5-9-20: Invasion - WindStrike - 05-04-2020
Since the beginning of ZURPG, many new threats have emerged, but time and again, the intrepid Adventurers have risen to defeat them. Agahnim, the Followers of Wisdom, the Old Sheikah, the Keaton bandit king Thoughter, the Nightmares of Koholint, the Dark Interlopers, and even Dark Link and Ganondorf have all been defeated.
The Adventurers have grown extremely powerful in their ventures, enough to be called Heroes of the land that rival or even surpass the Hero of Time, Link. But despite all the victories earned by them, a few great evils still remain…
The Happy Mask Man seeks to return the world to a state of chaos and destruction, as he unleashes a massive invasion against all of Hyrule. Bloodwind, a personal antagonist to the players, still roams at large, his next target and appearance unknown. And even with both Agahnim and the Interlopers gone, the Great Fairy remains corrupted.
But hope remains. Though scattered across the land, these heroes, if united, can finally end the threats and destruction brought about by the old gods Majora & Fierce Deity and bring peace to the land, once and for all. But should they fail, the old gods will prevail, and Hyrule - and all other lands on this world - will fall into eternal darkness.
The war to end all wars… has begun.
Invasion, Part 1 - Blasting through Kakariko
Invasion, Part 2 - Rise of Papa Palpatine
Invasion, Part 3 - The Forest Burns
Invasion, Part 4 - Soul Searching
Invasion, Part 5 - Descent
Invasion, Part 6 - Siege of the New Deku Tree
Invasion, Part 7 - Defiance
Invasion, Part 8 - Rise of Corsava
Invasion, Part 9 - Gravity of the Situation
Invasion, Part 10 - Trials Evolution
Invasion, Part 11 - When Fish Fly
Invasion, Part 12 - You Missed One
Invasion, Part 13 - Isolation
Invasion, Part 14 - Making Friends with Enemies
Invasion, Part 15 - A Taxing Discussion
Invasion, Part 16 - In Reflection
Invasion, Part 17 - Barreling Down Death Mountain
Invasion, Part 18 - The Toaster Parade
Invasion, Part 19 - Incarnate
Invasion, Part 20 - Explosions, Goro!
Invasion, Part 21 - Catch a Ride!
Invasion, Part 22 - Family Matters
RE: 5-9-20: Invasion - WindStrike - 05-10-2020
Spoils of war!
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A pair of pincers pried from the corpse of a Gohma. When snapped together, it snaps onto your hands, but whatever they're attached to, they won't let go until you or the target dies. Can hit one target.
- Roll your Power +10 dice vs. targets' Power dice
- Damage: +10
- EFFECT: If it hits, clamp you and the pincers to the target.
- Once clamped, you are unable to let go or do anything except defend and cast Support Spells.
- Target is dragged down by you, losing 5 Courage, and they lose 5 Successes on all rolls.
- DURATION: Until you or the target dies, at which point, the pincers unclamp from both you and the target.
[box=Permagrip Pincers][list]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A pair of pincers pried from the corpse of a [b]Gohma[/b]. When snapped together, it snaps onto your hands, but whatever they're attached to, they won't let go until you or the target dies. Can hit one target.[list]
[*][dice type-a=Power amount-a=+10 type-b=Power][list]
[*][b]Damage[/b]: +10
[*][b]EFFECT[/b]: If it hits, clamp you and the pincers to the target.[list]
[*]Once clamped, you are unable to let go or do anything except defend and cast [b]Support Spells[/b].
[*]Target is dragged down by you, losing [b]5 [Courage][/b], and they lose [b]5 Successes[/b] on [u]all rolls[/u].
[*][b]DURATION[/b]: Until you or the target dies, at which point, the pincers unclamp from both you and the target.
[/list][/list][/list][/list][/box]
- Amount: 1
- DESCRIPTION: The remains of a Dodongo after the air inside of it has exploded. The husk that remains has shriveled inwards to form a tight ball, one that's still quite combustive. If it hits something with enough of an impact, it'll explode big-time. Can be thrown at one target.
- Throw:
- Roll your Power +15 dice vs. targets' Power dice
- Damage: +5
- EFFECT: If it hits and deals at least 30 Damage in one hit (before Armor), the Dragon Bomb instead explodes, hitting everyone in the area.
- IF FAIL: The Dragon Bomb is instead pocketed into the target’s inventory. Unexploded, of course.
Explosion:
Roll your Power +30 dice vs. targets' Power dice
Damage: +10
[box=Dragon Bomb][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: The remains of a [b]Dodongo[/b] after the air inside of it has exploded. The husk that remains has shriveled inwards to form a tight ball, one that's still quite combustive. If it hits something with enough of an impact, it'll explode big-time. Can be thrown at one target.[list]
[*][b]Throw[/b]:[list]
[*][dice type-a=Power amount-a=+15 type-b=Power][list]
[*][b]Damage[/b]: +5
[*][b]EFFECT[/b]: If it hits and deals at least [b]30 Damage[/b] in one hit (before [Armor]), the [b]Dragon Bomb[/b] instead explodes, hitting everyone in the area.
[*][b]IF FAIL[/b]: The [b]Dragon Bomb[/b] is instead pocketed into the target’s inventory. Unexploded, of course.
[/list][/list]
[*][b]Explosion[/b]:[list]
[*][dice type-a=Power amount-a=+30 type-b=Power][list]
[*][b]Damage[/b]: +10
[/list][/list][/list][/list][/box]
- Amount: 1
- DESCRIPTION: A keg of high-yield explosive powder that, after a period of time, explodes, hitting everyone and potentially destroying parts of the battlefield. This particular monster has been imbued by Ganondorf’s powers, drastically amplifying its explosive potential. First, set the keg down.
- The keg has 50 Hearts and it starts your team's side of the field.
- The keg can be kicked to the other side for the cost of a Support Action by anyone.
- DURATION: Powder Keg explodes when its Hearts reach 0 or at the end of the second round after dropping it. Either way, the explosion hits everyone!
- Roll your Power +20 dice vs. targets' Power dice
- Damage:
- 50 Damage to those for the side it’s on.
- 25 Damage to those for the side it’s not on.
- EFFECT: Anyone that takes at least 20 Damage from this (after Armor is calculated) is sent flying in a random direction, removing 1 Combat Action off their next turn, assuming they’re not dead.
[box=Dark Powder Keg][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A keg of high-yield explosive powder that, after a period of time, explodes, hitting everyone and potentially destroying parts of the battlefield. This particular monster has been imbued by [b]Ganondorf’s[/b] powers, drastically amplifying its explosive potential. First, set the keg down.[list]
[*]The keg has [Hearts]50[/Hearts] and it starts your team's side of the field.
[*]The keg can be kicked to the other side for the cost of a [b]Support Action[/b] by anyone.
[*][b]DURATION[/b]: [b]Powder Keg[/b] explodes when its [Hearts] reach 0 or at the end of the second round after dropping it. Either way, the explosion hits everyone![list]
[*][dice type-a=Power amount-a=+20 type-b=Power][list]
[*][b]Damage[/b]:[list]
[*][b]50 Damage[/b] to those for the side it’s on.
[*][b]25 Damage[/b] to those for the side it’s not on.
[*][b]EFFECT[/b]: Anyone that takes at least [b]20 Damage[/b] from this (after [Armor] is calculated) is sent flying in a random direction, removing [b]1 Combat Action[/b] off their next turn, assuming they’re not dead.
[/list][/list][/list][/list][/list][/box]
- DESCRIPTION: A smaller, one-handed variant of the Crossbow, with an intricate loading system that supports all of your Arrows & Bolts, and a sight on it that makes it easier to aim. Can Shoot a target, or use Aim to gain a dice bonus:
- Shoot:
- Roll your Courage dice +8 vs. targets’ stat that the arrow hits
- Damage: Uses the arrow’s Damage Modifier +0
Aim:
EFFECT: Focus through the sights at your target, guaranteeing a better shot.
Your next shot from this Crossbow Pistol gains 8 Dice.
[box=Crossbow Pistol][list]
[*][b]DESCRIPTION[/b]: A smaller, one-handed variant of the [b]Crossbow[/b], with an intricate loading system that supports all of your [b]Arrows & Bolts[/b], and a sight on it that makes it easier to aim. Can [b]Shoot[/b] a target, or use [b]Aim[/b] to gain a dice bonus:[list]
[*][b]Shoot[/b]:[list]
[*]Roll your [Courage] dice +8 vs. targets’ stat that the arrow hits[list]
[*][b]Damage[/b]: Uses the arrow’s [b]Damage Modifier[/b] +0
[/list][/list]
[*][b]Aim[/b]:[list]
[*][b]EFFECT[/b]: Focus through the sights at your target, guaranteeing a better shot.[list]
[*]Your next shot from this [b]Crossbow Pistol[/b] gains [b]8 Dice[/b].
[/list][/list][/list][/list][/box]
- Amount: 1
- DESCRIPTION: A boomerang shaped like a Keese, with particularly sharp wings. You’re worried that simply holding it may cut you. Can be thrown at a target.
- Roll your Courage +10 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target receives Bleeding Stacks equal to the difference in successes.
- After hitting once, the Keesarang’s wings become dulled on the blood of its victim, causing it to shrivel up and become useless.
[box=Keesarang][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A boomerang shaped like a [b]Keese[/b], with particularly sharp wings. You’re worried that simply holding it may cut you. Can be thrown at a target.[list]
[*][dice type-a=Courage amount-a=+10 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target receives [b]Bleeding Stacks[/b] equal to the difference in successes.[list]
[*]After hitting once, the [b]Keesarang’s[/b] wings become dulled on the blood of its victim, causing it to shrivel up and become useless.
[/list][/list][/list][/list][/box]
- Amount: 1
- DESCRIPTION: The half-dead stalk of a once-living Deku Baba. You can still feel Magic coursing through its still pulsing veins… yeesh. Can hit one target.
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, the Hyper Deku Stick breaks, giving the target Magic Bleeding Stacks equal to the difference in successes.
- IF FAIL: The Enchanted Deku Stick breaks and releases a wave of Magic, causing everyone to recover 10 Magic.
[box=Hyper Deku Stick][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: The half-dead stalk of a once-living [b]Deku Baba[/b]. You can still feel [Magic] coursing through its still pulsing veins… yeesh. Can hit one target.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, the [b]Hyper Deku Stick[/b] breaks, giving the target [b][Magic] Bleeding Stacks[/b] equal to the difference in successes.
[*][b]IF FAIL[/b]: The [b]Enchanted Deku Stick[/b] breaks and releases a wave of [Magic], causing everyone to recover [Magic]10[/Magic].
[/list][/list][/list][/box]
- DESCRIPTION: A thin blade that’s been warped into the shape of a boomerang, with a handle intended for throwing it. It’s been imbued with a special poison with a particularly sweet scent, which lingers on its victims for quite a while, even after the battle ends. Can hit one target.
- Roll your Courage +15 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, target starts smelling abnormally sweet:
- Anyone attacking the target gains 3 Dice on their attack.
- The sweet scent will be trackable by anyone with a keen nose.
- DURATION: Until the target is dunked in Water. Lingers outside of battle.
[box=Tracking Boomerang][list]
[*][b]DESCRIPTION[/b]: A thin blade that’s been warped into the shape of a boomerang, with a handle intended for throwing it. It’s been imbued with a special poison with a particularly sweet scent, which lingers on its victims for quite a while, even after the battle ends. Can hit one target.[list]
[*][dice type-a=Courage amount-a=+15 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target starts smelling abnormally sweet:[list]
[*]Anyone attacking the target gains [b]3 Dice[/b] on their attack.
[*]The sweet scent will be trackable by anyone with a keen nose.
[*][b]DURATION[/b]: Until the target is dunked in [Water]. Lingers outside of battle.
[/list][/list][/list][/list][/box]
- Amount: 1
- RESTRICTIONS: It can’t hit something that’s flying
- DESCRIPTION: A devious little device that’ll seek in on a specific, programmed point, dealing critical damage! Unfortunately, it’s not infallible...
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: x2
- IF FAIL: Target disables the Homing Bomchu and is able to immediately reprogram it to aim at a target of their choosing.
- After three failed attempts, this little fella fails and dies a horrible, quiet death.
[box=Homing Bombchu][list]
[*][Amount]1[/Amount]
[*][b]RESTRICTIONS[/b]: It can’t hit something that’s flying
[*][b]DESCRIPTION[/b]: A devious little device that’ll seek in on a specific, programmed point, dealing critical damage! Unfortunately, it’s not infallible...[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: x2
[*][b]IF FAIL[/b]: Target disables the [b]Homing Bomchu[/b] and is able to immediately reprogram it to aim at a target of their choosing.[list]
[*]After three failed attempts, this little fella fails and dies a horrible, quiet death.
[/list][/list][/list][/list][/box]
- Amount: 1
- DESCRIPTION: A devious little device that’ll seek in on a specific, programmed point, dealing critical damage! It’ll fly its way over, and blast them to smithereens! Unfortunately, it’s not infallible...
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: x2
- EFFECT: If it hits, target starts smelling abnormally sweet:
- Anyone attacking the target gains 3 Dice on their attack.
- The sweet scent will be trackable by anyone with a keen nose.
IF FAIL: This little fella returns to your loving arms and promptly explodes, dealing 5 Neutral Damage to your face and giving yourself the above EFFECT.
[box=Bombchopter][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A devious little device that’ll seek in on a specific, programmed point, dealing critical damage! It’ll fly its way over, and blast them to smithereens! Unfortunately, it’s not infallible...[list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Wisdom][list]
[*][b]Damage[/b]: x2
[*][b]EFFECT[/b]: If it hits, target starts smelling abnormally sweet:[list]
[*]Anyone attacking the target gains [b]3 Dice[/b] on their attack.
[*]The sweet scent will be trackable by anyone with a keen nose.
[/list]
[*][b]IF FAIL[/b]: This little fella returns to your loving arms and promptly explodes, dealing [b]5 Neutral Damage[/b] to your face and giving yourself the above [b]EFFECT[/b].
[/list][/list][/list][/box]
- DESCRIPTION: An upgraded variant of the original Soul Lantern, this one possesses the ability to attract souls, either to be absorbed, or released into the night. How that last function works, you’re not entirely sure. When lit, it emits an ethereal flame with a greenish hue, allowing anyone to see the souls of everyone nearby, even without Spirit Vision. Can use Charge, Soul Defense, Attract Souls, Absorb Souls, and Release Souls.
- Defense Dice: +5
- Charge:
- Whirl the Soul Lantern around, and let its flame guide you to strike a target!
- Roll your Wisdom +15 dice vs. targets' Courage dice
- Damage: +0
Soul Defense:
COSTS: 5 Wisdom
EFFECT: When defending, you can override your defending stat with Wisdom.
Note this is done after the cost.
Attract Souls:
COSTS: 5 Magic
EFFECT: All souls in the area that aren’t attached to a living being will gravitate towards your Soul Lantern.
After 1 Round, they’ll reach your Soul Lantern, at which a glass cage puts itself up and encases them within it.
Absorb Soul:
EFFECT: Absorb one of the contained souls you have, giving you a boost in stats, depending on the nature of the soul.
Warning, if you absorb a more dangerous soul, you’ll be required to roll against it, based on DM’s discretion. If you lose, the soul will take control over you for the remainder of the battle.
Release Souls:
DESCRIPTION: Supposedly, these can release souls into the night, but the process is unclear to you. It’ll require a Poe’s knowledge to figure this one out.
[box=Soul Lantern v2][list]
[*][b]DESCRIPTION[/b]: An upgraded variant of the original [b]Soul Lantern[/b], this one possesses the ability to attract souls, either to be absorbed, or released into the night. How that last function works, you’re not entirely sure. When lit, it emits an ethereal flame with a greenish hue, allowing anyone to see the souls of everyone nearby, even without [b][Spirit] Vision[/b]. Can use [b]Charge[/b], [b]Soul Defense[/b], [b]Attract Souls[/b], [b]Absorb Souls[/b], and [b]Release Souls[/b].[list]
[*][b][Defense Dice][/b]: +5
[*][b]Charge[/b]:[list]
[*]Whirl the [b]Soul Lantern[/b] around, and let its flame guide you to strike a target!
[*][dice type-a=Wisdom amount-a=+15 type-b=Courage][list]
[*][b]Damage[/b]: +0
[/list][/list]
[*][b]Soul Defense[/b]:[list]
[*][b]COSTS[/b]: 5 [Wisdom]
[*][b]EFFECT[/b]: When defending, you can override your defending stat with [Wisdom].[list]
[*]Note this is done after the cost.
[/list][/list]
[*][b]Attract Souls[/b]:[list]
[*][b]COSTS[/b]: [Magic]5[/Magic]
[*][b]EFFECT[/b]: All souls in the area that aren’t attached to a living being will gravitate towards your [b]Soul Lantern[/b].[list]
[*]After 1 Round, they’ll reach your [b]Soul Lantern[/b], at which a glass cage puts itself up and encases them within it.
[/list][/list]
[*][b]Absorb Soul[/b]:[list]
[*][b]EFFECT[/b]: Absorb one of the contained souls you have, giving you a boost in stats, depending on the nature of the soul.[list]
[*]Warning, if you absorb a more dangerous soul, you’ll be required to roll against it, based on DM’s discretion. If you lose, the soul will take control over you for the remainder of the battle.
[/list][/list]
[*][b]Release Souls[/b]:[list]
[*][b]DESCRIPTION[/b]: Supposedly, these can release souls into the night, but the process is unclear to you. It’ll require a [b]Poe’s[/b] knowledge to figure this one out.
[/list][/list][/list][/box]
- DESCRIPTION: An enhanced Dragonhide Armor with spikes jutting out, striking back at melee attackers.
- Courage: +5
- Armor: +5
- EFFECT: Anyone that strikes you in melee combat is automatically struck by the spikes, gaining Bleeding x5.
[box=Spiked Dragonhide][list]
[*][b]DESCRIPTION[/b]: An enhanced [b]Dragonhide Armor[/b] with spikes jutting out, striking back at melee attackers.[list]
[*][b][Courage][/b]: +5
[*][b][Armor][/b]: +5
[*][b]EFFECT[/b]: Anyone that strikes you in melee combat is automatically struck by the spikes, gaining [b]Bleeding x5[/b].
[/list][/list][/box]
- Amount: 1
- DESCRIPTION: A bottle of magical bone dust from the remains of a Stalchild.
- EFFECT: Pour it over a dead target to bring them back to life with 1 Heart.
[box=Magical Bone Dust][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A bottle of magical bone dust from the remains of a [b]Stalchild[/b].[list]
[*][b]EFFECT[/b]: Pour it over a dead target to bring them back to life with [Heart]1[/Heart].
[/list][/list][/box]
- Amount: 1
- DESCRIPTION: A lively beating heart, ripped straight from the core of a dead Stalfos! How that works, you’re not sure, but you decide not to question it. Can be… eaten, to gain a hearty bonus.
- EFFECT 1: Gain 10 Hearts.
- EFFECT 2: If an attack would kill you, you’re instead dropped to 1 Heart.
- DURATION: For the remainder of the battle.
[box=Stalheart][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A lively beating heart, ripped straight from the core of a dead [b]Stalfos[/b]! How that works, you’re not sure, but you decide not to question it. Can be… eaten, to gain a hearty bonus.[list]
[*][b]EFFECT 1[/b]: Gain [Hearts]10[/Hearts].
[*][b]EFFECT 2[/b]: If an attack would kill you, you’re instead dropped to [Heart]1[/Heart].
[*][b]DURATION[/b]: For the remainder of the battle.
[/list][/list][/box]
- Amount: 1
- DESCRIPTION: A big hunk of charred meat, ripped from the husk of a Chaos Boar. Though grotesque and horrid looking, it smells like perfectly cooked bacon, with an intense, meaty smell, and coated in a caramelized glaze. Chaos Bacon is absolutely irresistible to any beast.
- EFFECT: Throw it somewhere to automatically lure all nearby beasts to feast on it.
- Other beings might be allured, but there's no guarantee.
- Amount: 1
- DESCRIPTION: A big hunk of charred meat, ripped from the husk of a Chaos Boar. Though grotesque and horrid looking, it smells like perfectly cooked bacon, with an intense, meaty smell, and coated in a caramelized glaze. Chaos Bacon is absolutely irresistible to any beast.
- EFFECT: Throw it somewhere to automatically lure all nearby beasts to feast on it.
- Other beings might be allured, but there's no guarantee.
- Amount: 1
- DESCRIPTION: Wreathed in shadows itself, this steak was skinned and pulled from the corpse of a Wolfos. It's a tough and chewy steak, but after munching it down, you'll be bathed in the same shadows that surround Wolfos.
- EFFECT: Consume this to recover 10 Hearts and submerge yourself in a cloak of shadows, giving you a natural Camouflage for some time. Anyone without Shadow Affinity loses 5 Successes when trying to attack you.
- DURATION: 2 Rounds
[box=Shadow Steak][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: Wreathed in shadows itself, this steak was skinned and pulled from the corpse of a [b]Wolfos[/b]. It's a tough and chewy steak, but after munching it down, you'll be bathed in the same shadows that surround [b]Wolfos[/b].[list]
[*][b]EFFECT[/b]: Consume this to recover [Hearts]10[/Hearts] and submerge yourself in a cloak of shadows, giving you a natural [b]Camouflage[/b] for some time. Anyone without [b][Shadow] Affinity[/b] loses [b]5 Successes[/b] when trying to attack you.[list]
[*][b]DURATION[/b]: 2 Rounds
[/list][/list][/list][/box]
- Amount: 1
- DESCRIPTION: The still-beating heart of a dragon, filled with a burning, lukewarm fire. Give it a grill and eat it, and you’ll become Fire-proof, even allowing you to swim through lava for a little while!
- EFFECT: Consume it to recover to your Maximum Hearts and become immune to the damage and effects of all Fire-based attacks, spell & abilities.
- DURATION: 2 Rounds
[box=Burning Dragonheart][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: The still-beating heart of a dragon, filled with a burning, lukewarm fire. Give it a grill and eat it, and you’ll become [Fire]-proof, even allowing you to swim through lava for a little while![list]
[*][b]EFFECT[/b]: Consume it to recover to your [b]Maximum [Hearts][/b] and become immune to the damage and effects of all [Fire]-based attacks, spell & abilities.[list]
[*][b]DURATION[/b]: 2 Rounds
[/list][/list][/list][/box]
- Amount: 1
- DESCRIPTION: A particularly crispy piece of fatty bacon, with a hint of maple in the smell, made from the burning remains of firework-fried Bokoblins. Doesn't cannibalism feel great? You can Eat It! or Throw It!:
- Eat It!:
- EFFECT: You can eat the bait to recover 15 Hearts.
Throw It!:
DESCRIPTION: You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.
Roll your Wisdom +15 dice vs. targets' Wisdom dice
Damage: None
EFFECT: Any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.
This counts as using a Support Action.
Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.
[box=Bokoblin Bait][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A particularly crispy piece of fatty bacon, with a hint of maple in the smell, made from the burning remains of firework-fried [b]Bokoblins[/b]. Doesn't cannibalism feel great? You can [b]Eat It![/b] or [b]Throw It![/b]:[list]
[*][b]Eat It![/b]:[list]
[*][b]EFFECT[/b]: You can eat the bait to recover [Hearts]15[/Hearts].
[/list]
[*][b]Throw It![/b]:[list]
[*][b]DESCRIPTION[/b]: You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.
[*][dice type-a=Wisdom amount-a=+15 type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: Any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.[list]
[*]This counts as using a [b]Support Action[/b].
[*]Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.
[/list][/list][/list][/list][/list][/box]
- Amount: 1
- INFORMATION: This item is afflicted with Majora’s Madness. For most people, simply touching it will invoke madness to the target, sending them into disarray.
- DESCRIPTION: A white and red mask that resembles the Sheikah’s Eye of Betrayal symbol. Supposedly, putting it on allows you see the truth in something, but this version has been imbued with Majora’s Madness by the Mask Man. If you force it onto someone, it will trigger a Primal Incarnation, fusing the mask onto their face. Can force it onto one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- 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.
[box=Chaos Mask of Truth][list]
[*][Amount]1[/Amount]
[*][b]INFORMATION[/b]: This item is afflicted with [color=#E100A3][b]Majora’s Madness[/b][/color]. For most people, simply touching it will invoke madness to the target, sending them into disarray.
[*][b]DESCRIPTION[/b]: A white and red mask that resembles the [b]Sheikah’s Eye of Betrayal[/b] symbol. Supposedly, putting it on allows you see the truth in something, but this version has been imbued with [color=#E100A3][b]Majora’s Madness[/b][/color] by the [b]Mask Man[/b]. If you force it onto someone, it will trigger a [b]Primal Incarnation[/b], fusing the mask onto their face. Can force it onto one target.[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, transform the target into their primal state, turning them into a feral mess.[list]
[*]Target loses control of themself.
[*]The transformation’s other effects differ from target to target.
[*][b]DURATION[/b]: Until the target dies or their madness is absorbed from them
[/list]
[*][b]IF FAIL[/b]: You transform into [i]your[/i] primal state instead.
[/list][/list][/list][/box]
- Amount: 1
- DESCRIPTION: A magical seed covered in spikes, making it a slight pain to even carry. However, once planted and given a bit of water, it’ll quickly sprout and bloom underground, creating a pit trap. If someone walks over it, they’ll fall into the pit and land onto a carnivorous flower!
- The flower immediately wraps its vines around the target. At the start of each round, the target loses 5 Hearts.
- They can try to climb out of the pit with a Support Action, rolling their Power against 30 Dice.
- If they succeed, they’re able to overpower the flower and escape the pit, causing the flower to die.
- If they fail, they lose another 5 Hearts.
[box=Subterranean Flower][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A magical seed covered in spikes, making it a slight pain to even carry. However, once planted and given a bit of water, it’ll quickly sprout and bloom underground, creating a pit trap. If someone walks over it, they’ll fall into the pit and land onto a carnivorous flower![list]
[*]The flower immediately wraps its vines around the target. At the start of each round, the target loses [Hearts]5[/Hearts].
[*]They can try to climb out of the pit with a [b]Support Action[/b], rolling their [Power] against [b]30 Dice[/b].[list]
[*]If they succeed, they’re able to overpower the flower and escape the pit, causing the flower to die.
[*]If they fail, they lose another [Hearts]5[/Hearts].
[/list][/list][/list][/box]
- Amount: 1
- DESCRIPTION: A magical bundle of seeds covered in many spikes, making it a slight pain to even carry. However, once planted and given a bit of water, it’ll quickly sprout and bloom underground in all directions, forming an underground crater of nearly 50 feet in diameter. If someone walks over it, they’ll fall into the pit and land onto a carnivorous flower, which straight up tries to eat them!
- The flower immediately wraps its vines around the target. At the start of each round, the target loses 10 Hearts.
- They can try to climb out of the pit with a Support Action, rolling their Power against 40 Dice.
- If they succeed, they’re able to overpower the flower and escape the pit.
- If they fail, they lose another 10 Hearts.
[box=Mega Subterranean Flower][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A magical bundle of seeds covered in many spikes, making it a slight pain to even carry. However, once planted and given a bit of water, it’ll quickly sprout and bloom underground in all directions, forming an underground crater of nearly 50 feet in diameter. If someone walks over it, they’ll fall into the pit and land onto a carnivorous flower, which straight up tries to eat them![list]
[*]The flower immediately wraps its vines around the target. At the start of each round, the target loses [Hearts]10[/Hearts].
[*]They can try to climb out of the pit with a [b]Support Action[/b], rolling their [Power] against [b]40 Dice[/b].[list]
[*]If they succeed, they’re able to overpower the flower and escape the pit.
[*]If they fail, they lose another [Hearts]10[/Hearts].
[/list][/list][/list][/box]
- Amount: 1
- DESCRIPTION: A white see-through blanket that you can drape over furniture to make it look spooky! Or you can drape it over yourself and then freely phase through a wall:
- You will continue to remain phased as long as you remain inside of a wall/structure of some kind.
- If you run into any source of Magic (other than yourself), you will immediately unphase, regardless of whether you’re inside or not.
- DURATION: Until you exit whatever physical construct you’re phased into, at which point the Phase Blanket fades away
[box=Phase Blanket][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A white see-through blanket that you can drape over furniture to make it look spooky! Or you can drape it over yourself and then freely phase through a wall:[list]
[*]You will continue to remain phased as long as you remain inside of a wall/structure of some kind.
[*]If you run into any source of [Magic] (other than yourself), you will immediately unphase, regardless of whether you’re inside or not.
[*][b]DURATION[/b]: Until you exit whatever physical construct you’re phased into, at which point the [b]Phase Blanket[/b] fades away
[/list][/list][/box]
- Amount: 1
- DESCRIPTION: A dragonhide-vial formed from the remains of a dragon, containing a true black ink, the likes of which can only come from a dragon's heart. You can feel the ink within the vial pulse with your own heartbeat. Anything written with or stained by this ink is permanent, and can only be removed by being seared off in the molten lavas of Death Mountain.
- EFFECT: If you mark a target with this ink, you'll feel the target's heartbeat when they're nearby, and that ink becomes incapable of going invisible or being Camouflaged.
[box=Vial of Dragon Ink][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A dragonhide-vial formed from the remains of a dragon, containing a true black ink, the likes of which can only come from a dragon's heart. You can feel the ink within the vial pulse with your own heartbeat. Anything written with or stained by this ink is [b]permanent[/b], and can only be removed by being seared off in the molten lavas of [b]Death Mountain[/b].[list]
[*][b]EFFECT[/b]: If you mark a target with this ink, you'll feel the target's heartbeat when they're nearby, and that ink becomes incapable of going invisible or being [b]Camouflaged[/b].
[/list][/list][/box]
- Amount: 1
- DESCRIPTION: The skull of a creepy crawly Skulltula, except without the creepy crawly legs or body. Still, just looking at it makes your skin crawl! You're not sure what you can do with it now, but it's hard enough to be used as a nifty crafting material. Now you just need to find someone that can actually craft or smith it into something!
[box=Skulltula Skull][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: The skull of a creepy crawly [b]Skulltula[/b], except without the creepy crawly legs or body. Still, just looking at it makes your skin crawl! You're not sure what you can do with it now, but it's hard enough to be used as a nifty crafting material. Now you just need to find someone that can actually craft or smith it into something!
[/list][/box]
- Amount: 1
- DESCRIPTION: A set of black scales forcefully pried off of a Dinalfos named Gorash, after blasting him with a Bombchucopter. Scarred and blackened by Goron ashes over many years, these scales are extraordinarily hard. Perhaps they can be used to forge something…
[box=Black Scales][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A set of black scales forcefully pried off of a [b]Dinalfos[/b] named [b]Gorash[/b], after blasting him with a [b]Bombchucopter[/b]. Scarred and blackened by [b]Goron[/b] ashes over many years, these scales are extraordinarily hard. Perhaps they can be used to forge something…
[/list][/box]
RE: 5-9-20: Invasion - WindStrike - 06-11-2020
I'll reorganize this later. For now, have some profiles, which I've revised slightly.
- Power: 38 (+0)
- Courage: 12 (+0)
- Wisdom: 10 (+0)
- Hearts: 35/35 (+0)
- Magic: 5/5 (+0)
- Initiative: $init 1d15
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: Nature
Origin: The Legend of Zelda
A subterranean, carnivorous flora with spikes on its top and vines it can use to restrain its prey. It sneakily travels from beneath, then springs up before they're able to notice, sticking its target with spikes, which make it particularly difficult to defend against followup attacks. After its initial attack, its vines will periodically appear above ground, tripping those that would try to escape.
x1 Subterranean Flower, and a team drop of 200 Rupees.
- Amount: 1
- DESCRIPTION: A magical seed covered in spikes, making it a slight pain to even carry. However, once planted and given a bit of water, it’ll quickly sprout and bloom underground, creating a pit trap. If someone walks over it, they’ll fall into the pit and land onto a carnivorous flower!
- The flower immediately wraps its vines around the target. At the start of each round, the target loses 5 Hearts.
- They can try to climb out of the pit with a Combat Action, rolling their Power against 30 Dice.
- If they succeed, they’re able to overpower the flower and escape the pit, causing the flower to die.
- If they fail, they lose another 5 Hearts.
[box=Subterranean Flower][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A magical seed covered in spikes, making it a slight pain to even carry. However, once planted and given a bit of water, it’ll quickly sprout and bloom underground, creating a pit trap. If someone walks over it, they’ll fall into the pit and land onto a carnivorous flower![list]
[*]The flower immediately wraps its vines around the target. At the start of each round, the target loses [Hearts]5[/Hearts].
[*]They can try to climb out of the pit with a [b]Combat Action[/b], rolling their [Power] against [b]30 Dice[/b].[list]
[*]If they succeed, they’re able to overpower the flower and escape the pit, causing the flower to die.
[*]If they fail, they lose another [Hearts]5[/Hearts].
[/list][/list][/list][/box]
- RESTRICTIONS: This is an Innate Skill. It can only be used by Leevers.
- DESCRIPTION: Leevers stay underground at all times, only emerging to attack their prey.
- Initiative: 1d15
- EFFECT 1: Take half damage from all attacks.
- This can be bypassed by attacks that travel through the ground.
EFFECT 2: If you get Counterattacked, you remain above ground for the duration of the Counterattack, taking full damage from it.
- RESTRICTIONS: This is an Innate Skill. It can only be used by Leevers.
- DESCRIPTION: Once a Leever enters battle, its vines will encircle the battlefield from beneath the ground. Anyone that tries to escape will be caught on its vines.
- EFFECT: All enemies lose 10 Successes when trying to use Escape.
- Does not stack with other Leevers.
- DESCRIPTION: Leever shoots out a spike from underneath the ground in a surprise attack, puncturing someone directly.
- EFFECT: This bypasses Cover.
- Roll your Power dice vs. targets' Wisdom dice
- Damage: +5
- EFFECT: If it hits, temporarily reduce target’s Defense Dice to 0.
- DURATION: One round
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: Leever’s roots wrap around a target, holding them down and sucking out their lifeforce.
- EFFECT: This bypasses Cover.
- Roll your Power dice vs. targets' Power dice
- Damage: None
- EFFECT 1: If it hits, siphon Hearts from the target to you, equal to the difference in successes.
- EFFECT 2: Additionally, target becomes Immobilized.
- Target cannot move or use any melee attacks.
- DURATION: One round
- 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).
- Power: 10 (+0)
- Courage: 32 (+0)
- Wisdom: 23 (+0)
- Hearts: 10/10 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 15
- Armor: 0
Affinities: Nature
Origin: The Legend of Zelda
A bat with particularly sharp wings. It's always surrounded by a powerful wind field, blowing it towards its victim and suppressing their attacks. It could arguably be used as a living weapon itself, if only you could somehow get ahold of it...
x1 Keesarang, and a team drop of 200 Rupees.
- Amount: 1
- DESCRIPTION: A boomerang shaped like a Keese, with particularly sharp wings. You’re worried that simply holding it may cut you. Can be thrown at a target.
- Roll your Courage +10 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target receives Bleeding Stacks equal to the difference in successes.
- After hitting once, the Keesarang’s wings become dulled on the blood of its victim, causing it to shrivel up and become useless.
[box=Keesarang][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A boomerang shaped like a [b]Keese[/b], with particularly sharp wings. You’re worried that simply holding it may cut you. Can be thrown at a target.[list]
[*][dice type-a=Courage amount-a=+10 type-b=Courage][list]
[*][b]Damage[/b]: Halved
[*][b]EFFECT[/b]: If it hits, target receives [b]Bleeding Stacks[/b] equal to the difference in successes.[list]
[*]After hitting once, the [b]Keesarang’s[/b] wings become dulled on the blood of its victim, causing it to shrivel up and become useless.
[/list][/list][/list][/list][/box]
- RESTRICTIONS: This is an Innate Skill. This can only be learned and used by Keese.
- DESCRIPTION: A great gush of wind always surrounds a group of Keese, knocking their foes off their feet while they easily evade attacks.
- EFFECT: All enemies with less than 25 Power automatically lose 5 Successes on all attacks.
- Additionally, you determine the targets of all their attacks.
- RESTRICTIONS: This is an Innate Skill. This can only be learned and used by Keese.
- DESCRIPTION: Keese are highly agile in flight, making them particularly hard to hit.
- Defense Dice: +15
- EFFECT 1: You get one free reroll on every defense roll.
- EFFECT 2: Your defense rolls always take the highest result, even if they’re rerolled.
- DESCRIPTION: Keese uses a rush of wind to fling itself towards a target like a boomerang, using its sharp blades to cut into the enemy!
- Roll your Courage +10 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, target gains Bleeding x10.
- 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).
- Power: 0 (+0)
- Courage: 22 (+0)
- Wisdom: 40 (+0)
- Hearts: 18/18 (+0)
- Magic: 20/20 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
Affinities: Shadow, Spirit
Origin: The Legend of Zelda
An ethereal, white sheet droops over its floating soul. From beneath its ghostly veneer, a pair of yellow eyes shines brightly, locked onto its prey. Ghinis are blessed with Spirit Vision, letting them see the souls of others. They're particularly attracted towards souls that shine brightly and with radiance.
x1 Phase Blanket, and a team drop of 200 Rupees.
- Amount: 1
- DESCRIPTION: A white see-through blanket that you can drape over furniture to make it look spooky! Or you can drape it over yourself and then freely phase through a wall:
- You will continue to remain phased as long as you remain inside of a wall/structure of some kind.
- If you run into any source of Magic (other than yourself), you will immediately unphase, regardless of whether you’re inside or not.
- DURATION: Until you exit whatever physical construct you’re phased into, at which point the Phase Blanket fades away
[box=Phase Blanket][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A white see-through blanket that you can drape over furniture to make it look spooky! Or you can drape it over yourself and then freely phase through a wall:[list]
[*]You will continue to remain phased as long as you remain inside of a wall/structure of some kind.
[*]If you run into any source of [Magic] (other than yourself), you will immediately unphase, regardless of whether you’re inside or not.
[*][b]DURATION[/b]: Until you exit whatever physical construct you’re phased into, at which point the [b]Phase Blanket[/b] fades away
[/list][/list][/box]
- RESTRICTIONS: This is an Innate Skill. It can only be used by Ghinis.
- DESCRIPTION: Unlike Wizzrobes, Ghinis don’t just phase through objects - they’re able to freely pass through anything corporeal as if it wasn’t there.
- EFFECT 1: You can freely pass through anyone or anything that doesn’t have Magic flowing through it.
- EFFECT 2: You are immune to all non-Wisdom-based attacks.
- REQUIREMENTS: Shadow
- COSTS: 5 Wisdom
- DESCRIPTION: Ghini uses a part of its own essence to force its body to phase through an enemy, sapping away a part of their own essence.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, siphon Wisdom equal to the difference in successes from the target to you.
- REQUIREMENTS: Spirit
- COSTS: 10 Magic
- DESCRIPTION: Sensing that its victim is weak in mind, Ghini attempts to transfer its essence into the target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits and your successes are at least twice that of the target’s, enter the target’s body and take full control of them.
- Target gains Wisdom equal to your own Bonus Wisdom.
- While you’re inside, you cannot be harmed or targeted by anything, except Spirit-based attacks.
- DURATION: Until the target dies, at which point, you die.
IF FAIL: Your body bounces off the target and becomes corporeal, removing your Ghost ability permanently.
- 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 and Spirit
- COSTS: 10 Magic
- DESCRIPTION: Launch a flurry of shadowy bolts at a target, which seek in and lock onto those depleted in Magic.
- EFFECT: If any enemy has no Magic remaining, Phase Bolts will automatically target them instead, gaining 20 Dice.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: +0
- Power: 42 (+0)
- Courage: 34 (+0)
- Wisdom: 8 (+0)
- Hearts: 50/50 (+0)
- Magic: 6/6 (+0)
- Initiative: $init 1d5
- Attack Dice: 0
- Defense Dice: 0
- Armor: 30
Affinities: None
Origin: Ocarina of Time
Normally, these are hollowed armors wrapped around lost souls, similar to Darknuts, but these in particular are Gerudo Warriors that have been captured, possessed, and transformed into iron warriors. Although their great armor slows them down, they still have enough speed to be mobile, which is unusual for an enemy of this size and bulk. It carries around a Ball and Chain, which has been enchanted by the powers of darkness, allowing it to seek in on its victim, no matter how agile they are, and break their defenses.
x1 Oversized Ball and Chain, x1 Great Overarmor, and a team drop of 500 Rupees.
[box=Oversized Ball and Chain][list]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i] OR [b]30 [Power][/b]
[*][b]DESCRIPTION[/b]: A long chain with an oversized spiked ball attached to the end of it. Despite being bulky, it’s capable of locking onto a target, seeking in on them no matter how fast they are. You can [b]Swing It[/b], or you can [i][b]Swing It Harder[/b][/i].[list]
[*][b]EFFECT[/b]: Attacks from this weapon cannot be [b]Deflected, Redirected, or Countered[/b].
[*][b]Swing it![/b][list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +15
[*][b]EFFECT[/b]: If it hits, reduce target’s [b][Defense Dice][/b] to 0.[list]
[*][b]DURATION[/b]: One round
[/list][/list][/list]
[*][b]Swing it harder![/b][list]
[*][b]CHARGE[/b]: 2 Actions[list]
[*]Start whirling the ball and chain, creating a protective whirlwind around you. During this time, you override your defending roll using your [b][Power] + [Attack Dice][/b].
[*]If you get hit [u]and take damage as a result[/u], your [b]Charge[/b] is cancelled and you hit yourself with an attack from [b]Swing it![/b], except you roll half your defending roll.
[/list]
[*][b]DESCRIPTION[/b]: Once charged, lock in on a target, and let loose![list]
[*][b]EFFECT[/b]: Ignore the target’s [b][Defense Dice][/b] for this attack.
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +15
[*][b]EFFECT 1[/b]: If this is aimed at someone using [b]Cover[/b], add [b]15 Dice[/b] to the attack roll.
[*][b]EFFECT 2[/b]: If it hits, reduce target’s [b][Defense Dice][/b] to 0.[list]
[*][b]DURATION[/b]: One round
[/list][/list][/list][/list][/list][/list][/box]
[box=Great Overarmor][list]
[*][b]REQUIREMENTS[/b]: [b]30 [Power][/b]
[*][b]DESCRIPTION[/b]: An extremely durable plating that protects you from attacks, though it hinders your movement.[list]
[*][b][Armor][/b]: +30[list]
[*]If at least [b]15 Damage[/b] is blocked by your [Armor] in a single hit, your [Armor] is reduced by 5.
[/list]
[*][b]EFFECT[/b]: All rolls dependent on your movement are halved, including defending with [Courage].
[/list][/list][/box]
- RESTRICTIONS: This is an Innate Skill. Only Iron Knuckles can learn and use this skill.
- DESCRIPTION: Although slow themselves, Iron Knuckles tread through the great weight of their own armor, preventing them from being held in place.
- Initiative: $1d5
- EFFECT: Iron Knuckles cannot be Immobilized or Unfocused.
- REQUIREMENTS: A Two-Handed weapon
- CHARGE: 1 Action
- Charge by preparing to strike the ground with everything you got!
DESCRIPTION: Once charged, slam the ground with a rumbling quake, hitting all enemies!
EFFECT: This bypasses Cover.
Roll your Power +8 dice vs. targets' Power dice
Damage: Halved
EFFECT: Target(s) hit cannot use Cover or Reverse Cover.
DURATION: One round
- 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.
- 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: Two-Handed OR 30 Power
- DESCRIPTION: A long chain with an oversized spiked ball attached to the end of it. Despite being bulky, it’s capable of locking onto a target, seeking in on them no matter how fast they are. You can Swing It, or you can Swing It Harder.
- EFFECT: Attacks from this weapon cannot be Deflected, Redirected, or Countered.
- Swing it!
- Roll your Power dice vs. targets' Power dice
- Damage: +15
- EFFECT: If it hits, reduce target’s Defense Dice to 0.
- DURATION: One round
Swing it harder!
CHARGE: 2 Actions
Start whirling the ball and chain, creating a protective whirlwind around you. During this time, you override your defending roll using your Power + Attack Dice.
If you get hit and take damage as a result, your Charge is cancelled and you hit yourself with an attack from Swing it!, except you roll half your defending roll.
DESCRIPTION: Once charged, lock in on a target, and let loose!
EFFECT: Ignore the target’s Defense Dice for this attack.
Roll your Power dice vs. targets' Power dice
Damage: +15
EFFECT 1: If this is aimed at someone using Cover, add 15 Dice to the attack roll.
EFFECT 2: If it hits, reduce target’s Defense Dice to 0.
DURATION: One round
- REQUIREMENTS: 30 Power
- DESCRIPTION: An extremely durable plating that protects you from attacks, though it hinders your movement.
- Armor: +30
- If at least 15 Damage is blocked by your Armor in a single hit, your Armor is reduced by 5.
EFFECT: All rolls dependent on your movement are halved, including defending with Courage.
- Power: 24 (+0)
- Courage: 32 (+0)
- Wisdom: 16 (+0)
- Hearts: 20/20 (+0)
- Magic: 15/15 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 12
- Armor: 0
Affinities: Fire, Nature
Origin: Ocarina of Time
These khaki-green plants with large distinctive purple-blue heads are the source of Deku Sticks, Deku Nuts, and the high prices of both. Its carnivorous nature and ground-level height often makes it difficult to notice - until it tries to take a bite out of your leg and continues attempting to do so from a range thanks to its long stalk. And even if you do manage to walk far enough away, as long as you’re in sight, it’ll launch fiery balls of death as it hungers for your charred, crispy flesh.
x1 Hyper Deku Stick, and a team drop of 200 Rupees.
- Amount: 1
- DESCRIPTION: The half-dead stalk of a once-living Deku Baba. You can still feel Magic coursing through its still pulsing veins… yeesh. Can hit one target.
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, the Hyper Deku Stick breaks, giving the target Magic Bleeding Stacks equal to the difference in successes.
- IF FAIL: The Enchanted Deku Stick breaks and releases a wave of Magic, causing everyone to recover 10 Magic.
[box=Hyper Deku Stick][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: The half-dead stalk of a once-living [b]Deku Baba[/b]. You can still feel [Magic] coursing through its still pulsing veins… yeesh. Can hit one target.[list]
[*][dice type-a=Courage amount-a=+5 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, the [b]Hyper Deku Stick[/b] breaks, giving the target [b][Magic] Bleeding Stacks[/b] equal to the difference in successes.
[*][b]IF FAIL[/b]: The [b]Enchanted Deku Stick[/b] breaks and releases a wave of [Magic], causing everyone to recover [Magic]10[/Magic].
[/list][/list][/list][/box]
- RESTRICTIONS: This is an Innate Skill. Only Deku Babas can learn and use this skill.
- DESCRIPTION: The long stalk that attaches the Deku Baba’s head to the ground is both sturdy and malleable, allowing it to quickly reach anything within its range. However, it’s vulnerable to sharp weapons.
- Defense Dice: +12
- EFFECT 1: Automatically Cover all allies that are near you.
- EFFECT 2: Attackers can first roll their Base Courage vs. your Base Courage.
- If they succeed, they can follow up with an attack from a sharp weapon, ignoring its Bonus Defense Dice.
- If either their roll or their attack fails, you get to automatically Counterattack them with +15 Dice.
- DESCRIPTION: Deku Baba gleefully chomps on a target, leaving a nasty wound in the process.
- Roll your Power +12 dice vs. targets' Courage dice
- Damage: +4
- EFFECT: If it hits and kills, devour the target wholesale and enjoy their meat remains, whether crispy or not.
- As a result, recover to Maximum Hearts & Magic and gain 10 Hearts (Stat). Also grow in size a bit.
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: The Deku Baba, hungry for its prey, uses its own Magic to heat up the inside of its mouth, molding the burning air into a Fireball. It then tracks its target from afar, and using complex math, it launches the Fireball at the target, even outside of a battle!
- Roll your Power +15 dice vs. targets' Wisdom dice
- Neutral Damage: 10
- EFFECT: If it hits, target loses 5 Magic.
- If the target has no Magic remaining, double the amount of Neutral Damage dealt.
- 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).
- Power: 0 (+0)
- Courage: 50 (+0)
- Wisdom: 0 (+0)
- Hearts: 5/5 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 10
Affinities: Shadow
Origin: Ocarina of Time
A small, Stalfos-like skeleton with only its upper body. It may not have legs, but it can use its arms to rapidly crawl across the ground. It has little backbone, causing to crumble easily to the lightest of attacks. Fortunately though, it still has the heart of a Stalfos, allowing it to revive once on death.
Should a Stalchild escape with a corpse, it’ll be able to fuse with the body and evolve into a devious Skull Kid.
x1 Magical Bone Dust, and a team drop of 100 Rupees.
- Amount: 1
- DESCRIPTION: A bottle of magical bone dust from the remains of a Stalfos.
- EFFECT: Pour it over a dead target to bring them back to life with 1 Heart.
[box=Magical Bone Dust][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A bottle of magical bone dust from the remains of a [b]Stalfos[/b].[list]
[*][b]EFFECT[/b]: Pour it over a dead target to bring them back to life with [Heart]1[/Heart].
[/list][/list][/box]
- RESTRICTIONS: This is an Innate Skill. Only Stalfos & Stalchildren can use this skill.
- DESCRIPTION: At the core of all Stalfos lies its heart. Encapsulated by a shield of bones, it’s the only living, beating part of the skeleton, and when death comes knocking, it brings it back to life.
- Armor: +10
- EFFECT: If you die, you are immediately revived back to Full Hearts.
- Once used, this effect can never be used again.
- DESCRIPTION: Stalchild propels itself with its pair of arms at latches onto its victim, biting them!
- Roll your Courage dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, decrease target’s Power & Courage stats by 5 each.
- DESCRIPTION: Sensing the capability to evolve, Stalchild bites into a corpse, then tries to escape the battle with it! ‘Hits’ all enemies.
- Roll your Courage dice vs. targets' Courage dice
- Damage: None
- EFFECT: If you succeed against all enemies, you and the corpse successfully escape the battle, leaving behind a noticeable trail in the dirt.
- 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).
- Power: 28 (+0)
- Courage: 25 (+5)
- Wisdom: 10 (+0)
- Hearts: 50/50 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 5
- Armor: 10
Affinities: None
Origin: Ocarina of Time
The big brother to the Stalchild, the Stalos is a full skeletal warrior, armed with a poisoned blade made from the corpse of another Stalfos. From under its eye sockets, you can see a pair of burning eyes, empowered by its own soul, which hungers for battle. As it gets more and more anxious, its bones rattle and its head starts to wobble a bit. It’s a wonder how thing even stays attached...
x1 Soul Edge Blade, x1 Quick Hop Shield, x1 Stalheart, and a team drop of 500 Rupees.
- Amount: 1
- DESCRIPTION: A lively beating heart, ripped straight from the core of a dead Stalfos! How that works, you’re not sure, but you decide not to question it. Can be… eaten, to gain a hearty bonus.
- EFFECT 1: Gain 10 Hearts.
- EFFECT 2: If an attack would kill you, you’re instead dropped to 1 Heart.
- DURATION: For the remainder of the battle.
[box=Stalheart][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A lively beating heart, ripped straight from the core of a dead [b]Stalfos[/b]! How that works, you’re not sure, but you decide not to question it. Can be… eaten, to gain a hearty bonus.[list]
[*][b]EFFECT 1[/b]: Gain [Hearts]10[/Hearts].
[*][b]EFFECT 2[/b]: If an attack would kill you, you’re instead dropped to [Heart]1[/Heart].
[*][b]DURATION[/b]: For the remainder of the battle.
[/list][/list][/box]
[box=Soul Edge Blade][list]
[*][b]DESCRIPTION[/b]: Ripped from the spine of a fallen [b]Stalfos[/b], it's been sharpened and refined into an extremely lightweight blade that tarnishes the flesh of anything it touches. It's also imbued with its haunting skull, giving it a ghostly aura. Can hit one target with [b]Slice[/b] or [b]Stab[/b].[list]
[*][b][Courage][/b]: +5
[*][b]Slice[/b]:[list]
[*][dice type-a=Courage amount-a=+15 type-b=Courage][list]
[*][b]Damage[/b]: -5
[*][b]EFFECT[/b]: If it hits, target becomes [b][color=yellow]Poisoned[/color][/b]:[list]
[*]Each time target does [i]anything[/i] (attack, defend, charge, do an action), they lose [b]2 [Courage][/b].
[*][b]DURATION[/b]: Remainder of the battle
[/list][/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT 1[/b]: If it hits, siphon [b]5 [Courage][/b] from the target to you.
[*][b]EFFECT 2[/b]: Additionally, target gets [b][color=yellow]Phased Out[/color][/b]:[list]
[*]If any of the target's stats hits 0, except [Magic], the target instantly dies.
[/list]
[*][b]IF FAIL[/b]: Target automatically gets to [b]Counterattack[/b] you.
[/list][/list][/list][/list][/box]
[box=Quick Hop Shield][list]
[*][b]DESCRIPTION[/b]: A sturdy bronze shield reinforced by the skeletal structure of a [b]Stalfos[/b], making it unusually light. It imbues that same feeling into you, allowing you to react to attacks faster than you normally would.[list]
[*][b][Defense Dice][/b]: +6
[*][b]EFFECT[/b]: Once per turn, when an ally is under attack, you can freely hop over to [b]Cover[/b] them.
[/list][/list][/box]
- RESTRICTIONS: This is an Innate Skill. Only Stalfos & Stalchildren can use this skill.
- DESCRIPTION: At the core of all Stalfos lies its heart. Encapsulated by a shield of bones, it’s the only living, beating part of the skeleton, and when death comes knocking, it brings it back to life.
- Armor: +10
- EFFECT: If you die, you are immediately revived back to Full Hearts.
- Once used, this effect can never be used again.
- DESCRIPTION: Stalfos connects its own skull to its shield and rams the target in the head with a literal Skull Bash!
- Roll your Power +6 dice vs. targets' Power dice
- Damage: +0
- EFFECT 1: If it hits, target loses 6 Wisdom.
- EFFECT 2: Additionally, target's next attack requires 1 Extra Action Charge, regardless of if it's a charge move or not.
- 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).
- DESCRIPTION: Ripped from the spine of a fallen Stalfos, it's been sharpened and refined into an extremely lightweight blade that tarnishes the flesh of anything it touches. It's also imbued with its haunting skull, giving it a ghostly aura. Can hit one target with Slice or Stab.
- Courage: +5
- Slice:
- Roll your Courage +15 dice vs. targets' Courage dice
- Damage: -5
- EFFECT: If it hits, target becomes Poisoned:
- Each time target does anything (attack, defend, charge, do an action), they lose 2 Courage.
- DURATION: Remainder of the battle
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +0
EFFECT 1: If it hits, siphon 5 Courage from the target to you.
EFFECT 2: Additionally, target gets Phased Out:
If any of the target's stats hits 0, except Magic, the target instantly dies.
IF FAIL: Target automatically gets to Counterattack you.
- DESCRIPTION: A sturdy bronze shield reinforced by the skeletal structure of a Stalfos, making it unusually light. It imbues that same feeling into you, allowing you to react to attacks faster than you normally would.
- Defense Dice: +6
- EFFECT: Once per turn, when an ally is under attack, you can freely hop over to Cover them.
- Power: 50 (+0)
- Courage: 10 (+0)
- Wisdom: 10 (+0)
- Hearts: 500/500 (+0)
- Magic: 10/10 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 10
Affinities: Fire
Origin: The Legend of Zelda
A great dragon that dwarfs most Gorons, only rivaled in size by the Biggoron Brothers. It’s adorned with a great horn on its head and scales that let it trudge through the lavas of Death Mountain’s hottest volcanoes unharmed. Although its size prevents it from defending, it can withstand a serious beating before it goes down. And you’d better hope it doesn’t step on you with its overbearing weight.
x1 Vial of Dragon Ink, and a team drop of 1000 Rupees.
- Amount: 1
- DESCRIPTION: A dragonhide-vial formed from the remains of a dragon, containing a true black ink, the likes of which can only come from a dragon's heart. You can feel the ink within the vial pulse with your own heartbeat. Anything written with or stained by this ink is permanent, and can only be removed by being seared off in the molten lavas of Death Mountain.
- EFFECT: If you mark a target with this ink, you'll feel the target's heartbeat when they're nearby, and that ink becomes incapable of going invisible or being Camouflaged.
[box=Vial of Dragon Ink][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A dragonhide-vial formed from the remains of a dragon, containing a true black ink, the likes of which can only come from a dragon's heart. You can feel the ink within the vial pulse with your own heartbeat. Anything written with or stained by this ink is [b]permanent[/b], and can only be removed by being seared off in the molten lavas of [b]Death Mountain[/b].[list]
[*][b]EFFECT[/b]: If you mark a target with this ink, you'll feel the target's heartbeat when they're nearby, and that ink becomes incapable of going invisible or being [b]Camouflaged[/b].
[/list][/list][/box]
- RESTRICTIONS: This is an Innate Skill. It can only be used by Aquamentus & Gleeoks.
- DESCRIPTION: A real dragon's hide allows it to tread through fire as if it were nothing. It's resistant to small attacks, and it won't melt to traditional Armor burning methods.
- Armor: +10
- EFFECT: You are immune to the damage and effects of all Fire-based attacks, spell & abilities.
- DESCRIPTION: Large enemies that easily tower over their opponents are powerless to defend against them. However, they're equally difficult to pin down or Phase Out.
- EFFECT 1: You cannot defend.
- EFFECT 2: You are immune to Immobilized, Unfocused, Silenced, & being Phased Out.
- DESCRIPTION: Aquamentus uses its raw weight to stomp on an enemy, squishing them into the ground.
- Roll your Power dice vs. targets' Power dice
- Damage: +20
- EFFECT: If it hits, target becomes Immobilized:
- Target cannot move or use any melee attacks.
- DURATION: One round
- REQUIREMENTS: Fire
- CHARGE: 1 Action
- Aquamentus inhales the surrounding air, letting the pressure build within its burning body.
DESCRIPTION: The great dragon releases the flames within as a flurry of fireballs, spreading out to hit all enemies and set the battlefield ablaze!
Roll your Power dice vs. targets' Courage dice
Damage: +0
- 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: Fire
- COSTS: 10 Magic
- DESCRIPTION: Release a great conflagration of flames across the whole field, setting it ablaze and searing anyone that would dare to cross it.
- EFFECT: Summon the Burning Grounds Field Effect:
- Overwrite the current Field Effect in play.
- Anyone that moves or does a melee attack automatically takes 3 Neutral Damage.
- This Field Effect will block out the next casted Field Effect once, unless it has a Magic Cost of 10 or higher.
- Power: 25 (+0)
- Courage: 25 (+0)
- Wisdom: 25 (+0)
- Hearts: 200/200 (+0)
- Magic: 25/25 (+0)
- Initiative: $init 1d10
- Attack Dice: 10
- Defense Dice: 10
- Armor: 5
Affinities: Nature, Light
Origin: Ocarina of Time
With a quad of spiderlike legs and a pair of pincers that can double as extra legs, the Gohma is a formiddable arthropod that can scale up walls, trees, and ceilings. It has a single eye that can pinpoint its prey from nearly a kilometer away, assuming nothing else is in its line-of-sight. And from that eye, it can fire bright lasers, throwing its opponents into disarray. Even if you’re able to start striking at it, its armored pincers and extra legs allow it to deflect and skitter away from attacks. Everywhere except its eye...
x1 Permagrip Pincers, and a team drop of 800 Rupees.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A pair of pincers pried from the corpse of a Gohma. When snapped together, it snaps onto your hands, but whatever they're attached to, they won't let go until you or the target dies. Can hit one target.
- Roll your Power +10 dice vs. targets' Power dice
- Damage: +10
- EFFECT: If it hits, clamp you and the pincers to the target.
- Once clamped, you are unable to let go or do anything except defend and cast Support Spells.
- Target is dragged down by you, losing 5 Courage, and they lose 5 Successes on all rolls.
- DURATION: Until you or the target dies, at which point, the pincers unclamp from both you and the target.
[box=Permagrip Pincers][list]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A pair of pincers pried from the corpse of a [b]Gohma[/b]. When snapped together, it snaps onto your hands, but whatever they're attached to, they won't let go until you or the target dies. Can hit one target.[list]
[*][dice type-a=Power amount-a=+10 type-b=Power][list]
[*][b]Damage[/b]: +10
[*][b]EFFECT[/b]: If it hits, clamp you and the pincers to the target.[list]
[*]Once clamped, you are unable to let go or do anything except defend and cast [b]Support Spells[/b].
[*]Target is dragged down by you, losing [b]5 [Courage][/b], and they lose [b]5 Successes[/b] on [u]all rolls[/u].
[*][b]DURATION[/b]: Until you or the target dies, at which point, the pincers unclamp from both you and the target.
[/list][/list][/list][/list][/box]
- RESTRICTIONS: This is an Innate Skill. It can only be used by Gohma.
- DESCRIPTION: The armored claws and pincers of a Gohma allow it to freely climb any terrain and helping it to evade and counter incoming attacks.
- Armor: +5
- Defense Dice: +10
- EFFECT: Automatically counterattack any melee attack with a Pincer Strike.
- RESTRICTIONS: This is an Innate Skill. It can only be used by Gohma.
- DESCRIPTION: The magical eye of a Gohma enables it laser-precision sight that can peer at its prey from afar, even allowing it to fire ranged attacks from out-of-battle. It also allows the Gohma to recharge it Magic over time.
- Magic Regen: x5
- Attack Dice: +10
- EFFECT 1: You can fire a ranged attack with -10 Dice at a target from outside of battle, as long as you have a direct line-of-sight towards them.
- EFFECT 2: As long as you're looking in their direction, you can see anyone through any form of illusions, invisibility, and Camouflage.
- DESCRIPTION: Gohma uses its armored pincers to quickly strike at a nearby target and break through their defenses!
- Roll your Power +12 dice vs. targets' Power dice
- Damage: +0
- EFFECT: If it hits, target loses 6 Defense Dice.
- 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: Light
- COSTS: 10 Magic
- DESCRIPTION: Focus a pair of lasers into a singular, focused beam, which strikes the opponent's eyes, burning them with pure Light.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: 10
- EFFECT 1: If it hits, target gets Unfocused:
- Target cannot used ranged attacks.
- DURATION: One round
EFFECT 2: Additionally, target gets Blinded:
When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
- Power: 26 (+0)
- Courage: 18 (+0)
- Wisdom: 24 (+0)
- Hearts: 20/20 (+0)
- Magic: 10/10 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 5
- Armor: 6
Affinities: Water, Fire
Origin: The Legend of Zelda
A violent and aggressive variant of the Zoras. Little is known about this sub-culture, except that it’s known to viciously lash out at its foes. It’s unknown if they’re just beasts or have other motives.
x1 Shock Trident, and a team drop of 200 Rupees.
[box=Shock Trident][list]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: Decorated from the scales of [b]Zolas[/b] past, this trident has been dipped in blood and sharpened by its victims’ bones. It contains a natural paralysis effect, and it can also steal the essence of its opponent. Can hit someone with [b]Cleave[/b] or [b]Stab[/b].[list]
[*][b][Defense Dice][/b]: +5
[*][b]Cleave[/b]:[list]
[*][dice type-a=Power amount-a=+8 type-b=Power][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, target becomes [b][color=yellow]Immobilized[/color][/b]:[list]
[*]Target cannot move or use any melee attacks.
[*][b]DURATION[/b]: One round
[/list][/list][/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Power type-b=Power][list]
[*][b]Damage[/b]: +8
[*][b]EFFECT[/b]: If it hits, siphon 6 of the target’s highest stat to you.
[*][b]IF FAIL[/b]: Target can [b]Counterattack[/b] you, regardless of [b]CONDITIONS[/b].
[/list][/list][/list][/list][/box]
- RESTRICTIONS: This is an Innate Skill. Only Zolas can learn and use this skill.
- DESCRIPTION: Although Zolas are perfectly capable of being on land, they’re ultimately Water-based creatures. As long as they’re swimming, they have drastically increased agility. They also naturally recover Magic in here.
- EFFECT: When you’re in the water, gain the following bonuses:
- Courage: +5
- Defense Dice: +5
- Magic Regen: x5
- RESTRICTIONS: This is an Innate Skill. Only Zolas can learn and use this skill.
- DESCRIPTION: The scales of a Zola naturally produce a static discharge, making them particularly resistant to static and lightning.
- Armor: +6
- EFFECT: You are unaffected by the EFFECTS of any Static/Shock/Lightning-based abilities. You also take half damage from them.
- DESCRIPTION: Although Zolas prefer their victims to first be cooked, should they lose their weapon, they can at least use their sharp, pointy teeth. And they bite like this! Hits one target.
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, enjoy a chunk of flesh off the target, siphoning 5 Hearts from them to you.
- 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: Water and Fire
- COSTS: 5 Magic
- DESCRIPTION: Superheat a ball of Water and launch it at a target, wetting them with boiling water!
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: +4
- EFFECT: If it hits, target gets Boiled:
- Every time the target moves, does any action, or defends, they take 2 Neutral Damage.
- REQUIREMENTS: Water and Fire
- COSTS: 5 Magic
- DESCRIPTION: Form a shield of water around someone’s weapon, then superheat the water into the weapon, creating a blade of steam around it!
- EFFECT: Give the target weapon Steamblade:
- Any attacks from that weapon deals an additional 5 Neutral Damage.
- Also, if it happens to kill the target, boil the target from the inside out and sear their skin, turning them into a perfectly delectable dish!
- REQUIREMENTS: Two-Handed
- DESCRIPTION: Decorated from the scales of Zolas past, this trident has been dipped in blood and sharpened by its victims’ bones. It contains a natural paralysis effect, and it can also steal the essence of its opponent. Can hit someone with Cleave or Stab.
- Defense Dice: +5
- Cleave:
- Roll your Power +8 dice vs. targets' Power dice
- Damage: +0
- EFFECT: If it hits, target becomes Immobilized:
- Target cannot move or use any melee attacks.
- DURATION: One round
Stab:
Roll your Power dice vs. targets' Power dice
Damage: +8
EFFECT: If it hits, siphon 6 of the target’s highest stat to you.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- Amount: 1
- DESCRIPTION: A delectable dish of meat, boiled from the inside, given a nice crispy sear, and salted with… salt. Its rich protein is sure to give an adrenaline boost. How delightfully devilish!
- EFFECT: Eat it to recover 15 Hearts and gain 5 Attack Dice.
RE: 5-9-20: Invasion - Orithan - 07-12-2020
- Power: 29 (+0)
- Courage: 20 (+0)
- Wisdom: 36 (+0)
- Hearts: 55/30 (+25)
- Magic: 19/25 (+0)
- Initiative: $init 1d10
- Attack Dice: 4
- Defense Dice: 5
- Armor: 5
Affinities: Fire, Shadow
Origin: ZURPG
Race: Keaton
The new Bandit Queen; Mad Lady Memphis takes on a rough and frayed appearance of a middle-aged Keaton who had been part of one too many explosions and failed experiments over the years she had been working as a captain. She has a knack with experiments of all kinds of things, just like the general who brought her into the army and taught her ways, and is an experienced pyrotechnican.
Expect explosions. Lots of explosions. And experiments, because who can go wrong with taking potions that boost stats.
If Memphis dies; she drops all her items and has a team drop of 4,000 Rupees.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- DESCRIPTION: Keaton are closely connected with the spirit world, being able to sense the spirits residing in people.
- EFFECT: You are able to sense the spirits of people who have Magic within the same room or area.
- You can also pinpoint their exact location and read their feelings.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- DESCRIPTION: Keaton have natural knowledge of the world, giving them a higher innate ability to solve riddles and puzzles.
- EFFECT: Whenever you are presented with a riddle or a puzzle which has an answer, you are given an extra hint to solve the riddle or puzzle with.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- DESCRIPTION: Keaton souls are resistant to the effects of weathering from the effects of attacks, cutting the power of anything that attempts to effects that drain Magic.
- EFFECT: Any Magic you would lose, outside of your own Magic Costs and transferring to allies, is halved.
- REQUIREMENTS: Only Mad Lady Memphis can learn and use this skill.
- DESCRIPTION: Over the years of experimentation on countless subjects; Mad Lady Memphis is naturally attuned to the insanity that is testing explosive antics on just about anything. This attunement gives her large boosts when handling explosives and tools.
- EFFECT: You gain +6 Dice when using anything explosive themed and when using any tools.
- SELL VALUE: 1000 Rupees
- RESTRICTIONS: This is a Critical Hit Skill. You can only have one Critical Hit Skill enabled at a time. All others must be set to (Disabled).
- Stat Point Cost: 4
- DESCRIPTION: Dare to play with the RNG a little more? If so, your attacks have the random ability to increase the potency of it’s EFFECTS
- EFFECT: Once per turn, when you are successful in attacking with an attack, roll $1d3.
- If the result is a 3, multiply the numerical EFFECTS the attack gives by 1.5.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- COST: 1 Heart for every 50ft traveled.
- If you cannot pay that Hearts cost, you are ejected from the Spirit Dive before you reach your target.
CHARGE: 1 Action
During this time, a veil of spiritual energy begins to condense around you.
DESCRIPTION: When fully charged, briefly dive into the Spirit World.
EFFECT: Briefly dive into the spirit world and emerge elsewhere, ignoring obstacles in your way.
For example, you could Spirit Dive behind a gate and then emerge past the gate.
You can not use Spirit Dive to reach a location you haven't seen.
You can use this in combat to dive to behind someone's back and execute a Back Attack:
Roll your Courage dice vs. targets' Wisdom dice
Damage: None
EFFECT: You can choose to immediately follow up with an attack from an equipped weapon, bypassing any equipped Shields.
IF EITHER FAILS: The target gets an automatic counterattack.
- RESTRICTION 1: This is an Innate Skill. Only Keaton can learn and use this skill.
- RESTRICTION 2: You can only have one illusion active at a time via this skill.
- COST: Any amount of Magic
- DESCRIPTION: Keaton have the ability to lead people astray by creating sinister embers containing part of their soul; which project a 3D illusion of theirself as the embers move around.
- EFFECT: Create a living, breathing illusion of yourself that moves around and defends against attacks.
- You silently control the illusion by whispering into your hands.
- This illusion can phase through objects and fly through the air on command.
- The illusion has stats equal to your base Power, Courage and Wisdom stats, with its Hearts stat being the amount of Magic spent in casting the illusion. It does not retain any bonuses or Armor you had.
- DURATION: The illusion is dispelled once its Hearts is depleted to 0, or someone successfully uses Illusion Break on it.
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- CHARGE: 1 Action
- Charge by focusing on gathering as much spiritual power as possible, and then concentrating on releasing it in a controlled manner.
- Your soul will glow brightly during this time, being visible from behind objects and any Camouflage you have wears off.
DESCRIPTION: Once charged, release a massive pulse of spiritual energy that pulses through the entire room or area.
EFFECT: The souls of everyone in the room shine with with a bright light that is visible from even behind objects and dispelling all Camouflage, revealing them to everyone.
DURATION: One round.
- 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 1: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- INFORMATION 2: This spell is renamed from Blast and uses different flavour text.
- SELL VALUE: 650 Rupees
- REQUIREMENTS: Fire & Shadow
- COSTS: 2 Magic
- DESCRIPTION: Cast forth a high-powered explosion of all-consuming black fire at a target, eroding any flesh it runs into any contact with.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT 1: If it hits, target loses 5 Hearts (stat).
- EFFECT 2: This can be rerolled once for free.
- INFORMATION 1: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- SELL VALUE: 725 Rupees
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: Cause the ground itself to erupt in a violent burst of flames, hitting all enemies.
- EFFECT: Bypasses Cover.
- Roll your Wisdom +15 dice vs. targets' Wisdom dice
- Damage: Halved
- INFORMATION 1: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- SELL VALUE: 625 Rupees
- 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.
- SELL VALUE: 200 Rupees
- 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.
- SELL VALUE: 2500 Rupees
- REQUIREMENTS: Fire
- CHARGE: 3 Actions
- Charge up by causing a tremor, through the surge of lava rushing to the surface.
COSTS: 15 Magic
DESCRIPTION: When fully charged, rip open the ground from beneath the foe’s party and drop them all into a pit of lava, burning their bodies to a crisp. Hits all enemies
Roll your Wisdom dice vs. targets' Wisdom dice
Damage: +0
Neutral Damage: 3
EFFECT: Target(s) hit lose 7 Hearts (Stat).
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- SELL VALUE: 675 Rupees
- REQUIREMENTS: Shadow
- COSTS: 6 Magic
- DESCRIPTION: Focus your violent thoughts into the depths of despair, striking your target’s mind directly.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: 5
- EFFECT: If it hits, select one of the target’s stats (Power, Courage, Wisdom, Hearts, or Magic) and siphon 7 from it.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 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.
- SELL VALUE: 200 Rupees
- 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
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: A blazing wave of heat covers the field, devouring anyone too weak to stand.
- EFFECT: Summon the Heatwave Field Effect.
- Overwrite any current Field Effect in play.
- Anyone that drops down to 2 Hearts or less instantly dies.
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Fire
- COSTS: 6 Magic
- DESCRIPTION: Accelerate your or an ally’s mind; giving them a big attack boost but it also causes horrific pain over time.
- EFFECT 1: Target gains 8 Attack Dice
- EFFECT 2: However, target also gets stacks of Bleeding equal to 33% of their Maximum Hearts (minimum of Bleeding x7).
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: Any amount of Magic
- DESCRIPTION: Use the power of Shadow to create false shadows, causing images by tethering the illusion to the area.
- EFFECT: Create a 3D image of something and place it anywhere in the area.
- The image has no physical presence, so anything touching it will pass right through it.
DURATION: Until you leave the room or area.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: 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.
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- SELL VALUE: 575 Rupees
- REQUIREMENTS: Shadow
- COSTS: 1 Magic
- DESCRIPTION: Strengthen a target’s Shadow into steel, powering them up… somehow.
- EFFECT: Target gains 5 Power.
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- SELL VALUE: 575 Rupees
- REQUIREMENTS: Shadow
- COSTS: 1 Magic
- DESCRIPTION: Target becomes more in sync with their own Shadow, gaining its speed.
- EFFECT: Target gains 5 Courage.
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it. How they get augmented is a mystery.
- SELL VALUE: 550 Rupees
- DESCRIPTION: Bombchus are moving bombs that seeks in on a target’s weak point. Hits one target with ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: 12
- EFFECT: If it hits, you can choose to roll again to see if hits a weak point, using ATTACK 2. If you do, the initial attack's damage is not applied.
ATTACK 2: Roll your Power dice vs. targets' Wisdom dice
Damage: 16
IF FAIL: The Bombchu deactivates and deals no damage.
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it. How they get augmented is a mystery.
- SELL VALUE: 250 Rupees
- DESCRIPTION: A big, super-sized red Bomb that's packed as tightly as possible with gunpowder for the user to rain Michael Bay death all over. Unfortunately, it has a massive blast radius, as it hits everyone.
- EFFECT: This bypasses Cover.
- Roll your Power +6 dice vs. targets' Power dice
- Damage: 13
- Amount: 5
- SELL VALUE: 125 Rupees
- DESCRIPTION: Consisting of a god darn bomb attached to a long, sturdy metal chain; this simple Bomb-and-Chain plows through defenses and can even destroy them... while destroying itself. Can use Shield Smash or Armor Smash on a target.
- Shield Smash:
- Roll your Power -2 dice vs. targets' Power dice
- Damage: +2
- EFFECT 1: If it hits, target loses 4 Defense Dice.
- EFFECT 2:
- IF FAIL: Then the bomb explodes with chain bits flying everywhere, causing everyone to automatically lose 2 Defense Dice.
Armor Smash:
Roll your Power dice vs. targets' Courage dice
Damage: +2
EFFECT: If it hits, target loses 4 Armor.
IF FAIL: Then the bomb explodes with chain bits flying everywhere, causing everyone to automatically lose 2 Armor.
- DESCRIPTION: An upgraded variant of the original Soul Lantern, this one possesses the ability to attract souls, either to be absorbed, or released into the night. How that last function works, you’re not entirely sure. When lit, it emits an ethereal flame with a greenish hue, allowing anyone to see the souls of everyone nearby, even without Spirit Vision. Can use Charge, Soul Defense, Attract Souls, Absorb Souls, and Release Souls.
- Defense Dice: +5
- Charge:
- Whirl the Soul Lantern around, and let its flame guide you to strike a target!
- Roll your Wisdom +15 dice vs. targets' Courage dice
- Damage: +0
Soul Defense:
COSTS: 5 Wisdom
EFFECT: When defending, you can override your defending stat with Wisdom.
Note this is done after the cost.
Attract Souls:
COSTS: 5 Magic
EFFECT: All souls in the area that aren’t attached to a living being will gravitate towards your Soul Lantern.
After 1 Round, they’ll reach your Soul Lantern, at which a glass cage puts itself up and encases them within it.
Absorb Soul:
EFFECT: Absorb one of the contained souls you have, giving you a boost in stats, depending on the nature of the soul.
Warning, if you absorb a more dangerous soul, you’ll be required to roll against it, based on DM’s discretion. If you lose, the soul will take control over you for the remainder of the battle.
Release Souls:
DESCRIPTION: Supposedly, these can release souls into the night, but the process is unclear to you. It’ll require a Poe’s knowledge to figure this one out.
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- SELL VALUE: 500 Rupees
- DESCRIPTION: A lightweight set of Armor that compresses as the wearer is attacked by a strong or accurate attack.
- Armor: +5
- EFFECT: If you are targeted by an attack that has an attacking roll of at least 40 Dice, the Armor bonus this Armor provides increases from +5 to +11 for the duration of the attack.
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- SELL VALUE: 850 Rupees
- DESCRIPTION: A red vest, embedded with emblems of blades, that increases your aggression. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Attack Dice: +4
Augmented Mode:
COSTS: 4 Magic at the start of each round
Attack Dice: +11
- Amount: 5
- SELL VALUE: 100 Rupees
- DESCRIPTION: Taking on the appearance of a large cherry dyed blood red, this delicious fruit is as dangerous as it is tasty; through being violently addictive or it's capability to hurl itself at enemies. You can Eat it or Set it up in a tree.
- EFFECT: If someone dies and not revived shortly afterwards within 30 feet of this fruit, their soul gets sucked into it. It becomes inedible and gains Dice on its attack equal to half the soul's Base Wisdom stat.
- In order for a soul to escape the pull, it must roll their Base Wisdom vs 30 Dice
Eat:
EFFECT 1: You recover 10 Hearts and gain 5 Power.
EFFECT 2: After eating it; you must roll your Wisdom vs your Power+5. If you fail; you must eat another Forbidden Fruit at the start of your next turn or, if you can't, you take Neutral Damage equal to half the total Hearts restored by the Forbidden Fruit you consumed during this battle and you cannot act that turn.
Set:
REQUIREMENTS: A living tree or bush
EFFECT: Set the fruit up in a plant; waiting for someone for the fruit to jump out and attack. O.o
Roll half your Power and add half the successes to the fruit's attack as Dice
When anyone living other than the person who set it moves within 10 feet of the fruit; the fruit leaps out and explodes on the target, leaving behind a gory mist of blood red juice and flesh:
Roll 30 Dice vs target's Power.
Damage: +5
EFFECT: Any trapped soul is released, though without most of its vitality.
- Amount: 2
- SELL VALUE: 200 Rupees
- 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: 2
- SELL VALUE: 75 Rupees
- DESCRIPTION: A dose of honey from the remains of a Bee. While the Bee isn’t tasty, the honey is a sweet treat for sure.
- EFFECT: Consume this to recover 4 Hearts & 2 Magic, and remove all Bleeding & Magic Bleeding from yourself.
- Amount: 8
- 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. Then, choose which roll the target uses.
- Amount: 5
- SELL VALUE: 50 Rupees
- DESCRIPTION: A bottle of magical bone dust from the remains of a Stalfos.
- EFFECT: Pour it over a dead target to bring them back to life with 1 Heart.
- INFORMATION: This item binds to you once you equip it. The only way to unequip it is to unbind its powers somehow or die.
- DESCRIPTION: A small stamp depicting the Salvadman Coat of Arms planted onto the back of one of the ears of a Keaton; this mark grants you a hefty boon to health. The powers Thoughter once had over this mask is gone, but it seems to have some other hidden effect...
- Hearts: +25/25
- EFFECT 1: Anyone wearing Thoughter's Mask can track your location at any given moment and issue orders to you.
- EFFECT 2: ???
RE: 5-9-20: Invasion - WindStrike - 07-13-2020
Origin: Death
It’s Fran, he doesn’t deserve a written description, only death itself.
- RESTRICTIONS: This is an Innate Skill. Only Fran can learn and use this skill.
- DESCRIPTION: A master of explosions and death, Fran doesn’t have a stat line. Instead he rolls for his rolls. It’s much more of a surprise that way!
- EFFECT: Each time you defend, roll $1d50. The result is your Successes.
- RESTRICTIONS: This is an Innate Skill. Only Fran can learn and use this skill.
- DESCRIPTION: Surrounding Fran is series of explosions, constantly emitting and constantly in flux! They serve to protect and destroy.
- EFFECT: You start with 6 Explosion Layers.
- Each time you defend, it expends an Explosion Layer.
- If a defense fails, you can use another layer to defend. And another. And another. Until you’re out.
At the start of each round, you recover all your Explosion Layers.
If you happen to die, you’ll respawn a round later, but you’ll be permanently reduced to 4 Explosion Layers.
- COSTS: 1 Explosion Layer
- DESCRIPTION: Point at a target, make them go kablooey! Perhaps they’ll ascend to the heavens and meet Michael Bay along the way!
- $1d50 vs. targets’ Courage stat
- Damage: +10
- EFFECT: If it kills the target, they then exploding, hitting everyone in the area with another $1d50 attack, dealing half damage.
- COSTS: 2 Explosion Layers
- DESCRIPTION: Use a powerful blast to send someone flying, away and away! Potentially…
- $1d70 vs. targets’ Power stat
- Damage: +0
- EFFECT: If it hits, launch the target flying so far, they’re launched out of the battle!
- COSTS: 1 Explosion Layer per action charged
- CHARGE: # Actions
- Begin charging by pulling in an Explosion Layer. As you charge, pull in more layers, compounding the musical composition of sweet harmonies and dissident chords you’ll be producing! … Explosively.
DESCRIPTION: Once charged (to your satisfaction), unleash a series of explosions, hitting everyone else, multiplying the number of times this hits by the number of Explosion Layers expended. Targets’ hit roll once to defend.
$1d50 vs. targets’ Wisdom stat
Damage: +0
NOTE: Each attack counts as separate damage, so Armor will factor in on each hit.
- 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).
- Power: 30 (+0)
- Courage: 35 (+0)
- Wisdom: 15 (+0)
- Hearts: 300/300 (+0)
- Magic: 50/50 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 15
- Armor: 0
Affinities: Fire, Nature
Origin: Ocarina of Time
These khaki-green plants with large distinctive purple-blue heads are the source of Deku Sticks, Deku Nuts, and the high prices of both. Its carnivorous nature and ground-level height often makes it difficult to notice - until it tries to take a bite out of your leg and continues attempting to do so from a range thanks to its long stalk. And even if you do manage to walk far enough away, as long as you’re in sight, it’ll launch fiery balls of death as it hungers for your charred, crispy flesh.
This particular Deku Baba was originally tamed by Darte Fellshard. It was able to feast on a number of enemies, turning into a Boss Baba, but in an altercation with Chaos Fran, it was defeated by explosions and thought to be dead. It would seem that’s not quite the case, as it’s now dripping with lava and under the control of the Happy Mask Man.
- RESTRICTIONS: This is an Innate Skill. Only Deku Babas can learn and use this skill.
- DESCRIPTION: The long stalk that attaches the Deku Baba’s head to the ground is both sturdy and malleable, allowing it to quickly reach anything within its range. However, it’s vulnerable to sharp weapons.
- Defense Dice: +15
- EFFECT 1: Automatically Cover all allies that are near you.
- EFFECT 2: Attackers can first roll their Base Courage vs. your Base Courage.
- If they succeed, they can follow up with an attack from a sharp weapon, ignoring its Bonus Defense Dice.
- If either their roll or their attack fails, you get to automatically Counterattack them with +15 Dice.
- RESTRICTIONS: This is an Innate Skill. Only Deku Babas can learn and use this skill.
- DESCRIPTION: Courtesies of experiencing the awesome power of Fran’s explosions, and the Mask Man’s powers, the Lava Boss Baba not only spews lava, but it’s immune to lava.
- EFFECT: You are immune to the damage and effects of all Fire-based attacks & abilities.
- REQUIREMENTS: Fire
- DESCRIPTION: Lava Boss Baba gleefully chomps on a target, complete with a mouth full of Armor-melting lava.
- Roll your Courage +10 dice vs. targets' Courage dice
- Damage: +10
- EFFECT: If it hits, reduce the target’s Armor by 10.
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: The Lava Boss Baba, hungry for its prey, uses its own Magic to heat up the inside of its mouth, molding the burning flames into a Lavaball. It then tracks its target from afar, and using complex math, it launches the Fireball at the target, even outside of a battle!
- Roll your Power +15 dice vs. targets' Wisdom dice
- Neutral Damage: 15
- EFFECT: If it hits, target loses 5 Magic.
- If the target has no Magic remaining, double the amount of Neutral Damage dealt.
- REQUIREMENTS: Fire
- COSTS: 20 Magic
- CHARGE: 3 Actions
- Begin charging overcharging several Lavaballs in your own mouth. During this time, you can’t do any other attacks.
DESCRIPTION: Once charged, spew out a field of lava across the whole ground, hitting everyone else!
Roll your Power +10 dice vs. targets' Wisdom dice
Neutral Damage: 20
- 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).
- Power: 10 (+0)
- Courage: 26 (+0)
- Wisdom: 52 (+0)
- Hearts: 28/28 (+0)
- Magic: 300/250 (+50)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 5
- Armor: 4
Affinities: Light, Shadow, Spirit
Origin: Majora’s Mask
It’s the Happy Mask Man! If you’re fighting him, you’ve met with a terrible fate.
Chaos Warp Shield
Masked Man
Hylian Innates
- Stat Point Cost: 4
- 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.
Chaos Block (Reactive Action)
Madness Teleport
Chaos Orb
Force Mask
- 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 & Spirit
- COSTS: 6 Magic
- DESCRIPTION: Places a soul sticker on a target. If it’s an ally, the roll can be skipped and this can be used as a Support Action. Hits one target.
- Roll your Wisdom +12 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets a Soul Sticker stuck to their soul:
- At any time, you can freely switch places with the target.
- If you switch during your turn, it costs nothing.
- If you switch outside of your turn, it’ll cost a Support Action off your next turn.
DURATION: Until the end of your turn 2 Rounds later
- REQUIREMENTS: Shadow & Spirit
- COSTS: 10 Magic
- DESCRIPTION: Extend a spiritual hand from your own soul, reach into someone else’s soul, and rip it out! Hits one target.
- 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
- Neutral Damage: +0
- EFFECT: If it hits, siphon Magic (Stat) from the target to you, equal to the difference in successes.
- REQUIREMENTS: Light & Spirit
- COSTS: 8 Magic
- DESCRIPTION: Apply a shield on someone that redirects the next attack on them to a completely random target, even possibly themselves!
- EFFECT: Give a target the Misdirect Shield:
- The next single-target attack aimed at the target automatically gets redirected to a random target in the battle, using $1d#, where # = the number of participants in the battle, including the target themself.
- DURATION: Until the end of your turn 2 Rounds later
- REQUIREMENTS: Shadow
- COSTS: 6 Magic
- DESCRIPTION: Shadows encompass the entire field, allowing anyone to briefly manipulate the result of an action.
- EFFECT: Summon the Reversal Field Effect:
- Overwrite any current Field Effect in play.
- Each round, everyone receives 1 Temporary Reroll Point, which automatically expires at the end of the round.
- REQUIREMENTS: Spirit
- COSTS: 15 Magic
- DESCRIPTION: Split your very soul into two, creating an identical clone of yourself! No one, not even someone with Spirit Vision will be able to distinguish the two halves!
- EFFECT: Create a clone of yourself, with everything you have, adding it with $init j:
- Both you and your clone are reduced to half your Hearts & Magic Stats.
- Both of you share the same pool of Consumables.
- Neither of you can recast this spell as long as it’s active.
- If either you or the clone dies, the spell ends, reverting you to a single body, still with your Hearts & Magic Stats halved.
- DURATION: For the remainder of the battle
- 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: Shadow
- DESCRIPTION: A pink, ethereal cane, based off the Cane of Lalakar. Used by certain Wizzrobes, it can temporarily phase them out of existence, though they can’t do anything else during this time. Can use Self Phase and Double Phase Out.
- Self Phase:
- COSTS: 5 Magic
- DESCRIPTION: Become part of the spiritual plane, becoming immune to the physical realm, though at the cost of being unable to do anything yourself.
- EFFECT 1: You become immune to all attacks and other effects, except Spirit-based Abilities.
- EFFECT 2: You are unable to do any actions, including reactions.
- DURATION: Until the end of your turn 1 Round later
Double Phase Out:
COSTS: 12 Magic
DESCRIPTION: Rip your enemy out from the physical plane of existence. Can either hit two targets, or hit the same target twice.
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.
- DESCRIPTION: An upgraded variant of the original Soul Lantern, this one possesses the ability to attract souls, either to be absorbed, or released into the night. How that last function works, you’re not entirely sure. When lit, it emits an ethereal flame with a greenish hue, allowing anyone to see the souls of everyone nearby, even without Spirit Vision. Can use Charge, Soul Defense, Attract Souls, Absorb Souls, and Release Souls.
- Defense Dice: +5
- Charge:
- Whirl the Soul Lantern around, and let its flame guide you to strike a target!
- Roll your Wisdom +15 dice vs. targets' Courage dice
- Damage: +0
Soul Defense:
COSTS: 5 Wisdom
EFFECT: When defending, you can override your defending stat with Wisdom.
Note this is done after the cost.
Attract Souls:
COSTS: 5 Magic
EFFECT: All souls in the area that aren’t attached to a living being will gravitate towards your Soul Lantern.
After 1 Round, they’ll reach your Soul Lantern, at which a glass cage puts itself up and encases them within it.
Absorb Soul:
EFFECT: Absorb one of the contained souls you have, giving you a boost in stats, depending on the nature of the soul.
Warning, if you absorb a more dangerous soul, you’ll be required to roll against it, based on DM’s discretion. If you lose, the soul will take control over you for the remainder of the battle.
Release Souls:
DESCRIPTION: Supposedly, these can release souls into the night, but the process is unclear to you. It’ll require a Poe’s knowledge to figure this one out.
- DESCRIPTION: An armor that projects your own Magic into a shield around you, giving you Warp Shield.
- Armor: +4
- EFFECT: When you take damage, instead of losing Hearts, you can choose to lose Magic equal to the damage taken instead.
- If you choose to lose any amount of Magic, your Armor is not factored in until Warp Shield is deactivated.
- If you run out of Magic, Warp Shield deactivates for the remainder of the battle.
- INFORMATION: This is a Mythical Artifact.
- REQUIREMENTS: Light & Shadow
- DESCRIPTION: A deep violet robe, studded with white specks, which glow like stars in the night when it’s particularly dark. Grants you the ability to see in the dark, as well as incredible Magic regeneration. Can use the Starlight Fade ability.
- Magic Regen: x10
- This is doubled if you’re in a dark area.
EFFECT: You have Night Vision and can see in the dark.
Starlight Fade:
REQUIREMENTS: You must be in a dark area
COSTS: 20 Magic
DESCRIPTION: When submerged in darkness, the light of the stars on your robe shine brightest. Use it to change the area itself:
EFFECT 1: Summon the Sea of Stars Field Effect:
Engulf the entire area in a sea of stars, as if you were in space itself. Those with both Light & Shadow Affinities become aligned with the stars.
All numerical effects caused by Light and/or Shadow Spells are doubled.
DURATIONS caused by Light and/or Shadow Spells last 2 Rounds longer.
This Field Effect cannot be overwritten by another.
DURATION: Until the end of your turn 2 Rounds later
EFFECT 2: As long as the Sea of Stars Field Effect is up, you remain Camouflaged and cannot be the target of any Single-Target attacks, even if you yourself attack.
- 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..
- Amount: 2
- 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.
- DESCRIPTION: A special white mask that only covers the face from the eyes and nose up, resembling the top half of a Keaton’s face. It takes on different colours depending on the user’s mood, and it glows when its powers are tapped into. However, there seems to be some slight cracks around the mask, as if it’s been imbued with too much power.
- Magic: +50/50
- EFFECT: Gain Spirit Affinity while wearing this.
- Overseer:
- COSTS: 10 Magic
- DESCRIPTION: Imbue your own Spirit Vision with extra power, letting you see further than before.
- EFFECT: Become aware of all souls in a half-mile radius. If any are of particular interest, you can specifically seek in on one soul with a bird’s-eye view:
- You’ll get greater detailed visual details that target’s soul and of those around them
- However, as long as you keep this active, you lose 15 Defense Dice.
- DURATION: Until you end it manually (for no cost) or take damage
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