Baegba - WindStrike - 06-14-2013
- Power: 22 (+3)
- Courage: 1 (+0)
- Wisdom: 25 (+5)
- Hearts: 8/1 (+0)
- Magic: 7/12 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 4
- Stat Points: 0
- Stat Points (Used): 75
- Heart Containers: 7
- Rupees: 1550
Affinities: Fire, Water
Wot be et err proiblem wit' moi speech?
SWATTIN' BOULDERS!
FLIPPIN' TABLES!
SLAMMIN' DOORS!
WRECKIN' CASTLES!
JUMPIN' PLATFORMS!
SHELFIN' SHELVES!
TANKIN' EXPLOSIONS!
BOMBIN' WATERFALLS!
CHUCKIN' DARTES!
EXPLODIN' EXPOSITIONS!
LIFTIN' METEORS
GRABBIN' DRAGONS
CHUCKIN' DRAGONS
HUGGIN' DRAGONS
- REQUIREMENTS: Water, Fire, being in Curl Up and only Baegba can learn and use this skill
- CHARGE: 1 Action
- Begin charging by rolling on the spot, generating and freezing water behind yourself while preparing to make an explosion.
DESCRIPTION: Once fully charged, create an explosion directed at the ice behind you to propel yourself at maximum velocity! This can be either used as an attack, igniting yourself in flames as you hit one target, or as a method of fast movement using ice to reduce drag and steer. This can only be used while in Curl Up
EFFECT: All rolls you make using this move gain Dice equal to half of your Armor
Attack:
COSTS: 8 Magic
Roll your Power dice vs. targets' Courage dice
Damage: +0
EFFECT 1: If it hits, target loses 7 Hearts (Stat)
EFFECT 2: If it hits, bounce off and you can choose to strike another target with the success rate of this attack -10.
This does not proc itself.
IF FAIL: You crash into an inconviently placed wall in flames, causing you to take EFFECT 1 and any EFFECTS of the attack that are added.
Movement:
COSTS: 1 Magic per 50 feet travelled.
EFFECT: You roll almost uncontrollably fast as you spend Magic to generate ice in the path ahead, travelling at a rate of 4 feet per Success on a Power roll.
However, you can not steer yourself properly. Whenever you want to make any significant turn, you must spend 1 Magic to produce a blockade of ice which you bounce off to change your direction. Sharp turns require 2 or more blockades to make.
You can end this by ceasing your production of ice, ending consumption of Magic and causing you to slow to a stop.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- RESTRICTIONS: This is an Innate Skill. Only Gorons can learn and use this skill.
- DESCRIPTION: Come on over to Mr. Goron and give him a biiiig Goron huuug! Hits one target.
- Roll your Power +3 dice vs. targets' Power dice
- Damage: +0
- EFFECT: If it hits, target’s bones crunch a bit, causing the target to lose 2 Power.
- RESTRICTIONS: This is an Innate Skill. Only Gorons can learn and use this skill.
- DESCRIPTION: As big and strong as the Gorons are… they have a tendency to curl up into a ball out of fear. Which, oddly enough, protects them quite well.
- EFFECT: You become immobile and incapable of doing any Action or defending, except for cancelling Curl Up. However, you get several bonuses in its place:
- Armor: Roll your Power stat. Until you end Curl Up, you gain Armor equal to the result of that roll.
- Additionally, you cannot receive effects from enemies.
- DURATION: Until you manually cancel it for no Action Cost on your turn.
- RESTRICTIONS: This is an Innate Skill. Only Gorons can learn and use this skill.
- REQUIREMENTS: A free hand
- CHARGE: 1 Action
- Amass great strength to your hands, and get ready to throw Fran someone at extreme speeds.
DESCRIPTION: Once charged, you feel like you can throw the universe! But first, pick someone up with great ease using ATTACK 1.
ATTACK 1: Roll your Power +10 dice vs. targets' Power dice
Damage: None
EFFECT: 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 to defend
Target Damage: +0
Projectile Damage: Halved and based on the difference in successes from ATTACK 1.
- RESTRICTIONS: This is an Innate Skill. Only Gorons can learn and use this skill.
- DESCRIPTION: Gorons have natural strength and are tough to take down.
- Power: +3
- Armor: +2
- RESTRICTIONS: This is an Innate Skill. Only Gorons can learn and use this skill.
- DESCRIPTION: When calm, Gorons can tap into their inner strength, allowing them to pick up and move things way easier.
- EFFECT: Outside of battle, you gain 5 Power.
- RESTRICTIONS: This is an Innate Skill. Only Gorons can learn and use this skill.
- DESCRIPTION: Gorons aren’t known for being agile… except when they’re on a roll!
- EFFECT: When jumping, you can cover 2 Feet of distance per 1 Success from a Courage roll.
- Additionally, when defending against Fall Damage, you can roll your Power stat instead of your Courage stat, in an attempt to slam the ground so hard, you transfer the impact into the ground. … which isn’t how physics work, but Gorons don’t know that.
- REQUIREMENTS: A musical instrument and a song
- SELL VALUE: 75 Rupees
- DESCRIPTION: Enables you to cancel out another player's song with your own song. Yo dawg, we heard you like songs! First, select a song to play. Then roll against the player of the the current song in play.
- EFFECT: This bypasses Cover, but it doesn’t break Cover.
- Roll your instrument's stats vs the enemy's Power stat
- Damage: None
- EFFECT: Your song plays instead, cancelling the target’s song out.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: Two free hands
- DESCRIPTION: Grab a target and hug him, squeezing out some Magic from them in the process.
- Roll your Power +6 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: Siphon Magic from the target equal to half the difference in successes.
- SELL VALUE: 150 Rupees
- 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
- SELL VALUE: 100 Rupees
- COSTS: 3 Hearts
- DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gains a boost.
- EFFECT: Your next attack gains 5 Dice.
- SELL VALUE: 50 Rupees
- DESCRIPTION: Poke someone. For the lulz. This is automatic and counts as a Support Action, by the way.
- Neutral Damage: 1
- FYI: This does not break Cover.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A free hand
- DESCRIPTION: Select a target to steal from. Hopefully it's not considered illegal.
- Roll your Power dice vs. targets' Power dice
- Damage: None
Roll your Courage dice vs. targets' Courage dice
Damage: None
Roll your Wisdom dice vs. targets' Wisdom dice
Damage: None
EFFECT: If at least two of the three attacks are successful, steal an item that's equipped by the target.
Then, either store it in your inventory or, if you meet the REQUIREMENTS, you can immediately equip it.
- SELL VALUE: 200 Rupees
- 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.
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- RESTRICTION 1: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
- RESTRICTION 2: This can only be activated once per battle.
- DESCRIPTION: After being attacked, you are capable of projecting a mirror image of yourself behind the target.
- CONDITION: After someone attacks you with an attack (regardless if it was successful or not), you can Counterattack by using any non-charge attack.
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Fire
- COSTS: 1 Magic
- DESCRIPTION: A basic Fire spell that causes a flurry of sparks to explode around the target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- Neutral Damage: 4
- SELL VALUE: 250 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 4 Armor.
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Shoot ball of flames that explodes over an enemy team, causing sparks to rain down on all your enemies.
- EFFECT: Bypasses Cover.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Fire
- COSTS: 2 Magic
- DESCRIPTION: Summon a small explosion of Fire, which fires embers in a direction, hitting one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target gets Burned:
- Every time the target attacks or defends, they take 1 Neutral Damage.
- 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: 250 Rupees
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: A green flame that ignites the target’s Magic pool.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target becomes Cursed:
- Anytime the target spends Magic, they take Neutral Damage equal to the amount spent.
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Send an icy wave of Water at a target, slowing them down.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 3 Attack Dice.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Fling a large chunk of ice at a target, reducing their speed.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +3
- EFFECT: If it hits, target loses 5 Courage.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Wrap the target in a frozen bubble, nullifying the bonuses their attacks gain.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target gets Numbed:
- Target’s Combat Actions have their Dice & Damage Modifiers removed.
- DURATION: Two rounds.
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
- EFFECT: Target gains 3 Attack Dice.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: Infuse an ally with high intensity flames, empowering their next attack.
- EFFECT: Target’s next attack gains 8 Dice.
- 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: 200 Rupees
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Set up a blockade of Water, suppressing a nasty power produced by an attack.
- EFFECT: Target gains Effect Block:
- Negate the next EFFECT to the target caused by a Combat Action, which then removes Effect Block.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Protect someone with a sponge, softening the impact of the next attack that hits them.
- EFFECT: Target gains Shield:
- Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
- 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.
- DURATION: Until the target takes Damage
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Water
- COSTS: Any amount of Magic
- DESCRIPTION: By manipulating currents of Water, start causing a sound to echo through the room. You can Tether this illusion to an area or to an object.
- Tether to Area:
- EFFECT: A sound of your choice begins echoing through the heads of anyone currently in the room.
- DURATION: Until you leave the room or area.
Tether to Object:
EFFECT: Anyone approaching the object hears a sound of your choice echo through their heads.
DURATION: Until the object is damaged.
- SELL VALUE: 75 Rupees
- DESCRIPTION: A steel hammer that packs extra punch, this hammer can cripple defenses and disable targets. Can Whack or Cripple a target.
- Whack!:
- Roll your Power dice vs. targets' Power dice
- Damage: +4
Cripple:
Roll your Power -3 dice vs. targets' Power dice
Damage: +0
EFFECT: If it hits, the target gets Immobilized:
Target cannot move or use any melee attacks.
DURATION: One round.
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A sharp axe that can kill multiple targets in a single strike, or instantly kill someone with low health. Can use Cleave or Execute on a target.
- Cleave:
- Roll your Power dice vs. targets' Power dice
- Damage: +2
- EFFECT: If the hit kills a target, you can have the attack continue to go through to another enemy at the same success rate -#, where # = the Current Hearts of the previous target prior to hitting him.
- This continues until the hit misses or doesn't kill a target.
Execute:
Roll your Power dice vs. targets' Power dice
Damage: +3
EFFECT: If the target has 3 Hearts or less afterwards, all effects on the target are removed and the target automatically dies.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A large sword easily capable of slicing through any foe in your path. Can Power Slash or Cleave a target.
- Power Slash:
- Roll your Power dice vs. targets' Courage dice
- Damage: +7
Cleave:
Roll your Power -5 dice vs. targets' Courage dice
Damage: +7
EFFECT: If the target dies, cleave through them and hit another target at the same success rate, dealing half the damage.
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: Crafted from the roots of the Old Deku Tree, this staff provides support abilities. You can Whack or Drain a target.
- EFFECT: Once per round, at any time, you can transfer any amounts of your Hearts and/or Magic to any other target.
- Whack:
- Roll your Power +15 dice vs. targets' Power dice
- Damage: Halved
Drain:
DESCRIPTION: Fire a draining beam at the target.
Roll your Wisdom +10 dice vs. targets' Wisdom dice
Damage: None
EFFECT: If it hits, siphon 4 Hearts & 4 Magic from the target to you, ignoring Armor.
- SELL VALUE: 175 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: 8
- 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: 12
IF FAIL: The Bombchu deactivates and deals no damage.
- SELL VALUE: 250 Rupees
- DESCRIPTION: A big, super-sized red Bomb that's packed as tightly as possible with gunpowder for the user to rain Michael Bay death all over. Unfortunately, it has a massive blast radius, as it hits everyone.
- EFFECT: This bypasses Cover.
- Roll your Power +6 dice vs. targets' Power dice
- Damage: 10
- SELL VALUE: 100 Rupees
- DESCRIPTION: Souls... give me your SOULS! While it doesn't have much power, it makes up for being able to siphon Magic from its targets. Can hit a target with Siphoning Strike.
- EFFECT: Once per round, at any time, you can transfer any amount of your Magic to any other target.
- Siphoning Strike:
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, siphon Magic from the target to anyone else, up to an amount equal to the damage dealt.
- SELL VALUE: 125 Rupees
- DESCRIPTION: Expelliarmus! A green-tinted wand that has a rotating base, allowing it to switch between modes. Can use Disarm or Purge on a target.
- Disarm:
- DESCRIPTION: Target someone and attempt to fling one of their equipped Handheld Items.
- Roll your Wisdom dice vs. targets' Power dice
- Damage: None
- EFFECT: If it hits, the item is flung out of the target's hands and into the open.
- The item lays on the ground. Anyone can then spend a Support Action to pick it up and stash it in their inventory.
Purge:
COSTS: 6 Magic
DESCRIPTION: Touch a target briefly with the tip of this wand and watch as a green light of death purity flows into the target, expelling them of an impurity.
EFFECT: Remove remove one Negation, Attrition, Disruption, Dispersion, or Contortion effect from the target.
- INFORMATION: This is a Mythical Artifact.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: This pair of twin wands - one grey with a minus symbol at its base, and the other a dull white with a plus symbol at its base - are capable of controlling gravity in localized areas. It requires both to make use of them; each of them does nothing on their own. Can use Gravity Smash on a target and the Gravity Bubble ability.
- Polarity:
- At the start of each round, choose one of the following bonuses to have:
- Attack Dice: +5
- Defense Dice: +5
Gravity Smash:
Roll your Wisdom dice vs. targets' Wisdom dice
Damage: +5
EFFECT 1: If it hits, target gets Immobilized:
Target cannot move or use any melee attacks.
DURATION: One round.
EFFECT 2: Additionally, target gets Unfocused:
Target cannot use ranged attacks.
DURATION: One round.
Gravity Bubble:
COSTS: 2 Magic * the number of targets
EFFECT: Place a Gravity Bubble around any number of targets, allowing them to freely float and ignore gravity; raising defense, though impairing their attacks.
Defense Dice: +4
Attack Dice: -4
DURATION: Either the caster or target can end it at any time for no Action Cost.
- SELL VALUE: 100 Rupees
- DESCRIPTION: A lantern as a shield? Who does that? With this, you can sell part of your soul with Magic to block an attack with the Soul Defense ability.
- Defense Dice: +2
- Soul Defense:
- RESTRICTIONS: This can only be used once per battle
- COSTS: 2 Magic
- EFFECT: When defending, you can override your defending stat with Wisdom.
- SELL VALUE: 125 Rupees
- DESCRIPTION: An incredibly spiky armor that starts with a magical enchantment.
- Armor: +2
- EFFECT: Start the battle with Thorns.
- The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
- SELL VALUE: 100 Rupees
- DESCRIPTION: This sky blue tunic, crafted from the scales of fallen Zora warriors, grants the wearer the ability to breathe underwater.
- Armor: +2
- EFFECT 1: Once per battle, if an EFFECT or Bonus you have would be removed or reduced, you can prevent it entirely.
- EFFECT 2: You are able to breathe underwater.
- INFORMATION: This item is an Artifact.
- DESCRIPTION: Enchanted by protectful spirits, this robe amplifies the power of the user’s mind. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Wisdom: +5
Augmented Mode:
COSTS: 4 Magic at the start of each round to maintain
Wisdom: +13
- INFORMATION: This item is an Artifact.
- DESCRIPTION: A thin sliver of metal coats this robe, protecting you from attacks. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Armor: +4
Augmented Mode:
COSTS: 4 Magic at the start of each round
Armor: +11
- Amount: 2
- SELL VALUE: 50 Rupees
- DESCRIPTION: A golden coin that can be flicked at any roll to rewind time for a moment and force a redo.
- EFFECT: Once per turn, immediately after someone rolls for something, you can flick a Reroll Point at the target to force them to reroll it.
- Amount: 0
- SELL VALUE: 25 Rupees
- DESCRIPTION: A tasty Heart that can be devoured to recover your Hearts! ... that doesn't sound right.
- EFFECT: Consume this to recover 6 Hearts.
- Amount: 0
- SELL VALUE: 50 Rupees
- DESCRIPTION: A light red liquid that gives you health back when you drink it. So what's in it anyways?
- EFFECT: Consume this to recover either:
- Recover 10 Hearts... OR
- Half of your Maximum Hearts.
- Amount: 1
- SELL VALUE: 100 Rupees
- DESCRIPTION: A powerful, red liquid capable of restoring all wounds. It actually kinda looks like blood…
- EFFECT: Consume this to recover to your Maximum Hearts.
- Amount: 0
- SELL VALUE: 25 Rupees
- DESCRIPTION: A jar containing liquified Magic, which you can drink to recover your Magic! Hope there's no alcohol in it.
- EFFECT: Consume this to recover 4 Magic.
- Amount: 2
- SELL VALUE: 100 Rupees
- 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 to your Maximum Magic.
- Amount: 0
- SELL VALUE: 50 Rupees
- DESCRIPTION: A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great? You can Eat It! or Throw It!:
- Eat It!:
- EFFECT: You can eat the bait to recover 6 Hearts.
Throw It!:
DESCRIPTION: You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.
Roll your Wisdom +8 dice vs. targets' Wisdom dice
Damage: None
EFFECT: Any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.
This counts as using a Support Action.
Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.
- Amount: 2
- SELL VALUE: 125 Rupees
- DESCRIPTION: A small cube of sponge which can be placed down. As it is primed, it can be doused with water to expand it at a rapid pace.
- EFFECT: Apply this sponge to any solid surface and then spray it with water to make it grow:
- Roll your Base Power. The sponge wall's Hearts is the result of this roll*2
- The sponge automatically Covers you from attack, but it can't defend.
- It is also immune to any EFFECTS.
When the sponge hits 0 Hearts, the wall crumbles down and breaks.
- Amount: 0
- DESCRIPTION: A lively Fairy, waiting in a bottle for your death! Isn't she just so kind?
- EFFECT: If you use the Fairy manually, you are restored to Maximum Hearts.
- If you die, you can use the Fairy on the spot, reviving you and restoring you to 3 Hearts.
- SELL VALUE: 50 Rupees
- DESCRIPTION: A mask molded in the shape of a Goron face which you wear on your face. This mask disguises you and gives you a small taste of what a Goron can do.
- EFFECT 1: You become disguised as a Goron, giving you +5 Dice when defending against Spot Checks performed against you by Gorons.
- EFFECT 2: You gain 5 Dice when picking up and throwing objects (not people).
- SELL VALUE: 100 Rupees
- RESTRICTION: Unless you use Overpower Song, you can not play a Song if there is already another Song being played by someone else.
- REQUIREMENTS: A musical instrument and 5 Wisdom
- COSTS: 1 Magic to play and maintain at the end of your turn each round.
- DESCRIPTION: A loud, simple, and vigorous song. When played in battle, it affects all of your allies:
- EFFECT: Continue to play the song as a channeled move, causing your allies to be affected by Vigorous Crescendo
- At the start of each Round and at the end of your Turn each round, all of your allies gain 2 Attack Dice.
- DURATION: Vigorous Crescendo lasts until you attack, defend, or play a different song.
- SELL VALUE: 150 Rupees
- RESTRICTION: Unless you use Overpower Song, you can not play a Song if there is already another Song being played by someone else.
- REQUIREMENTS: A musical instrument and 10 Wisdom
- COSTS: 2 Magic to play and maintain at the end of your turn each round.
- DESCRIPTION: A song played by Hylian soldiers when they are marching. This can encourage leadership among the players. Affects all allies.
- EFFECT: Continue to play the song as a channeled move, affecting all your allies with Hylian March
- At the end of your turn every round, all of your allies gain 2 Power, Courage and Wisdom.
- DURATION: Hylian March lasts until you attack, defend, or play a different song.
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