Dex
Dex Eyegouger
- Power: 19 (+0)
- Courage: 22 (+3)
- Wisdom: 19 (+0)
- Hearts: 15/15 (+0)
- Magic: 15/15 (+0)
- Initiative: $init 1d10
- Attack Dice: 3
- Defense Dice: 5
- Armor: 6
- Stat Points: 8
- Stat Points (Used): 93
- Heart Containers: 0
- Rupees: 49,368
Affinities: Shadow, Spirit
Other Bonuses
- In-Combat:
- Roll half your base Courage before you attack or defend.
- The successes from that roll get added to a Warp Counter.
- If the Warp Counter reaches 20, and you successfully defend an attack, you can warp behind the attacker's back to counterattack them.
- This attack ignores half of the target's Armor.
- This resets the Warp Counter back to 0.
Race: Lizalfos
Age: Unknown
Height: 3'8"
Weight: 70lbs
Scale Colour: Dark Grey
Eye Colour: Yellow
An unfortunately small Lizalfos, Dex is short even when compared to his fellow clan mates. His size has made him somewhat of a joke among Clan Eyegouger and even other clans. On the bright side, his short stature gives him the quickness and stealthiness to deliver the clan's signature move... a good old fashioned claw to the eye. Pro-tip: Don't bother wearing goggles.
Age: Unknown
Height: 3'8"
Weight: 70lbs
Scale Colour: Dark Grey
Eye Colour: Yellow
An unfortunately small Lizalfos, Dex is short even when compared to his fellow clan mates. His size has made him somewhat of a joke among Clan Eyegouger and even other clans. On the bright side, his short stature gives him the quickness and stealthiness to deliver the clan's signature move... a good old fashioned claw to the eye. Pro-tip: Don't bother wearing goggles.
Signature
Eyegouge
- RESTRICTIONS: Eyegouge can only be used by Dex Eyegouger
- COSTS: 4 Magic
- DESCRIPTION: Channel a stream of magical energy into your claws, and attack someone's face by ramming your thumb claws into the target's eyes.
- EFFECT: This attack does absolutely nothing to a target without eyes.
- Roll your Courage dice vs. targets' Courage dice
- Neutral Damage: 5
- EFFECT 1: The force from the magical energy enables you to literally rip out both of the target's eyes.
- Target loses depth perception, so they lose 3 Attack Dice & Defense Dice.
- Target also becomes Blinded:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
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
Tail Whack
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: Lizalfos, regardless of their size, have rather large tails, and they can be quite effective as weapons. When hitting someone with it, you can Whack An Arm!, Whack A Leg!, or Whack A Head!
- Whack An Arm!:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, target loses 2 Power.
Flame Spew
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: They may not be dragons, but they’re pretty closely related. Lizalfos are able to heat up their insides in order to cough up and spew a bunch of burning flames at one target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If the target dies, the flames completely melt the target, preventing the target from being revived.
Focused Dodging
- RESTRICTIONS: This is an Innate Skill. Only Eyegouger Lizalfos can learn and use this skill.
- COSTS: 2 Magic
- DESCRIPTION: Focus your mind on the breaking of physics. Feel gravity and spacetime bend around you until flicker.
- EFFECT: Enter a state of Focused Dodging:
- While in this state, you cannot attack.
- If you get attacked by a non-Magic-based attack, you can enter your own flicker, allowing you to dance around the attack and dodge it completely.
- This ends Focused Dodging and costs you 1 Action off your next turn.
Scaly Skin
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: The skin of a Lizalfos is covered in thick scales that ward off minor attacks.
- Armor: +4
Speed Racer
- RESTRICTIONS: This is an Innate Skill. Only Lizalfos can learn and use this skill.
- DESCRIPTION: Lizalfos have highly increased agility, allowing them to move way faster than other people, especially in a footrace, and quite especially over any terrain.
- EFFECT 1: You can move 3 feet per Success from a Courage roll.
- EFFECT 2: You suffer no penalties when moving across rough terrain.
Soft Landing
- RESTRICTIONS: This is an Innate Skill. Only Eyegouger Lizalfos can learn and use this skill.
- DESCRIPTION: Experienced Eyegougers do not care what height they jump or fall from, as they’ve learned to bend the laws of physics in order to land softly through a series of rolls when landing.
- EFFECT: You do not take fall damage.
Active
Leap Attack
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A melee attack
- CHARGE: 1 Action
- Charge by readying your attack, and preparing to leap at the target.
Cross Slash
- SELL VALUE: 75 Rupees
- REQUIREMENTS: Two swords
- DESCRIPTION: Slash your opponent with your swords in a cross pattern. X marks the death!
- EFFECT: Slash a target with the Slash attacks of both of your swords.
- The Dice & Damage Modifiers use the averages of both swords’ Slash attacks, respectively.
- If the attack succeeds, any EFFECTS from both swords' Slash attacks are applied to the target.
Endowed 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
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
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.
Passive
Offensive
Efficient Suffocating Veil
- SELL VALUE: 350 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 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.
Veil of Shadows
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: A veil of soothing yet threatening shadows surrounds a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to an ally.
- Offensive Spell:
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, remove up to 4 of a selected Stat Bonus from the target.
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.
Endowed Depths of Despair
- SELL VALUE: 300 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.
Efficient Penumbra's Curse
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 1 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
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.
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 6 Magic.
Endowed Blessing
- SELL VALUE: 150 Rupees
- COSTS: 3 Magic
- DESCRIPTION: You become blessed by an Arcane light, allowing you to bestow a minor Bonus to yourself or an ally.
- EFFECT: Select either the target's Power, Courage, or Wisdom stat, and increase it by 5.
Force of Alteration
- SELL VALUE: 150 Rupees
- COSTS: 3 Magic
- DESCRIPTION: Through the power of Arcane Magic, you're able to transform a Wisdom-based attack into a different force.
- EFFECT 1: The next Wisdom-based attack you use is altered into one of the following, though you lose its Dice Modifier in the process:
- Roll your Courage dice vs. targets' Courage dice
- Roll your Power dice vs. targets' Power dice
Weapons
The Eyegouger (Equipped)
- INFORMATION: This is a Mythical Artifact.
- RESTRICTIONS: This can only be used by Dex Eyegouger
- DESCRIPTION: Eye see you! I hope you don't need your eyes anymore. A light-weight knife with a curved blade, inscribed with the dice symbol. Can use Slash or Daze Strike on a target, or the Bag of Tricks ability.
- EFFECT: When attacking with this blade, you can select which stat (Power, Courage, or Wisdom) your opponent defends with; however, if it’s different from what’s listed, you lose 5 Dice on that attack.
- Slash:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, increase all of the target’s Negative Bonuses by 2.
Spiritual Scimitar
- INFORMATION: This is a Mythical Artifact.
- DESCRIPTION: An empowered Gerudo Scimitar. Spiritual energy surrounds and refines its blade. Can hit a target with Slash, Stab, or Punishment.
- Slash:
- Roll your Courage +10 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, recover 5 Magic.
Jagged Edged Sword
- SELL VALUE: 75 Rupees
- DESCRIPTION: A deadly blade with jagged edges that causes its victims to bleed to death. Can use Slash or Stab on a target.
- Slash:
- Roll your Courage +8 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target gets Bleeding x2.
Skull Darts
- SELL VALUE: 75 Rupees
- DESCRIPTION: A poisonous, skull-tipped dart, often used by Skull Kids. Fire it at a target to inhibit their movements, you sneaky devil.
- Roll your Courage +4 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target loses 4 Courage.
Goopy Kutlasstana
- INFORMATION: This is a Mythical Artifact.
- DESCRIPTION: A combination between a cutlass and a katana. Ye kin use it with one or two hands, dependin' how bad yer want them cut! Also, the blade is covered in a greenish blue goop, and it seems to practically incinerate anything it comes in contact with. Though, with each swing, the goop itself seems to lose its form. Can One Hand Slice or Two Hand Slice a target.
- Swings Remaining: Amount: 5
- When this reaches 0, the sword itself will dematerialize and the goop will vanish into nothingness.
Gravity Slingshot
- REQUIREMENTS: Two hands to fire
- Having it equipped is Passive. However, the act of firing it still requires two hands. If you have at least 35 Power, you can handle the strain and fire it using only one hand.
Magic Hammer
- SELL VALUE: 100 Rupees
- DESCRIPTION: A rubber hammer that’s both small and lightweight, yet due to its magical enchantment, it can break even the toughest of defenses. Can Whack or Cripple a target.
- Whack!:
- Roll your Power +10 dice vs. targets' Power dice
- Damage: Halved
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.
Mini-Ballista
- SELL VALUE: 100 Rupees
- REQUIREMENTS: The combination of using a Mini-Ballista & Arrows is considered Two-Handed
- DESCRIPTION: Capable of firing arrows that can pierce through enemies, this large Mini-Ballista is perfect for the heavy weapons guy. It can fire a Piercing Shot at a target using an Arrow.
- Roll your Power dice vs. targets’ stat that the arrow hits
- Damage: Uses the arrow’s Damage Modifier +0
- EFFECT: The attack pierces through the target, hitting anyone who is being Covered by the target at the same success rate and dealing half damage.
- This can theoretically hit everyone in a Cover Train. The damage only halves once (after the first hit).
Longbow
- SELL VALUE: 100 Rupees
- REQUIREMENTS: The combination of using a Bow & Arrows is considered Two-Handed.
- DESCRIPTION: A large, long-range wooden bow that can Shoot a target using an Arrow from afar:
- Roll your Courage +12 dice vs. targets’ stat that the arrow hits
- Damage: Halved, uses the arrow’s Damage Modifier.
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.
Blade Arrows
- SELL VALUE: 50 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A reinforced arrow with a razor-sharp tip of iron, resembling a blade. Can hit one target.
- ATTACK: Roll your attacking stat +6 dice vs. targets’ Courage stat
- Damage: Halved
- EFFECT: If it hits, target gets Bleeding x3.
Shields
Rogues' Gauntlets (Equipped)
- INFORMATION: This is an Artifact.
- RESTRICTIONS: Shields can't be equipped over Rogues' Gauntlets, but Weapons can
- DESCRIPTION: A set of black gauntlets that enables the user to somehow strike the attacker from behind once they get enough momentum.
- Defense Dice: +2
- EFFECT: Roll half your base Courage before you attack or defend.
- The successes from that roll get added to a Warp Counter.
- If the Warp Counter reaches 20, and you successfully defend an attack, you can warp behind the attacker's back to counterattack them.
- This attack ignores half of the target's Armor.
- This resets the Warp Counter back to 0.
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.
Folded Magic Shield
- INFORMATION: This is an Artifact.
- DESCRIPTION: A barrier of Magic that shrunk and was folded into a shield. … don’t ask how. Started folded, though you can use the Unfold ability.
- Defense Dice: +5
- Unfold:
- COSTS: All your remaining Magic
- EFFECT: It unfolds into a barrier that automatically Covers your whole team.
- You lose the Defense Dice bonus, and until the Barrier falls, you cannot equip anything else in that hand.
- Barrier has Hearts equal to the Magic paid +5, and when the Barrier falls, carryover damage does not go through.
- The Barrier only activates if someone in the party would get hit, so it calculates after defense, but before Armor.
- DURATION: Until it falls, at which point it turns inactive for the remainder of the battle.
Armor
Dragonhide Armor (Equipped)
- SELL VALUE: 100 Rupees
- DESCRIPTION: Developed from the hide of a dragon, the armor provides decent protection and increases your mobility.
- Armor: +2
- Courage: +3
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.
Twilight Mirror Armor
- INFORMATION 1: This is a Mythical Artifact.
- INFORMATION 2: This item is afflicted with Fierce Deity’s Influence. The longer you have it, the more influence it holds over you.
- DESCRIPTION: A thin, shallow armor formed from the shard of the Twilight Mirror. Its reflections are perfectly clear, albeit curved thanks to the curvature of the armor. Its ability to protect is mediocre; however, it will kindly reflect anything that hits you.
- Armor: +4
- Reflect:
- EFFECT: If you’re hit by an attack, it creates a reflection and launches it back at the attacker at the same success rate.
- This includes everything except Steal.
Robes
Generic Evil Robes (Equipped)
- INFORMATION: This item is an Artifact.
- DESCRIPTION: Some really dark robes that make you look really shady. It also displacements your position at times.
- EFFECT 1: You have a $1d4 chance to dodge any attack, with a 1 being a success.
- EFFECT 2: You have Dark Vision.
Speed Robes
- SELL VALUE: 100 Rupees
- DESCRIPTION: A green robe that seems to flicker while you move, making your position unclear to enemies. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Courage: +2
Tools
Hookshot
- 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.
Spinner
- SELL VALUE: 150 Rupees
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
- DESCRIPTION: Spinning around at the speed of sound... Spin around on a spinning, spiky top, increasing your maneuverability and allowing you to ride rails, though it's bit shaky and unpredictable.
- Defense Dice: +1
- EFFECT: Once per round, if you fail to defend an attack, you bounce to a random target using $1d#, where # = the number of players in the battle, except yourself.
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
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.
Imitation Staff
- INFORMATION: This is an Artifact.
- DESCRIPTION: A small, steel pipe with various markings and rune drawings etched all across it. While it can be used as a beating stick, its usefulness comes from its ability to transform into other items.
- EFFECT: During your equipment switch phase, you can transform this staff into any item that you or your allies have, so long as you meet the requirements for that item.
- You can also transform this staff into any item from an enemy that you've successfully attacked.
- DURATION: At the end of the battle, regardless of what form it currently has, the Imitation Staff will revert to its original form.
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.
Magic Cape
- SELL VALUE: 100 Rupees
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
- REQUIREMENTS: Camouflage Active Skill
- COSTS: 1 Magic upon equipping it or moving into a new area
- DESCRIPTION: A red cape that, while moving, becomes almost invisible, as does anything touching it.
- EFFECT: While outside of battle, as long as you’re moving, Camouflage is automatically active.
Consumables
Reroll Points
- Amount: 21
- 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.
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.
Twilight Fairy
- Amount: 1
- DESCRIPTION: A lively Fairy, coated in darkness, yet illuminated by white lines and glowing a bright teal, waiting in a bottle for your death! Isn't she just so kind?
- EFFECT 1: 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.
Bottle of Darkness
- Amount: 0
- DESCRIPTION: It's a bottle... with darkness inside. ...
- How you got the darkness will forever remain a legend of things that should not have been possible.
Bottle of Light
- Amount: 0
- DESCRIPTION: It's a bottle... with light inside... actually that's not so bad.
- *face-palms at you acquiring it*
Bottle of Twilight Shadow
- Amount: 1
- DESCRIPTION: It's a bottle... with a 2D shadow wandering around inside it. Apparently, if you remove all light from the area, it'll reveal to be the soul of a Twilightrobe.
- DM's Note: Highly, HIGHLY recommend against eating it!
Restoration Heart
- Amount: 7
- SELL VALUE: 25 Rupees
- DESCRIPTION: A tasty Heart that can be devoured to recover your Hearts! ... that doesn't sound right.
- EFFECT: Consume this to recover 6 Hearts.
Magic Jar
- Amount: 2
- 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.
Red Potion
- Amount: 5
- 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.
Green Potion
- Amount: 4
- 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.
Potion of Skyrocket
- Amount: 1
- DESCRIPTION: A potion with hardly any drops of orange liquid inside. However, these few drops harness incredible powers of combustion! Well, just for your feet, oddly.
- EFFECT: Drink these drops, and with your next jump, you will skyrocket up to 500 feet into the air. Good luck landing though.
- DURATION: Until your next jump.
Crack Potion
- Amount: 1
- DESCRIPTION: ACHIEVING LIGHTSPEED! Drink this to acquire a little too much high.
- Power, Courage, & Wisdom: +5
- Hearts & Magic: +5/5
- Attack Dice, Defense Dice, & Armor: +3
- EFFECT: ALL of your actions, no matter what they are, are completely randomized using $1d#, where # = everyone in the battle, including yourself.
- For attacks that “hit all enemies”, the roll is $1d2. A 1 will “hit all allies” and a 2 will “hit all enemies”.
Spell Scroll
- Amount: 3
- SELL VALUE: 250 Rupees
- DESCRIPTION: A scroll imbued with intense, magical power that courses through the parchment, containing a vast amount of knowledge.
- It can teach you any Spell.
Lost Spell Scroll
- Amount: 3
- SELL VALUE: 1000 Rupees
- DESCRIPTION: A silver scroll imbued with intense, magical power that courses through the parchment, containing a vast amount of knowledge that was lost to history.
- It can teach you any Lost Spell.
Augment Scroll
- Amount: 5
- SELL VALUE: 200 Rupees
- DESCRIPTION: A strange scroll that seems to have Magic flowing through it, causing the writing scrawled all over it to glow red. A stamp in the shape of a hammer and a shield can be seen on the top-right corner of the parchment. It can be used on an non-Artifact Weapon, Shield, Armor or Robe to apply any Augment to it.
- EFFECT: Select any Augment listed in this thread and apply it to an non-Artifact Item you currently have.
Super Efficiency Force Gem
- Amount: 1
- SELL VALUE: 1,000 Rupees
- RESTRICTIONS: This cannot be used on an ability that’s already been affected by a Force Gem.
- DESCRIPTION: A golden prism-shaped crystal containing a portion of the essence that had leaked out of the Triforce eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a Skill or Spell to permanently power it up.
- EFFECT: Select one of your Active Skills, Offensive Spells, or Support Spells, then decrease its Magic Cost by 3 (down to a minimum of 1 Magic). Then add ‘Efficient’ to its title.
Super Effect Force Gem
- Amount: 1
- SELL VALUE: 1,000 Rupees
- RESTRICTIONS: This cannot be used on an ability that’s already been affected by a Force Gem.
- DESCRIPTION: A golden prism-shaped crystal containing a portion of the essence that had leaked out of the Triforce eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a Skill or Spell to permanently power it up.
- EFFECT: Select one of your Active Skills, Offensive Spells, or Support Spells, then add 3 to one of its numerical EFFECTS amounts (excluding multipliers). Then add ‘Endowed’ to its title.
Masks
Misc
Golden Googly Eyes
- INFORMATION: This is a Passive Mythical Artifact. Having it in your inventory is enough for it’s effects.
- DESCRIPTION: Some golden goggles strapped to your face and giving you googly eyes! How wacky! Also, enhances your view of targets at a distance, enhancing your sharpshooting abilities.
- Attack Dice: +5 (Ranged attacks only)
Spirit Medallion
- INFORMATION: This is a Passive Legendary Artifact. Having it in your inventory is enough for it’s effects.
- DESCRIPTION: A gleaming orange medallion depicting two spirits spiraling around each other, imbued with the very essence of Spirit and the power of the Goddesses. It provides a big boost to your spiritual power and boosts your Signature Move to epic proportions.
- Attack Dice: +3
- Defense Dice: +3
- EFFECT 1: You gain the Spirit Affinity
- EFFECT 2: You can maintain Spirit Mode for however long you want with no maintenance cost, if your body is still alive.
- Soulgouge:
- RESTRICTIONS: This attack does absolutely nothing to a target without eyes.
- REQUIREMENTS: Spirit, Having the Eyegouge Signature Skill and only Dex Eyegouger can use this ability.
- CHARGE: 2 Actions
- COSTS: 12 Magic
- DESCRIPTION: When you eyegouge someone, why not also eyegouge their very soul while you are at it? Drawing power from the Spirit Medallion, channel almost more magical Spirit energy into your claws than you can handle, and attack someone's face by ramming your thumb claws into the target's eyes and watch as their eye sockets explode under the pressure of so much energy rushing into them.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage +5 dice vs. targets' Courage dice
- Neutral Damage: +0
- EFFECT 1: The force from the magical energy enables you to literally rip out both of the target's eyes; both physically and from their very soul.
- Target loses 5 Hearts (Stat) and 5 Magic (Stat)
- Target loses depth perception, so they lose 8 Attack Dice & Defense Dice.
- Target also becomes Soulgouged:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss. This includes when in Spirit Mode
- When using ranged attacks, they roll an additional $1d3. If it is a 1, they automatically miss.
Sol Orb
- Amount: 0
- DESCRIPTION: A ball of bright light encapsulated inside of a glass orb. Simply bringing it close to an illusion seems to dispel it.
- EFFECT 1: Should the orb shatter, the light will be unleashed, fully illuminating the entire area and automatically dispelling all Illusions.
- EFFECT 2: Additionally, a Sol will temporarily linger at the target location, forcibly expelling darkness from the area.
Vial of Deceit
- Amount: 0
- DESCRIPTION: Why are there two of you? Consume this to create an illusion of yourself.
- EFFECT: When you are attacked, call 1 or 2. The attacker rolls $1d2.
- If it is the number you picked, the attack goes through and hits you, erasing the illusion.
- If it is not the number you picked, the attack hits the illusion and misses you.
- Additionally, you get the chance to automatically Escape from the battle.
Phantasm Insignia
- DESCRIPTION: A mysterious badge that bears the markings of Phantasm. It seems to resonate with some form of aura.
War Necklace
- Amount: 1
- DESCRIPTION: An immortal eye that's lively but unedible. Doesn't look like you can use this thing... yet.
- Amount: 2
- DESCRIPTION: A Chunk of Light that you acquired from literally stealing from a being of pure Light. It shines brightly on your necklace. You can consume the Chunk of Light to glow brightly for a short period of time.
- EFFECT 1: Recover Magic equal to half of your Maximum Magic.
- EFFECT 2: All of your affinities are converted to Light.
- Likewise, all affinity requirements by any of your items or abilities are converted to Light.
- Amount: 2
- One of the eyes has a coin permanently stuck to it.
- Amount: 2
- DESCRIPTION: A multi-colored eye, glowing with the light of the Phantasm. You can consume the Wizzrobe Eye of Phantasm.
- EFFECT 1: Recover 5 Hearts.
- EFFECT 2: You become multi-colored, gaining bonuses.
- Power, Courage, Wisdom: +3
- Amount: 2
- DESCRIPTION: An eye that looks like the calamity of all space warped into it at a single point. Fascinating. You can consume the Phantasm Eye:
- EFFECT: The effects are unknown. Who knows what would happen if you really ate a phantasm of reality itself?
- Amount: 2
- DESCRIPTION: A pair of eyes gouged from an Axe Armor, which is a floating, magical suit of armor that has no eyes... what. You can consume a Missing Eye to gain WHAT.
- WHAT: WHAT?
- WHAT.
- WHAT?!
- Roll your WHAT dice vs. targets' WHAT dice
- What: WHAT!
- WHATFECT: WHAT.
- IF WHAT: GO WHAT YOUR WHAT.
- Amount: 1
- DESCRIPTION: The delicious, blue marshmellow eyes of a Blue Lynel!
- Amount: 1
- DESCRIPTION: Some creepy killer looking eyes from an Iron Knuckle. Wonder how that happened?
- Amount: 1
- DESCRIPTION: Some very shifty eyes that are still moving rapidly, despite not being attached to the Redead. Guess that makes the eyes... Undead?
- Amount: 2
- DESCRIPTION: Some powerful Gerudo eyes ripped from Nabooru while she was still in Iron Knuckle form. How'd ya manage that one?
- Amount: 0
- DESCRIPTION: Eyes ripped from the Great Interloper, Death Sword. They're a pair of ghostly eyes that almost don't exist, but from their aura of fear and death, you can sense their presence as you hold them.