Harold Eyegouger - Orithan - 10-28-2019
Stats he has last time players have seen him
- Power: 13 (+0)
- Courage: 28 (+0)
- Wisdom: 18 (+0)
- Hearts: 20/12 (+8)
- Magic: 10/10 (+0)
- Initiative: $init 1d18
- Attack Dice: 0
- Defense Dice: 5
- Armor: 16
- Stat Points: 0
- Stat Points (Used): 90
- Heart Containers: 0
- Rupees: 3,000
Affinities: None
- If you hit someone while in Camouflage, you get to keep your Camouflage instead of it wearing off
- If you lose any Hearts, Camouflage wears off.
- You can not get Bonus Turns
- Once per turn when someone hits you with a non-Magic attack, they take damage equal to your Armor stat.
- While Augmented Protection is paid for, you have +7 Armor
Origin: ZURPG
Race: Lizalfos, Eyegouger
A proficient Eyegouger, Harold is obsessed over the many different ways to consume eyeballs, to the point where he has written up a book on how to prepare various different eyes for consumption in various ways. He is often hired to gouge the eyes of others upon the request of dubious clients who want a taste of such a gross delicacy. Outside of eyegouging, Harold has a knack of poking holes in the player’s brain the logic of others with his ”philosophical” thinking; which makes him unbearable to strike a conversation with.
Rumours say that he is acquainted with Dex Gamebreaker and his army, but it is difficult to know for sure. Regardless, he enjoys the shenaniganous stories that people tell about Dex.
Harold is carrying a 3,000 Rupee bounty on his head for many cases of gouging the eyes of travellers. While their eyes magically return once fully recovered, the agony that these travellers experience before they rest up makes for a traumatic experience of his victims.
- RESTRICTIONS: Occulectmy can only be used by Harold Eyegouger
- REQUIREMENTS: Both hands being free.
- COSTS: 3 Magic
- DESCRIPTION: Knock someone over with your tail and then eyegouge them with surgical precision.
- Attack 1:
- Roll your Courage dice vs. targets' Courage dice
- Damage: 3
- EFFECT: If the target has eyes, you can then follow up with Attack 2.
Attack 2:
Roll your Courage +5 dice vs. targets' Courage dice
Neutral Damage: 3
Target loses depth perception, so they lose 3 Attack Dice & Defense Dice.
Target also becomes Blinded:
When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
DURATION: These effects last until the target is healed back to full Hearts, which will regenerate the target's eyes.
EFFECT 2: Additionally, the eyes are added to your Pickled Eye Jar.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: Lizalfos, regardless of their size, have rather large tails, and they can be quite effective as weapons. When hitting someone with it, you can Whack An Arm!, Whack A Leg!, or Whack A Head!
- Whack An Arm!:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, target loses 2 Power.
Whack A Leg!:
Roll your Courage dice vs. targets' Courage dice
Damage: +2
EFFECT: If it hits, target loses 2 Courage.
Whack A Head!:
Roll your Courage -3 dice vs. targets' Courage dice
Damage: +4
EFFECT: If it hits, target loses 2 Wisdom.
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: They may not be dragons, but they’re pretty closely related. Lizalfos are able to heat up their insides in order to cough up and spew a bunch of burning flames at one target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If the target dies, the flames completely melt the target, preventing the target from being revived.
- RESTRICTIONS: This is an Innate Skill. Only Eyegouger Lizalfos can learn and use this skill.
- COSTS: 2 Magic
- DESCRIPTION: Focus your mind on the breaking of physics. Feel gravity and spacetime bend around you until flicker.
- EFFECT: Enter a state of Focused Dodging:
- While in this state, you cannot attack.
- If you get attacked by a non-Magic-based attack, you can enter your own flicker, allowing you to dance around the attack and dodge it completely.
- This ends Focused Dodging and costs you 1 Action off your next turn.
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: The skin of a Lizalfos is covered in thick scales that ward off minor attacks.
- Armor: +4
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: Lizalfos have highly increased agility, allowing them to move way faster than other people, especially in a footrace, and quite especially over any terrain.
- EFFECT 1: You can move 3 feet per Success from a Courage roll.
- EFFECT 2: You suffer no penalties when moving across rough terrain.
- RESTRICTIONS: This is an Innate Skill. Only Eyegouger Lizalfos can learn and use this skill.
- DESCRIPTION: Experienced Eyegougers do not care what height they jump or fall from, as they’ve learned to bend the laws of physics in order to land softly through a series of rolls when landing.
- EFFECT: You do not take fall damage.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A free hand
- DESCRIPTION: Select a target to steal from. Hopefully it's not considered illegal.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
Roll your Power dice vs. targets' Wisdom dice
Damage: None
Roll your Wisdom dice vs. targets' Wisdom dice
Damage: None
EFFECT: If at least two of the three attacks are successful, steal an item that's equipped by the target.
Then, either store it in your inventory or, if you meet the REQUIREMENTS, you can immediately equip it.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: Two free hands
- DESCRIPTION: Punch a target with a series of three light, rapid punches. The following roll is rolled three times, but the defender only rolls once.
- Roll your Courage +5 dice vs. targets' Courage dice * 3
- Damage: Halved
- EFFECT: If you hit the target with all three hits successfully, the third punch will do full damage.
- SELL VALUE: 50 Rupees
- DESCRIPTION: Poke someone. For the lulz. This is automatic and counts as a Support Action, by the way.
- Neutral Damage: 1
- FYI: This does not break Cover.
- SELL VALUE: 125 Rupees
- DESCRIPTION: Shh! I'm being sneaky. Go away! Camouflage in with your surroundings to go sneaky.
- EFFECT: Roll your Courage or Wisdom stat. You become practically invisible, and you get a slew of effects.
- Your next attack gains 1 Dice for each turn you remain Camouflaged.
- Anyone attacking you with a single-target attack must roll Wisdom first.
- If it’s higher than your initial roll, the attack gains 5 Dice.
- If it’s lower than your initial roll, the attack loses 5 Dice.
- Multi-target attacks ignore the Wisdom step.
DURATION: Camouflage wears off after you get hit or use any Action.
- SELL VALUE: 150 Rupees
- Stat Point Cost: 3
- REQUIREMENTS: Camouflage Active Skill
- DESCRIPTION: Continue to harass your enemies while invisible. Just don't forget that you exist!
- EFFECT 1: When you successfully hit someone while Camouflaged, you keep Camouflage instead of it wearing off.
- EFFECT 2: If you lose any amount of Hearts, Camouflage deactivates.
- SELL VALUE: 150 Rupees
- Stat Point Cost: 3
- DESCRIPTION: You enter battles in a flash, though it's too fast for an extra move.
- Initiative: +0d8
- EFFECT: If you get a Bonus Turn, it's skipped.
- SELL VALUE: 250 Rupees
- Stat Point Cost: 5
- DESCRIPTION: Your armor becomes a weapon, using the force it takes and sending it back to the attacker.
- EFFECT: Once per turn, when someone successfully hits you with a non-Magic-based attack, they take Damage equal to your Armor.
- INFORMATION: This item is an Artifact
- REQUIREMENTS: Two handed
- DESCRIPTION: A large pike which ends in a long needle-like point. It can be jabbed at a target like normal or you can remove its point to inject a Potion into a target.
- Defense Dice: +5
- Jab:
- Roll your Courage +9 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If you hit, you can immediately follow up with another Jab at the cost of a Support Action. This deals Halved Damage and carries no EFFECTS.
Inject:
COSTS: A Potion to load in
DESCRIPTION: Detach your point, converting it to a needle and stab it into someone to administer the potion. It can target allies or enemies.
FYI: This counts as a support action if used on an ally.
Roll your Courage dice vs. targets' Courage dice
Neutral Damage: 2
EFFECT: If it hits, the potion that was loaded into the needle is administered directly into their body, causing enhanced effects.
Target takes the effects of the potion
Potion's numerical effects are multiplied by 1.5x
This does not include in rolls.
- SELL VALUE: 125 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A formidable, gleaming polished spear imbued that is often carried by Red Lynels which serves as their primary weapon for fighting. It has the ability to Slash, Thrust or fire a Light Beam at a target.
- Defense Dice: +3
- Slash:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +3
Thrust:
Roll your Courage dice vs. targets' Courage dice
Damage: +6
IF FAIL: Target can Counterattack you regardless of CONDITIONS
Light Beam:
COST: 2 Magic
DESCRIPTION: Fire a beam of silvery Light at a target, blinding them with SCIENCE Magic.
Roll your Wisdom +3 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: If it hits, you and your allies recover 2 Magic.
- SELL VALUE: 75 Rupees
- DESCRIPTION: A white blade enchanted with the power of wind. Can Slash, Stab, or Air Blade one target.
- Slash:
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: +0
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +6
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Magical Blade:
REQUIREMENTS: You being at Maximum Hearts
DESCRIPTION: Fire a magical blade of air, powered by your Hearts, at a target.
Roll your Courage +9 dice vs. targets' Courage dice
Damage: +0
- SELL VALUE: 75 Rupees
- DESCRIPTION: A basic wand commonly used by Wizzrobes, which has a rotatable base, allowing you to switch between two different attack modes. You can fire a Focused shot that hits one target, or a Dispersed blast that hits all enemies.
- Focused:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
Dispersed:
Roll your Wisdom +3 dice vs. targets' Wisdom dice
Damage: Halved
- SELL VALUE: 100 Rupees
- DESCRIPTION: Souls... give me your SOULS! While it doesn't have much power, it makes up for being able to siphon Magic from its targets. Can hit a target with Siphoning Strike.
- EFFECT: Once per round, at any time, you can transfer any amount of your Magic to any other target.
- Siphoning Strike:
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, siphon Magic from the target to anyone else, up to an amount equal to the damage dealt.
- SELL VALUE: 100 Rupees
- COSTS: 2 Magic to use
- DESCRIPTION: A stone eye stolen from a Beamos, this eye can be equipped as a Weapon, allowing you to burn your enemies with your lasers when you channel Magic into it.
- Laser Eye:
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Neutral Damage: 7
- SELL VALUE: 100 Rupees
- DESCRIPTION: A shield made entirely of bone which taps into your own bone structure, allowing you to amplify your movements.
- Defense Dice: +2
- Rapid Dash:
- RESTRICTIONS: This can only be used once per battle
- EFFECT: When attacking or defending, you can get a one-time boost of 4 Dice.
- 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 brilliant and radiant emerald green; reflecting the rock hard scales and determination of lizards and Lizalfos. It provides superb protection, resistance to nasty effects from indrect attacks while also reflecting the impact of attacks.
- Armor: +8
- EFFECT: Once per round, you can block any EFFECT you would recieve from any non single-target attacks.
- Reflect Damage:
- RESTRICTIONS: Can only be executed once per round.
- COSTS: 4 Magic
- EFFECT: Grants yourself Thorns:
- Next time you are hit by an attack, attacker takes Damage equal to the amount of damage they caused (before Armor).
- INFORMATION: This is an Augmented Item. It has had 3/3 Augments applied to it
- SELL VALUE: 450 Rupees
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +7
- SELL VALUE: 625 Rupees
- INFORMATION: This is an Augmented Item. It has had 3/3 Augments applied to it
- DESCRIPTION: A thin sliver of metal coats this robe, protecting you from attacks. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Armor: +4
Augmented Mode:
COSTS: 4 Magic at the start of each round
Armor: +11
- Amount: 1
- SELL VALUE: 50 Rupees
- DESCRIPTION: A light red liquid that gives you health back when you drink it. So what's in it anyways?
- EFFECT: Consume this to recover either:
- Recover 10 Hearts... OR
- Half of your Maximum Hearts.
- Amount: 3
- SELL VALUE: 50 Rupees
- DESCRIPTION: A light green liquid that restores your magical powers when you drink it. This isn't actually poison, is it?
- EFFECT: Consume this to recover either:
- Recover 7 Magic... OR
- Half of your Maximum Magic.
- Amount: 2
- SELL VALUE: 175 Rupees
- DESCRIPTION: A potion brightly glowing green, struggling to contain the power within. When drunk, it increases your Magic capacity. Are you sure this is safe to drink?
- EFFECT: Gain 7 Magic (Stat)
- Amount: 2
- SELL VALUE: 150 Rupees
- DESCRIPTION: A milky white potion which appears to flicker in a rainbow as it is swirled around. It can be consumed to gain a general stat boost. Gee, this looks a lot like milk...
- EFFECT: Gain 2 Power, Courage, Wisdom, Hearts (Stat) & Magic (Stat)
- Amount: 4
- SELL VALUE: 125 Rupees
- DESCRIPTION: A fiery red potion which appears to be bubbling wildly at the surface stored inside a flask lined with obsidian. It can be smeared on a weapon to provide extra firepower. It looks as if it would burn your insides out if you tried to drink it...
- EFFECT: Apply it to an equipped Weapon. That weapon deals an additional 2 Neutral Damage on its attacks.
- DURATION: Remainder of the battle, or 1 Hour ingame time
- Amount: 4
- SELL VALUE: 125 Rupees
- DESCRIPTION: A deep blue potion with snowflakes constantly forming and breaking within held inside an insulated flask. It can be smeared on a Shield to augment its protective power. It appears to be too cold to safely drink.
- EFFECT: Apply it to an equipped Shield. That shield gains 2 Defense Dice:
- DURATION: Remainder of the battle, or 1 Hour ingame time
- Amount: 1
- SELL VALUE: 125 Rupees
- DESCRIPTION: A deep sickly green potion, slowly bubbling at the surface... Eww! It can be thrown onto the ground or someone else to shatter it, spilling its corrosive contents. Remember to not smell or taste it!
- Roll your Power +5 dice vs. targets' Courage dice
- Neutral Damage: 4
- EFFECT A: If thrown against the ground, this forms a corrosive puddle of poisonous fluid
- This measures roughly 10 feet in any dimension.
- Anyone stepping in it or otherwise touching it must roll Power against the initial throw to defend. If they fail, they get Bleeding x4
EFFECT B: If it hit a target directly, inflict Bleeding x8 on them.
- Amount: 4
- SELL VALUE: 175 Rupees
- DESCRIPTION: A dull orange potion, reminiscent of carrot juice in both appearance and taste, contained in a small flask. When drunk, it enhances your sight. Is this potion really snake oil?
- EFFECT 1: You gain Dark Vision:
- You become immune to the effects of darkness.
EFFECT 2: The presence of anyone using Camouflage in the same room as you are automatically prompts Spot Checks against them.
DURATION: The above effects last for the remainder of the battle, or 1 Hour ingame time
- Amount: 3
- SELL VALUE: 225 Rupees
- COSTS: 5 Power & Courage when drunk
- DESCRIPTION: A volatile seeming potion, appearing to phase in and out of reality as you look at it. It appears potable to only Wizzrobes, but you find that you can actually drink this if you try to. It can be drunk to turn you into a phasing incorporeal being, reducing damage taken by physical attacks while risking getting phased out altogether.
- EFFECT 1: You gain Phasing:
- Non-Magic damage taken is halved. If the attack already does half damage, it does not get halved a second time.
EFFECT 2: You become Phased Out:
You instantly die if any of your stats reach 0 (except Magic)
DURATION: The above EFFECTS last for 3 rounds, or 30 Minutes ingame time.
The Power & Courage spent drinking this potion is also returned to you.
- Amount: 3
- SELL VALUE: 150 Rupees
- DESCRIPTION: A very rocky and grainy, yet somehow liquidy potion, that's disgusting... unless you're a Goron, in which case it's better than Chateau Romani. It can be drunk to turn you into stone, making you almost impervious to damage... at the cost of being able to do anything.
- EFFECT 1: You gain 30 Armor
- EFFECT 2: You cannot do anything, even defend.
- EFFECT 3: Roll Power and add half of the successes from that roll to the Damage dealt when thrown at targets.
- DURATION: The above EFFECTS last for 2 Rounds, or 20 Minutes ingame time.
- Amount: 1
- SELL VALUE: 300 Rupees
- DESCRIPTION: ACHIEVING LIGHTSPEED! Drink this to acquire a little too much high.
- Power, Courage, Wisdom, Hearts, & Magic: +5
- Attack Dice, Defense Dice, & Armor: +3
- EFFECT: ALL of your actions, no matter what they are, are completely randomized using $1d#, where # = everyone in the battle, including yourself.
- For attacks that “hit all enemies”, the roll is $1d2. A 1 will “hit all allies” and a 2 will “hit all enemies”.
- Amount: 0
- SELL VALUE: 25 Rupees
- DESCRIPTION: A tasty Heart that can be devoured to recover your Hearts! ... that doesn't sound right.
- EFFECT: Consume this to recover 6 Hearts.
- Amount: 0
- 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 6 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, the Fairy will automatically be used, reviving you and restoring you to 3 Hearts.
- Amount: 3
- 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.
- DESCRIPTION: A book that contains all of the strange and wonderful recipes that he has used to create potions with using his Potion-o-Matic.
- Red Potion: Heart Essence x3
- Red Splash Potion: Red Potion x1 and Bomb Essence x1
- Green Potion: Magic Essence x3
- Green Splash Potion: Green Potion x1 and Bomb Essence x1
- Green Exceed Potion: Magic Octorock Essence x1 and Honey Essence x1
- Blue Potion: Red Potion x1 and Green Potion x1
- Blue Splash Potion: Blue Potion x1 and Bomb Essence x1
- White Potion: Hylian Essence x3
- Baneroot Juice: Baneroot Essence x1 and Honey Essence x2
- Fire Potion: Ember Essence x4
- Frost Potion: Frost Essence x4
- Toxic Potion: Rotten Essence x4 or Baneroot Essence x4
- Sight Potion: Keese Essence x2
- Phasing Potion: Magic Essence x2 and Wizzrobe Essence x1
- Stone Potion: Rock Essence x4 and Goron Essence x2
- Crack Potion: Rainbow Potion x2 and Magic Octorock Essence x9
- DESCRIPTION: A pickling jar; specifically crafted and the pickle formulated specifically for Harold to preserve the eyes he gouges out in a suitable state for cooking for as long as possible.
- Amount: 1
- DESCRIPTION: Generic eyes stolen from various Hylian travellers, they provide a minor stat boost when consumed.
- EFFECT: Consume them to increase your Power, Courage, Wisdom, Hearts (stat) or Magic (stat) by 2.
- Amount: 2
- DESCRIPTION: Beady little eyes stolen from a Keese, these eyes grant little nourishment when consumed directly. In order to unlock their full potential, one must extract the essence they contain. Can be consumed outright:
- EFFECT: Recover 3 Hearts. Mmm, tasty
- Amount: 2
- DESCRIPTION: A set of phased eyes stolen from a Wizzrobe, they emanate a weird aura as logic questions how they are even held. When consumed, you get the following effects:
- Power: -2
- Courage: -2
- Wisdom: +$2d4
- EFFECT: You get Phased Out:
- If any of your stats hit 0 (provided the respective stat was originally a base of at least 1), you instantly die. For Hearts & Magic, it refers to the maximum amount.
- Amount: 2
- DESCRIPTION: A set of watery droopy eyes taken from Octorocks. It can be consumed to turn your skin more rubbery; granting you the following effects
- Armor: +4
- Defense Dice: -2 (except when defending against Fall Damage)
- Amount: 1
- DESCRIPTION: Eyes stolen from a Magic Octorock, these eyes seem to be filled with unstable Magic power. Should you even consume this? Anyways, if you do; you get a large Magic bonus but then your mana pool becomes unstable:
- Magic: +5/5
- EFFECT: You get Magic Bleeding x3.
- Amount: 2
- DESCRIPTION: A pair of little compound eyes stolen from a Venomfly from ZURLE. These are highly toxic once eaten. They carry the same toxic vibe their owners have.
- Amount: 3
- DESCRIPTION: A set of inedible marble-like eyes that feel like pure mineral. You can flick them at someone.
- Flick:
- Roll your Courage +12 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT 1: If it hits, target loses balance and becomes Delayed:
- Target’s next attack is delayed by 2 Turns, which then removes Delayed.
EFFECT 2: The eye shatters and breaks, preventing retrieval.
- DESCRIPTION: A second, smaller, picking jar Harold prepared to store eyes that he fears would not compatible with the other eyes.
- Amount: 2
- DESCRIPTION: A set of eyes gouged from a fracture of reality in ZURLE. How in the WHAT did he do that?
- They appear to be constantly glitching out as anyone looks at it. The all the players can discern is a mass of garbage pixels and textures.
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