Mus
- Power: 20 (+0)
- Courage: 11 (+0)
- Wisdom: 14 (+2)
- Hearts: 15/13 (+2)
- Magic: 10/7 (+3)
- Initiative: $init 1d10
- Attack Dice: 4
- Defense Dice: 3
- Armor: 2
- Stat Points: 0
- Stat Points (Used): 75
- Heart Containers: 2
- Rupees: 481
Affinities: Fire
Race: Goriya
A Goryia with a taste for throwing, Mus is a bulky female Blue Goryia who has attuned her abilities in incendiary arts; both in the realms of Magic and in physical combat. While physically bulky, Mus is slow and has difficulties defending against attacks she can't just muscle past.
A Goryia with a taste for throwing, Mus is a bulky female Blue Goryia who has attuned her abilities in incendiary arts; both in the realms of Magic and in physical combat. While physically bulky, Mus is slow and has difficulties defending against attacks she can't just muscle past.
- Can wield One-Handed Weapons with two hands for +4 Attack Dice
- Once per round, when someone is about to attack you, you can switch out one piece of Equipment that you’ve got equipped.
- You start off with Magic Regen x2
- When Augmented Protection is paid for, you gain 5 Wisdom
- Whenever you throw something, you pay 3 Magic for it to deal an extra 3 Neutral Damage on hit.
- If you can not pay 3 Magic, you lose 3 Hearts instead.
Signature
Basic
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.
- If you are unsuccessful in defending any attack, Cover wears off.
- 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.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- Cover:
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.
- This can stack up to three times.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
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.
- 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.
- 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
- Damage: Halved
- Roll your Power +5 dice vs. targets' Power dice
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
- Damage: -2
- Roll your Power +3 dice vs. targets' Power dice
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.
- Damage: None
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- Target Damage: +0
- ATTACK 1: Roll your Power dice vs. targets' Power dice
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
- Damage: Halved
- Roll your Courage +5 dice vs. targets' Courage dice
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.
- Damage: None
- Roll your Courage +3 dice vs. targets' Courage dice
- 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.
- Damage: None
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Outrun:
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.
- Target’s single-target Combat Actions can only target you.
- Damage: None
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
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).
Mimic
- [b]RESTRICTIONS: This is an Innate Skill. Only Goriyas can learn and use this skill.
- DESCRIPTION: When it comes to copying movements, Goriyas are by far the best. Attempt to mimic someone’s movements:
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: You successfully copy the target’s movements!
- You gain Attack Dice & Defense Dice equal to the target’s Bonus Attack Dice & Defense Dice (respectively).
- DURATION: This lasts until you target someone else with an attack or use an Action that affects multiple targets.
Focus
- RESTRICTIONS: This is an Innate Skill. Only Goriyas can learn and use this skill.
- DESCRIPTION: Goriyas are also very good at focusing on specific targets to fight, improving their combat capabilities against them. Attempt to focus onto someone:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: You successfully focus on someone!
- You gain 6 Dice when attacking and defending against the target.
- You lose 3 Dice when defending against other targets
- DURATION: This lasts until you target someone else with an attack or use an attack that hits multiple targets.
Rebound Strike
- RESTRICTIONS: This is an Innate Skill. Only Goriyas can learn and use this skill.
- CHARGE: 2 Turns
- Charge by concentrating your focus into your arms and confidence
Relentless
- RESTRICTIONS: This is an Innate Skill. Only Goriyas can learn and use this skill.
- DESCRIPTION: Goriyas have a remarkable ability to relentlessly attack their target, giving them a huge bonus to their offense.
- Attack Dice: +4
On the Silent Hunt
- RESTRICTIONS: This is an Innate Skill. Only Goriyas can learn and use this skill.
- DESCRIPTION: Goriyas are able to track others with the taste of their blood… silently.
- EFFECT 1: Once you've tasted someone's blood, you know what direction you need to go in order to track that person down.
- You can only track one target at a time.
Sixth Sense
- RESTRICTIONS: This is an Innate Skill. Only Goriyas can learn and use this skill.
- DESCRIPTION: On addition to excelling in hunting, Goriyas are resistant to being hunted themselves.
- EFFECT 1: If you enter a room with one or more enemies Camouflaged, you become aware that there are Camouflaged enemies in the room.
- EFFECT 2: Additionally, you have a heightened level of awareness of your surroundings; making it easier to catch someone who tries to sneak up behind you.
- You gain 5 Dice when defending against Sneak-Up.
Active
Absorb
- SELL VALUE: 75 Rupees
- DESCRIPTION: Grab a target and hug him, squeezing out some Magic from them in the process.
- Roll your Power dice vs. targets' Courage dice
- Damage: None
- EFFECT: Siphon Magic from the target equal to half the difference in successes.
Command
- SELL VALUE: 100 Rupees
- DESCRIPTION: With the Power of your voice and will, command a target to do whatever it is you wish! Well, sort of.
- Roll your Power +5 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Choose what the next target’s Non-Basic Combat Action is and who they target.
- The target must be one of the target’s enemies.
Leap Attack
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A melee attack
- CHARGE: 3 Turns
- Begin charging by readying your attack, and preparing to leap at the target. As you charge, a burst of a energy flows into your legs.
Passive
(3) Quick Switch
- SELL VALUE: 150 Rupees
- Stat Point Cost: 3
- DESCRIPTION: Your arms become so fast at switching equipment that it occurs almost instantaneously, allowing you to reactively switch when defending.
- EFFECT: Once per round, when someone is about to attack you, you can switch out one piece of Equipment that you’ve got equipped.
(4) Magic Regeneration
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Magic over time.
- EFFECT: You gain Magic Regen x2.
Offensive
PSI Flare
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Fire
- COSTS: 1 Magic
- DESCRIPTION: A basic Fire spell that causes a flurry of sparks to explode around the target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- Neutral Damage: 4
Ember
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Fire
- COSTS: 2 Magic
- DESCRIPTION: Summon a small explosion of Fire, which fires embers in a direction, hitting one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target gets Burned:
- Every time the target attacks or defends, they take 1 Neutral Damage.
Melt
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Fire
- COSTS: 2 Magic
- DESCRIPTION: An ultra hot beam that melts the target’s armor.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +3
- EFFECT: If it hits, target loses 2 Armor.
Fireball
- SELL VALUE: 75 Rupees
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Shoot ball of flames that explodes over an enemy team, causing sparks to rain down on all your enemies.
- EFFECT: Bypasses Cover.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
Support
Cleansing Flames
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A mild but purifying flame graces yourself or an ally.
- EFFECT: Remove one Disruption effect from the target.
Burning Blade
- 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 2 Attack Dice.
Flare Up
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Infuse an ally with high intensity flames, empowering their next attack.
- EFFECT: Target’s next attack gains 8 Dice.
Weapons
Spiked Boomerang
- SELL VALUE: 75 Rupees
- DESCRIPTION: A nice, metal boomerang, duct tape'd to the brim with spikes. It's a wonder you can even hold it, much less throw it. You can hit a target with Throw or use Golden Throw.
- Throw:
- Roll your Power dice vs. targets' Power dice
- Damage: -3
- EFFECT: If it hits, the Spiked Boomerang bounces off and directs itself towards one more target at the same success rate.
- This effect does not proc itself again.
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
Defender's Claymore
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A large claymore with a wide blade that enchants you with a defensive buff with each strike. Can use Slash or Cleave on one target.
- Slash:
- Roll your Power +6 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you gain 2 Defense Dice.
Spike Ball
- SELL VALUE: 50 Rupees
- DESCRIPTION: A heavy Iron spike ball, cut off from an Iron Ball and Chain, that can be thrown. It can be thrown to dent someone's defense.
- Throw:
- EFFECT: You automatically take 2 Neutral Damage when throwing this spike ball.
- Roll your Power dice vs. targets' Power dice
- Damage: +3
- EFFECT: Target loses 4 Defense Dice
Bombs
- 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:
- DESCRIPTION: Throw the bomb directly at an enemy.
- Roll your Power +4 dice vs. targets' Power dice
- Damage: 8
Shiny Spear
- SELL VALUE: 125 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A formidable, gleaming polished spear imbued that is often carried by Red Lynels which serves as their primary weapon for fighting. It has the ability to Slash, Thrust or fire a Light Beam at a target.
- Defense Dice: +3
- Slash:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +3
Wizzrobe Wand
- SELL VALUE: 75 Rupees
- DESCRIPTION: A basic wand commonly used by Wizzrobes, which has a rotatable base, allowing you to switch between two different attack modes. You can fire a Focused shot that hits one target, or a Dispersed blast that hits all enemies.
- Focused:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
Shields
Hylian Shield
- SELL VALUE: 75 Rupees
- DESCRIPTION: A standard shield used by many of the Hylian Guards. It defends well against most attacks.
- Defense Dice: +3
Artifact
Armor
Enchanted Platemail (Equipped)
- SELL VALUE: 125 Rupees
- DESCRIPTION: A magically enchanted platemail that provides you with more Magic.
- Armor: +2
- Magic: +3/3
Soldier Platemail
- SELL VALUE: 75 Rupees
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +4
Artifact
Robes
Spirit Robe (Worn)
- SELL VALUE: 100 Rupees
- DESCRIPTION: Enchanted by protectful spirits, this robe amplifies the power of the user’s mind. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Wisdom: +2
Orange Robe
- SELL VALUE: 200 Rupees
- DESCRIPTION: An orange-colored robe that has a permanent blaze of flames. With some Magic, they gain extra flare, hurting melee attackers. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Fire Bonus: Anyone that attacks you in melee combat automatically takes 1 Neutral Damage.
Artifact
Tools
Clawshot
- SELL VALUE: 100 Rupees
- 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 Defense Dice for this attack.
Hookshot
- SELL VALUE: 50 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.
Artifact
Consumables
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.
Reroll Points
- Amount: 7
- 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.
Restoration Heart
- Amount: 3
- 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: 3
- 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.
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.
Ember Seed
- Amount: 1
- SELL VALUE: 75 Rupees
- DESCRIPTION: A flame-shaped seed with a clove of leaves surrounding it. Eating it might not be the best idea, but it can be eaten to gain various effects, depending on whether you're in battle or not.
- Out-of-Battle:
- DESCRIPTION: Your hair turns ablaze, making you a walking torch. Somehow, it doesn’t hurt you, and your hair reverts to normal afterwards.
- DURATION: Until you leave the current area or room.
Fairy
- Amount: 2
- DESCRIPTION: A lively Fairy, waiting in a bottle for your death! Isn't she just so kind?
- EFFECT: If you use the Fairy manually, you are restored to Maximum Hearts.
- If you die, you can use the Fairy on the spot, reviving you and restoring you to 3 Hearts.
Artifact
Masks
Artifact
Misc
Pyromantic Gauntlets
- INFORMATION: This item is a Passive Artifact. Having it (Equipped) in your inventory is enough for it's effects
- REQUIREMENTS: can only be equipped by Mus
- COST: 3 Magic per throw.
- If you can not pay this cost, the gloves burn you for 3 Neutral Damage instead when you throw stuff.