Lead Dev, DM, Hal
The stats Silvio had last time players seen him.
Hanging On: Once per battle; If you have 6 Hearts or more, you can survive any attack with at least 1 Heart
Faore's Fairy: Upon reaching 0 Hearts, you will be teleported to ??? and revived to 3 Hearts.
Roll your Courage dice vs. targets' Courage dice
Damage: Halved
Roll your Wisdom dice vs. targets' Wisdom dice
Damage: Halved
EFFECT 1: If at least two of the three attacks are successful, steal an item that's equipped by the target.
Then, either store it in your inventory or, if you meet the REQUIREMENTS, you can immediately equip it.
EFFECT 2: If all three attacks are successful; the one with the highest difference in successes instead does +0 Damage
DESCRIPTION: Once charged, shoot the arrow at the target.
Attack Dice: +8 for this attack only
COSTS: 3 Magic
DESCRIPTION: Shh! I'm being sneaky. Go away! Magically camouflage in with something nearby to go sneaky.
You cannot be targeted by anything Single-Target.
If you take any damage or do anything other than moving around, Camouflage ends.
This continues until the roll fails.
DURATION: Until you leave the room or area.
Light Bolt:
REQUIREMENTS: Light
COST: 4 Magic
DESCRIPTION: Shoot a bolt made entirely out of Light from this bow, which sticks onto the target and hinders their movement.
Roll your Courage +10 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: Target loses 5 Courage
Deadeye:
REQUIREMENTS: Light
CHARGE: 2 Actions
Begin charging by breathing deeply and focus on aiming with the bow as blinding Light starts to collect on it.
DESCRIPTION: Once fully charged, the arrow loaded into the bow is cloaked in a blinding Light and is fired at one target.
Roll your Courage +22 dice vs. targets’ stat that the arrow hits
Damage: Uses the arrow's Damage Modifier
EFFECT: If it hits, the target gets Blinded:
When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
EFFECT B: If target is hit directly, they are partially turned into solid gold; inflicting No Bonus:
All Numerical Bonuses not granted by equipment are temporarily reduced to 0.
DURATION: 2 Rounds.
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +0
Neutral Damage: 10
IF FAIL: Target can automatically counterattack for free
Augmented Mode:
COSTS: 4 Magic at the start of each round to maintain
Wisdom: +11
Magnetic Pull:
Roll your Power +5 dice vs. targets' Power dice
Damage: None
EFFECT: If it hits, steal target's equipped handheld items.
Reel:
Roll your Courage +5 dice vs. targets' Courage dice
Damage: None
EFFECT: If it hits, reel towards the target.
When you get up to the target, you can follow up with a melee attack with +5 Dice.
Flashbang:
Roll your Courage -3 dice vs. targets' Courage dice
Damage: None
EFFECT: If it hits, target gets Blinded:
When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
Throw It!:
DESCRIPTION: You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.
Roll your Wisdom +8 dice vs. targets' Wisdom dice
Damage: None
EFFECT: Any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.
This counts as using a Support Action.
Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.
In-Battle:
EFFECT: Automatically escape from the battle.
Hurl:
Roll your Power +5 dice vs. targets' Courage dice
Damage: None
EFFECT: If it hits, knock an Item the target is holding out of their hands:
Anyone can retrieve the item at the cost of a Support Action, provided they have a free hand and meet any REQUIREMENTS for it.
If the item is Two-handed, you need two free hands to pick it up.
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.
In-Battle:
COST: 3 Hearts (Stat)
DESCRIPTION: The seeds cut your insides a little, but they grant a powerful offensive boost.
EFFECT 1: All your attacks gain the ability to cause critical hits:
Once per turn, when you are successful in attacking with an attack, roll $1d3.
If the result is a 3, multiply the attack’s damage by x1.5.
EFFECT 2: If you have Critical Strike, you gain the ability to reroll it once for free instead of gaining EFFECT 1.
Hurl:
Roll your Power +20 dice vs. targets' Courage dice
Damage: Halved
Silvio Hunter
- Power: 11 (+0)
- Courage: 27 (+6)
- Wisdom: 22 (+5)
- Hearts: 22/6 (+16)
- Magic: 14/14 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 2
- Armor: 2
- Stat Points: 0
- Stat Points (Used): 90
- Heart Containers: 12
- Rupees: 6525
Affinities: Light, Shadow
Other Bonuses
- Technologically Adept: Gain +6 Dice when using tools out of combat
- Assistant Healing: Whenever you cast a Support Spell on an ally, you and ally recover Hearts equal to half of the spell's Magic COST (Rounded up)
- Deadly Strike: Once per turn, when you successfully hit with an attack; roll $1d3. If this roll results in a 3, the attack does 1.5* its normal damage.
- This multiplier is increased to 2* if it is from an attack using The Shiner
These must be equipped to take effect:
- Displacing Knife: Gain +5 Dice when defending against Spot Checks and when using Sneak Up or Stealth Strike
- Thieves' Buckler: Gain an additional +5 Dice when defending against anything that attempts to take items from you or otherwise remove them from your inventory.
- Skeletal Shield: Once per battle; you can gain 4 Dice when attacking or defending
- Spirit RobesYou can pay 4 Magic to gain 6 Wisdom for that round.
Origin: ZURPG
Silvio is a silver-white Haddaken usually seen wearing a black robe and carries a devilish grin on his face. He is a contract assassin who is well known everywhere around the known world, bar the alternate dimensions (Subrosia, Termina, etc), and is Hal's long lost brother. This haddaken has been responsible for carrying out the murders of many people, some of whom were enemies of Bloodwind. This, him being adept at avoiding law enforcement and his alliance with Bloodwind, has lead to him being high on the wanted list in several places, especially Central Hyrule.
Silvio is a silver-white Haddaken usually seen wearing a black robe and carries a devilish grin on his face. He is a contract assassin who is well known everywhere around the known world, bar the alternate dimensions (Subrosia, Termina, etc), and is Hal's long lost brother. This haddaken has been responsible for carrying out the murders of many people, some of whom were enemies of Bloodwind. This, him being adept at avoiding law enforcement and his alliance with Bloodwind, has lead to him being high on the wanted list in several places, especially Central Hyrule.
Signature
Gleaming Light Shuriken
- REQUIREMENTS: Only Silvio Hunter can learn and use this skill.
- CHARGE: 1 Action per extra shuriken beyond the third thrown.
- COST: 1 Magic per shuriken thrown, up to a total of 5 Magic for five shuriken.
- DESCRIPTION: Fire a volley of up to five shuriken made out of Light at one target, which are ideal for usage in Sneak Attacks. The defender rolls once against all of the shuriken.
- Roll your Courage +6 dice vs. targets' Wisdom dice * Number of shuriken thrown
- Damage: Halved (per shuriken).
- EFFECT: The Dice Modifier of all shuriken thrown is increased to +12 if you throw them in a Sneak Attack.
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
Trace
- RESTRICTIONS: This is an Innate Skill. Only Haddaken can learn and use this skill.
- DESCRIPTION: Your eyes track on to an object that has a trigger mechanism (or vice versa), enabling you to trace it to the trigger mechanism.
- EFFECT: Place a Trace on an object that has a trigger mechanism.
- So long as the Trace is on the target, you are able to see a route from the object to the location of the trigger mechanism.
- For example, you could place a Trace on a locked door to find the key for the door.
- If there are multiple trigger mechanisms/ objects that the trigger mechanism can trigger, the route to the closest one is shown.
- You can only have one Trace active at a time. If you place another Trace, the first one disappears.
- Trace lasts until the mechanism is triggered or destroyed.
Nature's Seize
- RESTRICTIONS: This is an Innate Skill. Only Haddaken can learn and use this skill.
- DESCRIPTION: Target someone who has a Named Effect. This requires entering the target's melee range.
- EFFECT: Named Effects that proc on attack do not proc during this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it succeeds, steal one Named Effect from the target.
Support Protection
- RESTRICTIONS: This is an Innate Skill. Only Haddaken can learn and use this skill.
- DESCRIPTION: Project your own spirit, allowing you to protect a portion of yours or an ally’s spirit.
- EFFECT: The next time one of the target’s Positive Bonuses would be affected by an enemy effect, it is entirely prevented.
Natural Communication
- RESTRICTIONS: This is an Innate Skill. Only Haddaken can learn and use this skill.
- DESCRIPTION: Haddaken are close with nature, giving them the ability to hear and understand the thoughts of nearby animals as well being able to talk with them in their own language.
- This also includes enemies that are capable of communication with each other.
Technologically Adept
- RESTRICTIONS: This is an Innate Skill. Only Haddaken can learn and use this skill.
- DESCRIPTION: Haddaken have a natural understanding of technology, giving them the ability to use tools better than others.
- EFFECT: You gain +6 Dice while using Tools out of Combat.
Assistant Healing
- RESTRICTIONS: This is an Innate Skill. Only Haddaken can learn and use this skill.
- DESCRIPTION: Haddaken are blessed with the essence of nature, healing themselves and their targets through Support Spells.
- EFFECT: Whenever you target someone with a Support Spell, you and your target recover Hearts equal to half the spell's Magic Cost.
Active
Mug
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: A free hand and a melee weapon equipped
- DESCRIPTION: Rush up to the target, ready to beat them up as you simultaneously hurt and steal from them.
- Roll your Power dice vs. targets' Power dice
- Damage: Halved
Snipe
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A Bow & Arrow attack
- CHARGE: 1 Action
- Charge by readying your arrow and focus on the target, preparing to take a shot at them.
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.
Deep Breath
- INFORMATION: This spell/skill is an Endowed Skill. This Skill has had 3/3 Endowments applied to it.
- SELL VALUE: 475 Rupees
- DESCRIPTION: Breathe deeply for a few moments, recovering some fortitude.
- EFFECT: If you are in combat; you recover 5 Hearts.
- You can use this skill outside of combat, but whether you get the Heart recovery or not is up to the DM's Discretion.
Focus Mana
- INFORMATION: This spell/skill is an Endowed Skill. This Skill has had 3/3 Endowments applied to it.
- SELL VALUE: 475 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 4 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.
Camouflage
- SELL VALUE: 125 Rupees
- REQUIREMENTS: Specify what you're camouflaging with
- If you say "the darkness" or "the shadows", be aware that it has no effect against anyone with Dark Vision
Passive
(5) Critical Strike
- SELL VALUE: 250 Rupees
- Stat Point Cost: 5
- DESCRIPTION: Do you have the skills to RNG your way to a victory? If so, then be random when you kill your foes.
- EFFECT: Once per turn, when you are successful in attacking with an attack, roll $1d3.
- If the result is a 3, multiply the attack’s damage by x1.5.
(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.
Offensive
Split Shot
- SELL VALUE: 100 Rupees
- COSTS: 1 Magic * the number of targets
- DESCRIPTION: A blast of Arcane Magic that can split into multiple attacks, hitting a number of targets equal to the Magic Cost.
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Damage: Halved
Mass Blind
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Light
- COSTS: 6 Magic
- DESCRIPTION: Shine a Light so bright, it lights up the night! Hits all enemies.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target(s) hit get Blinded:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
Cross Flash
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Briefly run a flash of light across the target’s eyes, briefly preventing them from focusing on distant objects.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Unfocused:
- Target cannot use ranged attacks.
- DURATION: One round.
Heaven's Silence
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Drag the target into a realm of silence from the heavens, drowning them in silence.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Silenced:
- Target cannot cast Spells.
- DURATION: One round.
PSI Strike
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Shadow
- COSTS: 1 Magic
- DESCRIPTION: A basic Shadow spell that quickly strikes a target with sapling shadows.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: This can be rerolled once for free.
Depths of Despair
- INFORMATION: This Spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- SELL VALUE: 675 Rupees
- REQUIREMENTS: Shadow
- COSTS: 6 Magic
- DESCRIPTION: Focus your violent thoughts into the depths of despair, striking your target’s mind directly.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: 5
- EFFECT: If it hits, select one of the target’s stats (Power, Courage, Wisdom, Hearts, or Magic) and siphon 7 from it.
Suffocating Veil
- SELL VALUE: 350 Rupees
- REQUIREMENTS: Shadow
- COSTS: 7 Magic
- DESCRIPTION: Intensify the darkness around a target, which grows stronger and stronger until the target suffocates and dies.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT 1: If it hits, target Bleeds x6.
- EFFECT 2: Additionally, target also gets Support Blocked:
- Negate the next EFFECT to the target caused by a Support Action, which then removes Support Blocked.
Void Fling
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Shadow
- COSTS: 8 Magic
- DESCRIPTION: Create a series of voids along a path and fling a target across them.
- Roll your Wisdom +15 dice vs. targets' Power dice
- Damage: 6
- EFFECT: If it hits, continue rolling against the target with -5 and no Magic cost.
- For each successful roll after the first, the damage caused by this attack is multilied by 1.5.
- Round the current number up before multiplying.
- Anything that boosts damage is added to the total damage dealt, not to the base damage.
Reverse Polarity
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Light and Shadow
- COSTS: 4 Magic
- DESCRIPTION: Subject a target to a ray of black Light that inverts bonuses. Woah
- EFFECT: Bonus Attack Dice and Defense Dice of both the attacker and defender are disabled for this attack.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, pick a Bonus that the target has and multiply it by -1.
- FYI: This does not affect Bonuses granted to you by passive means (eg. by equipping equipment).
Support
Extend
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Feed some lifeforce into a target, increasing their health.
- EFFECT: Target gains 5/5 Hearts (Stat).
Enlighten
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Bathe someone in a shower of Wisdom, enlightening them.
- EFFECT: Target gains 5 Wisdom
Mirage
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Create a mirage of a target, giving them a chance to completely dodge attacks.
- EFFECT: Target gains Disillusion:
- Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, Disillusion is removed.
Illusion of Creation
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: Any amount of Magic
- DESCRIPTION: Use the power of Shadow to create false shadows, causing images by tethering the illusion to the area.
- EFFECT: Create a 3D image of something and place it anywhere in the area.
- The image has no physical presence, so anything touching it will pass right through it.
Steel Shadows
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Strengthen a target’s Shadow into steel, powering them up… somehow.
- EFFECT: Target gains 5 Power.
Shadow Speed
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Target becomes more in sync with their own Shadow, gaining its speed.
- EFFECT: Target gains 5 Courage.
Displace
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Light and Shadow
- COSTS: 6 Magic
- DESCRIPTION: Create an invisible clone of yourself that initially does nothing.
- EFFECT A: When defending, you can switch places with the clone, causing the clone to die while you remain untouched.
- EFFECT B: If you already have a clone, then casting Displace again allows you to instantly attack someone from behind, bypassing Cover and gaining 5 Dice. If the attack succeeds, you gain another Displacement Clone.
Weapons
The Shiner
- INFORMATION: This item is a Mythical Artifact
- REQUIREMENTS: Only Silvio Hunter can equip and use this bow and the combination of using a Bow & Arrows is considered Two-Handed.
- DESCRIPTION: Gleaming in light, this extravagant yet deadly bow with a powerful white crystal of Light set on it's sight reflects any Light that touches its surface; effectively camouflaging the bow in all situations and potentially blinding anyone looking at it. It can Shoot a target using an Arrow, fire a Light Bolt or charge up for Deadeye:
- EFFECT: Critical Strike's damage multiplier is increased to *2 if it triggers on any attack made by this bow.
- Shoot:
- Roll your Courage +13 dice vs. targets’ stat that the arrow hits
- Damage: Uses the arrow’s Damage Modifier
Bow
- SELL VALUE: 75 Rupees
- REQUIREMENTS: The combination of using a Bow & Arrows is considered Two-Handed.
- DESCRIPTION: A simple yew bow that can Shoot a target using an Arrow:
- Roll your Courage +5 dice vs. targets’ stat that the arrow hits
- Damage: Uses the arrow’s Damage Modifier
Metal Tipped Arrows
- SELL VALUE: 25 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A wooden arrow with a solid, metal tip. Can hit one target.
- ATTACK: Roll your attacking stat +4 dice vs. targets’ Courage stat
- Damage: +0
Midas Arrows
- INFORMATION: These arrows are an Artifact
- COSTS: 200 Rupees per arrow fired
- DESCRIPTION: A golden quiver which can be fed a Golden Rupee to spawn a sparkly golden arrow. Upon close inspection, the arrows appear to resemble the Holy Golden Arrows of legend but, in reality, they hide a terrible curse. It can be fired using a Bow at someone or an item they have in their inventory.
- ATTACK: Roll your attacking stat +8 vs targets' Courage
- Damage: +0
- EFFECT A: If it hits the targets' item, that item is turned into solid gold and becomes unusable.
- DURATION: Remainder of the battle, or 1 hour ingame time. Mythical Artifacts hit instead are affected for 3 Rounds or 30 minutes ingame time and Legendary Artifacts hit for 1 Round or 10 Minutes ingame time.
Bouncy Arrows
- SELL VALUE: 50 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A reinforced, shock absorbent arrow with a bouncy tip, granting the arrows the ability to bounce on hitting its target. Can hit one target.
- ATTACK: Roll your attacking stat vs. targets’ Courage stat
- Damage: +0
- EFFECT: If it hits, bounce to a different target with the same roll, but with halved damage.
- This effect does not proc itself.
Barbed Arrows
- SELL VALUE: 50 Rupees
- REQUIREMENTS: A bow
- COSTS: 2 Magic to fire
- DESCRIPTION: A steel arrow imbued with magical barbs, which rebound and attach itself to its user if it hits.
- ATTACK: Roll your attacking stat dice vs. targets’ Courage stat
- Damage: Halved
- EFFECT: If it hits, you get 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.
Impact Arrows
- SELL VALUE: 50 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: These metal arrows are blunt, but their heavy weight brings much power, causing damage to Armors. Can be fired at one target.
- ATTACK: Roll your attacking stat +5 dice vs. targets’ Power stat
- Damage: Halved
- EFFECT: Target loses 3 Armor.
Heartful Bolt
- SELL VALUE: 75 Rupees
- COSTS: 2 Magic to fire
- REQUIREMENTS: A bow
- DESCRIPTION: A short, heavy Arrow-like bolt that sticks onto to the target; absorbing healing abilities.
- ATTACK: Roll your attacking stat -5 vs. targets’ Power stat
- Damage: +0
- EFFECT: If it hits, the target gets Cauterized:
- Target cannot recover or siphon Hearts or Magic in any way.
- DURATION: One round
Phasing Shot
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A short, heavy Arrow-like bolt that phases through the target; compromising their internal integrity.
- ATTACK: Roll your attacking stat -3 vs. targets’ Power stat
- Damage: +0
- EFFECT: If it hits, target gets Phased Out:
- If any of the target’s stats hits 0, except Magic, the target instantly dies.
Displacing Knife
- INFORMATION: This is an Artifact
- REQUIREMENTS: Light or Shadow
- DESCRIPTION: A glowing knife whose blade appears to flicker in and out of reality. Its small size makes it easily concealable and it phases through armor, making it the perfect tool for assassinating.
- EFFECT 1: If you have the Light affinity, you gain 5 Dice when using Sneak Up or Stealth Strike while holding this knife
- EFFECT 2: If you have the Shadow affinity, you gain 5 Dice when defending against Spot Checks while holding this knife
- EFFECT 3: If this dagger is used as part of a Sneak Attack, ignore targets' Defense Dice bonuses
- Slice:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: Halved
- Neutral Damage: 8
Ether Medallion
- INFORMATION: This is a Mythical Artifact.
- REQUIREMENTS: Light
- DESCRIPTION: A shiny magical medallion imbued with the will of the Guardians of Light. Can use the Great Judgement ability.
- Magic: +3
- Magic Costs: Halved for any Light Spell that you use, but not other Light abilities
- Great Judgement:
- COSTS: 10 Magic
- DESCRIPTION: A bolt of Light-based lightning strikes the medallion and scatters beams of powerful Light, hitting everyone in the battle without Light Affinity.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: Any enemies hit get Magic Bleeding x4.
Siphoning Wand
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- SELL VALUE: 475 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 +14 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.
Shields
Thieves' Buckler
- INFORMATION: This item is an Artifact
- DESCRIPTION: A small buckler with a dull black luster that is easily concealed among your armor. It provides modest protection against most attacks; but it suddenly reveals its true colors when something tries to steal from you.
- EFFECT: You can equip one Buckler while you have either a Bow & Arrows equipped or a Slingshot equipped.
- Defense Dice: +2
- EFFECT: You gain an additional 5 Dice when defending against anything that attempts to take items from you or otherwise remove them from your inventory.
Skeletal Shield
- SELL VALUE: 100 Rupees
- DESCRIPTION: A shield made entirely of bone which taps into your own bone structure, allowing you to amplify your movements.
- Defense Dice: +2
- Rapid Dash:
- RESTRICTIONS: This can only be used once per battle
- EFFECT: When attacking or defending, you can get a one-time boost of 4 Dice.
Armor
Dragonhide Armor (Equipped)
- SELL VALUE: 625 Rupees
- DESCRIPTION: Developed from the hide of a dragon, the armor provides decent protection and increases your mobility.
- Armor: +2
- Courage: +6
Robes
Spirit Robe
- SELL VALUE: 850 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: +5
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 Dice when defending for this attack.
Magnetic Gloves
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects.
- DESCRIPTION: A pair of metallic gloves that gives you the power to magnetically push or pull other metallic objects, dependent on the relative size between yourself and the object. Can use the Magnetic Push or Magnetic Pull abilities.
- Magnetic Push:
- Roll your Power +5 dice vs. targets' Power dice
- Damage: None
- EFFECT: If it hits, then as long as you continue to channel this, neither you nor the target can move or attack.
- DURATION: Until you attack or defend.
Hookshot
- Amount: 2
- SELL VALUE: 100 Rupees
- DESCRIPTION: The Hookshot fires a chained, miniature harpoon at a target, which can reach up to 50 feet away. Can fire a Reel at a target.
- EFFECT: This harpoon can pull you towards objects or vice versa.
- Can pull you towards any wooden surface, soft surface, or Hookshot Target.
- Can pull Small Objects towards you.
- The chain cannot lock.
Switchhook
- SELL VALUE: 75 Rupees
- DESCRIPTION: The Switchhook has two different chains attached to a handle at the end, which can reach up to 50 feet away. Can fire at a target.
- Roll your Courage +10 dice vs. targets' Power dice
- Damage: None
- EFFECT: If it hits, the handle reels the target back on one chain while it reels you toward’s their previous position on the other chain, thus switching places.
Replenishing Deku Nuts
- SELL VALUE: 100 Rupees
- DESCRIPTION: A pouch containing… nothing? However, you can reach in and pull out a Deku Nut… nifty. Can use Escape Daze or use it as a Flashbang against a target.
- Escape Daze:
- EFFECT: You can throw it at the ground as a Support Action, causing a brief flash.
- Anyone that uses Escape gains 6 Dice.
- DURATION: This lasts until the end of turn one round later.
Consumables
Full Rejuvenation Potion
- Amount: 1
- SELL VALUE: 200 Rupees
- DESCRIPTION: A mystical and very potent potion, capable of restoring you back to your prime.
- EFFECT: Consume this to recover to your Maximum Hearts & Magic.
Bait
- Amount: 3
- 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.
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.
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.
Chateau Romani
- Amount: 1
- 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.
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.
Lime Potion
- Amount: 2
- SELL VALUE: 50 Rupees
- DESCRIPTION: A light lime-green coloured liquid which glitters in sunlight, which can be consumed to gradually give back your Magic. Did some crazy guy turn this into jelly?
- EFFECT: Consume this to give yourself Magic Regen x3.
Gale Seed
- Amount: 2
- SELL VALUE: 75 Rupees
- DESCRIPTION: A tornado-shaped seed that will blow you away with its gusty taste. 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 knock items out of their hands.
- Out-of-Battle:
- DESCRIPTION: A swarm of wind whisks you away to a different part of the dungeon, as long as you’ve been there before.
Pegasus Seed
- Amount: 1
- 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.
Razor Seed
- Amount: 3
- SELL VALUE: 75 Rupees
- DESCRIPTION: A dark-orange seed shaped like a pumping fist. 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 cut them up a bit.
- Out-of-Battle:
- DESCRIPTION: Whatever makes up strength courses through your veins, making you stronger.
- EFFECT: Your ability to push, pull or lift are increased, causing you to gain double Success on said rolls.
- DURATION: This lasts until you leave the room.
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.
- 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.
- Amount: 1
- DESCRIPTION: A green fairy, circled by fairy dust that seems to be teleporting around her. She also carries a small, shimmering green stone.
- EFFECT 1: You can place the marker in any location. Once you do, the marker will become invisible until it's activated.
- EFFECT 2: When you die, the fairy pops out of the bottle and circles you, teleporting you back to the marker and then reviving you to 3 Hearts.
Masks
Misc