Nigel Splashberry - Forgotten Third Eye - 10-25-2015
Note to WindStrike, check these things just in case:
- Signature Skill
- Amplification Blade (Artifact)
Spreadsheet here.
- Power: 18 (+0)
- Courage: 20 (+0)
- Wisdom: 17 (+0)
- Hearts: 14/10 (+4)
- Magic: 14/10 (+4)
- Initiative: $init 1d10
- Attack Dice: 1
- Defense Dice: 8
- Armor: 8
- Stat Points: 0
- Stat Points (Used): 95
- Heart Containers: 4
- Rupees: 15011
Affinities: Water, Fire, Nature
- Power: 18 (+0)
- Courage: 20 (+0)
- Wisdom: 17 (+0)
- Hearts: 14/14 (+0)
- Magic: 10/10 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 4
Affinities: Water, Fire, Nature
- Power: 18 (+0)
- Courage: 20 (+0)
- Wisdom: 17 (+0)
- Hearts: 14/14 (+0)
- Magic: 14/14 (+0)
- Initiative: $init 1d10
- Attack Dice: 1
- Defense Dice: 8
- Armor: 8
Affinities: Water, Fire, Nature
- Speed Racer (Skill):
- EFFECT 1: You can move 3 feet per Success from a Courage roll.
- EFFECT 2: You suffer no penalties when moving across rough terrain.
Etherflow Sense (Skill):
EFFECT 1: You can detect if Magic has been used in the area or from a person recently.
EFFECT 2: You can also detect what Affinity that anything or anyone is.
Multi-Cover (Skill):
EFFECT: You can have Cover active on multiple targets at a time.
Super Cover (Skill):
EFFECT: Cover does not end for you until you are hit by an attack that would deal 6 or more Damage to you (after Armor is factored in) or switch targets (unless you have Multi-Cover).
Calm (Skill):
EFFECT: Any effects that would lower your Power, Courage, Wisdom, Hearts, and/or Magic stats are halved (rounded down).
Magic Feather (Tool):
EFFECT: When you pay the 2 Magic Cost (per jump), gain the following effects:
Defense Dice: +3
Your Jump Distance is doubled, meaning for every Success you get when jumping, you cover 2 Feet of distance.
Any fall damage you would take from any source is halved.
DURATION: Until the end of the turn.
Equippable Bonuses require the respective item to be equipped in order to be active.
- Amplification Blade (Weapon):
- Magic Regen: Equal to the number of Pulse Charges you have.
- EFFECT: This sword starts off with with 2 Pulse Charges at the start of each battle.
Lizalfos Zora Blade Smash and Crashboard (Shield):
EFFECT 1: Once per round, at any time, you can spontaneously surf over to an ally in order to Cover them.
EFFECT 2: Using this as a surfboard, you can surf on water, lava, land, sand and any slick or solid surface! Time to hit the waves!
Invigorating Shield (Shield):
EFFECT: When you’re Covering someone, you gain 2 Dice while defending.
Red Robe (Robe):
EFFECT: If you kill someone with an attack, you recover 10 Hearts (Augmented Mode required).
Race: Lizalfos
Clan: Etherscale, Water Tribe
Age: Twenty-two (22)
Gender: Male
Height: 5ft, 8in (~1.73 metres)
Appearance: Link to be added
Donning a light-blue scaly skin and of the Water Tribe Clan, Splashberry is really feeling the splashy waters, despite being a Lizalfos! What a nice contradiction. He is just a sly bit taller than a typical Hylian, but that's nothing, right?
Unlike most Lizalfos, Nigel's a pretty friendly guy and doesn't really like stealing unless necessary. Everybody in Hyrule knows him, even the Hylians! Though, he does have some issues... Mostly his attention span, occasionally being confused and sometimes missing things.
Originally a part of the Water Tribe, but that all changed when the Fire Nation attacked. Nigel was just a young fella around the time this occurred, and he was later brought into the Etherscale Clan. He's been trained to do some Magic, but he mostly uses speed in combat. Nigel's kind of out of place compared with the other Etherscales, though.
Nigel Currently doesn't have any goals in place...
Notice: Quests prior to 2018 aren't recorded and may be retcon'd.
- RESTRICTIONS: Can only be used by Nigel Splashberry
- COSTS: 8 Magic
- CHARGE: 1 Action
- Charge by creating a whirlpool as a swirl of lava runs with the whirlpool without getting mixed into the water. How does that even work?!
DESCRIPTION: Once charged, hop onto your Smashboard and surf the waves of Fire & Water, dude! Surf around all your enemies and let ‘em feel the cool, refreshing splash of lava… wait. Hits all enemies with two attacks, you only roll once.
FIRE ATTACK: Roll your Wisdom +10 dice vs. targets' Wisdom dice
Neutral Damage: 10
WATER ATTACK: Roll your Wisdom +10 dice vs. targets' Power dice
Damage: None
EFFECT: For each target hit from either attack, you and your allies recover 3 Hearts.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: Lizalfos, regardless of their size, have rather large tails, and they can be quite effective as weapons. When hitting someone with it, you can Whack An Arm!, Whack A Leg!, or Whack A Head!
- Whack An Arm!:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, target loses 2 Power.
Whack A Leg!:
Roll your Courage dice vs. targets' Courage dice
Damage: +2
EFFECT: If it hits, target loses 2 Courage.
Whack A Head!:
Roll your Courage -3 dice vs. targets' Courage dice
Damage: +4
EFFECT: If it hits, target loses 2 Wisdom.
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: They may not be dragons, but they’re pretty closely related. Lizalfos are able to heat up their insides in order to cough up and spew a bunch of burning flames at one target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If the target dies, the flames completely melt the target, preventing the target from being revived.
- RESTRICTIONS: This is an Innate Skill. Only Etherscale Lizalfos can learn and use this skill.
- DESCRIPTION: Using the power of the Ether, you drain a target’s magical powers in order to fuel your own.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: If it hits, siphon 3 Magic from the target to you.
- EFFECT 2: Additionally, you also recover 3 Hearts.
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: The skin of a Lizalfos is covered in thick scales that ward off minor attacks.
- Armor: +4
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: Lizalfos have highly increased agility, allowing them to move way faster than other people, especially in a footrace, and quite especially over any terrain.
- EFFECT 1: You can move 3 feet per Success from a Courage roll.
- EFFECT 2: You suffer no penalties when moving across rough terrain.
- RESTRICTIONS: This is an Innate Skill. Only Etherscale Lizalfos can learn and use this skill.
- DESCRIPTION: Etherscales can detect if Magic has been used in the area or from a person recently.
- EFFECT: You can also detect what Affinity that anything or anyone is.
- SELL VALUE: 100 Rupees
- DESCRIPTION: Focus on your Magic pool for a few moments, scavenging scraps of Magic from it.
- EFFECT: If you are in combat; you recover 1 Magic.
- You can use this skill outside of combat, but whether you get the Magic recovery or not is up to the DM's Discretion.
- SELL VALUE: 100 Rupees
- REQUIREMENTS: A Shield equipped.
- DESCRIPTION: Take a sturdy position on the ground and guard, temporarly increasing your defense.
- EFFECT: You gain 2 Defense Dice.
- DURATION: Until the start of your next turn.
- SELL VALUE: 150 Rupees
- Stat Point Cost: 3
- DESCRIPTION: Why protect only one when you can protect your whole team?
- EFFECT: You can have Cover active on multiple targets at a time.
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- DESCRIPTION: You become more sturdy, granting you the ability to stand guard through all but heavy attack
- EFFECT: Cover does not end for you until you are hit by an attack that would deal 6 or more Damage to you (after Armor is factored in) or switch targets (unless you have Multi-Cover).
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- DESCRIPTION: Your mental state remains calm, helping prevent changes to your stats.
- EFFECT: Any effects that would lower your Power, Courage, Wisdom, Hearts, and/or Magic stats are halved (rounded down).
- To clarify the rounding, if your Power would be reduced by 5, it’s instead only reduced by 2.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: Bring down the rage of the great Fire dragon upon the target!
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- Neutral Damage: 8
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: A searing beam of lava that melts everything it comes in contact with.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +6
- EFFECT: If it hits, target loses 4 Armor.
- SELL VALUE: 350 Rupees
- REQUIREMENTS: Fire
- COSTS: 7 Magic
- DESCRIPTION: Cause the ground itself to erupt in a violent burst of flames, hitting all enemies.
- EFFECT: Bypasses Cover.
- Roll your Wisdom +15 dice vs. targets' Wisdom dice
- Damage: Halved
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Summon an endless amount of flames to surround and consume the target, until there is nothing left.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target gets Bleeding x4.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: A high-powered explosion of Fire that blasts a chunk of the target off.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 5 Hearts (stat).
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: A green flame that ignites the target’s Magic pool.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target becomes Cursed:
- Anytime the target spends Magic, they take Neutral Damage equal to the amount spent.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: Scorch a target with more burns than they can recover from.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Neutral Damage: 7
- EFFECT: If it hits, target gets Cauterized:
- Target cannot recover or siphon Hearts or Magic in any way.
- DURATION: One round
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Water
- COSTS: 5 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: 300 Rupees
- REQUIREMENTS: Water
- COSTS: 6 Magic
- DESCRIPTION: Set off a large-scale blast of ice, chilling all enemies.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Target(s) hit lose 3 Attack Dice.
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Let loose a powerful boom of thunder, striking all enemies with the powerful sound!
- EFFECT: This bypasses Cover.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target(s) hit are Taunted.
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- SELL VALUE: 200 Rupees
- COSTS: Any amount of Magic
- DESCRIPTION: With Farore's Blessing, use your Arcane energies to rid your allies of their impurities!
- EFFECT: For every 1 Magic you spent casting this spell, remove 1 point of a specified Negative Bonus from yourself or an ally.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: Ignite a spark inside the target, causing their attacks to literally spark.
- EFFECT: Target gets Sparking:
- All of targets’ single-target Attacks deal an automatic 1 Neutral Damage to their target.
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
- EFFECT: Target gains 3 Attack Dice.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: Infuse an ally with high intensity flames, empowering their next attack.
- EFFECT: Target’s next attack gains 8 Dice.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Flush a current of water over the target, giving them an increased ability to dodge attacks.
- EFFECT: Target gains 3 Defense Dice
- 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: 250 Rupees
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Surround someone with a veil of thick mist, dispersing damages that bypass their armor.
- EFFECT: Target gains Liquid Armor:
- Any Neutral Damage the target takes is converted to normal Damage.
- DURATION: One round.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: With a blessing from the Great Fairy, the target’s wounds are whisked away.
- EFFECT: Target recovers 10 Hearts.
- 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.
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- 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: Fire
- COSTS: Any amount of Magic
- DESCRIPTION: Using the flames of Fire, create a disguise on someone by tethering the illusion to them.
- EFFECT: Make that target look like someone else.
- They must still be the same Race.
DURATION: Until the target takes Damage
- SELL VALUE: 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
- SELL VALUE: 100 Rupees
- DESCRIPTION: Every time this sword strikes, your offensive power increases. Can Slash or Stab a target.
- Slash:
- Roll your Courage dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you gain 2 Attack Dice.
Stab:
Roll your Courage -3 dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, you gain 3 Attack Dice.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- INFORMATION: This item is an Artifact
- DESCRIPTION: A large, fearsome-looking sword that gleams brightly under the Magic that collects onto it as the battle goes on; this sword’s attack power increases with each strike. Can Slash or Stab a target.
- Magic Regen: Equal to the number of Pulse Charges you have.
- EFFECT: This sword starts off with with 2 Pulse Charges at the start of each battle.
- Slash:
- Roll your Courage +4 dice vs. targets' Courage dice
- Damage: +0
- EFFECT 1: If it hits, the Dice Modifier for all of this sword’s attacks are increased by 2.
- EFFECT 2: The sword gains 1 Pulse Charge
Stab:
Roll your Courage -2 dice vs. targets' Courage dice
Damage: +4
EFFECT 1: If it hits, the Damage Modifier for all of this sword’s attacks are increased by 3.
EFFECT 2: The sword gains 2 Pulse Charges
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Pulse Discharge:
COSTS: All of the sword’s Pulse Charges
CHARGE: 1 Action
Charge by focusing the Magic on this sword onto the hilt, with the Magic becoming more and more unstable, getting ready to burst.
DESCRIPTION: Once charged, THEN apply the COSTS. The sword’s Magic becomes unstable, exploding outwards and hitting all enemies.
Roll your Courage +5 dice vs. targets' Wisdom dice
Damage: Halved
EFFECT: Target(s) that were hit lose Magic equal to the number of Pulse Charges spent.
- 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
- INFORMATION: This is an Mythical Artifact.
- RESTRICTIONS: Can only be used by Nigel Splashberry
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A strangely cut-out piece of wood and Lizalfos Scales that somehow come together to create a surfboard; reinforced with the dashing and slashing power of Zora scales and blade. That's gnarly! It is usually for utility purposes, but it can most definitely be used to in combat to WAVEDASH! as a SMASHBOARD and in defense as a BOARDSMASH- wait what? Or just Bonk 'em on the head a little!
- Defense Dice: +8
- EFFECT 1: Once per round, at any time, you can spontaneously surf over to an ally in order to Cover them.
- EFFECT 2: Using this as a surfboard, you can surf on water, lava, land, sand and any slick or solid surface! Time to hit the waves!
- Wavedash!:
- DESCRIPTION: TIME TO BREAK THE GAME Briefly jump in the air and dive on your surfboard diagonally; causing you to slide across the ground while standing perfectly still for some reason. It can be used as a form of movement, defense or can chain into attacks; even into a SMASHBOARD for a super cool WAVESMASHBOARD! Come on and live a little, man!
- EFFECT: You gain 5 Dice on your next attack or defense.
Bonk!:
Roll your Courage +12 dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, target loses 4 Power and Wisdom. That's super bonkers!
SMASHBOARD:
Roll your Courage +5 dice vs. targets' Power dice
Damage: +5
EFFECT A: If it hits, and the target has less than half their Hearts left, you can hit 'em again harder with +5 Dice!
EFFECT B: If the second hit also hits and the target has 5 Hearts left or less, FINISH THEM EVEN HARDER! with +10 Dice!
IF FAIL: If you somehow don't kill them on the finishing move, hit yourself with the board with +15 Dice with no defending roll. Take your failure like a champ!
BOARDSMASH:
DESCRIPTION: WHAT? THIS IS A REAL THING? WHY? NO, JUST NO! NOT UNTIL YOU REACH ULTIMATE SMASHING!
- SELL VALUE: 75 Rupees
- DESCRIPTION: A standard shield used by many of the Hylian Guards. It defends well against most attacks.
- Defense Dice: +3
- SELL VALUE: 100 Rupees
- DESCRIPTION: A shield that grows in size when you cover someone. What is it, organic or something?
- Defense Dice: +2
- EFFECT: When you’re Covering someone, you gain 2 Dice while defending.
- SELL VALUE: 550 Rupees
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: A magically enchanted platemail that provides you with more Magic.
- Armor: +4
- Magic: +4/4
- SELL VALUE: 75 Rupees
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +4
- SELL VALUE: 150 Rupees
- DESCRIPTION: An red-colored robe that seems to lust for destruction and devastation. With some Magic, they gain the extra power to relish the killing of a victim. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Attack Dice: +1
Augmented Mode:
COSTS: 4 Magic at the start of each round
Attack Dice: +1
EFFECT: If you kill someone with an attack, you recover 10 Hearts.
- SELL VALUE: 100 Rupees
- DESCRIPTION: A thin sliver of metal coats this robe, protecting you from attacks. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Armor: +1
Augmented Mode:
COSTS: 4 Magic at the start of each round
Armor: +5
- Amount: 6
- 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: 7
- SELL VALUE: 25 Rupees
- DESCRIPTION: A jar containing liquified Magic, which you can drink to recover your Magic! Hope there's no alcohol in it.
- EFFECT: Consume this to recover 4 Magic.
- Amount: 2
- SELL VALUE: 25 Rupees
- DESCRIPTION: A golden coin that can be flicked at any roll to rewind time for a moment and force a redo.
- EFFECT: Once per turn, immediately after someone rolls for something, you can flick a Reroll Point at the target to force them to reroll it. Then, choose which roll the target uses.
- Amount: 3
- 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: 0
- DESCRIPTION: A Blue Potion in a strange, glass container that you can throw to your allies' face the ground and heal your party… heartilly and magically.
- EFFECT: Drop this to cause you and your allies to recover 6 Hearts & 4 Magic.
- Amount: 0
- 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: 75 Rupees
- DESCRIPTION: A dose of honey from the remains of a Bee. While the Bee isn’t tasty, the honey is a sweet treat for sure.
- EFFECT: Consume this to recover 4 Hearts & 2 Magic, and remove all Bleeding & Magic Bleeding from yourself.
- Amount: 2
- 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: 2
- SELL VALUE: 50 Rupees
- DESCRIPTION: A bottle of magical bone dust from the remains of a Stalfos.
- EFFECT: Pour it over a dead target to bring them back to life with 1 Heart.
- Amount: 0
- SELL VALUE: 50 Rupees
- DESCRIPTION: A bottle filled with a crystal-blue liquid which seems to be bubbling with air. Are you sure it won't turn you into a baloon? Drink this to give yourself more air.
- EFFECT: Consume this to grant you an unlimited supply of air.
- You can hold your breath indefinitely, at least until this potion expires.
- DURATION: 30 Minutes (ingame time).
- Amount: 3
- SELL VALUE: 25 Rupees
- DESCRIPTION: A light-blue seed shaped like a wing. It can be eaten to gain various effects, depending on whether you're in battle or not. It can also be Hurled at a target to immobilize them.
- Out-of-Battle:
- DESCRIPTION: A current of wind wraps around you, allowing you to glide over the ground.
- EFFECT: Your ability to jump increases, allowing you to jump 2 feet per 1 Success.
- DURATION: This lasts until you leave the room.
In-Battle:
DESCRIPTION: Wind guides you, giving you increased speed.
Courage: +4
Hurl:
Roll your Power +8 dice vs. targets' Courage dice
Damage: None
EFFECT: If it hits, target becomes Immobilized:
Target cannot move or use any melee attacks.
DURATION: One round.
- Amount: 0
- SELL VALUE: 500 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.
Stuff.
- 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.
|