Lead Dev, DM, Hal
Gorza Rockfella
- Power: 16 (+3)
- Courage: 10 (+0)
- Wisdom: 17 (+0)
- Hearts: 17/11 (+6)
- Magic: 10/10 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 6
- Stat Points: 0
- Stat Points (Used): 75
- Heart Containers: 6
- Rupees: 200
Affinities: Fire, Nature
Other Bonuses
- Once per round, when you are attacked, you can swap out one piece of equipment you have equipped for another piece of equipment.
- (When Caster Staff is equipped) The Dice Modifiers of all your Offensive Spells are increased by 6.
- (When Book of Magic is equipped) -2 Magic Costs to Spells only (down to a minimum of 1 Magic).
- Anyone who attacks you via melee takes 1 Neutral Damage
- When robe’s Augmented Protection is paid for, anyone who attacks you automatically takes 2 Neutral Damage instead
Origin: ZURPG
Race: Goron
One of Korrin’s partners in crime, Gorza is a bulky earthy-red Goron who is always painted in fiery colours.
Gorza was a well-respected captain of Darunia’s Army, known for his fiery sense of passion rivalling that of Darunia’s and always looking for ways to avoid actual fighting as much as possible. Why he is allying with Korrin is a mystery, as it seems to be very out of character for him.
Race: Goron
One of Korrin’s partners in crime, Gorza is a bulky earthy-red Goron who is always painted in fiery colours.
Gorza was a well-respected captain of Darunia’s Army, known for his fiery sense of passion rivalling that of Darunia’s and always looking for ways to avoid actual fighting as much as possible. Why he is allying with Korrin is a mystery, as it seems to be very out of character for him.
Signature
Great Ball of Fire
- REQUIREMENTS: Fire and only Gorza Rockfella can learn and use this skill.
- CHARGE: 3 Turns
- Begin charging by curling up into a ball, rolling in place to spark more and more fire as you build up speed.
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 Turn
- 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
PSI Concentrate
[*]SELL VALUE: 25 Rupees
[*]REQUIREMENTS: A PSI Spell
[*]DESCRIPTION: Amp up the power of your PSI Spell at the cost of accuracy.
[*]REQUIREMENTS: A PSI Spell
[*]DESCRIPTION: Amp up the power of your PSI Spell at the cost of accuracy.
- ATTACK: Choose any PSI Spell you have and fire it at a target like normal
- The attack loses 5 Dice, but gains 4 Damage.
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.
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.
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.
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
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
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.
PSI Quake
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Nature
- COSTS: 1 Magic
- DESCRIPTION: A basic Nature spell that sends a rumble of Magic through the ground, hitting a target.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +2
Overwhelm
- SELL VALUE: 350 Rupees
- REQUIREMENTS: Nature
- COSTS: 7 Magic
- DESCRIPTION: Overrun a target with a whiplashing vines from every direction!
- Roll your Wisdom +15 dice vs. targets' Power dice
- Damage: +0
Neutralize
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: A tame jolt of lightning zaps a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to yourself or an ally.
- Offensive Spell:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT 1: If it hits, remove one Water Named Effect from the target.
- EFFECT 2: Additionally, remove up to 3 Regen from the target.
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 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.
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.
Great Rejuvenation
- 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.
Thorns
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: A line of thorns protects an ally, reflecting the next attack they take.
- EFFECT: Target gains 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.
Weapons
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
Armor
Soldier Platemail
- SELL VALUE: 75 Rupees
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +4
Robes
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.
Tools
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).
Consumables
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 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 6 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.
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.
Fairy
- Amount: 1
- 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, the Fairy will automatically be used, reviving you and restoring you to 3 Hearts.
Masks
Misc
Fire Heart
- INFORMATION: This item is a passive Artifact. Having it in your inventory is enough for it’s effects.
- REQUIREMENTS: Only Gorza Rockfella can use it.
- DESCRIPTION: A heart-shaped brooch made out of a rare volcanic mineral mined deep in Death Mountain put together for Gorza. This brooch burns with his passion and pride, granting a small passive boost.
- EFFECT 1: Once per turn; whenever you hit with an attack, you gain 2 Attack Dice.
- EFFECT 2: Once per turn; whenever you take damage as the result of an attack, you lose 1 Attack Dice