Dev, DM
Baegba
- Power: 22 (+3)
- Courage: 1 (+0)
- Wisdom: 25 (+5)
- Hearts: 8/1 (+0)
- Magic: 7/12 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 4
- Stat Points: 0
- Stat Points (Used): 75
- Heart Containers: 7
- Rupees: 1550
Affinities: Fire, Water
Wot be et err proiblem wit' moi speech?
SWATTIN' BOULDERS!
FLIPPIN' TABLES!
SLAMMIN' DOORS!
WRECKIN' CASTLES!
JUMPIN' PLATFORMS!
SHELFIN' SHELVES!
TANKIN' EXPLOSIONS!
BOMBIN' WATERFALLS!
CHUCKIN' DARTES!
EXPLODIN' EXPOSITIONS!
LIFTIN' METEORS
GRABBIN' DRAGONS
CHUCKIN' DRAGONS
HUGGIN' DRAGONS
SWATTIN' BOULDERS!
FLIPPIN' TABLES!
SLAMMIN' DOORS!
WRECKIN' CASTLES!
JUMPIN' PLATFORMS!
SHELFIN' SHELVES!
TANKIN' EXPLOSIONS!
BOMBIN' WATERFALLS!
CHUCKIN' DARTES!
EXPLODIN' EXPOSITIONS!
LIFTIN' METEORS
GRABBIN' DRAGONS
CHUCKIN' DRAGONS
HUGGIN' DRAGONS
Signature
Goron Rocket
- REQUIREMENTS: Water, Fire, being in Curl Up and only Baegba can learn and use this skill
- CHARGE: 1 Action
- Begin charging by rolling on the spot, generating and freezing water behind yourself while preparing to make an explosion.
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).
Innate
Big Goron Hug
- RESTRICTIONS: This is an Innate Skill. Only Gorons can learn and use this skill.
- DESCRIPTION: Come on over to Mr. Goron and give him a biiiig Goron huuug! Hits one target.
- Roll your Power +3 dice vs. targets' Power dice
- Damage: +0
- EFFECT: If it hits, target’s bones crunch a bit, causing the target to lose 2 Power.
Curl Up
- RESTRICTIONS: This is an Innate Skill. Only Gorons can learn and use this skill.
- DESCRIPTION: As big and strong as the Gorons are… they have a tendency to curl up into a ball out of fear. Which, oddly enough, protects them quite well.
- EFFECT: You become immobile and incapable of doing any Action or defending, except for cancelling Curl Up. However, you get several bonuses in its place:
- Armor: Roll your Power stat. Until you end Curl Up, you gain Armor equal to the result of that roll.
- Additionally, you cannot receive effects from enemies.
- DURATION: Until you manually cancel it for no Action Cost on your turn.
Super Throw
- RESTRICTIONS: This is an Innate Skill. Only Gorons can learn and use this skill.
- REQUIREMENTS: A free hand
- CHARGE: 1 Action
- Amass great strength to your hands, and get ready to throw Fran someone at extreme speeds.
Brawn
- RESTRICTIONS: This is an Innate Skill. Only Gorons can learn and use this skill.
- DESCRIPTION: Gorons have natural strength and are tough to take down.
- Power: +3
- Armor: +2
Super Lifting
- RESTRICTIONS: This is an Innate Skill. Only Gorons can learn and use this skill.
- DESCRIPTION: When calm, Gorons can tap into their inner strength, allowing them to pick up and move things way easier.
- EFFECT: Outside of battle, you gain 5 Power.
Gotta Roll Fast
- RESTRICTIONS: This is an Innate Skill. Only Gorons can learn and use this skill.
- DESCRIPTION: Gorons aren’t known for being agile… except when they’re on a roll!
- EFFECT: When jumping, you can cover 2 Feet of distance per 1 Success from a Courage roll.
- Additionally, when defending against Fall Damage, you can roll your Power stat instead of your Courage stat, in an attempt to slam the ground so hard, you transfer the impact into the ground. … which isn’t how physics work, but Gorons don’t know that.
Active
Overpower Song
- REQUIREMENTS: A musical instrument and a song
- SELL VALUE: 75 Rupees
- DESCRIPTION: Enables you to cancel out another player's song with your own song. Yo dawg, we heard you like songs! First, select a song to play. Then roll against the player of the the current song in play.
- EFFECT: This bypasses Cover, but it doesn’t break Cover.
- Roll your instrument's stats vs the enemy's Power stat
- Damage: None
- EFFECT: Your song plays instead, cancelling the target’s song out.
Absorb
- SELL VALUE: 75 Rupees
- REQUIREMENTS: Two free hands
- DESCRIPTION: Grab a target and hug him, squeezing out some Magic from them in the process.
- Roll your Power +6 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: Siphon Magic from the target equal to half the difference in successes.
Ground Slam
- SELL VALUE: 150 Rupees
- REQUIREMENTS: A Two-Handed weapon
- CHARGE: 1 Action
- Charge by preparing to strike the ground with everything you got!
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.
Steal
- SELL VALUE: 75 Rupees
- 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
Passive
(4) Hanging On
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- RESTRICTIONS: You can only activate Hanging On once per battle.
- DESCRIPTION: You are capable of surviving a powerful attack that would normally kill you.
- EFFECT: If you have at least 6 Hearts before damage is calculated, you can activate this skill.
- Your Hearts are reduced to 1 instead.
(4) Single Retaliate
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- RESTRICTION 1: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
- RESTRICTION 2: This can only be activated once per battle.
- DESCRIPTION: After being attacked, you are capable of projecting a mirror image of yourself behind the target.
- CONDITION: After someone attacks you with an attack (regardless if it was successful or not), you can Counterattack by using any non-charge attack.
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
Lava Beam
- 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.
Fireball
- SELL VALUE: 150 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
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.
Cleansing Flames
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: A mild but purifying flame graces a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to yourself or an ally.
- Offensive:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, revert the most recent Hearts Recovery the target received.
- The target cannot drop below 1 Heart as a result of this.
Hellfire
- 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.
Frost
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Send an icy wave of Water at a target, slowing them down.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 3 Attack Dice.
Glacial Ice
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Fling a large chunk of ice at a target, reducing their speed.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +3
- EFFECT: If it hits, target loses 5 Courage.
Nullify
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Wrap the target in a frozen bubble, nullifying the bonuses their attacks gain.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target gets Numbed:
- Target’s Combat Actions have their Dice & Damage Modifiers removed.
- DURATION: Two rounds.
Support
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 3 Attack Dice.
Flare Up
- 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.
Disintegration Field
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: A blazing wave of heat covers the field, devouring anyone too weak to stand.
- EFFECT: Summon the Heatwave Field Effect.
- Overwrite any current Field Effect in play.
- Anyone that drops down to 2 Hearts or less instantly dies.
Block
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Set up a blockade of Water, suppressing a nasty power produced by an attack.
- EFFECT: Target gains Effect Block:
- Negate the next EFFECT to the target caused by a Combat Action, which then removes Effect Block.
Sponge
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Protect someone with a sponge, softening the impact of the next attack that hits them.
- EFFECT: Target gains Shield:
- Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
Illusion of Disguise
- 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.
- DURATION: Until the target takes Damage
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.
Weapons
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
Axe
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A sharp axe that can kill multiple targets in a single strike, or instantly kill someone with low health. Can use Cleave or Execute on a target.
- Cleave:
- Roll your Power dice vs. targets' Power dice
- Damage: +2
- EFFECT: If the hit kills a target, you can have the attack continue to go through to another enemy at the same success rate -#, where # = the Current Hearts of the previous target prior to hitting him.
- This continues until the hit misses or doesn't kill a target.
Claymore
- SELL VALUE: 75 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A large sword easily capable of slicing through any foe in your path. Can Power Slash or Cleave a target.
- Power Slash:
- Roll your Power dice vs. targets' Courage dice
- Damage: +7
Deku Staff
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: Crafted from the roots of the Old Deku Tree, this staff provides support abilities. You can Whack or Drain a target.
- EFFECT: Once per round, at any time, you can transfer any amounts of your Hearts and/or Magic to any other target.
- Whack:
- Roll your Power +15 dice vs. targets' Power dice
- Damage: Halved
Bombchus
- SELL VALUE: 175 Rupees
- DESCRIPTION: Bombchus are moving bombs that seeks in on a target’s weak point. Hits one target with ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: 8
- EFFECT: If it hits, you can choose to roll again to see if hits a weak point, using ATTACK 2. If you do, the initial attack's damage is not applied.
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
Siphoning Wand
- SELL VALUE: 100 Rupees
- DESCRIPTION: Souls... give me your SOULS! While it doesn't have much power, it makes up for being able to siphon Magic from its targets. Can hit a target with Siphoning Strike.
- EFFECT: Once per round, at any time, you can transfer any amount of your Magic to any other target.
- Siphoning Strike:
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, siphon Magic from the target to anyone else, up to an amount equal to the damage dealt.
Expelling Wand
- SELL VALUE: 125 Rupees
- DESCRIPTION: Expelliarmus! A green-tinted wand that has a rotating base, allowing it to switch between modes. Can use Disarm or Purge on a target.
- Disarm:
- DESCRIPTION: Target someone and attempt to fling one of their equipped Handheld Items.
- Roll your Wisdom dice vs. targets' Power dice
- Damage: None
- EFFECT: If it hits, the item is flung out of the target's hands and into the open.
- The item lays on the ground. Anyone can then spend a Support Action to pick it up and stash it in their inventory.
Gravity Wands
- INFORMATION: This is a Mythical Artifact.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: This pair of twin wands - one grey with a minus symbol at its base, and the other a dull white with a plus symbol at its base - are capable of controlling gravity in localized areas. It requires both to make use of them; each of them does nothing on their own. Can use Gravity Smash on a target and the Gravity Bubble ability.
- Polarity:
- At the start of each round, choose one of the following bonuses to have:
- Attack Dice: +5
- Defense Dice: +5
Shields
Soul Lantern
- SELL VALUE: 100 Rupees
- DESCRIPTION: A lantern as a shield? Who does that? With this, you can sell part of your soul with Magic to block an attack with the Soul Defense ability.
- Defense Dice: +2
- Soul Defense:
- RESTRICTIONS: This can only be used once per battle
- COSTS: 2 Magic
- EFFECT: When defending, you can override your defending stat with Wisdom.
Armor
Thorns Armor (Equipped)
- SELL VALUE: 125 Rupees
- DESCRIPTION: An incredibly spiky armor that starts with a magical enchantment.
- Armor: +2
- EFFECT: Start the battle with Thorns.
- The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
Blue Tunic
- SELL VALUE: 100 Rupees
- DESCRIPTION: This sky blue tunic, crafted from the scales of fallen Zora warriors, grants the wearer the ability to breathe underwater.
- Armor: +2
- EFFECT 1: Once per battle, if an EFFECT or Bonus you have would be removed or reduced, you can prevent it entirely.
- EFFECT 2: You are able to breathe underwater.
Robes
Augmented Spirit Robe (Equipped)
- INFORMATION: This item is an Artifact.
- 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: +5
Augmented Protective Robes
- INFORMATION: This item is an Artifact.
- 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: +4
Tools
Clawshot
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- 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 +11 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.
Shovel
- SELL VALUE: 75 Rupees
- RESTRICTIONS: Cannot use on very hard, solid ground.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A nice shovel that you can use to dig things out! Or you can just whack someone with it, whatever fills up that hole. Can use Dig Item, Dig Trench, or Whack a target!
- Dig Item:
- EFFECT: You can attempt to dig up an area while in session. Whether you find something or not will be up to the DM.
Caster's Staff
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A large staff covered in ancient Hylian markings. Regardless of wherever or not you can understand it, simply equipping it gives you a large boost to your ability to cast offensive spells.
- EFFECT: The Dice Modifiers on all Offensive Spells you have are increased by 6.
Book of Magic
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A book written in mimicry of Ancient Hylian. No one has a clue what even the fake writing says, but it certainly helps when casting stronger spells.
- Magic Costs: -2 to Spells only (down to a minimum of 1 Magic).
Ping Box
- SELL VALUE: 75 Rupees
- COSTS: 1 Magic
- DESCRIPTION: A small, peculiar metal box that feels pretty light.
- EFFECT: When you channel Magic into it, it fires a ping across the room, causing the sound of a bell to ring.
- After a short time, the ping comes back to the box, and it lets you know the number of "entities" it passed over.
- Any "entities" that have 0 Maximum Magic are ignored by the ping.
- The ping will not return if you're outside.
Drums
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A mystical set of wooden drums, with animal skin membrane stretched over the drumhead, that can play magical songs.
- EFFECT: Any Songs played with this instrument use your Power for their attacking roll.
- BONUS: The values of any Bonuses caused by Songs you play are increased by 1.
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.
Magic Feather
- SELL VALUE: 75 Rupees
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
- COSTS: 2 Magic per jump
- DESCRIPTION: If I add Magic to a feather, does that suddenly make it useful? A blue, magical feather that lets you use Magic to jump higher than before.
- EFFECT: When you pay the Magic Cost, 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.
Consumables
Reroll Points
- Amount: 2
- SELL VALUE: 50 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: 0
- SELL VALUE: 25 Rupees
- DESCRIPTION: A tasty Heart that can be devoured to recover your Hearts! ... that doesn't sound right.
- EFFECT: Consume this to recover 6 Hearts.
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.
Red Medicine
- Amount: 1
- SELL VALUE: 100 Rupees
- DESCRIPTION: A powerful, red liquid capable of restoring all wounds. It actually kinda looks like blood…
- EFFECT: Consume this to recover to your Maximum Hearts.
Magic Jar
- Amount: 0
- SELL VALUE: 25 Rupees
- DESCRIPTION: A jar containing liquified Magic, which you can drink to recover your Magic! Hope there's no alcohol in it.
- EFFECT: Consume this to recover 4 Magic.
Chateau Romani
- Amount: 2
- SELL VALUE: 100 Rupees
- DESCRIPTION: It's spiked with Jack Daniels. THAT'S SMART. A favorite of Lon Lon Ranch which is essentially alcoholic milk. Oddly, it restores your magical powers.
- EFFECT: Consume this to recover to your Maximum Magic.
Bait
- Amount: 0
- SELL VALUE: 50 Rupees
- DESCRIPTION: A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great? You can Eat It! or Throw It!:
- Eat It!:
- EFFECT: You can eat the bait to recover 6 Hearts.
Sponge Barrier
- Amount: 2
- SELL VALUE: 125 Rupees
- DESCRIPTION: A small cube of sponge which can be placed down. As it is primed, it can be doused with water to expand it at a rapid pace.
- EFFECT: Apply this sponge to any solid surface and then spray it with water to make it grow:
- Roll your Base Power. The sponge wall's Hearts is the result of this roll*2
- The sponge automatically Covers you from attack, but it can't defend.
- It is also immune to any EFFECTS.
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.
Masks
Goron Mask
- SELL VALUE: 50 Rupees
- DESCRIPTION: A mask molded in the shape of a Goron face which you wear on your face. This mask disguises you and gives you a small taste of what a Goron can do.
- EFFECT 1: You become disguised as a Goron, giving you +5 Dice when defending against Spot Checks performed against you by Gorons.
- EFFECT 2: You gain 5 Dice when picking up and throwing objects (not people).
Misc
Vigorous Crescendo
- SELL VALUE: 100 Rupees
- RESTRICTION: Unless you use Overpower Song, you can not play a Song if there is already another Song being played by someone else.
- REQUIREMENTS: A musical instrument and 5 Wisdom
- COSTS: 1 Magic to play and maintain at the end of your turn each round.
- DESCRIPTION: A loud, simple, and vigorous song. When played in battle, it affects all of your allies:
- EFFECT: Continue to play the song as a channeled move, causing your allies to be affected by Vigorous Crescendo
- At the start of each Round and at the end of your Turn each round, all of your allies gain 2 Attack Dice.
- DURATION: Vigorous Crescendo lasts until you attack, defend, or play a different song.
Hylian March
- SELL VALUE: 150 Rupees
- RESTRICTION: Unless you use Overpower Song, you can not play a Song if there is already another Song being played by someone else.
- REQUIREMENTS: A musical instrument and 10 Wisdom
- COSTS: 2 Magic to play and maintain at the end of your turn each round.
- DESCRIPTION: A song played by Hylian soldiers when they are marching. This can encourage leadership among the players. Affects all allies.
- EFFECT: Continue to play the song as a channeled move, affecting all your allies with Hylian March
- At the end of your turn every round, all of your allies gain 2 Power, Courage and Wisdom.
- DURATION: Hylian March lasts until you attack, defend, or play a different song.