Zelda Universe RPG

2-6-14: To Bomb a Clock Town - Printable Version

+- Zelda Universe RPG (https://zurpg.sephiroth.ws)
+-- Forum: ZURPG General (https://zurpg.sephiroth.ws/forum-18.html)
+--- Forum: Quests (https://zurpg.sephiroth.ws/forum-7.html)
+--- Thread: 2-6-14: To Bomb a Clock Town (/thread-474.html)



2-6-14: To Bomb a Clock Town - WindStrike - 02-06-2014


Oh god, not this quest... it should've been a nice little adventure quest, but... stuff happened.


Moments
Smithy's Accent
Oh my god, what have you two done
More puns
Death itself
Notes are dangerous
Screw timezones
Deaths
  1. * EdgeclawLizalfos is effortlessly cleaved in half by Wolfgang's axe, ending the battle in the first turn. The Lizalfos' head falls to the ground, still growling in shock before being drained of blood.
  2. * WinterWolfos ends up dealing 8 damage to SandorClegane as well as taking 1 burn damage from the Flaming Armor and burning itself to a crisp upon contact with Sandor's epic flaming armor.
    • <SandorClegane> woo science!
  3. * EdgeclawLizalfos guts the Werewolfos on his sword. He pulls the sword out of Wolfgang's corpse and proceeds with a chesire grin towards SandorClegane.
  4. * EdgeclawLizalfos watches Sandor burn to a crisp... only to come back alive, covered in blood but also covered in rage.
  5. * EdgeclawLizalfos is sliced in a fit of raging fury by SandorClegane's epic blade, driving through the Lizalfos' skin and body with ease as Sandor creates a bloodstorm from its corpse. The raining blood revives Wolfgang to 1 Heart.
  6. <DM> *Dhoo, you leap at the Thug, ripping through his innards and turning him inside outside. His blood spatters the backalley street, and you taste the blood dripping from your mouth.
  7. * Guard takes a large wound at his waist, disabling him and preventing him from moving. He appears to be gasping for breath.
    • <DM> *Your claymore easily slices through the newbie guard's neck, decapitating him.*
  8. <DM> *You make a hollow slice at Guard1's throat. However, it's enough to cut his throat as he falls to the ground.*
      [*}<Guard2> Why you..... killin' Steve like that!
    • <DM> *Congrats! You killed the weekly Steve!*
  9. <DM> *Sandor, your claymore slices through the Guard3, taking his life, and proving that death reigns over all. You are the embodiement of that nature, and those that do not fear you clearly wish to die.*
  10. <DM> *Dhoo, your leap punctures the guard's armor. His life drains from him as he's sent flying into the wall, right alongside the corpses of the other guards. He attempts to stand, but death takes its toll, causing him to crumple to the ground.*
Quotes
  1. <DM> *You stumble up to your beds and pass the heck out for the night. A loading screen enters your field of vision. ... IN YOUR DREAMS-
    • <DM> -=QUEST PAUSE=-
  2. <Guard2> You wallowin' self despairin' little fiddle stick of a man!
  3. <DM> *You fling Guard2 into Guard3 at sonic speeds, sending them both crashing into the wall. Guard2's back snaps, killing him on contact. Guard3 manages to hang on with 2 hearts left.*
  4. <SandorClegane> wait why does a gueard use a deku stick? budget cuts?



RE: 2-6-14: Melting the Frozen Sky - WindStrike - 02-06-2014

Enemies:

Lizalfos, Edgeclaw (Level: 8)
Winter Wolfos (Level: 9)
Town Guard (Level: 6)

Items:

Power Keg
  • Amount: 1
  • A keg of high-yield explosive powder that, after a period of time, explodes, hitting everyone and potentially destroying parts of the battlefield (DM's discretion).
  • Set the keg down and roll your Maximum Hearts. The keg's Hearts are equal to the successes * 2. It starts your team's side of the field.
  • The keg can be kicked to the other side for the cost of an action by any player. It explodes when its Hearts reach 0 or at the end of the second round after dropping it, hitting everyone.
    • Roll your Power dice vs. targets' Power dice / Damage increased by $1d5
    • The Power Keg does full damage to players for the side it's on. It does half damage (after the $1d5 roll) to the side it's not on.
Add this to your Weapons



RE: 2-6-14: To Bomb a Clock Town - Darklink42 - 01-19-2016

Summaries
Session 1
Session 2



RE: 2-6-14: To Bomb a Clock Town - WindStrike - 07-17-2024

Yes, this quest is still going. It's ZURPG: the place where things go to die, but they never stay dead.



Hideo's Trading Post
Please, purchase my wares. I have few things, but they are of high value, yes yes! In fact, most things you can buy from Kojima's Mysterious Shop, you can now purchase here!

Except the Bomb Bag Mask. That, you will have to purchase from Kojima. I will not make any exceptions!

Red Potion
Costs 100 Rupees to buy.
  • 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.
Buy this Consumable
Green Potion
Costs 100 Rupees to buy.
  • Amount: 1
  • 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.
Buy this Consumable
Mysterious Potion
Costs 100 Rupees to buy.
  • Amount: 1
  • DESCRIPTION: What color is it? What does it taste like? Is it even safe? Who knows! When you drink it, roll a $1d6. The result is what you get:
    1. Recover 15 Hearts.
    2. Recover 10 Magic.
    3. Gain 5 Attack Dice & Defense Dice.
    4. Take 10 Neutral Damage.
    5. Lose 7 Magic. If this drops you to 0 Magic, you die instantly.
    6. Drink a Crack Potion. DM will find and send you the details.
Buy this Consumable
Cracked Hero's Mask
Costs 50 Rupees to buy.
  • DESCRIPTION: It’s a mask of the Hero, the one that saved Clocktown! But there’s a crack down the middle. Never fear, you’re still the Hero; clearly, it’s just a battle scar!
    • EFFECT: None. It’s just a normal mask with a crack in it. Why would you expect otherwise?
Buy this Mask
Ice Mask
Costs 300 Rupees to buy.
  • DESCRIPTION: I-i-it’s a bit ch-chilly in here, isn’t it? Pop this on, and you’ll be extra chilly! And your head is encased in a block of ice. Grants the Super Freeze ability.
    • EFFECT 1: Good news! You take no Fire-based damage while wearing this.
    • EFFECT 2: Also good news, your Courage is reduced by 6 while wearing this.
    • Super Freeze:
      • COSTS: 5 Magic
      • DESCRIPTION: Become encased in a block of invulnerable ice! It can be slid around, but while inside, you are safe from all attacks!
        • EFFECT 1: You take no damage of any kind!
        • EFFECT 2: The block of ice has no friction. Enjoy.
        • EFFECT 3: Also, you’re encased in a block of ice. You can’t do anything until you unfreeze.
        • DURATION: Until the start of your turn one round later.
Buy this Mask
Bomb Bag Mask
Cannot be bought here. Must be purchased at Kojima's Mysterious Shop.
  • DESCRIPTION: You’ve now got a bag with a skull over your head. Congrats! How are you breathing in that thing? While you’re wearing this, your Bombs are empowered, and you’ve got an explosive surprise for anyone that kills you…
    • EFFECT 1: Bombs thrown or used by you deal x1.5 damage (rounded up).
    • EFFECT 2: When you die, you explode! Hits everyone else, bypassing Cover.
      • Roll your Power +6 dice vs. targets' Power dice
        • Damage: 15
        • EFFECT: Each bomb you’ve thrown this battle increases the damage dealt by 3. Also, the total is affected by the above listed damage multiplier.



RE: 2-6-14: To Bomb a Clock Town - WindStrike - 07-18-2024

Carpenter
  • Power: 23 (+0)
  • Courage: 18 (+0)
  • Wisdom: 9 (+0)
  • Hearts: 14/14 (+0)
  • Magic: 8/8 (+0)
  • Initiative: $init 1d10
  • Attack Dice: 0
  • Defense Dice: 3
  • Armor: 2
 
Affinities: Light
Description
Origin: Majora’s Mask
These carpenters served under Mutoh and now seek compensation. They’ve become a new group called The Flock... and their plans are nefarious.

Bonuses
  • Regen x4
Skills
Perseverance
  • RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
  • DESCRIPTION: Humans are able to persevere through battles, and thus gain bonuses with lower Hearts.
    • EFFECT: When your Hearts are reduced to 50% of your Maximum Hearts or lower, you gain 3 Attack Dice & Defense Dice.
      • DURATION: This lasts until your Hearts return to above 50% of your Maximum Hearts.
Curiosity
  • RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
  • DESCRIPTION: Humans are naturally compelled to explore the unknown, increasing their ability to find secrets or triggers.
    • EFFECT 1: You gain an extra hint at nearby secrets or triggers.
    • EFFECT 2: Whenever you are close to a secret or trigger, you feel a wave of extra curiosity echo through you, alerting you to its presence.
Gut Feeling
  • RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
  • DESCRIPTION: Humans have occasional compulsions, pulling them towards or away something.
    • EFFECT: You also are aware of the direction of the plot, unless you’re in a maze.
Confidence
  • RESTRICTION 1: This is an Innate Skill. Only Humans can learn and use this skill.
  • RESTRICTION 2: This can only be used once per battle.
  • DESCRIPTION: You gain increased confidence within yourself, temporarily breaking free of negative effects, but making you more susceptible to attacks.
    • EFFECT: You become immune to all your effects that were caused by enemies, but you also temporarily lose 5 Defense Dice.
      • This does not actually remove them or prevent you from getting more.
      • DURATION: One round.
Integrity
  • RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
  • DESCRIPTION: You become fortified temporarily, reducing damage you would take for a short time.
    • EFFECT: You gain 3 Armor.
      • DURATION: One round.
Adapt
  • RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
  • COSTS: 3 Magic
  • DESCRIPTION: As a Human, you’re able to learn new things, especially in the heat of battle, very quickly, and as a result, you can adapt to any situation. Scan one target, attempting to learn their strengths.
    • 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: None
      • EFFECT: If it works, you can pick a stat (Power, Courage, or Wisdom) that the target has higher of than you, and add half of the difference between them to your respective stat.
        • For example, if the target has 20 Power and you have 10 Power, you gain 5 Power.
Camouflage
  • SELL VALUE: 125 Rupees
  • REQUIREMENTS: Specify what you're camouflaging with
    • If you say "the darkness" or "the shadows", be aware that it has no effect against anyone with Dark Vision
  • COSTS: 3 Magic
  • DESCRIPTION: Shh! I'm being sneaky. Go away! Magically camouflage in with something nearby to go sneaky.
    • You cannot be targeted by anything Single-Target.
    • If you take any damage or do anything other than moving around, Camouflage ends.
Steal
  • REQUIREMENTS: A free hand
  • DESCRIPTION: Select a target to steal from. Hopefully it's not considered illegal.
    • Roll your Power dice vs. targets' Power dice
      • Damage: None
    • Roll your Courage dice vs. targets' Courage dice
      • Damage: None
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: If at least two of the three attacks are successful, steal an item that's equipped by the target.
        • Then, either store it in your inventory or, if you meet the REQUIREMENTS, you can immediately equip it.
Enrage
  • SELL VALUE: 100 Rupees
  • COSTS: 3 Hearts
  • DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gains a boost.
    • EFFECT: Your next attack gains 5 Dice.
Poke
  • SELL VALUE: 50 Rupees
  • DESCRIPTION: Poke someone. For the lulz. This is automatic and counts as a Support Action, by the way.
    • Neutral Damage: 1
    • FYI: This does not break Cover.
Cover
  • 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.
Hide
  • 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.
Basic Counter
  • 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.
Two Hands for One
  • 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.
Punch
  • REQUIREMENTS: A free hand
  • DESCRIPTION: Swords not good enough? Punch a target with your fist!
    • Roll your Power +5 dice vs. targets' Power dice
      • Damage: Halved
Bash
  • 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
      • Damage: -2
Throw
  • 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
Kick
  • 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
      • Damage: Halved
Escape
  • 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.
Sneak-Up
  • 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).
Taunt
  • 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.
Stealth Strike
  • 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).
Spells
Illusion of Invisibility
  • SELL VALUE: 200 Rupees
  • REQUIREMENTS: Light
  • COSTS: Any amount of Magic
  • DESCRIPTION: Bend the Light around an object, tethering the illusion to it.
    • EFFECT: Cause an object to become invisible.
    • DURATION: Until the object touches anything or is otherwise damaged.
Extend
  • SELL VALUE: 200 Rupees
  • REQUIREMENTS: Light
  • COSTS: 4 Magic
  • DESCRIPTION: Feed some lifeforce into a target, increasing their health.
    • EFFECT: Target gains 5/5 Hearts (Stat).
Items
Smash Hammer
  • SELL VALUE: 75 Rupees
  • DESCRIPTION: A steel hammer that packs extra punch, this hammer can cripple defenses and disable targets. Can Whack or Cripple a target.
    • Whack!:
      • Roll your Power dice vs. targets' Power dice
        • Damage: +4
    • Cripple:
      • Roll your Power -3 dice vs. targets' Power dice
        • Damage: +0
        • EFFECT: If it hits, the target gets Immobilized:
          • Target cannot move or use any melee attacks.
          • DURATION: One round.
Loot Shovel
  • SELL VALUE: 100 Rupees
  • REQUIREMENTS: Two-Handed
  • DESCRIPTION: A large shovel fer movin' loot. Let's ye Whack! or Thwack! any lad ye want! On th' bright side it be a good workout for yer pecs an' lats!
    • Whack!:
      • Roll your Power +4 dice vs. targets' Courage dice
        • Damage: +4
    • Thwack:
      • Roll your Power dice vs. targets' Power dice
        • Damage: +4
        • EFFECT: If th' attack be successful, target loses 3 Wisdom.
Super Bombs
  • SELL VALUE: 250 Rupees
  • DESCRIPTION: A big, super-sized red Bomb that's packed as tightly as possible with gunpowder for the user to rain Michael Bay death all over. Unfortunately, it has a massive blast radius, as it hits everyone.
    • EFFECT: This bypasses Cover.
    • Roll your Power +6 dice vs. targets' Power dice
      • Damage: 10
Regeneration Shield
  • SELL VALUE: 100 Rupees
  • DESCRIPTION: A kite shield that provides minor defense, but causes you to recover over time.
    • Defense Dice: +1
    • Regen: +2
Dragon Blood's Armor
  • SELL VALUE: 125 Rupees
  • DESCRIPTION: Who needs Dragonhide when you have Dragon's Blood? This beauty of an armor is literally crafted from the sundered, crusty husk of Dragon's Blood! It was originally going to be used for pizza sauce, but then Master DM had dumber ideas.
    • Armor: +2
    • Regen: +2
Traveler's Cloak
  • SELL VALUE: 100 Rupees
  • DESCRIPTION: A rather sturdy emerald cape that's popular with travelers for its ability to get someone out of a battle with ease. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
    • Basic Mode:
      • Defense Dice: +1
    • Augmented Mode:
      • COSTS: 4 Magic at the start of each round to maintain
      • Defense Dice: +4
      • EFFECT: You gain 5 Dice when using Escape.
Clawshot
  • DESCRIPTION: The Clawshot shoots a long chain with a claw at the end of the chain, with the intention of pulling things towards you, using a chain that reaches up to 50 feet away. Can also use Get Over Here! on a target.
    • EFFECT: The claw can be used to pull objects out of supporting structures to potentially collapse them.
    • Get Over Here!:
      • Roll your Power +5 dice vs. targets' Power dice
        • Damage: None
        • EFFECT: If it hits, target reels towards you.
          • When the target gets up to you, you can follow up with a melee attack, and the target loses 5 Dice when defending for this attack.
Red Potion
  • Amount: 2
  • 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.
Green Potion
  • Amount: 2
  • 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.
Reroll Points
  • Amount: 1
  • 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.
Clocktown Guard
  • Power: 16 (+2)
  • Courage: 18 (+2)
  • Wisdom: 14 (+2)
  • Hearts: 18/18 (+0)
  • Magic: 6/6 (+0)
  • Initiative: $init 1d10
  • Attack Dice: 3
  • Defense Dice: 0
  • Armor: 4
 
Affinities: Nature
Description
Origin: Majora’s Mask
The standard guardsmen of Clocktown. They’re trained a bit differently than Lord Gustaf’s Hylian Guards, but they’re still effective. As long as they’re not interns.

Though, supposedly, they lack a life insurance policy. Would be a shame if anything were to happen with them, especially with the fairy deficit…
Drops all equipment on death. How’s that for a policy?
Skills
Children of the Goddesses
  • RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
  • DESCRIPTION: Hylians are considered to be the first race created by the Goddesses and thus get a general stat boost.
    • Power: +2
    • Courage: +2
    • Wisdom: +2
Selective Hearing
  • RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
  • DESCRIPTION: Hylians have a better sense of hearing than others, allowing them to hear something from far off that would normally be inaudible.
    • EFFECT: Additionally, you can selectively hear what you want to in a crowd of noises.
Telepathic Conversation
  • RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
  • DESCRIPTION: You can send telepathic messages to someone else.
    • You can initiate two-way communication with that person, even if he’s not capable of telepathy.
    • These telepathic messages can only be sent to one person at a time.
Prayer
  • RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill.
  • DESCRIPTION: Pray to either Din, Nayru, or Farore. Depending on which goddess you to pray to, you gain different blessings.
    • Din:
      • EFFECT: You gain $1d2 Attack Dice.
    • Nayru:
      • EFFECT: You gain 1 Defense Dice.
    • Farore:
      • EFFECT: You gain a temporary Reroll Point.
        • DURATION: The Reroll Point automatically expires at the end of the battle.
Change Focus
  • RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill.
  • COSTS: 1 Magic
  • DESCRIPTION: Alter the will of your next move to use your strength or your speed instead.
    • EFFECT: Change your roll for the next attack or defense you do to use either Power or Courage.
Telepathic Mindstrike
  • RESTRICTION 1: This is an Innate Skill. Only Hylians can learn and use this skill.
  • RESTRICTION 2: A target hit by Telepathic Mindstrike cannot be hit by it again in the same day.
  • DESCRIPTION: Turn your telepathy into a weapon, as you strike a target’s mind with it!
    • 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: Halved
      • Neutral Damage: 2
      • EFFECT: If it hits, read the thought the target is currently thinking about.
Leap Attack
  • 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.
Enrage
  • SELL VALUE: 100 Rupees
  • COSTS: 3 Hearts
  • DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gains a boost.
    • EFFECT: Your next attack gains 5 Dice.
Cover
  • 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.
Hide
  • 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.
Basic Counter
  • 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.
Two Hands for One
  • 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.
Punch
  • REQUIREMENTS: A free hand
  • DESCRIPTION: Swords not good enough? Punch a target with your fist!
    • Roll your Power +5 dice vs. targets' Power dice
      • Damage: Halved
Bash
  • 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
      • Damage: -2
Throw
  • 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
Kick
  • 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
      • Damage: Halved
Escape
  • 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.
Sneak-Up
  • 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).
Taunt
  • 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.
Stealth Strike
  • 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).
Spells
Heal Beam
  • SELL VALUE: 50 Rupees
  • REQUIREMENTS: Nature
  • COSTS: 1 Magic
  • DESCRIPTION: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.
    • EFFECT: Target recovers 4 Hearts.
Earth Shield
  • SELL VALUE: 150 Rupees
  • REQUIREMENTS: Nature
  • COSTS: 3 Magic
  • DESCRIPTION: A mold of earth covers a target in a protective shell.
    • EFFECT: Target gains 2 Armor.
Items
Magic Hammer
  • SELL VALUE: 100 Rupees
  • DESCRIPTION: A rubber hammer that’s both small and lightweight, yet due to its magical enchantment, it can break even the toughest of defenses. Can Whack or Cripple a target.
    • Whack!:
      • Roll your Power +10 dice vs. targets' Power dice
        • Damage: Halved
    • Cripple:
      • Roll your Power +2 dice vs. targets' Power dice
        • Damage: Halved
        • EFFECT: If it hits, target loses 2 Defense Dice.
White Sword
  • SELL VALUE: 75 Rupees
  • DESCRIPTION: A white blade enchanted with the power of wind. Can Slash, Stab, or Air Blade one target.
    • Slash:
      • Roll your Courage +6 dice vs. targets' Courage dice
        • Damage: +0
    • Stab:
      • Roll your Courage dice vs. targets' Courage dice
        • Damage: +6
        • IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
    • Magical Blade:
      • REQUIREMENTS: You being at Maximum Hearts
      • DESCRIPTION: Fire a magical blade of air, powered by your Hearts, at a target.
      • Roll your Courage +9 dice vs. targets' Courage dice
        • Damage: +0
An Actual Shield
  • SELL VALUE: 75 Rupees
  • DESCRIPTION: A shield that actually blocks attacks by reducing their damage. What a miraculous concept!
    • Armor: +3
Combat Armor
  • SELL VALUE: 100 Rupees
  • DESCRIPTION: A lightweight armor that enhances the offense of its wearer, though the protection it provides is subpar.
    • Armor: +1
    • Attack Dice: +3
Replenishing Deku Nuts
  • SELL VALUE: 100 Rupees
  • DESCRIPTION: A pouch containing… nothing? However, you can reach in and pull out a Deku Nut… nifty. Can use Escape Daze or use it as a Flashbang against a target.
    • Escape Daze:
      • EFFECT: You can throw it at the ground as a Support Action, causing a brief flash.
        • Anyone that uses Escape gains 6 Dice.
        • DURATION: This lasts until the end of turn one round later.
    • Flashbang:
      • Roll your Courage -3 dice vs. targets' Courage dice
        • Damage: None
        • EFFECT: If it hits, target gets Blinded:
          • When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
Magic Shackles
  • SELL VALUE: 25 Rupees
  • INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
  • DESCRIPTION: A pair of handcuffs that magically wrap around the target’s wrists, no matter who or what the target is. That’s right, you can even handcuff a Gleeok… not that they really have hands.
    • EFFECT 1: When you would kill a target, instead reduce the target to 1 Heart and cuff them with the Magic Shackles, preventing them from doing anything, save for talking.
      • Though, it also comes with a Magical Duct Tape option.
    • EFFECT 2: Shackles on a target can be broken if it takes at least 5 Damage in a single hit.
Restoration Heart
  • Amount: 1
  • 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.
Magic Jar
  • Amount: 1
  • 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.
Captain Viscen
  • Power: 18 (+2)
  • Courage: 20 (+4)
  • Wisdom: 16 (+2)
  • Hearts: 13/20 (+0)
  • Magic: 8/8 (+0)
  • Initiative: $init 1d10
  • Attack Dice: 3
  • Defense Dice: 0
  • Armor: 4
 
Affinities: Nature
Description
Origin: Majora’s Mask
The captain of Clocktown’s Guards. A stalwart fellow and a veteran that goes all the way back to the Hyrulean Civil War. Tends to take a rather no-nonsense approach. Always wears his gear, and he’s always suspicious. Ever since that incident with that one thief, way back when…
Drops all equipment on death. How’s that for a policy?
Skills
Children of the Goddesses
  • RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
  • DESCRIPTION: Hylians are considered to be the first race created by the Goddesses and thus get a general stat boost.
    • Power: +2
    • Courage: +2
    • Wisdom: +2
Selective Hearing
  • RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
  • DESCRIPTION: Hylians have a better sense of hearing than others, allowing them to hear something from far off that would normally be inaudible.
    • EFFECT: Additionally, you can selectively hear what you want to in a crowd of noises.
Telepathic Conversation
  • RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
  • DESCRIPTION: You can send telepathic messages to someone else.
    • You can initiate two-way communication with that person, even if he’s not capable of telepathy.
    • These telepathic messages can only be sent to one person at a time.
Prayer
  • RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill.
  • DESCRIPTION: Pray to either Din, Nayru, or Farore. Depending on which goddess you to pray to, you gain different blessings.
    • Din:
      • EFFECT: You gain $1d2 Attack Dice.
    • Nayru:
      • EFFECT: You gain 1 Defense Dice.
    • Farore:
      • EFFECT: You gain a temporary Reroll Point.
        • DURATION: The Reroll Point automatically expires at the end of the battle.
Change Focus
  • RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill.
  • COSTS: 1 Magic
  • DESCRIPTION: Alter the will of your next move to use your strength or your speed instead.
    • EFFECT: Change your roll for the next attack or defense you do to use either Power or Courage.
Telepathic Mindstrike
  • RESTRICTION 1: This is an Innate Skill. Only Hylians can learn and use this skill.
  • RESTRICTION 2: A target hit by Telepathic Mindstrike cannot be hit by it again in the same day.
  • DESCRIPTION: Turn your telepathy into a weapon, as you strike a target’s mind with it!
    • 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: Halved
      • Neutral Damage: 2
      • EFFECT: If it hits, read the thought the target is currently thinking about.
Leap Attack
  • 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.
Enrage
  • SELL VALUE: 100 Rupees
  • COSTS: 3 Hearts
  • DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gains a boost.
    • EFFECT: Your next attack gains 5 Dice.
Cover
  • 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.
Hide
  • 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.
Basic Counter
  • 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.
Two Hands for One
  • 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.
Punch
  • REQUIREMENTS: A free hand
  • DESCRIPTION: Swords not good enough? Punch a target with your fist!
    • Roll your Power +5 dice vs. targets' Power dice
      • Damage: Halved
Bash
  • 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
      • Damage: -2
Throw
  • 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
Kick
  • 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
      • Damage: Halved
Escape
  • 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.
Sneak-Up
  • 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).
Taunt
  • 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.
Stealth Strike
  • 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).
Spells
Heal Beam
  • SELL VALUE: 50 Rupees
  • REQUIREMENTS: Nature
  • COSTS: 1 Magic
  • DESCRIPTION: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.
    • EFFECT: Target recovers 4 Hearts.
Earth Shield
  • SELL VALUE: 150 Rupees
  • REQUIREMENTS: Nature
  • COSTS: 3 Magic
  • DESCRIPTION: A mold of earth covers a target in a protective shell.
    • EFFECT: Target gains 2 Armor.
Items
Magic Hammer
  • SELL VALUE: 100 Rupees
  • DESCRIPTION: A rubber hammer that’s both small and lightweight, yet due to its magical enchantment, it can break even the toughest of defenses. Can Whack or Cripple a target.
    • Whack!:
      • Roll your Power +10 dice vs. targets' Power dice
        • Damage: Halved
    • Cripple:
      • Roll your Power +2 dice vs. targets' Power dice
        • Damage: Halved
        • EFFECT: If it hits, target loses 2 Defense Dice.
White Sword
  • SELL VALUE: 75 Rupees
  • DESCRIPTION: A white blade enchanted with the power of wind. Can Slash, Stab, or Air Blade one target.
    • Slash:
      • Roll your Courage +6 dice vs. targets' Courage dice
        • Damage: +0
    • Stab:
      • Roll your Courage dice vs. targets' Courage dice
        • Damage: +6
        • IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
    • Magical Blade:
      • REQUIREMENTS: You being at Maximum Hearts
      • DESCRIPTION: Fire a magical blade of air, powered by your Hearts, at a target.
      • Roll your Courage +9 dice vs. targets' Courage dice
        • Damage: +0
An Actual Shield
  • SELL VALUE: 75 Rupees
  • DESCRIPTION: A shield that actually blocks attacks by reducing their damage. What a miraculous concept!
    • Armor: +3
Combat Armor
  • SELL VALUE: 100 Rupees
  • DESCRIPTION: A lightweight armor that enhances the offense of its wearer, though the protection it provides is subpar.
    • Armor: +1
    • Attack Dice: +3
Speed Robes
  • SELL VALUE: 100 Rupees
  • DESCRIPTION: A green robe that seems to flicker while you move, making your position unclear to enemies. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
    • Basic Mode:
      • Courage: +2
    • Augmented Mode:
      • COSTS: 4 Magic at the start of each round
      • Courage: +7
Replenishing Deku Nuts
  • SELL VALUE: 100 Rupees
  • DESCRIPTION: A pouch containing… nothing? However, you can reach in and pull out a Deku Nut… nifty. Can use Escape Daze or use it as a Flashbang against a target.
    • Escape Daze:
      • EFFECT: You can throw it at the ground as a Support Action, causing a brief flash.
        • Anyone that uses Escape gains 6 Dice.
        • DURATION: This lasts until the end of turn one round later.
    • Flashbang:
      • Roll your Courage -3 dice vs. targets' Courage dice
        • Damage: None
        • EFFECT: If it hits, target gets Blinded:
          • When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
Magic Shackles
  • SELL VALUE: 25 Rupees
  • INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
  • DESCRIPTION: A pair of handcuffs that magically wrap around the target’s wrists, no matter who or what the target is. That’s right, you can even handcuff a Gleeok… not that they really have hands.
    • EFFECT 1: When you would kill a target, instead reduce the target to 1 Heart and cuff them with the Magic Shackles, preventing them from doing anything, save for talking.
      • Though, it also comes with a Magical Duct Tape option.
    • EFFECT 2: Shackles on a target can be broken if it takes at least 5 Damage in a single hit.
Red Potion
  • Amount: 0
  • SELL VALUE: 50 Rupees
  • DESCRIPTION: A light red liquid that gives you health back when you drink it. So what's in it anyways?
    • EFFECT: Consume this to recover either:
      • Recover 10 Hearts... OR
      • Half of your Maximum Hearts.
Green Potion
  • Amount: 1
  • 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.
Fairy
  • Amount: 0
  • DESCRIPTION: A lively Fairy, waiting in a bottle for your death! Isn't she just so kind?
    • EFFECT: If you use the Fairy manually, you are restored to Maximum Hearts.
      • If you die, you can use the Fairy on the spot, reviving you and restoring you to 3 Hearts.



RE: 2-6-14: To Bomb a Clock Town - WindStrike - 08-15-2024

Sakon the Thief
  • Power: 4 (+2)
  • Courage: 30 (+2)
  • Wisdom: 20 (+2)
  • Hearts: 5/24 (+0)
  • Magic: 5/8 (+0)
  • Initiative: $init 1d10
  • Attack Dice: 0
  • Defense Dice: 3
  • Armor: 2
 
Affinities: Water, Light
Description
Origin: Majora’s Mask
A thief that once tormented Clock Town and wanted bombs. Bigger bombs, lots of bombs! However, his plans were cut short by the Hero of Time. He was presumed dead in a great explosion, but now he’s back with a vengeance!

Bonuses
  • Regen x4
  • Once per round, you can override your defending stat with Courage. This does not include your Defense Dice.
Skills
Children of the Goddesses
  • RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
  • DESCRIPTION: Hylians are considered to be the first race created by the Goddesses and thus get a general stat boost.
    • Power: +2
    • Courage: +2
    • Wisdom: +2
Selective Hearing
  • RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
  • DESCRIPTION: Hylians have a better sense of hearing than others, allowing them to hear something from far off that would normally be inaudible.
    • EFFECT: Additionally, you can selectively hear what you want to in a crowd of noises.
Telepathic Conversation
  • RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
  • DESCRIPTION: You can send telepathic messages to someone else.
    • You can initiate two-way communication with that person, even if he’s not capable of telepathy.
    • These telepathic messages can only be sent to one person at a time.
Prayer
  • RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill.
  • DESCRIPTION: Pray to either Din, Nayru, or Farore. Depending on which goddess you to pray to, you gain different blessings.
    • Din:
      • EFFECT: You gain $1d2 Attack Dice.
    • Nayru:
      • EFFECT: You gain 1 Defense Dice.
    • Farore:
      • EFFECT: You gain a temporary Reroll Point.
        • DURATION: The Reroll Point automatically expires at the end of the battle.
Change Focus
  • RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill.
  • COSTS: 1 Magic
  • DESCRIPTION: Alter the will of your next move to use your strength or your speed instead.
    • EFFECT: Change your roll for the next attack or defense you do to use either Power or Courage.
Telepathic Mindstrike
  • RESTRICTION 1: This is an Innate Skill. Only Hylians can learn and use this skill.
  • RESTRICTION 2: A target hit by Telepathic Mindstrike cannot be hit by it again in the same day.
  • DESCRIPTION: Turn your telepathy into a weapon, as you strike a target’s mind with it!
    • 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: Halved
      • Neutral Damage: 2
      • EFFECT: If it hits, read the thought the target is currently thinking about.
Camouflage
  • SELL VALUE: 125 Rupees
  • REQUIREMENTS: Specify what you're camouflaging with
    • If you say "the darkness" or "the shadows", be aware that it has no effect against anyone with Dark Vision
  • COSTS: 3 Magic
  • DESCRIPTION: Shh! I'm being sneaky. Go away! Magically camouflage in with something nearby to go sneaky.
    • You cannot be targeted by anything Single-Target.
    • If you take any damage or do anything other than moving around, Camouflage ends.
Steal
  • REQUIREMENTS: A free hand
  • DESCRIPTION: Select a target to steal from. Hopefully it's not considered illegal.
    • Roll your Power dice vs. targets' Power dice
      • Damage: None
    • Roll your Courage dice vs. targets' Courage dice
      • Damage: None
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: If at least two of the three attacks are successful, steal an item that's equipped by the target.
        • Then, either store it in your inventory or, if you meet the REQUIREMENTS, you can immediately equip it.
Enrage
  • SELL VALUE: 100 Rupees
  • COSTS: 3 Hearts
  • DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gains a boost.
    • EFFECT: Your next attack gains 5 Dice.
Poke
  • SELL VALUE: 50 Rupees
  • DESCRIPTION: Poke someone. For the lulz. This is automatic and counts as a Support Action, by the way.
    • Neutral Damage: 1
    • FYI: This does not break Cover.
Cover
  • 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.
Hide
  • 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.
Basic Counter
  • 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.
Two Hands for One
  • 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.
Punch
  • REQUIREMENTS: A free hand
  • DESCRIPTION: Swords not good enough? Punch a target with your fist!
    • Roll your Power +5 dice vs. targets' Power dice
      • Damage: Halved
Bash
  • 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
      • Damage: -2
Throw
  • 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
Kick
  • 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
      • Damage: Halved
Escape
  • 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.
Sneak-Up
  • 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).
Taunt
  • 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.
Stealth Strike
  • 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).
Spells
Illusion of Sound
  • 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.
Illusion of Invisibility
  • SELL VALUE: 200 Rupees
  • REQUIREMENTS: Light
  • COSTS: Any amount of Magic
  • DESCRIPTION: Bend the Light around an object, tethering the illusion to it.
    • EFFECT: Cause an object to become invisible.
    • DURATION: Until the object touches anything or is otherwise damaged.
Items
Augmented Soul Blade
  • INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
  • DESCRIPTION: A blade shining with shadows that strikes those who would cast spells. Can Slash or Stab or a target.
    • Slash:
      • Roll your Courage +6 dice vs. targets' Wisdom dice
        • Damage: +0
        • EFFECT: If it hits, target loses 3 Magic.
    • Stab:
      • Roll your Courage +2 dice vs. targets' Wisdom dice
        • Damage: +0
        • EFFECT: If it hits, target loses 5 Magic.
        • IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Regeneration Shield
  • SELL VALUE: 100 Rupees
  • DESCRIPTION: A kite shield that provides minor defense, but causes you to recover over time.
    • Defense Dice: +1
    • Regen: +2
Dragon Blood's Armor
  • SELL VALUE: 125 Rupees
  • DESCRIPTION: Who needs Dragonhide when you have Dragon's Blood? This beauty of an armor is literally crafted from the sundered, crusty husk of Dragon's Blood! It was originally going to be used for pizza sauce, but then Master DM had dumber ideas.
    • Armor: +2
    • Regen: +2
Traveler's Cloak
  • SELL VALUE: 100 Rupees
  • DESCRIPTION: A rather sturdy emerald cape that's popular with travelers for its ability to get someone out of a battle with ease. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
    • Basic Mode:
      • Defense Dice: +1
    • Augmented Mode:
      • COSTS: 4 Magic at the start of each round to maintain
      • Defense Dice: +4
      • EFFECT: You gain 5 Dice when using Escape.
Hookshot
  • SELL VALUE: 100 Rupees
  • DESCRIPTION: The Hookshot fires a chained, miniature harpoon at a target, which can reach up to 50 feet away. Can fire a Reel at a target.
    • EFFECT: This harpoon can pull you towards objects or vice versa.
      • Can pull you towards any wooden surface, soft surface, or Hookshot Target.
      • Can pull Small Objects towards you.
      • The chain cannot lock.
    • Reel:
      • Roll your Courage +5 dice vs. targets' Courage dice
        • Damage: None
        • EFFECT: If it hits, reel towards the target.
          • When you get up to the target, you can follow up with a melee attack with +5 Dice.
Fairy
  • Amount: 18
  • 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.
Red Potion
  • Amount: 2
  • 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.
Green Potion
  • Amount: 2
  • 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.
Reroll Points
  • Amount: 3
  • SELL VALUE: 25 Rupees
  • DESCRIPTION: A golden coin that can be flicked at any roll to rewind time for a moment and force a redo.
    • EFFECT: Once per turn, immediately after someone rolls for something, you can flick a Reroll Point at the target to force them to reroll it. Then, choose which roll the target uses.
Skipper Pants
  • INFORMATION: This item is a passive. Having it in your inventory is enough for its effects. I mean, they’re pants. You gotta wear them.
  • DESCRIPTION: Yes, behold. Tight blue pants! Somehow, something about these pants gives you some extra skip.
    • EFFECT: Once per round, you can override your defending stat with Courage. This does not include your Defense Dice.