Lead Dev, DM, Hal
Tarin
Tarin
- Power: 11 (+0)
- Courage: 16 (+0)
- Wisdom: 25 (+0)
- Hearts: 15/15 (+0)
- Magic: 15/12 (+3)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 4
- Armor: 5
- Stat Points: 0
- Stat Points (Used): 80
- Heart Containers: 5
- Rupees: 3,000
Affinities: Nature
Other Bonuses
- None! For now...
Origin: Link's Awakening
The mayor of Mabe Village and Marin's father; Tarin is a stocky gruff man wearing an orange shirt and a green pants. He protects the village and gathers all sorts of weird and wonderful herbs and mushrooms which he uses to produce medicine for the village's inhabitants. He often finds himself lost in Mysterious Woods from time to time but he always returns eventually, usually with a large haul of rare mushrooms and other ingredients.
The mayor of Mabe Village and Marin's father; Tarin is a stocky gruff man wearing an orange shirt and a green pants. He protects the village and gathers all sorts of weird and wonderful herbs and mushrooms which he uses to produce medicine for the village's inhabitants. He often finds himself lost in Mysterious Woods from time to time but he always returns eventually, usually with a large haul of rare mushrooms and other ingredients.
Signature
Mushroom Curse
- REQUIREMENTS: Only Tarin can learn and use this skill
- DESCRIPTION: Out of his fondness of mushroom foraging and consumption, Tarin gains more out of consuming mushrooms and is immune to most ailments that come from eating toadstools. However it imparts a curse within him, causing him to transform if he falls asleep when eating mushroom...
- EFFECT 1: You are immune to Negative Bonuses and Negative Named Effects that arise from eating mushrooms
- EFFECT 2: Numerical Bonuses obtained when eating mushrooms are multiplied by 1.5x
- EFFECT 3: If you go to sleep while eating mushroom, you immediately wake up and transform into a mischievous magical raccoon:
- Power, Courage & Wisdom: +5
- Hearts & Magic: +10/10
- You gain 10 Dice when making non-damaging attacks that also don't have effects which reduce, drain or siphon Hearts in any way.
- You gain the Shadow affinity.
- Your illusions cannot be broken with Illusion Break
- You are not yourself anymore. You may no longer regard your previous allies as allies and enemies as enemies anymore. Above all, you focus on pulling pranks on as many people as you can to get the most enjoyment out of it.
- DURATION: Until you die, take at least 4 Neutral Damage in a single instance or you go to sleep on your own. These bonuses are removed when you exit your raccoon transformation.
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
Confidence
- RESTRICTION 1: This is an Innate Skill. Only Humans can learn and use this skill.
- RESTRICTION 2: This can only be used once per battle.
- DESCRIPTION: You gain increased confidence within yourself, temporarily breaking free of negative effects, but making you more susceptible to attacks.
- EFFECT: You become immune to all your effects that were caused by enemies, but you also temporarily lose 5 Defense Dice.
- This does not actually remove them or prevent you from getting more.
- DURATION: One round.
Integrity
- RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
- DESCRIPTION: You become fortified temporarily, reducing damage you would take for a short time.
- EFFECT: You gain 3 Armor.
- DURATION: One round.
Adapt
- RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
- COSTS: 3 Magic
- DESCRIPTION: As a Human, you’re able to learn new things, especially in the heat of battle, very quickly, and as a result, you can adapt to any situation. Scan one target, attempting to learn their strengths.
- 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
- Damage: None
- EFFECT: If it works, you can pick a stat (Power, Courage, or Wisdom) that the target has higher of than you, and add half of the difference between them to your respective stat.
- For example, if the target has 20 Power and you have 10 Power, you gain 5 Power.
Perseverance
- RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
- DESCRIPTION: Humans are able to persevere through battles, and thus gain bonuses with lower Hearts.
- EFFECT: When your Hearts are reduced to 50% of your Maximum Hearts or lower, you gain 3 Attack Dice & Defense Dice.
- DURATION: This lasts until your Hearts return to above 50% of your Maximum Hearts.
Curiosity
- RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
- DESCRIPTION: Humans are naturally compelled to explore the unknown, increasing their ability to find secrets or triggers.
- EFFECT 1: You gain an extra hint at nearby secrets or triggers.
- EFFECT 2: Whenever you are close to a secret or trigger, you feel a wave of extra curiosity echo through you, alerting you to its presence.
Gut Feeling
- RESTRICTIONS: This is an Innate Skill. Only Humans can learn and use this skill.
- DESCRIPTION: Humans have occasional compulsions, pulling them towards or away something.
- EFFECT: You also are aware of the direction of the plot, unless you’re in a maze.
Active
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
(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 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
Barrier Breaker
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- SELL VALUE: 625 Rupees
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: Summon a giant spike and pierce a target. YOURS IS THE SPIKE THAT WILL PIERCE THE HEAVENS!
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 7 Defense Dice.
Bind
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- SELL VALUE: 625 Rupees
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: Powerful vines appear and bind a target, removing the target of their strength.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target loses 9 Power.
Wind Torrent
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: Blast a torrent of powerful winds at a target.
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, the target is thrown off balance and gets Delayed.
- Target’s next attack is delayed by 2 Turns, which then removes Delayed.
Roots
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A plethora of roots grow from the ground, grabbing a target from below.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target becomes Immobilized.
- Target cannot move or use any melee attacks.
- DURATION: One round.
Thunder Roar
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Let loose a powerful boom of thunder, striking all enemies with the powerful sound!
- EFFECT: This bypasses Cover.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target(s) hit are Taunted.
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
Repression
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Attack a target’s mind directly through telepathy, attempting to compromise it by extracting memories that the target tries to repress.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Neutral Damage: 4
- EFFECT: Temporary steal one Spell from the target to you.
- You can cast that Spell regardless of its RESTRICTIONS.
- DURATION: At the end of the battle, the Spell is returned to the target.
Penumbra's Curse
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: A curse hovers in the shadow of the target’s shadow… wait what?
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Penumbra's Curse:
- Target rolls twice anytime they defend, and they’re forced to take the lower roll. Reroll Points will not affect the roll any further.
Support
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.
Illusion of Feeling
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Nature
- COSTS: Any amount of Magic
- DESCRIPTION: Using the harmonious essence of Nature, cast an illusion that plays with peoples' feelings. You can Tether this to an area or an object.
- Tether to Area:
- EFFECT: Anyone who is in the area begins to get a feeling of that this illusion gives.
- DURATION: Until you leave the room or area.
Fairy Beam
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Create a magical fairy with a fleeting life, capable of restoring life to a dead target.
- EFFECT: Target is revived to 3 Hearts.
Second Chance
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Surround someone with a Shadow, which grants them a chance to revoke an instance of time itself.
- EFFECT: Target gains 2 Temporary Reroll Points.
- These automatically expire at the end of the battle, whether they’re used or not.
Damage Recovery
- SELL VALUE: 200 Rupees
- RESTRICTIONS: This has no effect outside of battle.
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Use the memories of the target’s wounds to recover their energy.
- EFFECT: Target recovers Magic equal to the most recent instance of damage they received, up to a maximum of 20 Magic.
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.
Weapons
White Sword
- SELL VALUE: 75 Rupees
- DESCRIPTION: A white blade enchanted with the power of wind. Can Slash, Stab, or Air Blade one target.
- Slash:
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: +0
Voodoo Staff
- SELL VALUE: 125 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A large staff lined with ornaments and rings, often carried by Voodoo Kids, with no ability to damage. In return, it has the ability to mass-siphon from the Magic pools of its targets. Can perform Mass Siphon on all enemies.
- Mass Siphon:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, siphon Magic from all enemies to equal to the Damage against each respective target.
- This can be distributed to you and your allies in any way you want.
Shields
Tower Shield
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A massive shield as tall as yourself that takes the bulk of incoming damage.
- Defense Dice: +7
Armor
Enchanted Platemail
- SELL VALUE: 400 Rupees
- DESCRIPTION: A magically enchanted platemail that provides you with more Magic.
- Armor: +5
- Magic: +3/3
Robes
Traveler's Cloak
- SELL VALUE: 850 Rupees
- DESCRIPTION: A rather sturdy emerald cape that's popular with travelers for its ability to get someone out of a battle with ease. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Defense Dice: +4
Tools
Magic Candle
- SELL VALUE: 50 Rupees
- DESCRIPTION: Oh sure, just drop a candle on your enemies, and Light the way for their deaths, while you're at it! A candle that's lit by Magic. Nifty for lighting rooms up. Can use Light it up! ability or the Burn Notice ability.
- Light it up!:
- COSTS: 1 Magic
- DESCRIPTION: A flame shoots out and dances around the room.
- EFFECT: The room becomes illuminated.
- This also briefly illuminates anyone that's Camouflaged, automatically procing a Spot Check against them.
- DURATION: This lasts until you leave the room.
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
Sleepy Toadstool
- Amount: 4
- SELL VALUE: 100 Rupees
- DESCRIPTION: A large red toadstool that appears to pulse about when its cap is touched. Every time it pulses, it releases a small waft of drowsy-inducing spores. It can be consumed to restore you back to your prime but it also causes you to fall into deep sleep. Syrup the Witch says it causes different effects based off the person. Might want to be mindful of when you eat it.
- EFFECT 1: Consume this to recover to full Hearts and Magic and remove all Negative Bonuses and Negative Named Effects that were not caused by a charge up ability. However, it causes you to fall into a deep sleep:
- You cannot do anything, even talk or defend.
- This cannot be blocked by EFFECTS that block EFFECTS.
- DURATION: 2-3 hours (ingame time) unless, despite your state of deep sleep, you are somehow forcibly woken up. Yes, this means you will be out for the remainder of the battle.
Red Mushroom
- Amount: 8
- SELL VALUE: 200 Rupees
- DESCRIPTION: A large red-capped mushroom speckled with white polka dots and bears what appears to be eye-like markings on its stalk. It can be consumed to literally grow and increase your physical mass. This isn't a toadstool... right?
- EFFECT: Consume this to grow bigger for a moment; gaining 5 Power (up to a maximum of +8 Power) and 8 Hearts (Stat) (up to a maximum of +12 Hearts)
Green Mushroom
- Amount: 6
- SELL VALUE: 200 Rupees
- DESCRIPTION: A large green-capped mushroom speckled with white polka dots and bears what appears to be eye-like markings on its stalk. It can be consumed to literally grow your magical power. This looks a bit sketchy to eat...
- EFFECT: Consume this to cause your soul to grow for a moment; gaining 5 Wisdom (up to a maximum of +8 Wisdom) and 5 Magic (Stat) (up to a maximum of +8 Magic)
Red Medicine
- Amount: 3
- SELL VALUE: 100 Rupees
- DESCRIPTION: A powerful, red liquid capable of restoring all wounds... at least for normal people. It actually kinda looks like blood…
- EFFECT: Consume this to recover to Maximum Hearts.
Chateau Romani
- Amount: 5
- 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 Maximum Magic..
Reroll Points
- Amount: 5
- SELL VALUE: 25 Rupees
- DESCRIPTION: A golden coin that can be flicked at any roll to rewind time for a moment and force a redo.
- EFFECT: Once per turn, immediately after someone rolls for something, you can flick a Reroll Point at the target to force them to reroll it. Then, choose which roll the target uses.
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, you can use the Fairy on the spot, reviving you and restoring you to 3 Hearts.
Masks
Misc