Darte Fellshard - Darte Fellshard - 10-16-2011
- Power: 15 (+0)
- Courage: 42 (+0)
- Wisdom: 26 (+3)
- Hearts: 30/19 (+0)
- Magic: 16/11 (+5)
- Initiative: $init 1d10
- Attack Dice: 2
- Defense Dice: 6
- Armor: 9
- Stat Points: 3
- Stat Points (Used): 114
- Heart Containers: 11
- Rupees: 74,842
Affinities: Water, Nature, Spirit
- Aurora Armlet A: Once per round, at any time, you can remove a Water-based Named Effect from yourself.
- Aurora Armlet B: Any negative Courage & Attack Dice Bonuses you get are halved.
- Tide Medallion: Magic Costs halved for any Water Spell that you use, but not other Water abilities
- Magic Clock: At the start of each round, gain 1 Temporary Reroll Point
- Latent Power: At the end of each round; you gain 1 Power, 1 Courage, 1 Wisdom.
- Race: Zora
- Age: 23
- Appearance: Darte retains the well-known form of the Zora people. He stands tall at almost seven feet in height, lean in form without being overtly muscular. While his peripheral fins extend broad and almost two feet in length each, the tail-like crest of his head lies long and limp down to the small of his back, with no sign of movement. His scales are tinted a glistening silver, with hinted shades of blue and green. A notable red stripe runs from the centre of his forehead back to the middle of his head crest. Black flecks dot his limbs, growing more dense near the outer regions. His eyes have no whites, and are instead filled with a deep royal blue. A pair of thin-rimmed silvery glasses are perched on his narrow nose. The rest of his face is quite angular and long, with a constant small frown covering his features.
- Background: Darte was born to a River Zora tribe, the son of a chieftain and her husband. Before he had even reached his first month, however, he was torn from his parents by a most unusual event. The nearby settlement of Sea Zora had been forming plans to create a pact with the tribe and put a halt to the long-lasting feud between the two. The pact was accepted; the tribe, holding to their traditions, insisted on a sign of the agreement: a seal that consisted of the trading of firstborn children between the two groups' leaders. Thus Darte was taken up by the Sea Zora.
His formative years were spent under careful guard and tutelage, all eyes concerned that the innate vicious nature of the River Zora would emerge for the worse. But years passed, and no sign of such aggression was seen. The time spent in the salt water seemed to affect his physical development; he did not mature into the more bestial fish-like form of his true kin. Rather, he appeared to completely adapt to the Sea Zora in manner and form, save a characteristic line of red scales tracing from his forehead to the center of his head's crest.
Darte's youthful energy led his parents to find an outlet. When offered a choice, Darte readily selected to learn the art of swordplay. While not an especially gifted student, he persisted in his training throughout his early years, learning the styles of the three historical bladesmasters of the Zora people.
Upon reaching adulthood, Darte left his home to join the settlement near Lake Hylia, intending to assist in the guarding of the Water Temple. The settlement was informed of Darte's nature, asking them to continue observing him for any undesired changes. The mistrust of River Zora was deeper here, and all kept Darte at arm's length, leaving him distanced and cut-off from his own people. Despite this, he refused to neglect the task for which he'd come. Whenever the atmosphere became too oppressive, Darte would leave for a time, seeking mercenary work in nearby Hyrule Castle Town.
As of yet, Darte has not yet been made aware of his true heritage, or of the child he had long ago been traded for.
- Recent History: While participating in a session of the Sheikah Trials, Darte mastered the use of some of his people's great ancestral sword techniques. After concluding those same trials, he was inducted as an honorary member of the Sheikah Tribe.
- Allies: Kirran
- RESTRICTIONS: Fierce Deity Darte can only be used by Darte Fellshard
- DESCRIPTION: After housing the spirit of Fierce Deity for so long and refusing to give into his constant temptations, you eventually became his master, transforming yourself into Fierce Deity Darte. Navy and crimson markings appear on your face, and you possess his full power. Can use I’m Taking You Down With Me and Fierce Rampage.
- Attack Dice: +10
- I’m Taking You Down With Me:
- COSTS: 10 Magic
- DESCRIPTION: Channel the spirit of yourself, swinging yourself as a blade! Hits one target.
- Roll the total of your Power, Courage, Wisdom, Hearts, and Magic stats vs. targets’ Courage
- Damage: +0
- EFFECT 1: If it hits, apply the effects of each weapon you have equipped (usual Cross Slash rules).
- EFFECT 2: Additionally, any damage you inflict is reversed onto yourself.
Fierce Rampage:
CHARGE: 0 Actions
Begin charging by channeling memories of the original Fierce Deity into yourself. Recall his intense control, his overwhelming power, and worst of all, his calm demeanor.
As you charge, one of your blades becomes infused with the teal flames of his spirit.
DESCRIPTION: Once charged (as long you want), rapidly strike a target with a selected attack on your blade!
EFFECT: The number of attacks = the number of Actions charged.
- RESTRICTIONS: Sword Stance Mantra can only be used by Darte Fellshard
- DESCRIPTION: As you attack and defend throughout the battle, you change to different stances for extra deadliness.
- EFFECT 1: Over the course of the battle, you can gain Charges.
- Every time you defend unsuccessfully, you gain 1 Charge.
- Every time you attack or defend successfully, you gain 2 Charges.
- Depending on the number of Charges you have, you gain various effects. These effects do stack.
Fareed's Fin Stance:
DESCRIPTION: Your movement is improved, allowing you to dodge attacks with ease. With the Sheikah's Power, this is now permanent.
Defense Dice: +3
Caaram's Crest Stance:
REQUIREMENTS: 3 Charges
DESCRIPTION: When you attack someone in melee combat, you can rush towards the target with increased speed.
Attack Dice: +5
Sahuagin's Scale Stance
REQUIREMENTS: 6 Charges
DESCRIPTION: You are forced to enter Sahuagin's Scale Stance, giving you various effects, and you can use the Finishing Move ability.
EFFECT 1: You are forced to equip three One-Handed swords at once.
If you have less than three swords, you equip them and nothing else.
EFFECT 2: If you use Cross Slash, you use all three of your swords.
Finishing Move
DESCRIPTION: Expend all Charges. Attack a target with all three of your swords as three separate attacks.
EFFECT 1: Each successful attack causes you to recover Hearts and Magic equal to half the number of Charges you expended.
EFFECT 2: You do not gain any Charges from using this move.
Blood Scale Stance
REQUIREMENTS: 10 Charges
DESCRIPTION: Your scales become soaked in the blood of enemies before you and all enemies past, turning your scales crimson red. You relive the legend of the “Red Warrior”.
Attack Dice: +Equal to your Missing Hearts
EFFECT 1: After you defend any attack, successful or not, automatically counterattack them using a melee attack.
EFFECT 2: If an attack would kill you, you’re dropped to 1 Heart instead.
Only works once per battle.
- RESTRICTIONS: This is an Innate Skill. Only Zoras can learn and use this skill.
- DESCRIPTION: Detach the fins off your arms (ow?) and fling them like boomerang blades at a target.
- Roll your Courage dice vs. targets' Courage dice * 2
- Damage: Halved
- EFFECT A: For each fin that hits, siphon 2 Magic from the target to you.
- EFFECT B: Afterwards, your fins return to you automatically.
- RESTRICTIONS: This is an Innate Skill. Only Zoras can learn and use this skill.
- COSTS: 3 Magic
- DESCRIPTION: Once per round, at any time and with the flow of the tide, you can fire a Current at an incoming attack.
- EFFECT: The attack automatically loses 3 Successes.
- RESTRICTIONS: This is an Innate Skill. Only Zoras can learn and use this skill.
- COSTS: 4 Magic
- DESCRIPTION: Surround someone with a thorny, electric shield that pulses in reaction to an attack.
- EFFECT: Give a target 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.
- INFORMATION: This spell/skill is an Endowed Skill/Spell. This Skill/Spell has had 3/3 Endowments applied to it.
- COSTS: 3 Hearts
- DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gains a boost.
- EFFECT: Your next attack gains 8 Dice.
- RESTRICTIONS: This is an Innate Skill. Only Zoras can learn and use this skill.
- DESCRIPTION: To Zoras, battle is a form of art, and those that pursue it find great wisdom in a strong offense.
- Wisdom: +3
- Attack Dice: +2
- RESTRICTIONS: This is an Innate Skill. Only Zoras can learn and use this skill.
- DESCRIPTION: Zoras are able to swim and breathe freely underwater.
- SELL VALUE: 1000 Rupees
- Stat Point Cost: 3
- DESCRIPTION: Your power increases throughout the battle, granting boosts at the end of each round.
- EFFECT: At the end of each round; you gain 1 Power, 1 Courage, 1 Wisdom, 1 Attack Dice, 1 Defense Dice and 1 Armor.
- REQUIREMENT 1: Spirit
- REQUIREMENT 2: A Spirit of Light & a Golden Artifact
- DESCRIPTION: By channeling the power of a Spirit of Light through your artifact, you can siphon the spirit of someone that’s fallen into your own soul.
- EFFECT 1: You experience a flash of their memories and generally what they felt in life.
- EFFECT 2: If they had a Signature Move, you gain that as well.
- EFFECT 3: Part of their soul is permanently absorbed into your own. Should you absorb someone whose morality clashes with your own, or absorb too many souls, this will have permanent, adverse effects on your soul.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A melee attack
- CHARGE: 1 Action
- Charge by readying your attack, and preparing to leap at the target.
DESCRIPTION: Once charged, you can leap and attack a target using the melee attack.
EFFECT: If it succeeds, multiply the difference in successes by x1.5.
- Stat Point Cost: 0
- DESCRIPTION: Granted to you by Faron, Spirit of Light, your Spirit Affinity allows you passively see the spirits and souls of everyone, as well as things that only exist in the spectral realm.
- 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).
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Water
- COSTS: 1 Magic
- DESCRIPTION: A basic Water spell that flings a flurry of Water bullets at a target; which splash to heal you if it strikes.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, recover 3 Hearts.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Drench the target in the regal might of the fish king, who returns you a favor.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, recover 6 Hearts.
- 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: 200 Rupees
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Hurl a large blade of ice at a target with great accuracy.
- Roll your Wisdom +5 dice vs. targets' Courage dice
- Damage: +4
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Extinguish a fire raging on 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 +4 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT 1: If it hits, Remove one Fire Named Effect from the target.
- EFFECT 2: If it hits, you gain Regen x4.
Support:
EFFECT 1: Remove one Fire Named Effect from the target.
EFFECT 2: Additionally, remove any Negative Armor Bonuses from the target.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Water
- COSTS: 5 Magic
- INFORMATION: This spell/skill is an Endowed Skill/Spell. This Skill/Spell has had 3/3 Endowments applied to it.
- 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: Five rounds.
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: Blast a torrent of powerful winds at a target.
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, the target is thrown off balance and gets Delayed.
- Target’s next attack is delayed by 2 Turns, which then removes Delayed.
- 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.
- Offensive Spell:
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: If it hits, remove a Named Effect from the target.
- EFFECT 2: If it hits, also reverse the last instance of Hearts or Magic recovery on the target (can not go below 0 Magic in this case).
Support Spell:
EFFECT 1: Remove a Named Effect from an ally.
EFFECT 2: Reverse the last instance of Neutral Damage or Magic drain on the ally (can not go above Maximum Hearts or Magic in this case)
- SELL VALUE: 2500 Rupees
- REQUIREMENTS: Water
- CHARGE: 1 Action
- Charge by forming a bubbling mass of foam in your hands.
COSTS: 10 Magic
DESCRIPTION: Once fully charged, cover an ally in a tough and compressed magical foam; taking away from the force of attacks hitting them.
EFFECT: The next 20 Hearts ally would lose are negated.
This can stack.
This occurs after Armor is factored in.
Any carryover damage goes through to ally.
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Wrap the target inside a large bubble, slowly regenerating their life.
- EFFECT: Target gains Regen x2.
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Water
- CHARGE: 2 Turns
- Begin charging by focusing a ball of Water over someone who is dead.
COSTS: 6 Magic
DESCRIPTION: Once fully charged; target a dead ally and send them off on a tide… for them to come back alive.
EFFECT: Revive the selected target to 10 Hearts
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- INFORMATION: This spell/skill is an Endowed Skill/Spell. This Skill/Spell has had 3/3 Endowments applied to it.
- DESCRIPTION: Create a magical fairy with a fleeting life, capable of restoring life to a dead target.
- EFFECT: Target is revived to 3 Hearts.
- 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: 200 Rupees
- REQUIREMENTS: Nature
- COSTS: Any amount of Magic
- DESCRIPTION: Using the harmonious essence of Nature, cast an illusion that plays with peoples' feelings. You can Tether this to an area or an object.
- Tether to Area:
- EFFECT: Anyone who is in the area begins to get a feeling of that this illusion gives.
- DURATION: Until you leave the room or area.
Tether to Object:
EFFECT: Anyone who touches the object this illusion is tethered to gets a feeling that this illusion gives.
DURATION: Until the object is damaged.
- 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: 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.
- INFORMATION 1: This is a Legendary Artifact.
- INFORMATION 2: This item is afflicted with Fierce Deity’s Influence. The longer you have it, the more influence it holds over you.
- INFORMATION 3: If you die and are not shortly revived afterwards, regardless of whether you have Soulbound or not, this item will drop, allowing anyone to pick it up.
- DESCRIPTION: A large teal-colored blade composed of a twin helix pattern. As it moves, a weird vorpal effect surrounds it, distorting the air around it. When it charges up, it makes a piercingly high-pitched sound that naturally shatters glass. The size of the blade makes it seem like a Two-Handed weapon, but it’s actually light enough to wield it with one hand. Can hit a target with Ringing Blast or Split Helix, hit all enemies with Spiral Overload.
- Ringing Blast:
- DESCRIPTION: Fire a wave of energy at a target, the sheer force of it causing a high-pitched ringing sound.
- Roll your Courage +25 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, siphon 5 Magic from the target to you. If the target does not have enough Magic, target instead takes 5 Neutral Damage.
Split Helix:
COSTS: 8 Magic
DESCRIPTION: Stab someone directly with the blade. This can also be used to stab a corpse, but it still costs a Combat Action.
Roll your Courage dice vs. targets' Courage dice
Damage: +15
EFFECT: If it hits and the target dies, the sword remains impaled in the target, its helix blades wrapping around throughout their body. The target immediately revives to maximum Hearts & Magic and remains under your control.
Any damage or effects that you’d receive from enemies is automatically redirected towards the revived target.
Any recovery the target receives, you also receive.
DURATION: Until the target dies, at which point the sword rematerializes into your possession.
IF FAIL: Target automatically gets to Counterattack you.
Spiral Overload:
COSTS: 12 Magic
CHARGE: 3 Actions
The blade emits a high-pitched screeching sound, deafening everyone else in the area. Everyone except you automatically loses 5 Wisdom as long as this ability charges.
As it charges, the twin helixes emit a whirlwind of energy, gradually spiraling out of control and ripping into the air itself.
DESCRIPTION: Once charged, all the spiraling energy converges into the very tip of the blade, and then, with the swing of your sword, unleashes into a devastating shockwave, hitting everyone else. The energy reacts with equipped defenses, forcing them to vibrate violently against their users, threatening to erase them from existence.
EFFECT: This bypasses Cover.
Roll your Courage +10 dice vs. targets' Courage dice
Damage: +0
EFFECT 1: Target(s) hit take additional Neutral Damage equal to their total Defense Dice & Armor.
EFFECT 2: Target(s) that die cannot be revived for the remainder of the battle, except by Split Helix’s effect.
- INFORMATION 1: This item is a Mythical Artifact
- INFORMATION 2: This item is afflicted by Fierce Deity's Influence. The longer you have it, the more it exerts influence over you.
- DESCRIPTION: A large teal and black scimitar bearing Twili circuitry criss-crossing its blade. The spirit inside having been reawoken, these lines glow brightly. But there is still something missing from the pommel. Oh well, its still a very powerful sword. It can Slash someone, Stab someone or shoot Shadow Orbs at all enemies.
- Slash:
- Roll your Courage +12 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits; target gets Lifeforce Wave:
- When target dies; you and all allies recover Hearts equal to 25% of targets' Maximum Hearts. After then, remove Lifeforce Wave.
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +12
EFFECT: If it hits; target gets Deathforce Wave:
When target dies; their allies take Neutral Damage equal to 25% of targets' Maximum Hearts. After then, remove Deathforce Wave.
Shadow Orbs:
REQUIREMENTS: Shadow
COSTS: 5 Magic
DESCRIPTION: Fire a stream of red shadowy orbs at a target; surrounding them in a veil of darkness that isolates their spirit
Roll your Wisdom +10 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: If it hits, target gets Support Blocked:
The next support action to affect target gets negated, removing Support Blocked.
- INFORMATION: This is a Mythical Artifact.
- REQUIREMENTS: Must have the Water affinity to use.
- DESCRIPTION: Twice used in the crusades against evil and despair; the Brotherhood is a long sword terminating in a long hook, bearing a shimmering watery blade gleaming with countless magical bubbles foaming all over it. Can Slash or Stab one target or execute the epic Blitz Ace ability on one target.
- EFFECT: All attacks made using this sword are considered to be Water-based.
- Slash:
- Roll your Courage +12 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you identify the enemy’s movements; causing you and your allies to gain 3 Dice when attacking and defending against that target.
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +10
EFFECT: If it hits, you identify the enemy’s movements; causing you and your allies to gain 5 Dice when attacking and defending against that target.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Blitz Ace:
COSTS: 6 Magic
CHARGE: 3 Actions
Begin charging by focusing your determination into the sword. As it charges, it glows brightly in the memories of the sword’s previous owners and their determination in using the blade to defeat Sin and all other manner of other fiends and evil that roamed the world of Spira.
DESCRIPTION: Once fully charged, leap at a target and use the Slash attack on the target twice; you roll it two times, the defender only rolls once.
EFFECT: Then plant the sword into the ground and leap into the air using its hilt as leverage; firing a tightly-compressed ball of Water at the target:
Roll your Wisdom dice vs. targets' Courage dice
Damage: +15
EFFECT: If it hits, target loses 6 Attack Dice
- INFORMATION: This is a Mythical Artifact.
- DESCRIPTION: An empowered Gerudo Scimitar. Spiritual energy surrounds and refines its blade. Can hit a target with Slash, Stab, or Punishment.
- Slash:
- Roll your Courage +10 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, recover 5 Magic.
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +10
EFFECT: If it hits, siphon 5 Magic from the target to you.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Punishment:
COSTS: 3 Magic
Roll your Courage +5 dice vs. targets' Courage dice
Neutral Damage: 5
EFFECT: If it hits, target takes more Neutral Damage for each point of a Bonus the target has.
- SELL VALUE: 75 Rupees
This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: A white blade enchanted with the power of wind. Can Slash, Stab, or Air Blade one target.
- Slash:
- Roll your Courage +9 dice vs. targets' Courage dice
- Damage: +2
Stab:
Roll your Courage +3 dice vs. targets' Courage dice
Damage: +8
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Magical Blade:
REQUIREMENTS: You being at Maximum Hearts
DESCRIPTION: Fire a magical blade of air, powered by your Hearts, at a target.
Roll your Courage +12 dice vs. targets' Courage dice
Damage: +2
- INFORMATION: This is a Mythical Artifact.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A pair of scythes used by the Interloper, Scithe. Each one carries the aura of a Death Poe imbued into their blades. Can Twin Slice a single target, or use the Reap or Soul Defense abilities.
- Twin Slice:
- Roll your Courage +10 dice vs. targets' Courage dice * 2
- Damage: +0
- EFFECT 1: For each hit, steal 3 Wisdom from the target to you.
- EFFECT 2: Additionally, if both hits strike, target receives Bleeding x5.
- EFFECT 3: If the attack kills a target, automatically Reap the target for no Action Cost.
Reap:
RESTRICTIONS: Cannot be used on the same target twice in one battle
DESCRIPTION: Reap the soul of one that has fallen and take an ability from him.
EFFECT: Select a dead target, and gain any Active Skill or Spell that the target has.
DURATION: You will have this ability for the remainder of the battle.
Soul Defense:
DESCRIPTION: You can use a piece of your own soul to defend an attack, suffering a penalty afterwards.
EFFECT: Override your defensive roll with your Wisdom stat, with a bonus +5 Dice on the defense as well.
Afterwards, lose 5 Wisdom.
- SELL VALUE: 225 Rupees
- RESTRICTIONS: This cannot receive Augments
- REQUIREMENTS: Two hands and Spirit to wield, otherwise this spear just phases through you.
- This also applies to anyone who try to Steal this.
DESCRIPTION: A spear that appears to visually warp about in your hands, only anchoring to those who are in touch with their spirit. For those who can wield it, its exceptional balance of offense and defense makes it the perfect weapon for offense. You can Swing it at up to two targets, Thrust one target and anyone covering them or you can plant this into the ground to produce a barrier
Defense Dice: +5
Swing:
EFFECT: This can target up to two targets, but the resulting attack instead deals Halved Damage
Roll your Courage +10 dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits any target, recover 3 Hearts and 2 Magic
Thrust:
Roll your Courage dice vs. targets' Power dice
Damage: +7
EFFECT: If it hits, the attack also hits anyone being Covered by the target at Halved Damage
This hits everyone in a Cover Train or Cover Loop
IF FAIL: If it misses its original target, they can Counterattack you, regardless of CONDITIONS.
Spirit Barrier:
COSTS: 7 Magic
DESCRIPTION: After feeding your Magic into this spear drive it into the ground, producing a barrier that protects you and all allies from negative status effects until it falls.
EFFECT: Roll Wisdom and summon a Spirit Barrier:
It has Hearts equal to half the result of your roll.
Whenever any ally would receive a Negative Bonus or a non-charge Status Effect, you can choose to have the barrier block it.
Blocking Negative Bonus depletes Hearts equal to the amount of Negative Bonus blocked
Blocking a non-charge Status Effect depletes 5 Hearts
When the barrier falls to 0 Hearts, the barrier falls.
Only one Spirit Barrier can be active over your party at a time.
- DESCRIPTION: Linked together by the last of Zant’s shadows, teal crystals form a a blade of incredible power. Thanks to finding your resolve on The Moon, its previous cracks have mended, giving you a potent, non-breakable anti-Interloper weapon. Can Slash one target.
- Slash:
- Roll your Courage +10 dice vs. targets' Courage dice
- Damage: +10
- EFFECT 1: If the target is an Interloper and it hits, add 30 Damage.
- EFFECT 2: Additionally, if the target is an Interloper and it hits, apply the following:
- Disable Stat Focus, Magic Magnet, Shadow Shift, Adapt, & Consume Effect.
- Target gains Penumbra’s Curse.
- DURATION: Two rounds
- Amount: 0
- 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.
- 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 is a Mythical Artifact.
- REQUIREMENTS: Water
- DESCRIPTION: A shiny magical medallion imbued with the power of the rising tides. Can use the Rising Torrent ability.
- Magic: +3
- Magic Costs: Halved for any Water Spell that you use, but not other Water abilities
- Rising Torrent:
- COSTS: 10 Magic
- DESCRIPTION: A torrent of water flows out from you, hitting everyone in the battle without Water Affinity.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: Any enemies hit lose 5 Attack Dice.
- INFORMATION: This item is an Artifact.
- DESCRIPTION: A shiny silver-white wand with a large gem that resembles a large crystal of ice set on the tip, brimming with powerful Ice energy. It can fire a gale of of Ice at a target.
- Gale of Ice:
- COST: 5 Magic
- If you have the Water affinity, you spend only 3 Magic instead.
DESCRIPTION: Fire a large gale of Ice at a target, freezing their offenses.
Roll your Wisdom +15 dice vs. targets' Wisdom dice
Damage: Halved
EFFECT 1: Target loses 3 Attack Dice & 5 Courage
EFFECT 2: This causes any Water and Water-affinity enemies to freeze around where the gale struck.
They also get Delayed:
Target’s next attack is delayed by 2 Turns, which then removes Delayed.
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- 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 +16 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.
- INFORMATION 1: This is an Artifact.
- INFORMATION 2: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: A powerful orange stone, resonating with magical flames. Simply holding it grants you the power to use Fire abilities. Can be used to cast Fira on a single target or Firaga against all enemies.
- EFFECT: While this is equipped, you gain Fire Affinity.
- Fira:
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Damage: +6
- EFFECT: If it hits, target loses 7 Armor.
Firaga:
REQUIREMENTS: Fire
COSTS: 8 Magic
Roll your Wisdom +8 dice vs. targets' Wisdom dice
Damage: Halved
EFFECT: Target(s) hit get Bleeding x7.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: The combination of using a Bow & Arrows is considered Two-Handed.
- DESCRIPTION: A simple yew bow that can Shoot a target using an Arrow:
- Roll your Courage +5 dice vs. targets’ stat that the arrow hits
- Damage: Uses the arrow’s Damage Modifier
- SELL VALUE: 100 Rupees
- REQUIREMENTS: The combination of using a Bow & Arrows is considered Two-Handed.
- DESCRIPTION: A large, long-range wooden bow that can Shoot a target using an Arrow from afar:
- Roll your Courage +12 dice vs. targets’ stat that the arrow hits
- Damage: Halved, uses the arrow’s Damage Modifier.
- SELL VALUE: 25 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A wooden arrow with a solid, metal tip. Can hit one target.
- ATTACK: Roll your attacking stat +4 dice vs. targets’ Courage stat
- Damage: +0
- SELL VALUE: 50 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: These metal arrows are blunt, but their heavy weight brings much power, causing damage to Armors. Can be fired at one target.
- ATTACK: Roll your attacking stat +5 dice vs. targets’ Power stat
- Damage: Halved
- EFFECT: Target loses 3 Armor.
- SELL VALUE: 50 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A reinforced arrow with a razor-sharp tip of iron, resembling a blade. Can hit one target.
- ATTACK: Roll your attacking stat +6 dice vs. targets’ Courage stat
- Damage: Halved
- EFFECT: If it hits, target gets Bleeding x3.
- SELL VALUE: 50 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A reinforced, shock absorbent arrow with a bouncy tip, granting the arrows the ability to bounce on hitting its target. Can hit one target.
- ATTACK: Roll your attacking stat vs. targets’ Courage stat
- Damage: +0
- EFFECT: If it hits, bounce to a different target with the same roll, but with halved damage.
- This effect does not proc itself.
- SELL VALUE: 50 Rupees
- REQUIREMENTS: A bow
- COSTS: 2 Magic to fire
- DESCRIPTION: A steel arrow imbued with magical barbs, which rebound and attach itself to its user if it hits.
- ATTACK: Roll your attacking stat dice vs. targets’ Courage stat
- Damage: Halved
- EFFECT: If it hits, you get 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: 75 Rupees
- COSTS: 2 Magic to fire
- REQUIREMENTS: A bow
- DESCRIPTION: A short, heavy Arrow-like bolt that sticks onto to the target; absorbing healing abilities.
- ATTACK: Roll your attacking stat -5 vs. targets’ Power stat
- Damage: +0
- EFFECT: If it hits, the target gets Cauterized:
- Target cannot recover or siphon Hearts or Magic in any way.
- DURATION: One round
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A short, heavy Arrow-like bolt that phases through the target; compromising their internal integrity.
- ATTACK: Roll your attacking stat -3 vs. targets’ Power stat
- Damage: +0
- EFFECT: If it hits, target gets Phased Out:
- If any of the target’s stats hits 0, except Magic, the target instantly dies.
- SELL VALUE: 75 Rupees
- DESCRIPTION: A standard shield used by many of the Hylian Guards. It defends well against most attacks.
- Defense Dice: +3
- INFORMATION: This is a Legendary Artifact.
- DESCRIPTION: Adorned in golden scales and emblems of Zora blades, this armor grants its wearer the ability to teleport around, whether it’s for devastating attacks or easily escaping. Can use Golden Flash or Slipstream.
- Armor: +8
- Golden Flash:
- COSTS: 6 Magic
- EFFECT: Instantly teleport to a different location within line-of-sight, allowing you automatically dodge any single-target attack.
- It can also be used to bypass Cover.
Slipstream:
RESTRICTIONS: This can be only be used by a Zora
COSTS: 12 Magic
CHARGE: 3 Actions
Begin charging by forming a portal to another realm. As it charges, the portal opens, showing a tunnel forward, though none can enter it just yet.
DESCRIPTION: Once charged, you can swim into the portal. It then slipstreams you into attacking every enemy twice with a Cross Slash, also bypassing Cover.
EFFECT 1: You can’t be Counterattacked during any of this.
EFFECT 2: At the end of the Slipstream, you can use Golden Flash once for free.
- INFORMATION 1: This item is a Mythical Artifact
- INFORMATION 2: This item is afflicted with Fierce Deity’s Influence. The longer you have it, the more influence it holds over you.
- RESTRICTIONS: This can only be used by Darte Fellshard
- DESCRIPTION: The fusion of what was once the Awoken Twilight Scimitar and Darte’s Living Blade. By default, it’s now an armor somewhat in the shape of a wide blade. Teal light glows from its Twili circuitry, and there’s a soft hum as it draws power from your very soul into the blade-like armor. Can use the Soulblade Transformation ability.
- Armor: +5
- Magic Regen:+5
- Soulblade Transformation:
- COSTS: 8 Magic
- CHARGE: 2 Actions
- CHANT: ”I am the soul of my blade. Steel are my scales and blades are my blood. I shall become… your weapon!”
DESCRIPTION: As you finish chanting, the light from your armor pulses, transforming you into a soulless spectral being. The armor meanwhile takes your soul and condenses into an actual sword, reminiscent of the Awoken Twilight Scimitar, except coated with blood-covered steel Zora scales. You’re now a spectral form wielding your own soul as a blade.
While in spectral form, you don’t adhere to the physical plane of existence. You are immune to non-Spirit attacks, but you cannot use Consumables.
All of your Actions cost an extra 4 Magic to use.
If somehow you would take damage, you instead lose Magic equal to the damage taken.
If your Magic hits 0, the Soulblade Transformation forcibly ends.
You can use Spectral Slash, Spectral Stab, or Shadow Orbs on a target, or the Power of a God ability.
Spectral Slash:
Roll your Courage dice vs. targets' Courage dice
Neutral Damage: +0
EFFECT: If it hits, siphon Magic from the target to you equal to half the damage dealt.
Spectral Stab:
Roll your Courage -10 dice vs. targets' Courage dice
Neutral Damage: +5
EFFECT: If it hits, the next time the target deals at least 15 Damage in a single attack, they receive all the damage they dealt in that attack.
This includes multi-hit or multi-target attacks.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Shadow Orbs:
REQUIREMENTS: Shadow
DESCRIPTION: Fire a stream of red shadowy orbs at a target; surrounding them in a veil of darkness that isolates their spirit
Roll your Wisdom +10 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: If it hits, target gets Support Blocked:
The next support action to affect target gets negated, removing Support Blocked.
Power of a God:
DESCRIPTION: “Use my power. Let it flow through you. Achieve what you could not do on your own before.” Allow Fierce Deity himself to manifest in a spectral form and wield your soulblade for a single attack.
EFFECT 1: Your next attack gains 50 Dice and bypasses any COSTS or Charge times. Although you may choose the target, you do not get a choice over what the attack is.
EFFECT 2: Afterwards, Soulblade Transformation ends, you’re returned to your physical body, and absolutely nothing else happens. Totally. Afterall, Fierce Deity is such a benevolent god.
- 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 is a Legendary Artifact.
- DESCRIPTION: A regal robe, fit for a King of Twilight. Golden geometrical patterns line the exterior, glowing in the light, while darkness awaits on the interior. The robe’s edges are cut into a series of blade-like patterns, and on command, they can shoot outwards in all directions. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost. Additionally, you can use King’s Command.
- Basic Mode:
- Armor: +6
Augmented Mode:
COSTS: 4 Magic at the start of each round to maintain
Armor: +16
King’s Command:
DESCRIPTION: Blades extend from your robes, striking everyone else around you.
Roll your Courage +10 dice vs. targets' Power dice
Damage: None
EFFECT: You can command all target(s) hit, for their next turn, to use any Support Action on any target of your choosing.
- INFORMATION: This is a Mythical Artifact
- REQUIREMENTS: Water and can only be worn by General Stella
- DESCRIPTION: A large partially see-through white veil covering your whole body which chills everything around it to the bone when worn. Woven and imbued with a powerful magic; it is said that only its creator, Stella could safely wear it. It slowly saps the spirits of the enemy; with the rate of sapping increasing with Augmented Protection being paid. During Augmented protection, it can Freeze-Shock all enemies.
- Standard Protection:
- EFFECT: Whenever anyone attacks you, they lose 2 Attack Dice
Augmented Protection:
COSTS: 4 Magic to maintain each round.
EFFECT: Whenever anyone attacks you, they lose 5 Attack Dice
Freeze-Shock:
REQUIREMENTS: Augmented Protection active.
COSTS: 6 Magic
DESCRIPTION: Lash at all enemies with a sudden wave of chill followed by a sudden shockwave, cutting their offenses and defenses simultaneously.
Roll your Wisdom +10 dice vs. targets' Wisdom dice
Damage: None
EFFECT: Target(s) hit lose 5 Attack Dice & Defense Dice
- Amount: 11
- 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.
- 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: 8
- 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 (maximum of 25 Hearts).
- Amount: 7
- SELL VALUE: 100 Rupees
- DESCRIPTION: A powerful, red liquid capable of restoring all wounds... at least for normal people. It actually kinda looks like blood…
- EFFECT: Consume this to recover up to 50 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: 9
- SELL VALUE: 50 Rupees
- DESCRIPTION: A light green liquid that restores your magical powers when you drink it. This isn't actually poison, is it?
- EFFECT: Consume this to recover either:
- Recover 7 Magic... OR
- Half of your Maximum Magic (maximum of 18 Magic).
- Amount: 1
- 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 up to 35 Magic.
- Amount: 0
- SELL VALUE: 75 Rupees
- DESCRIPTION: A Red Potion in a strange, glass container that you can throw to your allies' face the ground and heal your party.
- EFFECT: Drop this to cause you and your allies to recover 6 Hearts.
- Amount: 0
- SELL VALUE: 75 Rupees
- DESCRIPTION: A Green Potion in a strange, glass container that you can throw to your allies' face the ground and heal your party… magically.
- EFFECT: Drop this to cause you and your allies to recover 4 Magic.
- Amount: 5
- SELL VALUE: 100 Rupees
- DESCRIPTION: A light blue liquid that gives you health and magic back when you drink it. Just like Romulan Ale blueberry juice!
- EFFECT: Consume this to recover half of your Maximum Hearts & Magic (maximum of 20 each).
- Amount: 1
- SELL VALUE: 200 Rupees
- DESCRIPTION: A mystical and very potent potion, capable of restoring most normal people back to their prime.
- EFFECT: Consume this to recover up to 40 Hearts & Magic each
- Amount: 9
- SELL VALUE: 25 Rupees
- DESCRIPTION: A pliable, square-shaped and rather squishy biscuit often used by Zora for long journeys.
- In Battle:
- EFFECT: Begin chewing on the Soft Tack.
- At the start of each round, recover 4 Hearts from the tasty tack.
- If you cast a single-target Water spell on the biscuit, it will soften further, and the amount recovered at the start of each round is increased to 6 Hearts.
- You can cast the Water spell on the biscuit and start chewing it on the same turn.
DURATION: You can continue to chew on this for the remainder of the battle, after which it is fully consumed.
Out of Battle:
EFFECT: The tack can be consumed outside of battle to recover 6 Hearts.
If you cast a Water spell on the biscuit, it will soften, and the amount recovered is increased to 10 Hearts.
- Amount: 2
- SELL VALUE: 150 Rupees
- DESCRIPTION: A bottle of clear sparkling springwater, purifying anything it comes into contact with. The source of the water is unknown, but it sure as heck makes a reliable medicine for treating wounds and restoring parts of your body which have been blasted off.
- EFFECT: Consume this to heal yourself by 20 Hearts and remove any Negative Hearts Bonuses and Bleeding from yourself.
- Amount: 2
- DESCRIPTION: A lively Fairy, waiting in a bottle for your death! Isn't she just so kind?
- EFFECT: If you use the Fairy manually, you are restored to Maximum Hearts.
- If you die, you can use the Fairy on the spot, reviving you and restoring you to 3 Hearts.
- Amount: 15
- 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: 1
- DESCRIPTION: A lively beating heart, ripped straight from the core of a dead Stalfos! How that works, you’re not sure, but you decide not to question it. Can be… eaten, to gain a hearty bonus.
- EFFECT 1: Gain 10 Hearts.
- EFFECT 2: If an attack would kill you, you’re instead dropped to 1 Heart.
- DURATION: For the remainder of the battle.
- Amount: 0
- SELL VALUE: 75 Rupees
- DESCRIPTION: A flame-shaped seed with a clove of leaves surrounding it. Eating it might not be the best idea, but it can be eaten to gain various effects, depending on whether you're in battle or not.
- Out-of-Battle:
- DESCRIPTION: Your hair turns ablaze, making you a walking torch. Somehow, it doesn’t hurt you, and your hair reverts to normal afterwards.
- DURATION: Until you leave the current area or room.
In-Battle:
COSTS: 3 Hearts
DESCRIPTION: It burns to eat it, but your single-target attack cause flames to erupt on the target.
EFFECT: Anytime you hit with a single-target attack, they get Burned:
Every time the target attacks or defends, they take 1 Neutral Damage.
- 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: 0
- DESCRIPTION: A dragonhide-vial formed from the remains of a dragon, containing a true black ink, the likes of which can only come from a dragon's heart. You can feel the ink within the vial pulse with your own heartbeat. Anything written with or stained by this ink is permanent, and can only be removed by being seared off in the molten lavas of Death Mountain.
- EFFECT: If you mark a target with this ink, you'll feel the target's heartbeat when they're nearby, and that ink becomes incapable of going invisible or being Camouflaged.
- Amount: 3
- SELL VALUE: 250 Rupees
- DESCRIPTION: A scroll imbued with intense, magical power that courses through the parchment, containing a vast amount of knowledge.
- It can teach you any Spell.
Once this scroll is used, it disappears in a flash of rainbow light, illuminating the area for a few seconds.
- Amount: 5
- SELL VALUE: 200 Rupees
- DESCRIPTION: A strange scroll that seems to have Magic flowing through it, causing the writing scrawled all over it to glow red. A stamp in the shape of a hammer and a shield can be seen on the top-right corner of the parchment. It can be used on an non-Artifact Weapon, Shield, Armor or Robe to apply any Augment to it.
- EFFECT: Select any Augment listed in this thread and apply it to an non-Artifact Item you currently have.
- Amount: 4
- SELL VALUE: 1000 Rupees
- DESCRIPTION: A silver scroll imbued with intense, magical power that courses through the parchment, containing a vast amount of knowledge that was lost to history.
- It can teach you any Lost Spell.
Once this scroll is used, it disappears in a flash of intense white light, illuminating the area for a several seconds.
- Amount: 3
- SELL VALUE: 375 Rupees
- DESCRIPTION: A small golden prism-shaped crystal containing just a small amount of the essence that had leaked out of the Triforce eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a Skill or Spell to permanently power it up.
- EFFECT: Select any Endowment listed in the second post of this thread and ally it to any non-Legendary non-weapon-dependent combat Active Skill or Spell.
- Amount: 1
- DESCRIPTION: A medallion granted to you by the Sacred Realm's Gatekeeper. In theory, this thing can turn you into a new Sage, but your path has yet to be determined. It's up to you to figure out what kind of Sage you'd like to be and what role you'll play in this final battle.
- INFORMATION: This mark is passive and is considered a Legendary Artifact.
- RESTRICTIONS: This can only be used by Corsava Darte
- DESCRIPTION: A being of amorphous darkness that can freely shapeshift into a perfect illusion of whoever you want! It seems to have taken a liking to Darte, after being forgotten by its previous master. Can use the True Illusion, Illusory Switch, and Summoning Ritual abilities.
- True Illusion:
- DESCRIPTION: The Dark Mark now has a soul of its own, and it can manifest itself into a physical illusion that can be seen, felt, heard, and touched. It can take whatever form it wants, and you can telepathically speak with it. It has a will of its own though, so what it does may sometimes be out of your control.
- EFFECT: It can also manipulate its soul to match its form, so anyone that would normally be able to see through Illusions will not be able to tell the difference between it and someone real.
- DURATION: Your Dark Mark can stay in its form as long as it likes. But if it takes any damage (and it can’t actually defend itself), its form shifts back into a blob of darkness and disabled for a round.
Illusory Switch:
COSTS: 3 Magic
EFFECT: Instantly switch locations with your True Illusion. It’s the illusory treat that can’t be beat!
Summoning Ritual:
REQUIREMENTS: Memories of a specific target
COSTS: 15 Hearts and 30 Magic
CHARGE: 3 Actions
Begin charging by spilling your Magic-infused blood into a large spell circle.
As it charges, chant and recite scenes from your dearest memories of a specific target. Your memories are then sacrificed for more power.
DESCRIPTION: Once charged, the circle lights up, displaying those memories for all to see, then igniting them from sight and burning them from your memory.
EFFECT: Summon the specified target through the spell circle.
- Amount: 10
- SELL VALUE: 75 Rupees
- RESTRICTIONS: You can not set up Mechanisms during battle. Only one type of object can be loaded into a Shooter at a time.
- REQUIREMENTS: A solid surface to adhere the Shooter to.
- DESCRIPTION: A small metal container packed with gizmos that let it shoot Small Objects or Arrows when triggered.
- EFFECT 1: When setting the Shooter, you can choose to conceal it:
- When concealed, the Shooter rolls your Wisdom to defend against Spot Checks.
EFFECT 2: When setting the Shooter, load a Small Object or Arrows into the shooter.
This item can be unloaded by anyone at any time when anyone has access to the Shooter.
If you load a non-consumable Small Object (eg. Bombs, Arrows) into the Shooter, the item remains usable in your inventory but vanishes from the Shooter when you unload it.
EFFECT 3: When triggered, the Shooter fires the item inside in the direction it is facing. If anyone is in the way, run ATTACK.
ATTACK: Defaults to Roll your Courage dice vs. targets' Courage dice
Damage: Defaults to +0
EFFECT 1: If the item has an attacking roll, ATTACK takes the following from that attack:
It’s Dice Modifier
The stat the it hits
It’s Damage Modifier
Any EFFECTS it gives.
EFFECT 2: If the loaded item is non-consumable, Shooter can fire that item each time it is triggered indefinitely until the item is unloaded.
- Amount: 9
- SELL VALUE: 25 Rupees
- RESTRICTIONS: You can not set up Trigger Mechanisms during battle.
- REQUIREMENTS: Tripwire requires two surfaces for the hooks to be set on.
- DESCRIPTION: A pair of hooks connected by a piece of rope. The Tripwire can send signals when the rope is tripped.
- EFFECT 1: When setting the Tripwire, you can choose to conceal it:
- When concealed, the Tripwire rolls your Wisdom -5 to defend against Spot Checks.
EFFECT 2: When triggered, the Tripwire activates any Mechanisms and Hexes connected to it.
- COSTS: 2 Magic or 2 Hearts
- DESCRIPTION: A green, lifeless gem that's a little larger than a Rupee. Upon activation, it will glow a color based on your soul... wait...
- EFFECT: By activating this, your soul leaves your body and takes on your Spirit Form.
- You are able to float and fly around within the boundaries of any Spirit Complex. However, you cannot attack anything.
- Your soul uses Magic as its form of health. If your Magic reaches 0, you automatically return to your physical body.
- If your physical body dies, you (in spirit form) also die.
Anyone that's not in Spirit Mode or doesn't have Spirit Vision loses 6 Successes when targeting you.
DURATION: Spirit Form lasts until you decide to re-enter your body.
- 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!
- DESCRIPTION: Membership to what?
- Amount: 1
- DESCRIPTION: Fran's been turned into a little doll of himself! It stares back into your soul with psychotic psychedelic eyes. How creepy. Can be used by "scrunching" it together, causing it to explode. Doing so will unleash the true powers of The Hero of Death. However, you were warned by Twinmold that it is not one you should resort to using so easily.
- EFFECT: Who knows? Click it, and find out next time, on Fran Universe RPG!
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