Harvey Lynchman
- Power: 20 (+0)
- Courage: 11 (+0)
- Wisdom: 20 (+0)
- Hearts: 18/14 (+4)
- Magic: 8/8 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 4
- Stat Points: 0
- Stat Points (Used): 80
- Heart Containers: 4
- Rupees: 1486
Affinities: Light
Description
Race: Haddaken
Occupation: Shopkeeper
Appearence: A black Haddaken who has a white blaze running down his chin to his groin. He has a very feline appearance in general. In fact his long snout and bushy tail (and his thick fur in winter) are the only features that makes him look like a fox. He wears a pair of tan pants and a pair of brown boots. He also wears black shirt and a crimson-red vest above that. He often wears a large crimson-red backpack that carries his items.
History: Harvey has been friends with Hal for as long as he could remember. Throughout his childhood; he gave Hal vital support in his quest to beat Silvio in terms of his strength and willpower, even after he attempted to drown him. Without him, Hal wouldn't have been the adventurer he is right now and would have forever remained as a hopless 'runt'. When Hal left Koholint to adventure into Hyrule, Harvey was left running a small mechanic shop that he had no way of moving to keep up with his friend. Heading into financial ruin over several lawsuits aimed at him by mostly rival businesses with the help of corrupt lawyers and judges, he made the desperate move to sell up and run to Hyrule where he felt that he be able to run a shop in peace. Incidentally; this brought him closer to Hal, who inspired him to begin going on adventures to collect materials and experiment with them.
- Friends: Hal, Mima
- Rivals: (None currently in ZURPG)
- Enemies: Silvio
- Deaths/Defeats: 1.
- Whenever you cast a Support Spell on someone, both you and your target recover Hearts equal to half the spell's Magic cost.
- Start off the battle with Magic Regenx2
- Can automatically Counterattack anyone if they are unsuccessful in attacking you, provided the difference in successes is between 1 and 5
- If you would receive a Negative Bonus, the value is reduced by 2.
- When robe's Augmented Cost is paid, you gain Regen x2 when you are hit by an Attack that causes EFFECTS.
Signature
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).
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 not caused by a charge-up move 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
Command
- SELL VALUE: 100 Rupees
- DESCRIPTION: With the Power of your voice and will, command a target to do whatever it is you wish! Well, sort of.
- Roll your Power +5 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Choose what the next target’s Non-Basic Combat Action is and who they target.
- The target must be one of the target’s enemies.
Double Bash
- SELL VALUE: 75 Rupees
- REQUIREMENTS: Two shields
- DESCRIPTION: Attack a target twice in one turn with two small bashes. You roll it two times, the defender only rolls once.
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- EFFECT: If both bashes hit, target gets Delayed.
Skull Bash
- SELL VALUE: 100 Rupees
- REQUIREMENTS: A shield
- DESCRIPTION: Rush towards a target, bashing their skull in with your shield.
- Roll your Power -2 dice vs. targets' Power dice
- Damage: +2
- EFFECT: If it hits, target loses 2 Wisdom.
Absorb
- SELL VALUE: 75 Rupees
- REQUIREMENTS: Two free hands
- DESCRIPTION: Grab a target and hug him, squeezing out some Magic from them in the process.
- Roll your Power +6 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: Siphon Magic from the target equal to half the difference in successes.
Leap Attack
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A melee attack
- CHARGE: 3 Turns
- Begin charging by readying your attack, and preparing to leap at the target. As you charge, a burst of a energy flows into your legs.
Enrage
- SELL VALUE: 100 Rupees
- COSTS: 3 Hearts
- DESCRIPTION: With a series of grizzly adrenaline rushes, your next attack gains a boost.
- EFFECT: Your next attack gains 6 Dice.
Passive
(4) Magic Regeneration
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Magic over time.
- EFFECT: You gain Magic Regen x2.
Offensive
PSI Flash
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Light
- COSTS: 1 Magic
- DESCRIPTION: Send a high-energy pulse of Light at a target, cutting their Magic.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 2 Magic
Spiral Light
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: Three beams of Light descend upon the target through the heavens, striking them. The target defends once against all three attacks.
- EFFECT: Bypasses Cover
- Roll your Wisdom +5 dice vs. targets' Wisdom dice * 3
- Damage: 6 per hit
- Armor is calculated for each attack individually.
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
Weapons
Brassy Trident
- SELL VALUE: 125 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A big formidable brass trident imbued with the blessing carried by the sun, often being carried by Blue Lynels and serves as their primary weapon for fighting. It has the ability to Cleave, Thrust or shoot a Sun Beam at a target.
- Defense Dice: +3
- Cleave:
- Roll your Power +3 dice vs. targets' Power dice
- Damage: +3
Smash Hammer
- SELL VALUE: 75 Rupees
- DESCRIPTION: A steel hammer that packs extra punch, this hammer can cripple defenses and disable targets. Can Whack or Cripple a target.
- Whack!:
- Roll your Power dice vs. targets' Power dice
- Damage: +4
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
Axe
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A sharp axe that can kill multiple targets in a single strike, or instantly kill someone with low health. Can use Cleave or Execute on a target.
- Cleave:
- Roll your Power dice vs. targets' Power dice
- Damage: +2
- EFFECT: If the hit kills a target, you can have the attack continue to go through to another enemy at the same success rate -#, where # = the Current Hearts of the previous target prior to hitting him.
- This continues until the hit misses or doesn't kill a target.
Holy Piercing Fang
- INFORMATION: This item is an Artifact
- DESCRIPTION: Built from the fang of a powerful Lynel, this gleaming silver lance once carried by Rebonack shines with the holy Light of the Godesses and has the ability to pierce enemies and cleanse them of life. The lance phases through most of the targets' Armor and destroys any supporting or hindering powers they have. It can Cleave or Thrust one target.
- Cleave:
- Roll your Power +5 dice vs. targets' Courage dice
- Damage: +0
- EFFECT 1: Ignore half of the targets' Armor.
- EFFECT 2: Remove either:
- 3 Points of a selected Bonus
- One Water, Fire, Nature, Light, or Shadow Named EFFECT that the target has.
Hylian Cross
- INFORMATION: This item is an Artifact
- DESCRIPTION: A divine cross, originally blessed by a foreign deity unknown to Hyrule, that now bears the faith invested in the Hylian Goddesses. It can be Thrown like a boomerang at a target or be used to protect yourself against the darkness.
- Throw:
- Roll your Power +5 dice vs. targets' Power dice
- Damage: 12
Wizzrobe Wand
- SELL VALUE: 75 Rupees
- DESCRIPTION: A basic wand commonly used by Wizzrobes, which has a rotatable base, allowing you to switch between two different attack modes. You can fire a Focused shot that hits one target, or a Dispersed blast that hits all enemies.
- Focused:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
Crystal Sword
- INFORMATION: This is an Artifact.
- REQUIREMENTS: Water, Fire, Nature, Light or Shadow.
- DESCRIPTION: A large blade made out of a strange alloy of metal that somehow makes it translucent. It takes on different colours and powers depending on what affinities you wield it with
- Slash:
- Roll your Courage +7 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If you have any of the following affinities, apply one of the following to this attack:
- Water: Target loses 3 Attack Dice
- Fire: Target loses 3 Armor
- Nature: Target loses 3 Defense Dice
- Light: Target loses 3 Magic
- Shadow: Target takes 3 Neutral Damage
Shields
Replenishing Shield
- SELL VALUE: 100 Rupees
- DESCRIPTION: A shield built from material that replenishes your Magic as the fight goes on.
- Defense Dice: +1
- Magic Regen: +1
Replenishing Shield
- SELL VALUE: 100 Rupees
- DESCRIPTION: A shield built from material that replenishes your Magic as the fight goes on.
- Defense Dice: +1
- Magic Regen: +1
Heavy Shield
- SELL VALUE: 125 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: It's considerably heavier than most shields, but it packs an extra punch with shield-based attacks as a result.
- Defense Dice: +5
- Attack Dice: +3 with shield-based attacks
Armor
Filter Plate (Worn)
- INFORMATION: This item is an Augmented Item. This item has had 2/3 Augments applied to it.
- SELL VALUE: 350 Rupees
- DESCRIPTION: A sturdy plate of armor that filters the effects of attacks that hit it, reducing their severity.
- Armor: +4
- EFFECT: Any Negative Bonuses you receive from enemy attacks have their values reduced by 1.
Soldier Platemail
- SELL VALUE: 75 Rupees
- DESCRIPTION: A steadfast, durable plate of armor that protects you well against attacks.
- Armor: +4
Rupee Armor
- INFORMATION: This item is an Artifact.
- DESCRIPTION: A dull, magnetic-plated armor that attracts Rupees to make it shiny. Bring on the bling, yo!
- Armor: +8
- EFFECT 1: At the start of each round, roll $5d12.
- This amount, in Rupees, is automatically drawn from your wallet and pulled onto the armor, reflecting your richness... or poverty.
- If you run out of Rupees, this Armor's Armor Bonus is reduced to 0 for the remainder of the battle.
Robes
Tail Cloak
- INFORMATION: This is an Artifact.
- RESTRICTIONS: This can only be used by Harvey Lynchman
- DESCRIPTION: Woven from fibers obtained from the Moldorms living in Tail Cave several generations ago; this old white cloak has been a treasure of the Lynchman family, who brought it as an investment item, for decades. It has the consistency of ultra-fine silk that seems to have never aged or worn out despite its age, and still retains its full magical properties in being able to resist nasty ailments. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Protection:
- EFFECT: If you would receive a Negative Bonus, the value is reduced by 1.
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.
Shovel
- SELL VALUE: 75 Rupees
- RESTRICTIONS: Cannot use on very hard, solid ground.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A nice shovel that you can use to dig things out! Or you can just whack someone with it, whatever fills up that hole. Can use Dig Item, Dig Trench, or Whack a target!
- Dig Item:
- EFFECT: You can attempt to dig up an area while in session. Whether you find something or not will be up to the DM.
Consumables
Red Potion
- Amount: 3
- 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.
Restoration Heart
- Amount: 4
- 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.
Green Potion
- Amount: 3
- 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.
Magic Jar
- Amount: 1
- 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.
Magical Bone Dust
- Amount: 2
- SELL VALUE: 50 Rupees
- DESCRIPTION: A bottle of magical bone dust from the remains of a Stalfos.
- EFFECT: Pour it over a dead target to bring them back to life with 1 Heart.
Fairy
- Amount: 2
- 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.
Vial of Life
- Amount: 1
- SELL VALUE: 200 Rupees
- DESCRIPTION: A vial of life, brewed by Kotake, that contains the fiery meaning of life within. Can be drunk or thrown at a target to revive them.
- Drink it!:
- EFFECT: Recover to Maximum Hearts
Spell Scroll
- Amount: 3
- 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.
Skill Scroll
- Amount: 1
- DESCRIPTION: A scroll imbued with sacred teachings, capable of teaching many physical arts.
- It can teach you any Skills.
Reroll Points
- Amount: 1
- 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.
Rotten Seed
- Amount: 1
- SELL VALUE: 75 Rupees
- DESCRIPTION: A cluster of seeds held in a hollow wrinkled nut encased with mouldy growth… ew. It looks really unpleasant to eat.
- Out-of-Battle:
- DESCRIPTION: You begin to feel sick, but you become immune to other poisonous effects that may affect you.
- DURATION: Until you leave the current area or room.
Masks
Misc
Iron shards
- Amount: 2
- SELL VALUE: 10 Rupees
- DESCRIPTION: Iron shards that seem to come off as scrap metal from some machine.