening multi-colored eyes surrounded by an elaborate red-and-purple design and an array of spikes on the side, Majora’s Mask truly is the face of madness. When attached to a mere Skull Kid, it nearly brought ruin to the realm of Termina. It holds great transformative powers, turning whoever is wearing it into the incarnation of chaos itself. Can use the Invoke Madness ability.
- EFFECT: Simply by wearing it, an armor of red vines expands and protects your body. Gain the following bonuses:
- Attack Dice: +5
- Armor: +5
- The next 100 Damage you receive is blocked and absorbed by the transformation, after Armor is factored in.
- DURATION: Forever, unless you’re able to ward off its overwhelming Madness somehow.
- The bonuses provided can be healed and recovered back, but it does not reset at the end of a battle.
Invoke Madness:
COSTS: 10 Hearts and 10 Magic
DESCRIPTION: Channel a piece of Majora’s soul into the target, flaring the target’s soul with so much rage and madness, it threatens to burst from within.
Roll your Wisdom +10 dice vs. targets' Wisdom dice
Neutral Damage: 10
EFFECT: If it hits, transform the target into their primal state, turning them into a feral mess.
Target loses control of themself.
The transformation’s other effects differ from target to target.
DURATION: Until the target dies or their madness is absorbed from them
IF FAIL: You transform into your primal state instead.
- 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.
- Power: 40 (+30)
- Courage: 14 (+0)
- Wisdom: 40 (+0)
- Hearts: 50/50 (+0)
- Magic: 40/40 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 6
- Armor: 10
Affinities: Nature, Shadow, Spirit
The King of Theives
The Black King
The King of Second Bananas
He possesses the Triforce of Power, as well as all his old gear. Beware of Papa Ganondorf.
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