Sephiroth - Sephiroth - 09-22-2011
- Power: 29 (+5)
- Courage: 29 (+5)
- Wisdom: 30 (+0)
- Hearts: 11/11 (+26)
- Magic: 15/15 (+21)
- Initiative: $init 1d10
- Attack Dice: 8
- Defense Dice: 18
- Armor: 8
- Stat Points: 0
- Stat Points (Used): 119
- Heart Containers: 13
- Rupees: 154,545
Affinities: Shadow, Fire, Spirit and Arcane
Bonuses are calculated into the base numbers; makes it easier for me to calculate rolls.
- Power: 34 (+0)
- Courage: 34 (+0)
- Wisdom: 30 (+0)
- Hearts: 37/37 (+0)
- Magic: 36/36 (+0)
- Initiative: $init 1d10
- Attack Dice: 8
- Defense Dice: 18
- Armor: 8
Affinities: Shadow, Fire, Spirit and Arcane
- Power: 34 (+0)
- Courage: 34 (+0)
- Wisdom: 30 (+0)
- Hearts: 37/37 (+0)
- Magic: 44/44 (+0)
- Initiative: $init 1d10
- Attack Dice: 8
- Defense Dice: 18
- Armor: 8
Affinities: Shadow, Fire, Spirit and Arcane
INFORMATION: Augmented Robe further increases Maximum Magic by an additional +8.
- Weapon: Augmented Hades Masamune
- Shield: Augmented Soul Lantern v3
- Armor: Augmented Mystile
- Robe: Augmented Windfish Lord Robes (+Augmented)
- 2 Magic per round.
- Augmented Mystile: Armor +8, Hearts +8, Magic +8
- Augmented Soul Lantern v3: Defense Dice +13
- Critical Strike: Successful attack; $1d3: If 3, Damage x1.5
- Augmented Soul Lantern v3: Can use Soul Defense to override defense with Wisdom.
- After using Soul Defense: -5 Wisdom until end of next turn.
Augmented Windfish Lord Robes: Magic +8/8
Augmented Windfish Lord Robes (Augmented): Magic +8/8, All Enemies: -8 Attack Dice
Bling Ring: Each enemy defeated drops an additional 20 Rupees.
Bling Ring: At the end of any battle, increase Random Item Drops by 1.
If boss battle, increase by 3.
Magic Ring: Magic +5
Magic Ring: Magic Regen +5
Augmented Lantern of Doom: At the start of each round, siphon 4 Magic from each enemy to me.
Silver Gauntlets: Power +5; One-handed rolls using Throw increased by 5 Dice; Two-handed rolls using Throw increased by 10 Dice.
Pendant of Warding: Anyone that attacks me loses their Dice Modifier for the attack.
Wizzrobe Pendant: Attack Dice +3
Wizzrobe Pendant: Once Per Battle:
Can partially phase into any Non-Magic attack.
This phasing causes half damage, if already halved doesn't halve again.
After doing so, I get Phased Out: If any of my stats reach 0 (Except Magic), I die instantly.
Soulbound: Items cannot be lost and/or stolen.
Lifestream's Energy: Hearts +5
One Winged Angel:
Courage +5, Attack Dice +5, Defense Dice +5
While flying, cannot be attacked by melee attacks.
The little truck that could! Somehow, your 18-wheeler truck from that birthday session of yours was allowed to exist in the canon, much to DM’s detriment. As thus, you’ve got yourself a tiny truck that, when you enter, you miniaturize down to fit inside of it. It can use Standard Drive, Overdrive, and Boot Drive. Also, it’s got a Thypo Beaver on the roof of the container in the back.
Moves surprisingly fast, though it lacks any sort of punching power.
Can punch a hole through the side of Godzilla Argarok, which has 30 Armor, by the way. However, using this too much will cause Truck-Kun to stall temporarily.
Where we’re going, we don’t need roads. Launch a boot at a target of your choosing, and Truck-Kun will open a dimensional gate to reach said area. Gate size is directly proportional to the current size of the truck.
Sephiroth is one of the two Gaian characters in ZURPG.
Sephiroth, in all his appearances, wears a long black coat with silver pauldrons, black boots and black trousers. The top of his coat is open to reveal his chest, with his leather SOLDIER suspenders crossed over it. Sephiroth's silver hair is long with his bangs parted to either side of his face. Sephiroth is known for his green cat-like eyes and the Masamune, his seven-foot long katana he is rarely seen without. His battle stance with the sword is to hold it over his left shoulder with the blade curving downward. Sephiroth usually wields the Masamune two-handed.
After being defeated by Cloud at the end of Advent Children, Sephiroth dissipated and returned to the Lifestream on Gaia. Once in the Lifestream, he's able to be a part of the Planet, chat with other dead folks, and see some of his old friends. Sephiroth keeps thinking, "I will never be a memory", and he wants to return to Gaia, and wants to redeem himself, and wants to help others again, like he did in the past. Sephiroth attempts to escape the Lifestream; however, Aerith didn't exactly trust him. Aerith rips a hole in dimensions, transferring a portion of the Lifestream to Hyrule, along with Sephiroth as he uses up the last of his strength to escape. Sephiroth emerges from a portal inside the Old Shadow Temple, and collapses on the ground just outside of it. During the transfer, all of Sephiroth's Materia returns to the Lifestream. Meanwhile, our lovely ^_^ ghost Shady is traversing the Old Shadow Temple and finds a unconscious Sephiroth at the portal. Shady decides to take him out of the Old Shadow Temple to the town of Kakariko, where he regains his strength. Once he regained a portion of his strength, (and his senses), Sephiroth wondered where the <censored> he was. He found Shady later on, and Mr. Shady revealed that he wasn't in Gaia anymore... But yet he was in a land of Adventurers, ... The Land of Hyrule, a land that's recovering from the turmoil of an evil ruler, and that Shady could use Sephiroth's help in fixing the land by joining in as an Adventurer.
- Overall: With himself redeemed to his now old-dead-friends, he begins to focus on dealing with one final task: Bloodwind.
- Bloodwind: This fella is essentially a mirror to Sephiroth's old self: The one that wants to set the world on Fire. Sephiroth doesn't want anything to do with this old self, and sees it within Bloodwind, thus causing him to lock up worse than Windows Vista when the name is mentioned.
- Key to the Catacombs.
- After numerous shenanigans, Sephiroth was finally able to investigate the Locked Locker in the Catacombs and acquire the Black Materia, which fused itself with Sephiroth's Masamune. He then encountered an interesting foe from his homeworld and acquired a relic from it via Steal before eventually bringing it to its demise.
Nayru United.
After numerous shenanigans involving gravity, gravity bubbles and giant dragons and poes, Sephiroth was finally able to recover all 5 of Nayru's Love and reforge it, as well as obliterating a giant black dragon with Strife's Omnislash ability, decimating Stone Tower Temple as a side effect.
- Sephiroth's Quest Tracker doesn't track quests prior to the relaunch in September of 2015.
- RESTRICTIONS: Trinity Slash can only be used by Sephiroth
- COSTS: 6 Magic
- CHARGE: 2 Actions
- Charge by focusing on your skill of the sword, causing your blade to glow.
DESCRIPTION: Once charged, you can unleash your sword fury and attack a target with three different slashes simultaneously, each causing a different effect.
ATTACK 1: Roll your Power +6 dice vs. targets' Power dice
Neutral Damage: +0
EFFECT: Target loses 3 Defense Dice.
ATTACK 2: Roll your Courage +6 dice vs. targets' Courage dice
Neutral Damage: +0
EFFECT: Target loses 3 Attack Dice.
ATTACK 3: Roll your Wisdom +6 dice vs. targets' Wisdom dice
Neutral Damage: +0
EFFECT: Target loses 3 Armor.
SPECIAL CASE: If all 3 attacks are successful, target also loses 3 Power, 3 Courage, 3 Wisdom, 3/3 Hearts, and 3/3 Magic.
- RESTRICTIONS: Severance of a God can only be used by Sephiroth
- COSTS: 30 Magic
- CHARGE: 5 Actions
- Begin charging by focusing on the boundaries between all connections at the atomic level. As you charge, the dimensional boundaries surrounding the blade fold inwards towards the edge, forming a gate that extends past the length of the blade, threatening to sever the area in half.
DESCRIPTION: Once charged, pick an axis and slice everything along that axis! Well, maybe not everything across eternity, but for a decent range.
Roll your Power +15 dice vs. targets' Power dice
Neutral Damage: +0
EFFECT: Target(s) hit have their Current & Maximum Hearts halved. This is applied before the Neutral Damage is dealt.
This cannot be recovered or healed for the remainder of the battle.
- INFORMATION: This skill is an Endowed Skill. This skill has had 3/3 Endowments applied to it.
- RESTRICTIONS: Endowed Super Poke can only be used by Sephiroth
- DESCRIPTION: The Courage to walk up to them, the Wisdom to use only a finger, and the Power to… simply Super Poke a target! This is automatic and counts as a Support Action, by the way.
- EFFECT: This bypasses Cover. No really, ain’t no one allowed to block you from super pokin’ someone.
- Neutral Damage: 6
- FYI: This does not break Cover.
- RESTRICTIONS: One Winged Angel can only be used by Sephiroth
- DESCRIPTION: After slicing off an obsidian wing from the Black Dragon, its energies were absorbed into Sephiroth, finally revitalizing his own Black Angel Wing. With it, he’s able to freely fly around, gaining a drastic speed boost.
- Courage: +5
- Attack Dice & Defense Dice: +5
- EFFECT 1: You cannot be attacked by melee attacks.
- This can be circumvented via hookshot, clawshot, or Counterattacks.
- Should you choose not to be in flight-mode, you can be attacked by melee attacks.
EFFECT 2: Your Charge abilities are reduced by 1 Action.
- 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 Gaians can learn and use this skill.
- COSTS: 3 Magic
- CHARGE: 1 Action
- Charge by sending a message to the Lifestream. As a result, you hear unintelligible ramblings as you try to stabilize the connection.
DESCRIPTION: Once charged, you can use your connection with the afterlife to target and send a corpse to the Lifestream.
EFFECT 1: When you send the corpse, you get a message or small conversation from the soul of the corpse, giving you some sort of bonus (DM's discretion).
EFFECT 2: You also recover Hearts and Magic equal to the Maximum Hearts & Magic (respectively) of the corpse sent.
Alternatively, you can choose to siphon this amount to another living being.
EFFECT 3: The corpse cannot be revived for the rest of the battle.
- RESTRICTIONS: This is an Innate Skill. Only Gaians can learn and use this skill.
- COSTS: 4 Magic
- DESCRIPTION: Your soul travels through the Lifestream, transferring your soul to a corpse.
- EFFECT: The corpse is revived with Hearts and Magic equal to your own.
- While you are in the corpse, you have access to the corpse's abilities, but none of your own.
- At the start of your turn, you can transfer your soul back to your body for no Action cost.
- When your soul is transferred back to your body, the corpse you took over returns to being dead.
If your original body dies, your soul is drawn back to your body, reviving it to 1 Heart, but draining your Magic to 0.
DURATION: Soul Transfer lasts until you cancel it or your original body dies.
- RESTRICTION 1: This is an Innate Skill. Only Gaians can learn and use this skill.
- RESTRICTION 2: This can only be used once per battle.
- COSTS: Any amount of Magic
- DESCRIPTION: ”You have not yet fulfilled your destiny. You have been given another chance by the will of Minerva. Fight once more and complete your destiny!” You can shroud someone with a phantom version of the Lifestream, which can be seen faintly.
- EFFECT: Give someone Minerva’s Will:
- When that target dies, they revive with Hearts equal to the Magic you spent to cast the shroud.
- RESTRICTIONS: This is an Innate Skill. Only Gaians can learn and use this skill.
- DESCRIPTION: Further connected to the Lifestream, you are able use some of your life in exchange for the cost of your spells.
- Hearts: +5/5
- EFFECT: On any spell that costs Magic, you can instead spend Hearts equal to the Magic cost required in order to cast it.
- If the spell recovers or increases Hearts in any way, Lifestream’s Energy cannot be used to change its cost.
- RESTRICTIONS: This is an Innate Skill. Only Gaians can learn and use this skill.
- DESCRIPTION: Gaians are connected to the Lifestream and are thus able to hear the voices of souls of the dead.
- EFFECT: You can also talk back to the soul.
- RESTRICTIONS: This is an Innate Skill. Only Gaians can learn and use this skill.
- DESCRIPTION: A Gaian’s knowledge of technology allows them to recognize any technical device, especially traps.
- EFFECT: If you spot a trap, you’ll know exactly how strong it is and what triggers it.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A free hand
- DESCRIPTION: Select a target to steal from. Hopefully it's not considered illegal.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
Roll your Power dice vs. targets' Wisdom dice
Damage: None
Roll your Wisdom dice vs. targets' Wisdom dice
Damage: None
EFFECT: If at least two of the three attacks are successful, steal an item that's equipped by the target.
Then, either store it in your inventory or, if you meet the REQUIREMENTS, you can immediately equip it.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A melee attack
- CHARGE: 3 Turns
- Begin charging by readying your attack, and preparing to leap at the target. As you charge, a burst of a energy flows into your legs.
DESCRIPTION: Once charged, you can leap and attack a target using the melee attack.
Attack Dice: +5 for this attack only
EFFECT: If it succeeds, multiply the difference in successes by x1.5.
Did I do that?
- INFORMATION: This skill is an Endowed Skill. This skill has had 3/3 Endowments applied to it.
- DESCRIPTION: You go in for your Olympics leap, doing a barrel roll that would make Rick Mays proud! Hits one target:
- Roll your Power +9 dice vs. targets' Power dice
- Damage: +7
- EFFECT: If it happens to kill the target, make a Sephiroth-sized hole through the target.
- INFORMATION: This skill is an Endowed Skill. This skill has had 3/3 Endowments applied to it.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A melee weapon
- COSTS: 3 Magic
- DESCRIPTION: Swing your weapon in the direction of a target, firing a magical Swordbeam variant of a selected attack as a ranged attack.
- EFFECT: The attack also gains 8 Dice.
Stat Points Used in Passive Skills: 8
- SELL VALUE: 150 Rupees
- Stat Point Cost: 3
- DESCRIPTION: All of your items are bound to your soul.
- EFFECT 1: Your items cannot be stolen.
- EFFECT 2: If any of your items would drop to the ground, they end up back in your inventory, but they remain disabled for the rest of the battle.
- EFFECT 3: When you die, your items go to Item Heaven, where they await your eventual revival before returning to you… unless you’re an enemy, in which case… goodbye items.
- SELL VALUE: 250 Rupees
- Stat Point Cost: 5
- DESCRIPTION: Do you have the skills to RNG your way to a victory? If so, then be random when you kill your foes.
- EFFECT: Once per turn, when you are successful in attacking with an attack, roll $1d3.
- If the result is a 3, multiply the attack’s damage by x1.5.
- Stat Point Cost: 0
- DESCRIPTION: Granted to you as a quest reward from Sunset in the Dream, your Spirit Affinity allows you passively see the spirits and souls of everyone, as well as things that only exist in the spectral realm.
- Stat Point Cost: 0
- DESCRIPTION: Subtitles will physically appear to you, allowing you to see the inner thoughts of someone nearby, or even hear something through a wall. As long as you can physically see someone (Spirit Vision doesn't count) or hear them, you can read the subtitles.
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Shadow
- COSTS: 1 Magic
- DESCRIPTION: A basic Shadow spell that quickly strikes a target with sapling shadows.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: This can be rerolled once for free.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Shadow
- COSTS: 5 Magic
- DESCRIPTION: Call upon the soul of the lord of Shadow and use it to strike a target.
- Roll your Wisdom +12 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: This attack can be rerolled once for free.
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Shadow
- COSTS: 2 Magic
- DESCRIPTION: Focus your violent thoughts into a shadow blade, 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: 3
- EFFECT: If it hits, select one of the target’s stats (Power, Courage, Wisdom, Hearts, or Magic) and siphon 2 from it.
- SELL VALUE: 300 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 4 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: None
- EFFECT: If it hits, remove up to 4 of a selected Stat Bonus from the target.
Support Spell:
EFFECT 1: Remove one Light Named Effect from the target.
EFFECT 2: Additionally, remove one Negative Stat Bonus from the target.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: A curse hovers in the shadow of the target’s shadow… wait what?
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Penumbra's Curse:
- Target rolls twice anytime they defend, and they’re forced to take the lower roll. Reroll Points will not affect the roll any further.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Attack a target’s mind directly through telepathy, attempting to compromise it by extracting memories that the target tries to repress.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Neutral Damage: 4
- EFFECT: Temporary steal one Spell from the target to you.
- You can cast that Spell regardless of its RESTRICTIONS.
- DURATION: At the end of the battle, the Spell is returned to the target.
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Shadow
- COSTS: 6 Magic
- DESCRIPTION: Rip an enemy target out from the physical plane of existence.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +5
- EFFECT: If it hits, target gets Phased Out:
- If any of the target’s stats hits 0 (provided the respective stat was originally a base of at least 1), the target instantly dies. For Hearts & Magic, it refers to the maximum amount.
- SELL VALUE: 350 Rupees
- REQUIREMENTS: Shadow
- COSTS: 7 Magic
- DESCRIPTION: Intensify the darkness around a target, which grows stronger and stronger until the target suffocates and dies.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT 1: If it hits, target Bleeds x6.
- EFFECT 2: Additionally, target also gets Support Blocked:
- Negate the next EFFECT to the target caused by a Support Action, which then removes Support Blocked.
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Shadow
- COSTS: 10 Magic
- DESCRIPTION: With the dexterity and spirit of the Shiekah, absorb the light around the target until it reaches a mass of cynicism and punishment.
- Roll your Wisdom +20 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: This attack can be rerolled once for free.
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Shadow
- COSTS: 8 Magic
- DESCRIPTION: Fire two illusory shadow bolts, one of which becomes just as they strike their targets. Can hit up to two targets.
- Roll your Wisdom +10 dice vs. targets' Wisdom dice twice. Each target rolls once to defend regardless of how many bolts target them.
- Damage: +0
- EFFECT: After it is determined which ones would hit, choose one bolt to actually hit with.
- SPECIAL CASE: If both would hit, decrease the Power, Courage or Wisdom of the target that actually takes the hit by 5.
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Shadow
- COSTS: 8 Magic
- DESCRIPTION: Create a series of voids along a path and fling a target across them.
- Roll your Wisdom +15 dice vs. targets' Power dice
- Damage: 6
- EFFECT: If it hits, continue rolling against the target with -5 and no Magic cost.
- For each successful roll after the first, the damage caused by this attack is multilied by 1.5.
- Round the current number up before multiplying.
- Anything that boosts damage is added to the total damage dealt, not to the base damage.
This continues until the roll fails.
- SELL VALUE: 2500 Rupees
- REQUIREMENTS: Shadow
- CHARGE: 3 Actions
- Begin charging by locating vulnerable places of reality and setting up to strike them
COSTS: 12 Magic
DESCRIPTION: Once charged; a rip in reality is formed, sucking everyone else on the field into it.
EFFECT: Bypasses Cover
Roll your Wisdom +5 dice vs. targets' Wisdom dice
Damage: 6
EFFECT: Target(s) hit are pulled into the void:
Before Damage is applied; the attack’s Damage is multiplied by the number of living entities in the void. This Damage is then applied to everyone in the void
Everyone in the void can only interact with each other and anyone outside the void can only interact with each other.
At the end of your turn one round later, everyone trapped inside the void are freed.
- 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.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Strengthen a target’s Shadow into steel, powering them up… somehow.
- EFFECT: Target gains 5 Power.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Target becomes more in sync with their own Shadow, gaining its speed.
- EFFECT: Target gains 5 Courage.
- SELL VALUE: 200 Rupees
- RESTRICTIONS: This has no effect outside of battle.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Use the memories of the target’s wounds to recover their energy.
- EFFECT: Target recovers Magic equal to the most recent instance of damage they received, up to a maximum of 6 Magic.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Shadow
- COSTS: 5 Magic
- DESCRIPTION: A deathly barrier surrounds an ally, preventing them from dying.
- EFFECT: Target becomes Undead:
- Target cannot die. However, if the target has 1 Heart left, any damage they would take instead drains their Magic.
- DURATION: One round.
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Shadow
- COSTS: 6 Magic
- DESCRIPTION: Shadows encompass the entire field, allowing anyone to briefly manipulate the result of an action.
- EFFECT: Summon the Reversal Field Effect:
- Overwrite any current Field Effect in play.
- Each round, everyone receives 1 Temporary Reroll Point, which automatically expires at the end of the round.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: Bring down the rage of the great Fire dragon upon the target!
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- Neutral Damage: 8
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Fire
- COSTS: 6 Magic
- DESCRIPTION: Engulf the target in flames that last for eternity, consuming them until nothing remains.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target gets Bleeding x7.
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Fire
- COSTS: 10 Magic
- DESCRIPTION: Spark a great inferno with the great force and passion of Death Mountain and the Goron Tribe!
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +4
- Neutral Damage: 12
- SELL VALUE: 1,250 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).
- 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: 1000 Rupees
- REQUIREMENTS: Spirit
- COSTS: 5 Magic
- DESCRIPTION: Send a mending pulse of Magic out to a target. It can be cast as an Offensive Spell or a Support spell.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: If it hits, remove a Named Effect from the target.
- EFFECT 2: If it hits, also reverse the last instance of Hearts or Magic recovery on the target (can not go below 0 Magic in this case).
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Spirit
- COSTS: 3 Magic
- DESCRIPTION: Grab a fragment of essence from your soul and implant it into the soul of yourself or an ally, hastening up the charge of their next attack.
- EFFECT: Give yourself or an ally Quick Charge:
- Reduce the Charge time of ally's next charge move by 1 Action. If this goes down to 0 Actions, the charging phase of the move is skipped entirely.
- DURATION: Until ally uses a charge move.
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Spirit
- COSTS: 5 Magic
- DESCRIPTION: Send a mending pulse of Magic out to a target. It can be cast as an Offensive Spell or a Support spell.
- EFFECT 1: Remove a Named Effect from an ally.
- EFFECT 2: Reverse the last instance of Neutral Damage or Magic drain on the ally (can not go above Maximum Hearts or Magic in this case)
- SELL VALUE: 100 Rupees
- COSTS: 2 Magic
- DESCRIPTION: A blast of purging, Arcane energy that hits one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, remove up to 2 points of a specified Bonus from the target.
- SELL VALUE: 250 Rupees
- COSTS: 5 Magic
- DESCRIPTION: With Din's Blessing, convert your energies into an Arcane, purging flame, that hits one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +2
- EFFECT: If it hits, remove up to 4 points of a specified Bonus from the target.
- SELL VALUE: 200 Rupees
- COSTS: Any amount of Magic
- DESCRIPTION: With Farore's Blessing, use your Arcane energies to rid your allies of their impurities!
- EFFECT: For every 1 Magic you spent casting this spell, remove 1 point of a specified Negative Bonus from yourself or an ally.
- INFORMATION: This item is an Artifact. - This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: A Spiked Boomerang that bounced off a multitude of walls and got crossed with a glitched Golden Scale. Reality will occasionally glitch around it. Just be careful your hand doesn't get caught in a dimensional flicker. You can hit a target with Throw or use Golden Throw.
- EFFECT: Somehow, this frigin' boomerang will work perfectly fine when thrown under or through Water. Just imagine Cyberpunk 2077 Water physics, or lack thereof.
- Throw:
- Roll your Power +12 dice vs. targets' Power dice
- Damage: +0
- EFFECT: If it hits, the Golden Spiked Boomerang bounces off and directs itself towards one more target at the same success rate.
- This effect does not proc itself again.
Golden Throw:
CHARGE: 1 Action
Begin charging by forgetting your Spiked Boomerang exists... wait what?
DESCRIPTION: Once charged, your boomerang disappears, glitches through reality, and when you want to hit something with it, it will reappear and remember itself, teleporting directly behind a target.
EFFECT: This attack bypasses Cover and ignores the target’s Bonus Defense Dice.
Roll your Power +18 dice vs. targets' Wisdom dice
Damage: +0
- SELL VALUE: 150 Rupees
- DESCRIPTION: A small, blue Bomb, packed with gunpowder, that can blow stuff up. Can be thrown at one Target or at a Group of enemies.
- Target:
- Roll your Power +4 dice vs. targets' Power dice
- Damage: 8
Group:
EFFECT: This bypasses Cover.
Roll your Power dice vs. targets' Power dice
Damage: 4
- INFORMATION: This item is an Artifact.
- REQUIREMENTS: Shadow and Two-Handed
- DESCRIPTION: A large claymore imbued with Agahnim's dark energies that infects everything it touches. Can Power Slash or Cleave one target.
- Power Slash:
- Roll your Power dice vs. targets' Courage dice
- Damage: +8
- EFFECT: If it hits, target loses 4 Magic.
Cleave:
Roll your Power -10 dice vs. targets' Courage dice
Damage: +20
EFFECT: If it hits, target gets Enfeebled:
Target's Magic Costs are doubled.
IF FAIL: Target automatically gets to counterattack you.
- 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.
- Amount: 3
- DESCRIPTION: The remains of a Dodongo after the air inside of it has exploded. The husk that remains has shriveled inwards to form a tight ball, one that's still quite combustive. If it hits something with enough of an impact, it'll explode big-time. Can be thrown at one target.
- Throw:
- Roll your Power +15 dice vs. targets' Power dice
- Damage: +5
- EFFECT: If it hits and deals at least 30 Damage in one hit (before Armor), the Dragon Bomb instead explodes, hitting everyone in the area.
- IF FAIL: The Dragon Bomb is instead pocketed into the target’s inventory. Unexploded, of course.
Explosion:
Roll your Power +30 dice vs. targets' Power dice
Damage: +10
- Amount: 4
- DESCRIPTION: A bomb with a mouth on it, lined with hundreds of spiky little teeth. Creepy. Try to get your hand bitten off when you throw it. Can be thrown at a single-target.
- Roll your Power +10 dice vs. targets' Power dice
- Damage: None
- EFFECT 1: Its teeth sink into the target, causing it to lose Magic equal to the difference in successes.
- EFFECT 2: The bomb then explodes point-blank, causing the target to take Damage equal to twice the Magic lost.
- INFORMATION: This is a Hellfire Artifact. - This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- RESTRICTIONS: Masamune can only be used by Sephiroth.
- DESCRIPTION: A long blade forged from destruction incarnate and reforged by Plasma Goop, the god of the underworld Hades, and a Thypo Beaver. The fractured remains of both the Black Materia & Hades Materia reside within it, give it a black flame that glows across the whole blade. It can Slash or Stab one target. Also grants access to the Death Leap, Heartless Angel, Meteor, and Black Cauldron active abilities.
- EFFECT 1: You gain both Fire & Shadow Affinities
- EFFECT 2: Masamune cannot be countered, reflected, or negated in any way.
- EFFECT 3: All attacks made with this blade deal Neutral Damage.
- Slash:
- Roll your Courage +36 dice vs. targets' Courage dice
- Neutral Damage: +0
Stab:
Roll your Courage +6 dice vs. targets' Courage dice
Neutral Damage: +30
IF FAIL: Target can Counterattack you with a ranged attack, regardless of CONDITIONS.
Death Leap:
COSTS: 5 Magic
CHARGE: 2 Actions
Begin charging by focusing your Magic outwards from yourself. As you charge, the wind flow of the area increases and spirals around you, causing you to feel weightless and be silent.
Once charged, you can immediately fly into the air.
You are temporarily out-of-the-battle, meaning you cannot be hit by anything and are unaffected by everything except any Effects you already have.
DESCRIPTION: On your next turn, if you're in flight, descend on a target, stabbing them through with the Masamune.
Roll your Power +26 dice vs. targets' Power dice
Neutral Damage: +20
Heartless Angel: Who needs a blade when you have OBLIVION?!?!
COSTS: 10 Magic
CHARGE: 3 Actions
Begin channelling all of your power to the tip of Masamune. As it charges, the blade's reflection grows brighter and vibrates at insane speeds, up until the point where it naturally causes glass to break in the area.
DESCRIPTION: Once charged, you can extinguish the spirit of your sword. After a brief pause, all of your enemies go up in an explosive massacre brimming with destructive flames.
Roll your Wisdom +21 dice vs. targets' Wisdom dice
Neutral Damage: +0
EFFECT: Target(s) hit are trapped inside an Infernal Nightmare.
EFFECT 1: Anyone outside the barrier cannot hit anyone inside the barrier. Likewise, anyone inside cannot hit anyone outside.
EFFECT 2: Everyone inside the Infernal Nightmare cannot recover Hearts or Magic.
EFFECT 3: At the start of each round, all targets inside take 8 Neutral Damage and lose 8 Magic.
EFFECT 4: The barrier has Hearts and Magic equal to the Total Difference in successes from the initial attack.
EFFECT 5: The barrier's Defense Dice equals the highest difference in successes from the initial attack.
EFFECT 6: The barrier is considered a new target, and can be attacked by any means.
Non-Magic-based attacks to the barrier reduces its Hearts.
Magic-based attacks to the barrier reduces its Magic.
DURATION: Infernal Nightmare lasts until it's Hearts and Magic are reduced to 0.
Meteor: Shall I give you… despair?
RESTRICTIONS: You cannot call down another Meteor until the existing one has hit
COSTS: 15 Magic
DESCRIPTION: Summon a meteor from the heavens, threatening to annihilate the entire area. As it gets closer and closer, sound gets drowned out as the whole area shakes, trembling in fear of the impending doom. Two rounds after casting this, it will strike your target, decimating what remains while also dealing severe damage to everyone else with a fiery shockwave. Hits everyone except yourself.
EFFECT: Bypasses Cover
Roll the total of your Power, Courage, & Wisdom +36 dice vs. targets’ total of their Power, Courage, & Wisdom dice
Neutral Damage: +30
Everyone except the Target takes +0 instead of +30.
EFFECT: If the Target is killed, they cannot be revived for the remainder of the battle.
Black Cauldron:
RESTRICTIONS: After this is cast, it cannot be cast again until the attack goes off.
REQUIREMENTS: Shadow
COSTS: 20 Magic
CHARGE: 1 Action
Begin charging by calling upon Hades, so that he may reign burning wrath down upon his enemies!
DESCRIPTION: Once fully charged, you can materialize Hades, the foreboding apparition of death itself. Then, one round later, he boils all enemies in a cauldron of burning flames!
EFFECT: This bypasses Cover
Roll your Wisdom +31 dice vs. targets' Wisdom dice
Neutral Damage: Halved
EFFECT 1: Target(s) hit get Bleeding x5 and Magic Bleeding x5.
EFFECT 2: Target(s) hit also get Cursed
Anytime the target spends Magic, they take Neutral Damage equal to the amount spent.
EFFECT 3: Target(s) hit also get Scorched
Each time the target attacks or defends, they take 3 Neutral Damage.
- INFORMATION: This item is an Artifact.
- DESCRIPTION: A seemingly useless sword that's unusually light. It can Slash or Stab one target.
- Slash:
- Roll your Courage +7 dice vs. targets' Courage dice
- Damage: -7
- EFFECT: If it hits, roll $1d3. If the result is a 3, the Damage Modifier instead becomes +7.
Stab:
Roll your Courage -7 dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, roll $1d3. If the result is a 3, the Damage Modifier instead becomes +21.
IF FAIL: Target automatically gets to counterattack you.
- SELL VALUE: 200 Rupees
- DESCRIPTION: Some blue-colored fire that is extremely cold, freezing things on contact. Did logic get drunk again? You can fling it at a target to have it explode on contact, causing them to freeze (what).
- Roll your Courage dice vs. targets' Courage dice
- Neutral Damage: 3
- EFFECT: If it hits, target gets Numbed:
- Target’s Combat Actions have their Dice & Damage Modifiers removed.
- DURATION: Two rounds.
- INFORMATION: This is a Passive Mythical Artifact. Having it in your inventory is enough for its effects.
- DESCRIPTION: A black scythe with multiple reaper blades on its end. However, it dances around the user with a mind of its own, occasionally cackling as it slowly feeds off its owner. Commanding the scythe still costs Actions, it just doesn’t require any hands. It also passively defends against melee attacks. Can Slash or Blood Reap a target.
- Clauses:
- EFFECT 1: At the start of each battle, you receive Bleeding x1 as the Dancing Scythe imprints your blood.
- EFFECT 2: Anyone that melee attacks you is automatically swiped by the Dancing Scythe, receiving Bleeding x3.
- EFFECT 3: If you ever die as a result of Bleeding, you lose ownership of the Dancing Scythe and can never use it again.
Slash:
Roll your Courage +5 dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, target gets Bleeding x5.
IF FAIL: You receive Bleeding x3.
Blood Reap:
RESTRICTIONS: Cannot be used on the same target twice in one battle
COSTS: 3 Magic
DESCRIPTION: Reap the soul of one that has fallen, giving you an attack boost, though at a bit of an extra cost.
EFFECT 1: Gain 5 Attack Dice
EFFECT 2: Receive Bleeding x3
- INFORMATION: This is an Artifact. - This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: A basic wand that’s been augmented several times. It has a rotatable base, allowing you to switch between two different attack modes. You can fire a Focused shot that hits one target, or a Dispersed blast that hits all enemies.
- Focused:
- Roll your Wisdom +18 dice vs. targets' Wisdom dice
- Damage: +0
Dispersed:
Roll your Wisdom +17 dice vs. targets' Wisdom dice
Damage: Halved
- SELL VALUE: 75 Rupees
- DESCRIPTION: A basic wand commonly used by Wizzrobes, which has a rotatable base, allowing you to switch between two different attack modes. You can fire a Focused shot that hits one target, or a Dispersed blast that hits all enemies.
- Focused:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
Dispersed:
Roll your Wisdom +5 dice vs. targets' Wisdom dice
Damage: Halved
- INFORMATION: This item is a Mythical Artifact.
- DESCRIPTION: A black-colored wand. The space around it seems to be switching around, distorting the image of the wand itself. It has three different attacks it can fire. Dispersed mode hits all enemies, Focused and Flip! hits one target.
- Dispersed:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Ignores half of targets' Armor.
Focused:
Roll your Wisdom +6 dice vs. targets' Wisdom dice
Neutral Damage: +0
Flip!:
DESCRIPTION: Fire a bubble of space at a target.
Roll your Wisdom +10 dice vs. targets' Wisdom dice
Damage: None
EFFECT 1: If it hits, you and the target are Flipped! for a brief moment:
All of your allies are able to immediately attack the target you flipped.
All of your target's allies are able to immediately attack you.
During this time, Counterattacks are disabled.
EFFECT 2: Afterwards, you both return to your original positions.
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: A double upgraded variant of the original Soul Lantern! This one already has a soul attached to it, empowering its abilities. It also naturally provides 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: +13
- 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
- EFFECT: If it hits, siphon Magic equal to the difference in successes from the target to you.
Soul Defense:
EFFECT: When defending, you can override your defending stat with Wisdom.
Afterwards, lose 5 Wisdom temporarily.
Regain the Wisdom at the end of your next turn.
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… or a Gaian’s connection to the Lifestream.
- INFORMATION: This is a Mythical Artifact. - This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: A pair of lanterns linked together that feeds directly into the user’s soul. With this, you can sell part of your soul with Magic to block an attack with the Soul Defense ability.
- Hearts: +3/3
- Magic: +3/3
- Defense Dice: +5
- Soul Defense:
- RESTRICTIONS: This can only be used once per round
- COSTS: 3 Magic
- EFFECT: When defending, you can override your defending stat with Wisdom.
- INFORMATION: This item is an Artifact.
- DESCRIPTION: A smaller version of the Tower Shield that's somehow better than a Tower Shield. Wait, if it’s not towering your own height, why is it even still considered a Tower Shield? Darn Kokiri...
- Defense Dice: +5
- INFORMATION: This is a Mythical Artifact. - This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: An armor built out of powerfully enchanted magical mythril back in Gaia, the Mystile provides decent protection and heavily increases your fortitude and Magic capacity.
- Armor: +8
- Hearts: +8
- Magic: +8
- RESTRICTIONS: This can only be used by the Happy Mask Man
- Not anymore, now that he’s gone forever!
DESCRIPTION: A purple dress suit, perfectly tailored to fit your body and allowing you dress fancy for a party at any time! Its physical protection is limited, but it does help filter out any nasty effects that would affect your professionalism.
Armor: +5
EFFECT: Filter out the negative effects of over-consumption of any Consumables. You can drink as much milk and alcohol to your heart’s content!
There’s gotta be a limit… right?
Straighten Out
COSTS: 6 Magic
EFFECT: Bring your Sunday best and straighten out your suit. Get that dust and those wrinkles out. Remove all Named Effects from yourself.
Reverse!
COSTS: 4 Magic
EFFECT: With a snap of your fingers, your Magic turns your suit inside out, revealing a prim and proper white dress suit! Or back to purple if it’s already inside-out. Anywho, reverse a Negative Bonus you have into a Positive Bonus.
- SELL VALUE: 100 Rupees
- DESCRIPTION: Developed from the hide of a dragon, the armor provides decent protection and increases your mobility.
- Armor: +2
- Courage: +3
- INFORMATION: This item is an Artifact.
- REQUIREMENTS: Shadow
- DESCRIPTION: Bathed in flames and shadows, this Darknut's standard platemail has been forged into a unique armor. You can use the Void Shockwave ability.
- Armor: +4
- EFFECT 1: Every time you cast a Spell, this Armor gains 1 Armor.
- EFFECT 2: If you run out of Magic, the Void Shockwave ability automatically activates.
- Void Shockwave:
- DESCRIPTION: The Voidmail releases a dark shockwave energy that hits everyone else.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +#, where # the amount of Armor Voidmail currently has
- EFFECT 1: Afterwards, Voidmail's Armor Bonus resets back to 4 and cannot be altered for the remainder of the battle.
- EFFECT 2: Additionally, Void Shockwave can't be used for the rest of the battle either.
- INFORMATION: This item is a Legendary Artifact - This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: A large grandiose robe, resembling the Windfish' fluke, that flows as the wearer's state of mind changes, feeding off their brain waves. It provides an ample boost to Magic as well as a slew of powerful abilities. Basic Mode is activated by default, but you can pay Magic to pay for Augmented Protection and it can use Windfish' Barrier.
- Basic Protection:
- Magic: +8/8
Augmented Protection:
COSTS: 2 Magic to activate per round.
Magic: +16/16
EFFECT: All enemies lose 8 Attack Dice for the duration of time this robe stays in Augmented Protection mode
Sleepy Wave:
DESCRIPTION: Send out a pulse of brain waves which make those exposed to it sleepy and thus suggestible. Hits all enemies.
Roll your Wisdom +10 dice vs. targets' Wisdom dice
Damage: None
EFFECT: Target(s) hit lose 3 Wisdom and get Delayed:
Target's turn is delayed by 2 Turns, after which it is removed.
- INFORMATION: This item is a Mythical Artifact.
- DESCRIPTION: Acquired from Shady due to a previous encounter, this robe protects you from more than just attacks while shocking attackers. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Protection:
- Armor: +2
- Neutral Armor: +1
- EFFECT: Every time you take damage, a small feedback wave is sent back to the attacker automatically, dealing 1 Neutral Damage.
Augmented Protection:
COSTS: 4 Magic at the start of each round to maintain.
Armor: +4
Neutral Armor: +2
EFFECT: Every time you take damage, a small feedback wave is sent back to the attacker automatically, dealing 2 Neutral Damage.
- INFORMATION: This is a Legendary Artifact.
- DESCRIPTION: A white robe that has a delayed, prismatic strobe light that follows it. It provides incredible reactive abilities as well as extending how much you can do each round. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Reactive Support:
- EFFECT: Your Support Actions can be cast anytime during the round, including in reaction to someone else.
- If it is in reaction, it can only be 1 Support Action.
Basic Protection:
Armor: +2
EFFECT: Each round, you can use an additional Support Action for no action cost.
Augmented Protection:
COSTS: 8 Magic at the start of each round to maintain
Armor: +8
EFFECT: Each round, you can use an additional 2 Support Actions for no action cost.
- SELL VALUE: 100 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: +1
Augmented Mode:
COSTS: 4 Magic at the start of each round
Attack Dice: +5
- SLICES: 8 out of 8
- DESCRIPTION: An incredibly delicious cake that was given to you to celebrate your birthday! It also has the ability to restore itself, if fed Magic. That’s right, the cake eats Magic, and you eat the cake. Ain’t that magical? Can Consume a Slice or Restore a Slice:
- Consume a Slice:
- COSTS: 1 Slice
- DESCRIPTION: You consume a slice of the cake, taking your sweet time to enjoy every last bit of it. Somehow, this time-consuming process still only takes a Support Action. Is there a way to abuse this power?
- EFFECT: Recover 8 Hearts & 4 Magic.
Restore a Slice:
COSTS: 4 Magic
EFFECT: Restore 1 Slice back to the cake.
- Amount: 7
- 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: 9
- 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: 6
- 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: 13
- SELL VALUE: 200 Rupees
- DESCRIPTION: A mystical and very potent potion, capable of restoring you back to your prime.
- EFFECT: Consume this to recover to your Maximum Hearts & Magic.
- Amount: 1
- SELL VALUE: 50 Rupees
- DESCRIPTION: A light red liquid that gives you health back when you drink it. So what's in it anyways?
- EFFECT: Consume this to recover either:
- Recover 10 Hearts... OR
- Half of your Maximum Hearts.
- Amount: 2
- 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.
- Amount: 4
- DESCRIPTION: A lively Fairy, ready to die for your cause! You’re not sure where Shady got this Fairy given they’re on the endangered species list, but with the fate of the world at stake, are you really going to complain?
- PASSIVE: If you die, you can choose to sacrifice this Fairy’s life to instantly revive you to 3 Hearts.
- EFFECT: Alternatively, you can crush it into fairy dust to recover a living target to their Maximum Hearts. Put an end to its captive misery and let it out of the poor bottle, you slave owner.
- Amount: 3
- 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.
- Amount: 29
- 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: 2
- DESCRIPTION: It’s a Fairy covered in glittering darkness, emitting tiny little whispers that lull the average mortal to their doom. Hits one target.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: 999
- EFFECT 1: If it hits, delay the damage dealt for 2 Rounds.
- By the way, if this effect is negated, the damage is applied instantly.
EFFECT 2: Afterwards, the Death Fairy dissolves into the darkness.
- Amount: 1
- 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: 1
- SELL VALUE: 300 Rupees
- DESCRIPTION: A bottle containing a very heavy feeling white fire, attempting to suck the stopper into the bottle. It can be applied to a target or a surface.
- EFFECT: You can empty the contents of the bottle onto any melee weapon to set it on fire using a Support Action immediately before attacking, transferring its EFFECTs to the attack.
- Roll your Courage -3 dice vs. targets' Courage dice
- Neutral Damage: 4
- EFFECT: Regardless of wherever it hits or misses the target, the fire latches onto whatever opaque surface it lands on and rages for a few moments until it fizzles out into a inky black goop. This inky black goop pulls loose objects in the vicinity to it and, if the area is large enough, you can actively walk on it as if it is ground regardless of orientation.
- DURATION: 10 minutes ingame time, or 1 Round in combat.
- Amount: 2
- 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.
- Amount: 3
- 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.
- DESCRIPTION: While it resembles the legendary Mask of Truth, its abilities don’t seem to give insight to “the truth”. It does, however, let you hear voices you normally can’t hear...
- EFFECT 1: You can speak through this mask to all others wearing a Mask of Truth. Likewise, you can hear anything spoken back.
- EFFECT 2: This mask alters any voice you normally can’t understand into English… or whatever it is people speak ‘round here.
- SELL VALUE: 50 Rupees
- DESCRIPTION: A mask molded in the shape of a Hylian face which you wear on your face. This mask disguises you and gives you a small taste of what a Hylian can do.
- EFFECT 1: You become disguised as a Hylian, giving you +5 Dice when defending against Spot Checks performed against you by Hylians
- EFFECT 2: You can eavesdrop on telepathic communications.
- DESCRIPTION: The metal helm of a faceless Darknut. Despite being a mask, it’s got some weight to it, and you could probably knock someone unconscious with it. Upon equipping it, the helm wraps around your head, enhancing your strength and capabilities, at the cost of losing some awareness.
- BONUS 1: +10 Power
- BONUS 2: You now roll Power instead of Courage for Courage-based attacks
- BONUS 3: An attack’s Dice Modifier is converted to a Damage Modifier.
- For example, if an attack would list “Roll your Power +15 dice vs. targets' Power dice”, you’d lose that dice bonus, but you’d gain 15 damage on the attack instead.
- If this is applied to attacks that deal Half Damage or No Damage, apply the bonus damage after said damage modifiers.
BONUS 4: You gain an extra 10 Defense Dice when defending against single-target attacks.
BONUS 5: Two-Handed Items are now considered One-Handed for you.
DRAWBACK 1: -15 Wisdom
DRAWBACK 2: You cannot defend against any attack that “bypasses Cover”.
Why meet a terrible fate when you can just wear it?
- INFORMATION: This item is afflicted by Majora’s Madness. For most people, simply touching it will invoke madness to the target, sending them into disarray.
- DESCRIPTION: The creeptastic face of the Happy Mask Man, plastered onto a mask. That you can wear. Isn’t that just charming? Anyhow, just put this on and you too will be a very happy person!
- EFFECT: Wearing this transforms you into the Happy Mask Man. You relinquish all control while the Mask Man gains a new body to bring about love and chaos into the world!
- INFORMATION: This is a Passive Legendary Artifact. Having it in your inventory is enough for it’s effects
- DESCRIPTION: A serene blue crystal enchanted by the goddess Nayru herself. Having been empowered by the magic from the Ruins of the Gods, it now holds incredible protective powers. Whatever deep curse it had seems to be gone now. As long as it’s active, a ring of blue crystals surrounds you, protecting you from any attack.
- EFFECT: Blocks the next 100 Damage you’d take, after Armor is factored in.
- Once it’s blocked a total of 100 Damage, it becomes inactive. It can only be reactivated by infusing a total of 100 Magic into it (doesn’t have to be all at once).
- Note, if it’s only partially drained by the end of a battle, it’ll automatically restore to max.
- INFORMATION: This is a Passive Legendary Artifact. Having it in your inventory is enough for its effects.
- RESTRICTIONS: The Boot Medallion can only be used by Sephiroth.
- DESCRIPTION: A newly forged medallion inscribed with a picture of a boot. Pressing the boot will trigger a switch, enabling you to throw harmless boots at everyone else, but most importantly, it can be used to change your location. Can use Random Translocation or Return:
- Random Translocation:
- EFFECT: Boot the DM out a nearby window, forcing you and everyone in the surrounding area to be taken to a new location! Said location is determined by the kick line.
- There may or may not be mysterious powers in said location. It really depends on the kick line.
- Once used, the Boot Medallion is rendered inoperable until the start of your turn 2 Rounds later.
Return:
EFFECT: If you used Random Translocation to go to a new location, use this to instantly return you and everyone you warped back to the original location.
- RESTRICTIONS: This can only be used by Sephiroth.
- DESCRIPTION: A special version of the Member’s Card, granted to the longest running player of both ZURPG and its predecessor, ZCURPG. Using this card, not only will get access to the Member’s House (once it’s rebuilt), but you it lets you bypass all the restrictions of the Augment & Endowment system! Do note, it still costs Rupees and there’s still a cap per item.
- EFFECT 1: All Endowments from the Auguments and Endowments Shop now count as Augments for you.
- EFFECT 2: You can pay 200 Rupees to apply any Augment to any Skill, Spell, or Item in your inventory, regardless of the shop’s usual restrictions:
- Each Skill, Spell, & Item still has a max of 3 Augments.
- Everything under the Affinity Spell Upgrades category costs 400 Rupees instead and takes up 2 Augments.
NOTE: To notate something has been Augmented, add “Augmented” in its title (for example, Augmented Super Bombs), and add this line to it, replacing the first number with the total number of Augments on the Skill/Spell/Item:
[*][b]INFORMATION[/b]: [color=#7777FF][i]This item is an Augmented Item. This item has had 1/3 Augments applied to it.[/i][/color]
- INFORMATION: Ordona resides within you in Spirit Form, allowing you to access him at any time.
- DESCRIPTION: The great spirit of Ordona, a supersized goat with its horns converging into a halo shape, with most of its power being directed there. Can use Double Charge and Spiritual Overwhelm.
- Double Charge:
- COSTS: 6 Magic
- EFFECT: Using its halo, Ordona allows you to Charge for two Charge-up Moves at once!
- For the total Charge time, use the higher Action Cost, then add one Additional Action to that.
Spiritual Overwhelm:
COSTS: 8 Magic
CHARGE: 3 Actions
Begin charging by having Ordona hop out of your body and physically ram you! As you charge, your soul gets charged with pieces of Ordona’s overwhelming spirit.
DESCRIPTION: Once charged, the spirit of Ordona overwhelms your body and soul, overpowering you to great heights.
Power: +10
Magic Regen: +5
EFFECT 1: Once per round, you can substitute a Support Action for an Offensive Action.
EFFECT 2: If you would die during Spiritual Overwhelm, its effects end, but you recover to maximum Hearts & Magic.
- INFORMATION: This is a Passive Artifact. Having it in your inventory is enough for its effects.
- DESCRIPTION: A gold and rather shiny ring embedded with several gems.
- EFFECT 1: Each enemy you defeat drops an extra 20 Rupees.
- EFFECT 2: At the end of any given battle, increase the number of Random Item Drops by 1, regardless of the enemy count.
- For boss battles, this increases by 3 instead.
- DESCRIPTION: A black whistle that requires no skill whatsoever to play it, yet no matter how you play, it plays a delicate yet eerie song.
- EFFECT: Enables you to call on Shady, who will appear with a Shop and a free full heal.
- Make sure the area is safe, or else he’ll ignore you until the next quest, and you won’t get your free heal.
- INFORMATION: This is a Passive Artifact. Having it in your inventory is enough for its effects. - This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: A dimly-lit lantern that siphons Magic from enemies, allowing it to grow brighter. For some reason, it just hangs from your arm without impeding you at all… weird.
- EFFECT: At the start of each round, siphon 4 Magic from each enemy to you.
- SELL VALUE: 25 Rupees
- DESCRIPTION: A small cream headband adorned with long rabbit ears sticking out. When worn, you get a boost in speed… including when falling.
- EFFECT 1: You can run significantly faster and jump significantly higher than normal, giving you 2 Feet per 1 Success for covering both distance and height.
- EFFECT 2: Any fall damage you take is doubled.
- INFORMATION: This is a Passive Mythical Artifact. Having it in your inventory is enough for its effects.
- DESCRIPTION: A pair of powerful gauntlets that shine a gleaming silver under the light. They give you increased strength, especially when picking things up.
- Power: +5
- EFFECT: You gain an extra 5 Dice on both rolls when using Throw.
- If you're doing a Two-Handed Throw, it's an extra 10 Dice on both rolls instead.
- INFORMATION: This is a Passive Mythical Artifact. Having it in your inventory is enough for its effects.
- DESCRIPTION: A orange colored pendant that glows brightly when enemies attempt to attack you.
- EFFECT: Anyone that attacks you loses their Dice Modifier for that attack.
- DESCRIPTION: An old diary, with black ink spilled over most of it. However, a single page remains which contains the following text:
"Fifty days. It's been fifty days since Ganondorf took the throne. Since then, nearly the entire Royal Family has been wiped out. I am one of the few that remain.Where the hell are the Sheikah, dangit?! Where were they when he attacked?! They're loyal to us; they should be helping us, not hiding!I've been living here in this hell hole, living off the corpses of Redeads. Maybe one of those Redeads was my brother or father. Who knows.I don't know how much longer I can hold out. I know for certain that Redead from a week ago was poisoned... but it was the only food around.It's only a matter of time now. We're all going to die. We're not making it out.The prophecy of a hero was a lie. It was just a lie to give us hope. The sages are just a bunch of liars!I don't even know what I'm trying anymore. Maybe I'm hoping for the Sheikah to show up. Maybe I still believe in a hero.Maybe I believe in those rumors that the Sheikah of a hundred years ago are back. I just hope... if they are... they're here to help-" The last three lines are cut off by a pool of dried blood.
- DESCRIPTION: A book with a blue cover, titled "The Sheikah, Loyal to the Royal Family?" It does not say who wrote the book.
- It appears to be about many conspiracy theories regarding the Sheikah’s loyalty towards the Royal Family. To sum it up, whoever wrote this book believed the Sheikah gained their loyalty so they could access their the Royal Family’s greatest secrets and treasures, and then backstab them when they most desperately needed the Sheikah’s help.
- INFORMATION: This is a Passive Artifact. Having it in your inventory is enough for its effects.
- DESCRIPTION: A small ring which bears a Magic Jar-like relief with a single emerald set in it. It increases your Magic and your regen.
- Magic: +5/5
- Magic Regen: +5
- INFORMATION: This item is a Passive Artifact. Having it in your inventory is enough for its effects
- DESCRIPTION: A pendant that reeks of Wizzrobe powers that enables you to do Wizzrobe things. It seems to have a limited capacity for phasing shenanigans
- Attack Dice: +3
- EFFECT: Once per battle, you can partially phase into any non-Magic attack at the cost of your integrity:
- You take half damage. If the attack already did halved damage, it doesn't get halved again.
- However, you get Phased Out:
- If any of your stats reach 0 (except Magic), you die instantly.
- DESCRIPTION: You're not sure where this came from, but it sure is good for sweeping the area! Apparently it even works on flames.
- Amount: 5
- 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!
- INFORMATION: This item is Passive. Having it in your inventory is enough for its effects.
- DESCRIPTION: A silver Zora scale, suspended inside of an eternal bubble. Whose scale it is or how the physics of its existence works remains a mystery, but as long as it’s on you, you can swim like a Zora! Can also use the Wave ability.
- EFFECT: You can swim, breathe, and fight freely in water, just like a Zora.
- Wave:
- COSTS: 3 Magic
- DESCRIPTION: Draw magical water from within the scale (is this just Zora blood?) and fire it as a raging tide, swamping a target with it.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 3 Dice off their next attack.
- DESCRIPTION: A special outfit fitted to your own fashion senses! Utilizing the miniscule Picobots, this fancy suit can materialize and de-materialize at will, perfect for formal gatherings! It's highly durable and lightweight, matching the comfort of its user! Due to its nature, your regular clothes are intact while you rock-out that fancy attire! You could say that it really suits you!
It has a name, but no one can pronounce it, so have at you!
- RESTRICTIONS: This can only be used by Gilgamesh
- DESCRIPTION: A fancy set of Armor that can only possibly fit me, the great Gilgamesh! I bring it with me to all my travels, despite the fact that I swear the number of arms this Armor supports changes each time. Dangit artists, why can’t you be consistent?!
- Armor: +10
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