Kappa Yagami
- Power: 12 (+0)
- Courage: 14 (+0)
- Wisdom: 15 (+3)
- Hearts: 12/10 (+2)
- Magic: 15/12 (+3)
- Initiative: $init 1d18
- Attack Dice: 0
- Defense Dice: 2
- Armor: 4
- Stat Points: 0
- Stat Points (Used): 75
- Heart Containers: 2
- Rupees: 1927
Affinities: Water, Light, Shadow
Race Shiekah
Backstory to be unveiled later.
Backstory to be unveiled later.
- Any Bleeding & Magic Bleeding you get is halved.
- Can not get Bonus Turns
- Once per battle, you can spend 2 Magic to override your defending stat with Wisdom
- When you pay for your Augmented Protection, you gain 6 Wisdom.
Flashbang
- RESTRICTIONS: This is an Innate Skill. Only Sheikah can learn and use this skill.
- COSTS: 1 Magic
- DESCRIPTION: Fling a flare of magical energy out, emitting an extremely bright light that blinds your enemies. ‘Hits’ all enemies.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: If your successes are higher than the average successes of your enemies, you can automatically escape from the battle.
- EFFECT 2: Additionally, if it succeeds, anyone using Escape gains 5 Dice.
- DURATION: One round.
Eye of Truth
- RESTRICTION 1: This is an Innate Skill. Only Sheikah can learn and use this skill.
- RESTRICTION 2: A target hit by Eye of Truth cannot be hit by it again in the same day.
- DESCRIPTION: Expose a target to the Eye of Truth, causing potential brain damage.
- 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: 3
- EFFECT 1: If it hits and you ask the target a question, they must tell the truth.
- EFFECT 2: Additionally, the target loses 2 Wisdom.
Natural Order
- RESTRICTIONS: This is an Innate Skill. Only Sheikah can learn and use this skill.
- DESCRIPTION: Place subliminal messages in a target's mind, reverting you and the target back to the natural ways.
- 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 hits, both you and the target temporarily have their Bonus Attack Dice & Defense Dice reduced to 0.
- DURATION: One round.
Guardian of Shadow
- RESTRICTIONS: This is an Innate Skill. Only Shiekah can learn and use this skill.
- DESCRIPTION: Shiekah are blessed with protection from the Shadow, giving them resistance to its power to wear ones out easily.
- EFFECT: Any Bleeding & Magic Bleeding you receive is halved.
Hiding in the Shadows
- RESTRICTIONS: This is an Innate Skill. Only Sheikah can learn and use this skill.
- DESCRIPTION: When you hide in the shadows, you become stealthier than ever, giving you a greater element of surprise.
- EFFECT 1: While you’re in the shadows, Spot Checks made against you require an extra 5 Successes.
- EFFECT 2: If you do a Sneak Attack from the shadows, you gain 5 Dice.
Gossip Rumor
- RESTRICTIONS: This is an Innate Skill. Only Sheikah can learn and use this skill.
- DESCRIPTION: Unlike other people that can only hear what Gossip Stones have to say, you can actually speak with Gossip Stones.
- Additionally, you can implant a rumor of your own into that specific Gossip Stone.
- You can optionally allow this rumor to be heard across all Gossip Stones.
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).
PSI Concentrate
- SELL VALUE: 25 Rupees
- REQUIREMENTS: A PSI Spell
- DESCRIPTION: Amp up the power of your PSI Spell at the cost of accuracy.
- ATTACK: Choose any PSI Spell you have and fire it at a target like normal
- The attack loses 5 Dice, but gains 4 Damage.
PSI Disperse
- SELL VALUE: 25 Rupees
- REQUIREMENTS: A PSI Spell
- DESCRIPTION: Amp up the accuracy of your PSI Spell at the cost of power.
- ATTACK: Choose any PSI Spell you have and fire it at a target like normal
- The attack gains 5 Dice, but loses 4 Damage
Spin Attack
- SELL VALUE: 100 Rupees
- REQUIREMENTS: A melee weapon
- CHARGE: 3 Turns
- Begin charging by pouring your energy into your weapon, which emits a blue glow.
(0) Calm
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- DESCRIPTION: Your mental state remains calm, helping prevent changes to your stats.
- EFFECT: Any effects that would lower your Power, Courage, Wisdom, Hearts, and/or Magic stats are halved (rounded down).
- To clarify the rounding, if your Power would be reduced by 5, it’s instead only reduced by 2.
(3) Flashstep
- SELL VALUE: 150 Rupees
- Stat Point Cost: 3
- DESCRIPTION: You enter battles in a flash, though it's too fast for an extra move.
- Initiative: +0d8
- EFFECT: If you get a Bonus Turn, it's skipped.
PSI Blast
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Water
- COSTS: 1 Magic
- DESCRIPTION: A basic Water spell that flings a flurry of Water bullets at a target; which splash to heal you if it strikes.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, recover 3 Hearts.
Icicle Blade
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Hurl a large blade of ice at a target with great accuracy.
- Roll your Wisdom +5 dice vs. targets' Courage dice
- Damage: +4
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.
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.
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.
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.
Block
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Set up a blockade of Water, suppressing a nasty power produced by an attack.
- EFFECT: Target gains Effect Block:
- Negate the next EFFECT to the target caused by a Combat Action, which then removes Effect Block.
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
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.
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
Harp o' Marx
- INFORMATION: This item is an Artifact.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A tough wooden harp onced owned by the great Skald Marx. It be good fer makin' music and hurtin' peoples faces. Ye can play music as well as use the move Marx's Musical Masher.
- EFFECT: Any Songs played with this instrument can use either your Power or Wisdom for their attacking roll.
- Marx's Musical Masher:
- DESCRIPTION: Follow in th' footsteps o' the mighty warrior-bard Marx and wallop someone.
- Roll your Wisdom +20 dice vs. targets' Power dice
- Damage: Halved
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
Bombs
- SELL VALUE: 150 Rupees
- DESCRIPTION: A small, blue Bomb, packed with gunpowder, that can blow stuff up. Can be thrown at one Target or at a Group of enemies.
- Target:
- Roll your Power +4 dice vs. targets' Power dice
- Damage: 8
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.
Enchanted Platemail
This item is an Augmented Item. This item has had 2/3 Augments applied to it.
- SELL VALUE: 375 Rupees
- DESCRIPTION: A magically enchanted platemail that provides you with more Magic.
- Armor: +4
- Magic: +3/3
Spirit Robe
This item is an Augmented Item. This item has had 1/3 Augments applied to it.Augmented Mode:
COSTS: 4 Magic at the start of each round to maintain
Wisdom: +9
- SELL VALUE: 350 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: +3
Restoration Heart
- Amount: 2
- SELL VALUE: 25 Rupees
- DESCRIPTION: A tasty Heart that can be devoured to recover your Hearts! ... that doesn't sound right.
- EFFECT: Consume this to recover 6 Hearts.
Red Potion
- Amount: 0
- 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.
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.
Green Potion
- Amount: 1
- 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.
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.
Honey
- Amount: 1
- SELL VALUE: 75 Rupees
- DESCRIPTION: A dose of honey from the remains of a Bee. While the Bee isn’t tasty, the honey is a sweet treat for sure.
- EFFECT: Consume this to recover 4 Hearts & 2 Magic, and remove all Bleeding & Magic Bleeding from yourself.
Baneroot Juice
- Amount: 1
- SELL VALUE: 50 Rupees
- DESCRIPTION: A foggy but partially clear liquid that has a terribly acidic taste when you drink it. Might wanna use some flavoring to mellow it out.
- EFFECT: Halve one of your Negative Bonuses.
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.
Reroll Points
- Amount: 6
- 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.
Spell Scroll
- Amount: 2
- 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.