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==Situational Rules== These rules are for special situations and don't have their own place yet. They're also not set in stone yet, so they might change. #'''Learning''' *Pay for training from someone with at least two ranks more than you in the related skill and they can teach you their technique/spell/song. A general price guideline is thus, 30r/MP, 30r/SP, 20r/action. Action cost only applies to songs. 0 cost techniques are Traits, and handed out by the Sage at their discretion. Players can't teach other players. *Find an ancient tome crafted by someone with at least one more rank than you in the related skill to learn the technique *Trial and Error. You can attempt any technique you don't know, but you can't roll more than half the dice you would roll if you did know the technique. If you succeed with the tech, and were rolling with your virtue bonus, then you've taught yourself the tech #'''Enchanting''' *The current model for enchanting a magical item is as follows. Cost = A(|Z-X|)^E + B + AZ. Where A is the training cost, currently 20r/MP, Z is the total mp cost if the effects were to be cast, X is the cost to activate the item, E is the number of effects applied, and B is the cost of materials such as the sword being enchanted. The example items have been priced with this system. *You can only enchant the lowest rank version of a spell. (No permanent Imbue Ice 3!) #'''Falling Damage''' 1/4H per square fallen beyond your Athletics+Agility, none if you land in water or something similarly soft #'''Brewing''' Given the ingredients and the recipe for a brew, any player can craft the potion or poison. Given an unknown ingredient and experimentation is needed. A bottle can hold up to three parts. Each ingredient takes up one part. Every active ingredient has an extraction method, ranging from raw to boiling or using acids, and often have denaturing conditionals and how much they can be diluted. If you meat the extraction method, don't denature it, and have not over diluted it, then the brew achieves the effect of all ingredients. Smarts+Lore is rolled to see what denatured the ingredient, successes needed being determined case by case. To reduce dilution, the last part added can be decanted off or water can be boiled off. Boiling an acid or a base will reduce the brew by a part, but the pH of the solution will remain. Ingredients should be custom constructed for the party in order to keep the restrictions secret. Once they have been discovered, players need only find the ingredients and the time and they can make it again. #'''Mounted Combat''' * Mounted Combat still follows basic three action combat. Instead of standard move actions, you move your mounts current speed during every action, unused actions trigger. Your movement can be; moving up to your standard speed, accelerating to standard speed, decelerating to a stop, sprinting at up to double speed, or regenerating your mounts stamina (akin to carrots in OoT) while moving forward at your current speed. The major restriction on movement is turning, you must move in the forward direction relative to your last movement. This is such that you cannot make a 90 degree turn in one action. To jump an obstacle, you must spend the action going straight, otherwise the mount will rear and knock you off. If you would hit an obstacle, your mount instead rears and comes to a stop. *The amount of dice rolled for any skill while mounted cannot exceed the riders ranks in Riding. *To make an attack while riding follows the normal restrictions. To make a melee attack you must be adjacent to your target at some point during your movement for that action. To make a ranged attack you must have line of sight. *If the mount is pulling a cart or something similar, the cart threatens all adjacent squares for weight dependent damage, and takes as much itself. #'''Underwater Combat''' *Underwater combat follows basic three action combat with three changes; dice and movement penalties, drowning, and buoyancy. The current penalties for being in water are; half movement, -2 dice to attacking, -2 dice to dodging, -2 dice to parrying, and no item use. Racials, magic and other effects can all modify these, such as being a Zora, or underwater bombs. You can spend a number of rounds under water equal to your guts before needing to make a survival roll every round, the difficulty increasing by 1 each time. If you fail the survival you take 1/2H damage. Buoyancy dictates how far you drift up or down during a round. Being encumbered by your armor adds a -1 to your buoyancy. Non-encumbering armor gives a buoyancy modifier of 0. Cloth armor or less gives a buoyancy modifier of +1. A heavy weapon gives a modifier of -1. Racials greatly impact buoyancy; zora can set their modifier from -1 to 1, while gorons have a natural buoyancy of -5. For simplicity, it is recommended that underwater combat take place in vertical zones. Vertical movement eventually moves a character from one zone to the next, but zones not levels determine if you are near enough to attack. #'''Flying Combat''' *Combine the rules for mounted combat and underwater combat, giving mounts an adjustable buoyancy affected by the weight of the load. And removing the various action penalties. Buoyancy only applies if there is drag or lift, otherwise you have -9.81 bouyancy. #'''Lost''' *Finding your way through changing forests, shifting sands and strange currents is a common challenge in the Legend of Zelda series. Navigating through confusing terrain uses 'Found' landmarks to keep track of your position. Confusing terrain has a difficulty rating, range, attached to it, going from 1 upwards, lower being more difficult. The range is equivalent to squares away from the land mark as a unit. Every range unit away from a Found landmark is 1 success needed on a Wits+Survival check to not become lost that round (does not happen during combat) and end up at the start or an appropriate landmark. Once a landmark is found, a path between it and the last land mark is Found, and travel between the two does not require a check, this does not occur for accidentally found landmarks. If you are within the first range of a landmark, you are considered to be Found. If you are within the first range from an ally who is Found, you are Found, regardless of distance to landmark. An ally's range does not extend beyond one unit. Examples: Lost woods would have a range of about 3, while Hyrule field would have a range of about 100. #'''Wind and Current''' *If you are subject to strong wind or water current, you are subject to a constant knockback check equal to the strength of the wind/water in the direction of flow. You cannot sprint will under the effect of a constant knockback. You must make the knockback check every action you are subject to it. If you fail the knockback check, you cannot move that action. #'''Stealth''' *Agility + Stealth vs Wits + Perception *There is a table of modifiers *You can’t be targeted except by AoE if you have not been spotted. Attacks from stealth can’t be blocked, but if the target survives you are instantly spotted by him. Line of sight is determined by what a straight line from the hider to the searcher intercepts. Being in shadows counts as cover. *Guard Modes **Casual Searches once on his turn **Alert Will save an action to use searching during the hider’s turn. **Alarmed Will seek out the hider, searching on his turn, and on their turn. *A guard moves up a mode after a successful perception check or seeing clear evidence of an intruder. The hider has been spotted when an Alarmed guard passes a perception check. Modes infect guards adjacent, the infected guard takes 1 full turn to change modes. Modes go up, resetting the next day. Modes can start however high the Sage wants, but a full garrison is difficult to keep alarmed. #'''Weapon modulation options''' *There are many types of weapons that are wielded similarly. Sets of modulations that can be performed on a weapon are as follows. (more may be added) Drop three (3) Standard damage (cannot go below 0), add two (2) Piercing damage. (Piercing damage deals damage first and ignores damage reduction. Example, 2 Piercing and 3 standard versus 3 damage reduction means 4 points of damage is dealt, because 2 DR goes to Piercing and the other nullifies a standard) *Agility Weapons can be made by sacrificing 1/2H of damage in order to roll Agility rather than Brawn. #'''Environmentals''' (m) denotes a mild hazard, (s) denotes a severe hazard #*Dim Light (m) gives -1 to all rolls #*Darkness (s) Dim Light, -3 to all combat rolls and Perception #*Light Debris (m) cannot sprint (knee deep water or similar) #*Heavy Debris (s) cannot sprint, cannot dodge, all movement is at -1 #*Gust (m) all ranged attacks take -2 #*Gale (s) all ranged attacks miss, all movement is at -1, constant knockback check at speed of wind #*Rain (m) -1 to Perception #*Storm (s) Light Debris, Gale, Rain, rare chance to be struck by lightning for 1H piercing 1H and 1/4H radiated #*Mist (m) -1 to Perception #*Fog (s) -3 to Perception #*Extreme Heat (m) Fatigued, considered to be (s) if encumbered, if (s) 1/4H piercing per turn exposed #*Extreme Cold (m) Fatigued, considered to be (s) if not encumbered, if (s) 1/4H piercing per turn exposed #*Hazardous Air (s) 1/4H piercing per turn exposed #'''Sundering''' *You can acquire specific techniques for different weapon types, such as sword, axe, spear, mace. These techniques can sunder DR from enemies, permanently, but do no damage themselves. For example, Sundering an Iron Knuckle with a Mace would permanently decrease his DR by 1/4H from all future hits. This can be recovered between encounters #'''Sailing''' *There are a couple main things to keep track of when in the midst of naval combat. And if they are just on a boat, well you don’t really need to, but you can. The state of the ship is the most directly controlled aspect of sailing. Whether you are using oars, and the state of the boom. You also have to take into account the wind direction and intensity, along with that of the water. The oars are used to double the speed of the ship, at the cost of stamina the same as a sprinting mount. The ship can’t turn at full boom. *Water flows in one of the cardinal directions, with an integer speed representing the flow rate per turn. This is rolled as a knockback check against the size of the ship, the Brawn of the ship is also rolled if oars are out. If the knockback check is lost, the ship drifts that far with the water. This knockback check cannot be flubbed. A waterspeed of 4 is average. *Wind acts the same as water, but in an independent direction. At closed boom, the wind does not affect the ship. At half boom, the speed of the wind is unmodified. At full boom, the speed of the wind is doubled. The ship cannot sail directly against the wind. When tacking against the wind, half the wind speed is used. When travelling perpendicular to the wind, the wind speed is doubled. Else the straight wind speed is used. The net speed is capped at the speed of the ship. A windspeed of 3 is average. *When challenged with a sailing challenge, such as threading between rocks or reading the water, you roll the minimum between Riding and Lore #'''Searching''' *Every area has it's own, appropriate drop table, that should be d6 capable. If a player is searching an area, they roll Wits+Survival as normal d6, not looking for successes. Each roll is then referenced to the table independently to determine what was found. You can search a room twice, a quick once over, and an in-depth hour long search. *If you attempt to search a room during combat, you must spend two actions each turn for two turns, a total of four actions, to search the room, however you only roll at half dice. A second search of the room can be made without consuming a large amount of time.
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