Melizea & Nigel
Someone think of better names for these guys, seriously.
Zewuimo (Level: 5)
Stats
- Power: 7 (+0)
- Courage: 6 (+0)
- Wisdom: 12 (+0)
- Hearts: 5/5 (+0)
- Magic: 5/5 (+0)
Description
Origin: NPC Wonderland
It’s a useless NPC that doesn’t speak much variety in videogames, but apparently can be controlled in ZURPG. Why.
It’s a useless NPC that doesn’t speak much variety in videogames, but apparently can be controlled in ZURPG. Why.
- Initiative:
- Damage:
- Armor:
- Attack:
- Defense:
- Stats:
- Recovery:
Affinities
Insert affinity levels here.
Skills
Skill
- DESCRIPTION: Blah
- EFFECT: Blah
Skill
- REQUIREMENTS: Blah
- DESCRIPTION: Blah
- Blarghity.
Skill
- REQUIREMENTS: Blah
- DESCRIPTION: Blah
- Blarghity.
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).
Spells
Spell
- REQUIREMENTS: Blah
- COSTS: Blah
- DESCRIPTION: Blah
- Blarghity.
Spell
- REQUIREMENTS: Blah
- COSTS: Blah
- DESCRIPTION: Blah
- EFFECT: Blarghity.
Items
Weapon
- REQUIREMENTS: Blah
- DESCRIPTION: Blah
- Blarghity.
Shield
- REQUIREMENTS: Blah
- DESCRIPTION: Blah
- Defense Dice:
- Blarghity.
Armor
- REQUIREMENTS: Blah
- DESCRIPTION: Blah
- Armor:
- Blarghity.
Pioeko (Level: 5)
Stats
- Power: 8 (+2)
- Courage: 8 (+2)
- Wisdom: 8 (+2)
- Hearts: 10/10 (+0)
- Magic: 1/1 (+0)
Description
Origin: NPC Wonderland
Race: Kokiri
It’s a useless NPC that doesn’t speak much variety in videogames, but apparently can be controlled in ZURPG. Why.
Race: Kokiri
It’s a useless NPC that doesn’t speak much variety in videogames, but apparently can be controlled in ZURPG. Why.
- Initiative:
- Damage:
- Armor:
- Attack:
- Defense:
- Stats:
- Recovery:
Affinities
Water (Level: 2)
Skills
Crowd Sneaking
- RESTRICTIONS: This is an Innate Skill. Only Kokiri can learn and use this skill.
- DESCRIPTION: Because of their size, Kokiri are naturally able to sneak through crowds of similar or lower level people or creatures undetected.
Nature's Step, Alpha
- RESTRICTIONS: This is an Innate Skill. Only Kokiri can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: Kokiri are quick and nimble, giving them a higher chance to go first in battle.
- Initiative: +0d2
Trinity Booster
- RESTRICTIONS: This is a Booster Skill. You may only have one Booster Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your strength, agility, and intelligence are increased, based on your elemental power levels.
- EFFECT: Your Power, Courage, and Wisdom stats are increased by #, where # = your Total Affinity Levels.
Hard Skin
- RESTRICTIONS: This is a Defensive Skill. You may only have one Defensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: As you gain more Hearts, your skin hardens, protecting you against damage better.
- EFFECT: For every 10 Hearts that you have (Maximum), your Physical & Magical Armor is increased by 1.
Down With Me
- RESTRICTIONS: This is a Support Skill. You may only have one Support Skill enabled at a time. All others must be set to (Disabled).
- REQUIREMENTS: At least 10 Maximum Hearts
- DESCRIPTION: As you draw your last breath, you're able to bring someone's power down with you.
- EFFECT: If you drop to 5 Hearts or less, select a target.
- That target loses # * 3 Attack Dice, where # = your Total Affinity Levels.
- DURATION: This lasts until you recover to more than 5 Hearts.
Open Wounds, Alpha
- REQUIREMENTS: A sword
- DESCRIPTION: Strike a target with all your might! ... but keep some grit on dat blade. Use the Slash attack of your sword.
- Damage: Halved
- EFFECT: If the attack is successful by a difference of 4 successes or higher, you flay a portion of the target open, causing target to bleed out... for dinner.
- At the start of each round, target takes 2 Neutral Damage.
- Any time someone successfully attacks the target in melee combat, attacker recovers 3 Hearts.
- DURATION: Open Wounds, Alpha lasts until the target recovers 5 Hearts since Open Wounds, Alpha was inflicted.
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).
Items
Stealblade
- DESCRIPTION: A short blade of steel, it seems to be a generic, fine-cutting blade, but as it cuts, it gradually gives its user more powers. Can Slash or Stab one target.
- EFFECT 1: Any Passive Skills you acquire with this blade have their Restrictions and Requirements ignored.
- EFFECT 2: If this blade is unequipped, any Passive Skills that you've gained from this blade are removed.
- Slash:
- Roll your Courage +2 dice vs. targets' Courage dice
- Physical Damage: +1
- EFFECT: Select one Passive Skill the target has, and gain a copy of that Passive Skill for yourself.
- The Passive Skill cannot be an Innate Skill.
- DURATION: This lasts for the remainder of the battle.
Heavy Shield
- REQUIREMENTS: 7 Base Power
- DESCRIPTION: It's considerably heavier than most shields, but consider yourself safe while using it.
- Defense Dice: +5
- Initiative: -0d2
- EFFECT: You cannot Counterattack or get Critical Hits.
River Platemail
- DESCRIPTION: An armor themed similarly to Zora armor, this armor protects well against light attacks and gives an attack bonus.
- Physical & Magical Armor: +1
- Attack Dice: +2
Ihqema (Level: 5)
Stats
- Power: 12 (+0)
- Courage: 8 (+0)
- Wisdom: 9 (+0)
- Hearts: 5/5 (+0)
- Magic: 1/1 (+0)
Description
Origin: NPC Wonderland
Race: Hylian
It’s a useless NPC that doesn’t speak much variety in videogames, but apparently can be controlled in ZURPG. Why.
Race: Hylian
It’s a useless NPC that doesn’t speak much variety in videogames, but apparently can be controlled in ZURPG. Why.
- Initiative:
- Damage:
- Armor:
- Attack:
- Defense:
- Stats:
- Recovery:
Affinities
Shadow (Level: 2)
Skills
Prayer, Alpha
- RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill.
- DESCRIPTION: Pray to either Din, Nayru, or Farore. Depending on which goddess you to pray to, you gain different blessings.
- Din:
- EFFECT: You get one stack of the Prayer to Din Buff:
- Your attacks gain a fire-like flare, giving you $1d3 Attack Dice.
Improved Hearing
- RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: Hylians have a better sense of hearing than others, allowing them to hear something from far off that would normally be inaudible.
Physical Empowerment
- RESTRICTIONS: This is a Booster Skill. You may only have one Booster Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your physical abilities are strengthened, increasing your physical attacking and defending power.
- # = your Total Affinity Levels
- Physical Damage: +#
- Physical Armor: +#
Defense Down
- RESTRICTIONS: This is a Offensive Skill. You may only have one Offensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your attacks hit with more force, lowering the target's ability to defend.
- EFFECT: Once per turn, when you successfully hit a target with a single target attack, target gets one stack of the Scaling Defense Down Affliction:
- Target loses # Defense Dice, where # = your Total Affinity Levels.
Power Strike
- RESTRICTIONS: This is a Critical Hit Skill. You may only have one Critical Hit Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Gives your melee attacks a chance to explode with Power!
- EFFECT: When you are successful in attacking with a melee attack, roll $1d4.
- If the result is a 4, roll half of your base Power stat, and add the result as damage (respective) to your attack.
Power Kick
- DESCRIPTION: Kick a target with a powerful swing from your leg.
- Roll your Power dice vs. targets' Power dice
- Physical Damage: +3
- EFFECT: For every 6 Damage dealt, you get one stack of the Power Up Buff:
- You gain 3 Power.
Counter Preparation
- DESCRIPTION: Prepare yourself to retaliate against an oncoming attack!
- EFFECT: Place yourself into a Counter Stance.
- If you successfully defend the next attack that hits you, you automatically get the chance to Counterattack the attacker.
- If your Counterattack is successful, you can either immediately return to having Counter Stance or using Cover.
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).
Items
Axe
- 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
- Physical 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.
Dragon Blood's Armor
- DESCRIPTION: Who needs Dragonhide when you have Dragon's Blood? This beauty of an armor is literally crafted from the sundered, crusty husk of Dragon's Blood! It was originally going to be used for pizza sauce, but then Master DM had dumber ideas.
- Physical & Magical Armor: +2
- EFFECT: At the start of each round, you recover 1 Heart.
Akeajeil (Level: 5)
Stats
- Power: 8 (+0)
- Courage: 11 (+2)
- Wisdom: 9 (+0)
- Hearts: 6/6 (+0)
- Magic: 1/1 (+0)
Description
Origin: NPC Wonderland
Race: Hylian
It’s a useless NPC that doesn’t speak much variety in videogames, but apparently can be controlled in ZURPG. Why.
Race: Hylian
It’s a useless NPC that doesn’t speak much variety in videogames, but apparently can be controlled in ZURPG. Why.
- Initiative:
- Damage:
- Armor:
- Attack:
- Defense:
- Stats:
- Recovery:
Affinities
Arcane (Level: 2)
Skills
Prayer, Alpha
- RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill.
- DESCRIPTION: Pray to either Din, Nayru, or Farore. Depending on which goddess you to pray to, you gain different blessings.
- Din:
- EFFECT: You get one stack of the Prayer to Din Buff:
- Your attacks gain a fire-like flare, giving you $1d3 Attack Dice.
Improved Hearing
- RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: Hylians have a better sense of hearing than others, allowing them to hear something from far off that would normally be inaudible.
Sword Affinity
- RESTRICTIONS: This is a Booster Skill. You may only have one Booster Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your expertise at using sword attacks, as well as your ability to dodge them, becomes enhanced based off your elemental power.
- # = your Total Affinity Levels
- Attack Dice: +# * 2 with Sword attacks
- Defense Dice: +# * 2 against Sword attacks
Essence Shift
- RESTRICTIONS: This is a Offensive Skill. You may only have one Offensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your melee attacks siphon the target's will to fight to you. In other words, this is your first step towards acquiring main character powers.
- EFFECT: Once per turn, when you successfully hit someone with a melee attack, you steal # Courage from the target, where # = your Total Affinity Levels.
- DURATION: This lasts for the remainder of the battle.
Bonus Stack
- RESTRICTIONS: This is a Critical Hit Skill. You may only have one Critical Hit Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: With extreme damage comes even more damage. Gives your attacks some extra oomph when they hit hard.
- EFFECT: When you are successful in attacking with a single-target attack, and your successes are at least twice the target’s successes, you gain a damage boost.
- Your attack gains damage equal to the attack’s Dice Modifier.
Back Slice
- REQUIREMENTS: A melee weapon
- CHARGE: 1 Turn
- Begin charging by preparing to barrel roll.
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).
Items
White Sword
- REQUIREMENTS: At least 6 Maximum Hearts
- DESCRIPTION: A white blade enchanted with the power of wind. Can Slash, Stab, or Air Blade one target.
- Slash:
- Roll your Courage +3 dice vs. targets' Courage dice
- Physical Damage: +1
Shielded Shield
- DESCRIPTION: Redundant redundancy much? This shield appears to be protecting itself from its user with its own barrier. Weird.
- EFFECT: The shield starts off with a Barrier, initially providing no defensive bonuses.
- The barrier has 5 Hearts. It does not reduce incoming damage, but any damage you take will reduce the barrier’s Hearts.
- Once the barrier breaks, the shield gains 5 Defense Dice.
- The barrier reforms at the start of each battle, at which point it loses the Defense Dice.
Dragonhide Tunic
- DESCRIPTION: Woven and developed from the hide of a dragon, this tunic provides good protection and increases your mobility.
- Physical & Magical Armor: +2
- Courage: +2