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===Skills=== Skills represent specific capabilities your character has learned through practice and training. Starting characters are given points to purchase skill ranks up to a maximum of 5 ranks. {| class="wikitable" |- !Skill Rank !Point cost |- | 0 (default) | 0 |- | 1 | 1 |- | 2 | 3 |- | 3 | 6 |- | 4 | 10 |- | 5 (max) | 15 |} While each skill will generally be associated with a single attribute, the attribute used can vary depending on the situation, particularly for certain skills more than others. For example, running a race would always use Athletics, but the relevant attribute might be either Guts or Agility depending on whether it's a long-distance run or a shorter sprint. The skills are intended to be fairly broad and general, so that each skill has a fairly wide array of applicable uses. * <b>Melee</b>(B,A,W): Most all melee weapons, except those that fall under the Heavy skill. Swords, axes, maces, spears, unarmed combat, etc. Brawn is typically the associated attribute for Melee skill checks. * <b>Heavy</b>(B): Big, heavy weapons that are slow and unwieldy, but pack a tremendous punch. Not only do Heavy weapons deal considerably more damage than other types, the force of their blows tends to make the enemy flinch. The Biggoron's sword and megaton hammer are examples of Heavy weapons. * <b>Ranged</b>(A): Ranged weapons, such as the bow, boomerang, and slingshot. * <b>Shields</b>(G,B): Exactly as the name suggests -- use of shields, for both defensive and offensive purposes. Guts is typically the associated attribute for defensive Shields skill checks while Brawn is typically used for offensive Shields skill checks. * <b>Spellcraft</b>(S): Use of magic, whether spells in the conventional sense of powers inherent to your character through study or innate talent, or to invoke magical items like the Fire Rod or Bombos Medallion. Things that use this skill require MP. Smarts is <b>always</b> the associated attribute for Spellcraft skill checks. * <b>Instruments</b>(W): Making music, often to produce mystical effects (e.g., playing the Song of Storms on the Ocarina of Time to make it rain). Wits is <b>always</b> the associated attribute for Instruments skill checks. * <b>Tools</b>(?): A catch-all skill for all the miscellaneous items that don't quite fit any of the above categories, such as the spinner or beetle. The associated attribute for Tools skill checks varies widely depending on what kind of tool you're using. * <b>Athletics</b>(B,A,G): Dodging is the most important related check for this with Agility, but it is also used for more conventional feats of physical prowess such as swimming, leaps, running races, etc. Brawn, Agility, and Guts are all possibly associated attributes for Athletics skill checks. On a jump check, 2 successes is 1 square of horizontal travel. * <b>Riding</b>(S,A): Handling a mount, such as a horse or Loftwing. Your rank in Riding is the highest amount of skill dice you can roll while riding a mount. It is also used to determine your ability to maneuver obstacles at high speed. * <b>Stealth</b>(A): For when you don't want to be noticed. This is your passive stealth score, before the various modifiers are applied for how you actually go about hiding yourself. * <b>Perception</b>(W): For when you want to notice something. Wits is <b>always</b> the associated attribute for Perception skill checks. This skill is used to notice things you weren't entirely looking for and for particularly well-hidden items. Direct investigation should always be a success. * <b>Survival</b>(W,S): For gathering resources (such as cutting grass for hearts and rupees) and various other tasks, like fishing. Wits and Smarts are typically the associated attributes for Survival skill checks, depending on what's more appropriate for the task at hand. * <b>Lore</b>(S): Knowing about things. Smarts is <b>always</b> the associated attribute for Lore skill checks. To increase the usefulness of this skill, it represents general learning instead of specific areas of knowledge. If for some reason your character would have advanced knowledge in an area, they wouldn't need to roll Lore in the first place. * <b>Composure</b>(G): The ability to keep calm, keeping a straight face, feigning interest, ignoring pain, and holding back tears are all uses for Composure; what you actually say and how its received is up to you and your Sage.
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