Legend of Zelda RPG/GM Resources: Difference between revisions
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=<center>[[Legend of Zelda RPG|GM Resources]]</center>= | =<center>[[Legend of Zelda RPG|1e GM Resources]]</center>= | ||
This is for 1e LoZ RPG. Not the reboot. | |||
==Tags/Special Properties/Keywords/Whatever== | ==Tags/Special Properties/Keywords/Whatever== | ||
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*Ignite X: Deals X/4 Hearts of non-physical damage per success and destroys objects with the Burn tag, makes Bombs explode, etc. [Fire Arrows, etc.] | *Ignite X: Deals X/4 Hearts of non-physical damage per success and destroys objects with the Burn tag, makes Bombs explode, etc. [Fire Arrows, etc.] | ||
*Jinx (X) Y: Target cannot perform action X for Y rounds. | *Jinx (X) Y: Target cannot perform action X for Y rounds. | ||
*Knockback X: Target is moved X squares away | *Knockback X: Target is moved X squares away. Modifiers based on relative Mass apply. | ||
*Knockdown: Target is rendered | *Knockdown: Target is rendered Prone. | ||
*Light X: Negates effects with the Dark tag within distance X of the effect. [Light Arrows, large torches, etc.] | *Light X: Negates effects with the Dark tag within distance X of the effect. [Light Arrows, large torches, etc.] | ||
*Range X: Can affect things out to distance X. [Bows with "Range 20"; Hookshots with "Range 10"; Longshots with "Range 20"; Octorocks with "Range 5", etc.] | *Range X: Can affect things out to distance X. [Bows with "Range 20"; Hookshots with "Range 10"; Longshots with "Range 20"; Octorocks with "Range 5", etc.] | ||
*Staggering: | *Staggering: The target of a Staggering effect suffers different consequences depending on the defence used: | ||
**A target using a shield defence is Stunned. | **A target using a shield defence is Stunned whether the attack is successful or not (since a successful shield defense is still being struck by the blow). | ||
**A target using a non-shield defence suffers Knockdown | **A target using a non-shield defence suffers Knockback 1 and Knockdown if the Staggering attack hits, but avoids these effects if the attack misses (since a successful non-shield defense dodges or deflects the force of the attack rather than absorbing it). | ||
*Stun: Target loses an action from its next turn. | *Stun: Target loses an action from its next turn. | ||
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*Palaces: Have a more elaborate interior than other dungeons types. Fighting enemies is optional (as long as they're easy to overlook, of course), with more hazards, obstacles and traps. Maybe. | *Palaces: Have a more elaborate interior than other dungeons types. Fighting enemies is optional (as long as they're easy to overlook, of course), with more hazards, obstacles and traps. Maybe. | ||
*Temples: Thematic, usually have a central puzzle device, which must be dealt with in order to meet the boss. | *Temples: Thematic, usually have a central puzzle device, which must be dealt with in order to meet the boss. | ||
*Towers: Many smaller floors. | *Towers: Many smaller floors. Falling down to a lower floor can help or hinder progress. | ||
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====[http://www.zeldawiki.org/Desert_Dungeon Desert]==== | ====[http://www.zeldawiki.org/Desert_Dungeon Desert]==== | ||
*Location: Deserts or other sandy areas. | *Location: Deserts or other sandy areas. | ||
*Atmosphere: | *Atmosphere: "Sand piles up in drifts along the hieroglyphed walls, blown around by the desert winds." | ||
*Enemy Types: ??? | *Enemy Types: ??? | ||
*Obstacles: Quicksand or complex traps. | *Obstacles: Quicksand or complex traps. | ||
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====[http://www.zeldawiki.org/Fire_Dungeon Fire]==== | ====[http://www.zeldawiki.org/Fire_Dungeon Fire]==== | ||
*Location: Volcanoes and fire-covered areas. | *Location: Volcanoes and fire-covered areas. | ||
*Atmosphere: Sweltering heat | *Atmosphere: "Sweltering heat blasts up from the metallic floor as lava flows freely nearby." | ||
*Enemy Types: Fire-breathing enemies, etc. | *Enemy Types: Fire-breathing enemies, etc. | ||
*Obstacles: Lava, fire obstacles, etc | *Obstacles: Lava, fire obstacles, etc | ||
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====[http://www.zeldawiki.org/Forest_Dungeon Forest]==== | ====[http://www.zeldawiki.org/Forest_Dungeon Forest]==== | ||
*Location: Forests, groves or swamps usually mimic the ecosystems surrounding them both in context and in atmosphere. | *Location: Forests, groves or swamps usually mimic the ecosystems surrounding them both in context and in atmosphere. | ||
*Atmosphere: | *Atmosphere: "Plant life springs forth from every crevice as a riotous celebration of nature." | ||
*Enemy Types: Floral or arthropodal enemies, such as Deku Babas, Deku Scrubs, or Skulltulas. | *Enemy Types: Floral or arthropodal enemies, such as Deku Babas, Deku Scrubs, or Skulltulas. | ||
*Obstacles: Vines and whatnot? | *Obstacles: Vines and whatnot? | ||
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====[http://www.zeldawiki.org/Ice_Dungeon Ice]==== | ====[http://www.zeldawiki.org/Ice_Dungeon Ice]==== | ||
*Location: Ice dungeons are frozen and located in icy areas. | *Location: Ice dungeons are frozen and located in icy areas. | ||
*Atmosphere: | *Atmosphere: "Frost covers every surface as breath freezes in the cold air." | ||
*Enemy Types: Icy enemies, etc. | *Enemy Types: Icy enemies, etc. | ||
*Obstacles: Sources of cold that can freeze Link, slippery floors, falling [http://www.zeldawiki.org/Ice ice] needles, deep [http://www.zeldawiki.org/Snow snow], etc. | *Obstacles: Sources of cold that can freeze Link, slippery floors, falling [http://www.zeldawiki.org/Ice ice] needles, deep [http://www.zeldawiki.org/Snow snow], etc. | ||
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====[http://www.zeldawiki.org/Light_Dungeon Light]==== | ====[http://www.zeldawiki.org/Light_Dungeon Light]==== | ||
*Location: | *Location: Places of divine goodness. | ||
*Atmosphere: | *Atmosphere: "Every surface is bathed in warm radiance like a mother's embrace, banishing defilement." | ||
*Enemy Types: Mechanical in most cases (Armos, Beamos, etc.). | *Enemy Types: Mechanical in most cases (Armos, Beamos, etc.). | ||
*Obstacles: Mechanical in most cases. | *Obstacles: Mechanical in most cases. | ||
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====[http://www.zeldawiki.org/Shadow_Dungeon Shadow]==== | ====[http://www.zeldawiki.org/Shadow_Dungeon Shadow]==== | ||
*Location: Graveyards or very dark places. | *Location: Graveyards or very dark places. | ||
*Atmosphere: | *Atmosphere: "The absence of light has tainted this place, letting dark forces sprout like fungus in the gloom." | ||
*Enemy Types: Demonic or undead enemies (Poes, Redeads, Stalfos, etc.). "Scary", "creepy", etc. | *Enemy Types: Demonic or undead enemies (Poes, Redeads, Stalfos, etc.). "Scary", "creepy", etc. | ||
*Obstacles: Hidden pits, deadly traps, etc. | *Obstacles: Hidden pits, deadly traps, etc. | ||
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====[http://www.zeldawiki.org/Water_Dungeon Water]==== | ====[http://www.zeldawiki.org/Water_Dungeon Water]==== | ||
*Location: Lakes and watery areas. | *Location: Lakes and watery areas. | ||
*Atmosphere: | *Atmosphere: "Drops of water from the ceiling fall to form deep pools, leaving ripples behind." | ||
*Enemy Types: Water-based (fishy thingies, etc.). | *Enemy Types: Water-based (fishy thingies, etc.). | ||
*Obstacles: Drowning, etc. | *Obstacles: Drowning, etc. | ||
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====[http://www.zeldawiki.org/Wind_Dungeon Wind]==== | ====[http://www.zeldawiki.org/Wind_Dungeon Wind]==== | ||
*Location: The sky, or in places of notable altitude. | *Location: The sky, or in places of notable altitude. | ||
*Atmosphere: | *Atmosphere: "A strong wind blows through the place, playing with wind chimes and jumping expanses of sky below." | ||
*Enemy Types: Flying enemies, etc. | *Enemy Types: Flying enemies, etc. | ||
*Obstacles: Strong winds, etc. | *Obstacles: Strong winds, etc. | ||
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*Mechanical Lever: When switch is switched, stuff happens. | *Mechanical Lever: When switch is switched, stuff happens. | ||
*Floor Switch: When Mass is placed on it/removed from it, stuff happens. | *Floor Switch: When Mass is placed on it/removed from it, stuff happens. | ||
*Rusted Floor Switch: Like a floor switch, but requires significant force or Mass | |||
*Pull Lever: When level is pulled, stuff happens. | *Pull Lever: When level is pulled, stuff happens. | ||
*Grapple Switch: When a sufficient Mass pulls it down, stuff happens. | *Grapple Switch: When a sufficient Mass pulls it down, stuff happens. | ||
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*Sun Switch: When light hits it, stuff happens. | *Sun Switch: When light hits it, stuff happens. | ||
*Monster Switch: When all the monsters in a room are killed, stuff happens. | *Monster Switch: When all the monsters in a room are killed, stuff happens. | ||
=Monsters (WIP)= | =Monsters (WIP)= | ||
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|} | |} | ||
==Monster Chart (to be updated)== | |||
===Minimal Threat Monsters=== | ===Minimal Threat Monsters=== | ||
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| Blin || ♥♥ || 4 || 6 || Stick: 3k3 || ½ || 1 || 3k3 || || N/A | | Blin || ♥♥ || 4 || 6 || Stick: 3k3 || ½ || 1 || 3k3 || || N/A | ||
|- | |- | ||
! | ! Octorok | ||
| Aquatic || ♥♥ || 4 || 5 (Swim 5) || Spit Rock: 3k3 || ½ || 15 || 2k2 || || N/A | | Aquatic || ♥♥ || 4 || 5 (Swim 5) || Spit Rock: 3k3 || ½ || 15 || 2k2 || || N/A | ||
|- | |- | ||
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! Walltula | ! Walltula | ||
| Spider || ½ || 1 || 6 (Climb 6) || Bite: 4k3 || ¼ || 1 || 2k2 || || N/A | | Spider || ½ || 1 || 6 (Climb 6) || Bite: 4k3 || ¼ || 1 || 2k2 || || N/A | ||
|- | |||
! Skullfish | |||
| Aquatic || ½ || 1 || 0 (Swim 6) || Bite: 4k3 || ¼ || 1 || 2k1 || || N/A | |||
|- | |- | ||
! Peahat | ! Peahat | ||
| Plant || ♥♥ || 3 || 0 (Fly 8) || Spinning Thorns: 3k3 || ½ || 1 || 3k3* || || Flyby Attack | | Plant || ♥♥ || 3 || 0 (Fly 8) || Spinning Thorns: 3k3 || ½ || 1 || 3k3* || || Flyby Attack | ||
|- | |- | ||
! Bubble | ! White Bubble | ||
| Undead || ♥½ || 1 || 0 (Fly | | Undead || ♥½ || 1 || 0 (Fly 8) || Bite: 4k3 || ¼ || 1 || 4k3 || || Flyby Attack | ||
|- style="display:none" <!-- Sorry, this needs to be the last row for the sorting to work. --> | |- style="display:none" <!-- Sorry, this needs to be the last row for the sorting to work. --> | ||
| ~z || ~z || ♦ || 99 || 99 || ~z || ♦ || 99 || ~z || ♦ || ~z | | ~z || ~z || ♦ || 99 || 99 || ~z || ♦ || 99 || ~z || ♦ || ~z | ||
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!Lanmola | !Lanmola | ||
| Beast || ♥♥♥♥♥ || 4 || 4(Burrow 6) || Scything Jaws: 4k3 || ½ || 1 || 4k3 || || Surprise | | Beast || ♥♥♥♥♥ || 4 || 4(Burrow 6) || Scything Jaws: 4k3 || ½ || 1 || 4k3 || || Surprise | ||
|- | |||
! Red Bubble | |||
| Undead || ♥♥♥ || 1 || 0 (Fly 8) || Bite: 5k4 || ½ || 1 || 4k3 || || Flyby Attack, Ignite | |||
|- | |||
! Blue Bubble | |||
| Undead || ♥♥♥ || 1 || 0 (Fly 8) || Bite [Jinx]: 5k4 || 0 || 1 || 4k3 || || Flyby Attack, Jinx[Can only move on next turn] | |||
|- style="display:none" <!-- Sorry, but this needs to be the last row for the sorting to work properly. --> | |- style="display:none" <!-- Sorry, but this needs to be the last row for the sorting to work properly. --> | ||
| ~z || ~z || ♦ || 99 || 99 || ~z || ♦ || 99 || ~z || ♦ || ~z | | ~z || ~z || ♦ || 99 || 99 || ~z || ♦ || 99 || ~z || ♦ || ~z | ||
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|- | |- | ||
!Like-Like | !Like-Like | ||
| Ooze || ♥♥♥♥♥♥ || 8 || 4 || Engulf [Thieving]:6k5 || ¼ || 1 || 5k4 || ? || | | Ooze || ♥♥♥♥♥♥ || 8 || 4 || Engulf [Thieving]:6k5 || ¼ || 1 || 5k4 || ? || Players within 1 range can be grappled by the like-like, grappled players must roll 1d6 to attempt escape, a roll of 5 or more is successful, failed rolls cause players to lose 1 heart container and roll again until the player is dead or escapes. players lose 1 item of GM's choice until the like-like is slain | ||
|- | |- | ||
!Lizalfos | !Lizalfos | ||
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|- | |- | ||
!Gerudo Soldier | !Gerudo Soldier | ||
| Humanoid || ♥♥♥♥♥ || 4 || 6( | | Humanoid || ♥♥♥♥♥ || 4 || 6(12 mounted) || Glaive: 5k4<br>Ice Arrow: 5k4 || ½<br>½ || 1<br>15 || 6k5/7k5 with dodge || || N/A | ||
|- | |- | ||
!Goron Siegebreaker | !Goron Siegebreaker | ||
| Humanoid || ♥♥♥♥♥♥ || 8 || 4( | | Humanoid || ♥♥♥♥♥♥ || 8 || 4(12 rolling) || Fist: 5k4<br>Roll[Charge]: 5k4 || ½<br>½ || 1<br>1 || 6k5 || ½ || Roll Attack | ||
|- | |||
! Zora Shorerunner | |||
| Aquatic, Humanoid || ♥♥♥♥♥ || 4 || 6 (Swim 8) || Fin Blade: 6k5<br>Electric Field: 5k4 || ½<br>½ || 5<br>1 (5 in water) || 5k4 || || Electric | |||
|- style="display:none" <!-- Sorry, this needs to be the last row for the sorting to work. --> | |- style="display:none" <!-- Sorry, this needs to be the last row for the sorting to work. --> | ||
| ~z || ~z || ♦ || 99 || 99 || ~z || ♦ || 99 || ~z || ♦ || ~z | | ~z || ~z || ♦ || 99 || 99 || ~z || ♦ || 99 || ~z || ♦ || ~z | ||
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|- | |- | ||
!Iron Knuckle | !Iron Knuckle | ||
| Humanoid || ♥♥♥♥♥♥♥♥ || 12 || | | Humanoid || ♥♥♥♥♥♥♥♥ || 12 || 3 || Great Axe [Heavy]: 6k5 || ♥¼ || 1 || 6k5 || ¾ || Remove 1 Armour | ||
|- | |- | ||
!Wizrobe | !Wizrobe | ||
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|- | |- | ||
!Gibdos | !Gibdos | ||
| Undead || ♥♥♥♥♥♥♥ || 7 || 3 || Drain Life[Grapple]: 8k6 || ½ || 1 || 5k4 || || Fearful Presence, Fire Weakness, Gibdos | | Undead || ♥♥♥♥♥♥♥ || 7 || 3 || Drain Life[Grapple]: 8k6 || ½ || 1 || 5k4 || || Fearful Presence, Fire Weakness, Curse[Become a Gibdos in 1 week without Song of Healing] | ||
|- | |- | ||
!Garo Master | !Garo Master | ||
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|- | |- | ||
!Vitreous | !Vitreous | ||
| ? || ? || ? || ? || ? || ? || ? || ? || ? || ? | |||
|- | |||
!Bongo-Bongo | |||
| ? || ? || ? || ? || ? || ? || ? || ? || ? || ? | |||
|- | |||
!Koume&Kotake/Twinrova | |||
| ? || ? || ? || ? || ? || ? || ? || ? || ? || ? | | ? || ? || ? || ? || ? || ? || ? || ? || ? || ? | ||
|- | |- | ||
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|- | |- | ||
!Vaati | !Vaati | ||
| ? || ? || ? || ? || ? || ? || ? || ? || ? || ? | |||
|- | |||
!Majora | |||
| ? || ? || ? || ? || ? || ? || ? || ? || ? || ? | | ? || ? || ? || ? || ? || ? || ? || ? || ? || ? | ||
|- style="display:none" <!-- Sorry, this needs to be the last row for the sorting to work. --> | |- style="display:none" <!-- Sorry, this needs to be the last row for the sorting to work. --> | ||
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|} | |} | ||
=Boss Design= | |||
==Monster Statblocks (Current)== | |||
===Minimal Threat Monsters=== | |||
Defeatable by ordinary means, minions, cannon fodder, threatening only in groups for low-strength characters. | |||
Land Octorok (Aquatic) (Medium) | |||
*Life: 2, Mass: 3, Speed: 5 (Swim 5) | |||
*Attack: Rock Spit (Range 10, 3k3, 1/2H) | |||
*Defense: Passive 2k2, Active 3k3 (Dodge 1) | |||
*P2/M1/S1 | |||
*P1/W2/C1 | |||
Keese (Beast) (Tiny) | |||
*Life: 1/4, Mass: 1, Speed: 2 (Fly 8) | |||
*Attack: Bite (Range 0, 3k3 1/4H) | |||
*Defense: Passive 2k2, Active 4k3 (Dodge 2) | |||
*Special: Flyby Attack: Double Action - The Keese flies at twice its speed and makes a bite attack at any point during this movement. It must land at *the end of this movement. | |||
*Defensive Flier: Keese are considered to be actively defending while airborne, and cannot otherwise take the Active Defense action. | |||
*P2/M1/S1 | |||
*P1/W1/C2 | |||
Rat (Beast) (Tiny) | |||
*Life: 1/2, Mass: 1, Speed: 8 (Climb 8) | |||
*Attack: Bite (Range 0, 3k3 1/4H, Thieving) | |||
*Defense: Passive 3k3, Active 4k3 (Dodge 2) | |||
*Special: Thieving - When the rat hits with a bite attack, it can steal either 5 Rupees or 2 pieces of ammunition per success from the target. | |||
*P1/M2/S1 (Stealth 4k3) | |||
*P1/W1/C2 | |||
Deku Baba (Plant) (Medium) | |||
*Life: 2, Mass: 3, Speed: 0 | |||
*Attack: Bite (Range 2, 3k3 1/2H) | |||
*Defense: Passive 2k2, Active 3k3 (guard 1/4H) | |||
*Special: Vulnerable - Fire x2, Edged x2 | |||
*P2/M1/S2 | |||
*P2/W1/C1 (Gear: Deku Nut/Deku Seeds) | |||
Rope (Beast) (Small) | |||
*Life: 2, Mass: 2, Speed: 6 | |||
*Attack: Bite (Range 1, 3k3 1/2H) | |||
*Defense: Passive 2k2, Active 3k3 (Dodge 1) | |||
*Special: Charger - The Rope gets a +2k0 bonus to charge attacks. | |||
*P2/M1/S1 | |||
*P2/W1/C1 | |||
Walltula (Spider) (Small) | |||
*Life: 1/2, Mass: 1, Speed: 6 (Wallclimb 6) | |||
*Attack: Bite (Range 1, 4k3 1/4H) | |||
*Defense: Passive 2k2, Active 3k3 (Dodge 1) | |||
*P2/M1/S1 | |||
*P1/W2/C1 | |||
Tektite (Insect) (Medium) | |||
*Life: 2, Mass: 4, Move: 2 (Jump 6, Waterwalk 4) | |||
*Attack: Tackle (Range 1, 4k3, 1/4H) | |||
*Defense: Passive 3k3, Active 4k3 (Dodge Jump 3) | |||
*P2/M1/S1 | |||
*P1/W1/C2 | |||
Morth (Insect) (Tiny) | |||
*Life: 1/4, Mass: 1, Speed: 1 (Jump 4) | |||
*Attack: Cling (Range 0, 3k3, Cling) | |||
*Defense: Passive 2k2, Active 3k3 (Dodge Jump 2) | |||
*Special: Cling: On a hit, the Morth sticks to the target, occupying its space. The target takes both a -1k0 penalty to all rolls, -1 speed, and +1 Mass for every 3 Morths attached. The Morth remains attached until killed, submerged in water, or Grappled off. | |||
*P1/M1/S1 | |||
*P1/W2/C1 | |||
Skullfish (Aquatic, Undead) (Tiny) | |||
*Life: 1/2, Mass: 1, Speed: 0, Swim 6 | |||
*Attack: Bite (Range 1, 4k3 1/4H) | |||
*Defense: Passive 2k2, Active 3k3 (Dodge 1) | |||
*P1/M1/S1 | |||
*P2/W1/C1 | |||
Bokoblin Grunt (Blin) (Medium) | |||
*Life: 2, Mass: 3, Speed: 7 | |||
*Attack: Boko stick (Range 1, 3k3 1/4H) | |||
*Defense: Passive 2k2, Active 3k3 (Dodge 1) | |||
*P2/M2/S1(Acrobatics 3k3) | |||
*P1/W1/C2 (Gear: Boko stick) | |||
Miniblin (Blin) (Small) | |||
*Life: 1/2, Mass: 2, Move: 8 | |||
Attack: Trident (Range 1, 4k3, 1/4H) | |||
*Defense: Passive 3k3, Active 4k3 (Dodge 2) | |||
*P2/M1/S1 | |||
*P1/W1/C2 | |||
Popo (Strange) (Small) | |||
*Life: 1, Mass: 2, Speed: 3 | |||
*Attack: Caress (Range 1, 3k3, 1/4H) | |||
*Defense: Passive 2k2, Active 3k3 (Guard 1/4H) | |||
*P2/M1/S1 | |||
*P1/W1/C1 | |||
==Boss Design== | |||
One of the most memorable things of any Zelda game is the boss battles. They are part combat, and part puzzle. In a team game, they must force both cooperation as a group and handling independent threats. A good boss should be chosen to fit the theme of the dungeon as well as the overall adventure. You must carefully consider what each party member is capable of so as to create an encounter that challenges them all, but also allows each of them to feel as though they contributed to the outcome in some meaningful way. When designing a boss encounter it is also wise to consider what items the characters discovered within the dungeon and how you can incorporate all of them into the puzzle of exposing the boss's vulnerabilities. A very important consideration is the arena of the battle itself. The environment may be the bigger danger than the boss itself, it may give the boss a distinct advantage or tools to exploit, or the it may be the key to its undoing through clever usage of nearby mechanisms or features. | One of the most memorable things of any Zelda game is the boss battles. They are part combat, and part puzzle. In a team game, they must force both cooperation as a group and handling independent threats. A good boss should be chosen to fit the theme of the dungeon as well as the overall adventure. You must carefully consider what each party member is capable of so as to create an encounter that challenges them all, but also allows each of them to feel as though they contributed to the outcome in some meaningful way. When designing a boss encounter it is also wise to consider what items the characters discovered within the dungeon and how you can incorporate all of them into the puzzle of exposing the boss's vulnerabilities. A very important consideration is the arena of the battle itself. The environment may be the bigger danger than the boss itself, it may give the boss a distinct advantage or tools to exploit, or the it may be the key to its undoing through clever usage of nearby mechanisms or features. | ||
(More to come later, including sample bosses.) | (More to come later, including sample bosses.) | ||
=Loot Drops= | |||
When a hero falls a enemy there is a chance they may receive a prize for their kill. Heres a list of items and the variable chart for which monster drops what. | |||
===Dropped Item List=== | |||
'''Rupee''' - Currency used. | |||
*Green (1): Most commonly found Rupee, can most certainly be found in grass, under rocks, broken jars, or dropped by minimal to low threat monsters. | |||
*Blue (5): Very commonly found Rupee, can be often found in grass, under rocks, broken jars, or dropped by minimal to low threat monsters. | |||
*Yellow (10): While unlikely, these Rupee can very rarely be found in the same conditions as Green and Blue. However Yellow can be commonly found in treasure chests, earns through games of chance, and often be dropped by moderate threat monsters. | |||
*Red (20): Red can be often found in treasure chests, earns through games of chance, and often be dropped by moderate threat monsters. | |||
*Purple (50): Purple is found in treasure chests, earns through games of chance, and often be dropped by high threat monsters. | |||
*Orange (100): Orange is found in treasure chests, earns through games of chance, and rarely be dropped by high threat monsters. | |||
*Silver (200): Silver is found in treasure chests, earns through games of chance, and very rarely be dropped by Boss monsters. | |||
*Rupoor - A cursed Rupee that actually devours the holder's currency based upon the color of the Rupoor. | |||
'''Heart''' - A small red heart can recover one 1 heart increment to the player's health upon contact. | |||
'''Magic Jar (Small)''' - A small green pot that holds an elixir that can recover 3 points of magic once consumed. | |||
'''Magic Jar (Large)''' - A tall green pot that holds an elixir that can recover 6 points of magic once consumed. | |||
'''Arrows''' - A small handful of arrows. (Will not appear for players who do not require use) A small bundle is 5 arrows. A large bundle is 10 arrows. | |||
'''Bomb''' - A singular bomb. (Will not appear for players who have not used bombs before hand) A small bundle is 1 bomb. A large bundle is 3 bombs. | |||
'''Pellets''' - A handful of seeds, rocks, ect that can be used in a sling. (Will not appear for players who do not require use) A small bundle is 5 pellets. A large bundle is 10 pellets. | |||
'''Guardian Acorn''' - A small sturdy acorn that when consumed will reduce any damage they receive by half once. | |||
'''Piece of Power''' - A small magic stone that resembles a piece of the Triforce. When applied to the player's weapon, their next strike that hits will deal double damage. | |||
'''Seeds''' - (Will only appear when the player has a Seed Satchel in their possession.) | |||
*Armor Seed - A mystical crystal seed that when consumed, allows +1 keep die to the player's next active or passive defense roll. | |||
*Razor Seed - A mystical crystal seed that when consumed, allows + 1 keep die to the player's next offensive roll. | |||
*Pegasus Seed- A mystical seed that when consumed or stuck with, grants the player or creature to move double their movement on their next move action. | |||
*Ember Seed - A seed that will erupt into flames when cracked. | |||
*Scent Seed - A seed that emits a weird smell when cracked, which can attract or repel certain creatures. | |||
*Gale Seed - A seed that when cracks can create a small tornado that can lift a player up and transport them safely afew meters in the direction that the seed cracked. This seed can be used to push creatures as well. | |||
*Mystery Seed - A seed that holds a unknown power which when cracked can invoke another seeds power at random. | |||
===Monster Drop Table (Current Placeholder)=== | |||
Roll 1d6. Results are by Threat Level (A Minimal Threat monster drops 1 Rupee, a Low Threat monster drops 5.) | |||
*1-2: Nothing | |||
*3: Rupees (1/5/10/20) | |||
*4: Ammunition (Small/Small/Large/Large) | |||
*5: Hearts (1/1/3/3) | |||
*6: Magic Jar (2MP/2MP/6MP/6MP) | |||
===Monster Drop Tables (Outdated)=== | |||
'''Roll 3D6''' | |||
*03-07 : Nothing | |||
*08-11 : Rupees (Depends on Monster's Threat Level) | |||
*12-14 : Regeneration Items | |||
*15-16 : Arrows/Bombs/Pellets | |||
*17 : Seeds | |||
*18 : Piece of Power/Guardian Acorn | |||
'''Arrows/Bombs/Pellets D6''' | |||
*01-02 : Arrows | |||
*03-04 : Bombs | |||
*05-06 : Pellets | |||
'''Seeds D6''' | |||
*01 : Razor/Armor(Roll 1D6 again) | |||
->01-03 :Razor Seed | |||
->04-06 :Armor Seed | |||
*02 : Pegasus | |||
*03 : Ember | |||
*04 : Scent | |||
*05 : Gale | |||
*06 : Mystery | |||
'''Mystery Seed Outcome D6''' | |||
*01 : Effects of a Razor Seed | |||
*02 : Effects of a Armor Seed | |||
*03 : Effects of a Ember Seed | |||
*04 : Effects of a Scent Seed | |||
*05 : Effects of a Pegasus Seed | |||
*06 : Effects of a Gale Seed | |||
'''Regeneration Items D6''' | |||
*01-04 : Heart | |||
*05 : Magic Jar (Small) | |||
*06 : Magic Jar (Large) | |||
'''Rupees''' | |||
'''Minimal Threat 2D6''' | |||
*02-10 : Green | |||
*11-12 : Blue | |||
'''Low Threat 2D6''' | |||
*02-06 : Green | |||
*07-11 : Blue | |||
*12 : Yellow | |||
'''Medium Threat 2D6''' | |||
*01 : Green | |||
*02-03 : Blue | |||
*04-07 : Yellow | |||
*08-10 : Red | |||
*11 : Purple | |||
*12 : Rupoor | |||
'''High Threat 2D6''' | |||
*01 : Blue | |||
*02 : Yellow | |||
*03-06 : Red | |||
*07-10 : Purple | |||
*11 : Orange | |||
*12 : Rupoor | |||
=External Links= | =External Links= | ||
*Source of info: http://www.zeldawiki.org/Main_Page | *Source of info: http://www.zeldawiki.org/Main_Page |
Latest revision as of 11:51, 21 June 2023
1e GM Resources [edit]
This is for 1e LoZ RPG. Not the reboot.
Tags/Special Properties/Keywords/Whatever[edit]
Universal[edit]
- Armour X (Y): Reduces the damage increment of physical sources by X, to a minimum of Y.
- Fixed: Cannot be moved. [Walls, Beamos, etc.]
- Burn X: Ignite effects destroy it in X turns (Never destroyed if X = -1). Gains the Ignite tag until destroyed. [Ice with "Burn 0"; Deku Sticks with "Burn 3"; Keese and Torches with "Burn -1", etc.]
- Blow: Moves objects with an effective Mass of 0, etc. [Gust Jar, Fans, etc.]
- Hold (X): Objects with the Grip tag (and tag X, if stated) can attach to it. [Wooden Posts with Hold (Pierce); Gratings with Hold (Claw), etc.]
- Switch X -> Y (Z): Changes X to Y when condition Z is fulfilled.
Switch X <-> Y (Z): Changes the state of something between X and Y when condition Z is fulfilled. Examples:- A target with "Switch Bridge [1] <-> Bridge [2] (Pierce)" causes a bridge to rotate between position 1 and position 2 when hit by a piercing weapon, such as an arrow.
- Gibdos with "Switch Self -> Stalfos (Ignite)".
- A panel with "Switch Door [1] -> Open (Light)", unlocking the next room when stuck by any effect with the Light tag.
- Source (X/Y): Energy X (Light, Ice, Fire, etc.) or material Y (Water, Sand, etc.) originates from the object, then moves in a straight line until it strikes something. [Beamos with "Source (Laser)"; Waterfall with "Source (Water)"; Koume with "Source (Fire)", Kotate with "Source (Ice)" and Twinrova with "Source (Fire, Ice)", etc.]
- Reflect (X/Y): When an effect with the Source (X/Y) tag strikes it, the object gains Source (X/Y). [Mirror with "Reflect (Light); Mirror Shield with "Reflect (Energy); Pipe with "Reflect (Water), etc.]
- Invisible: Cannot be seen except through its interaction with objects or by effects with the Reveal tag. [Certain enemies, chests, bridges, etc.]
- Illusion: Does not exist - proven through its interaction with objects or by effects with the Reveal tag. [Certain enemies, chests, walls, etc.]
Effects[edit]
- AoE X: Affects everything within X of its origin [Spin Attack with "AoE 1"; Bombs with "AoE 2"; Quicksand with "AoE 5", etc.]
- Dark X: Nothing can be seen within distance X of the effect. [Certain spells and attacks; dark dungeons; night without moonlight, etc.]
- Freeze X: Deals X/4 Hearts of non-physical damage per success and encases the target in an Ice Block for a bit. [Ice Arrows, etc.]
- Ignite X: Deals X/4 Hearts of non-physical damage per success and destroys objects with the Burn tag, makes Bombs explode, etc. [Fire Arrows, etc.]
- Jinx (X) Y: Target cannot perform action X for Y rounds.
- Knockback X: Target is moved X squares away. Modifiers based on relative Mass apply.
- Knockdown: Target is rendered Prone.
- Light X: Negates effects with the Dark tag within distance X of the effect. [Light Arrows, large torches, etc.]
- Range X: Can affect things out to distance X. [Bows with "Range 20"; Hookshots with "Range 10"; Longshots with "Range 20"; Octorocks with "Range 5", etc.]
- Staggering: The target of a Staggering effect suffers different consequences depending on the defence used:
- A target using a shield defence is Stunned whether the attack is successful or not (since a successful shield defense is still being struck by the blow).
- A target using a non-shield defence suffers Knockback 1 and Knockdown if the Staggering attack hits, but avoids these effects if the attack misses (since a successful non-shield defense dodges or deflects the force of the attack rather than absorbing it).
- Stun: Target loses an action from its next turn.
Items/Magic[edit]
- Mass ± X: Changes your effective Mass by X. [Iron Boots have "Mass +3"; Hover Boots have "Mass -4", etc.]
- Explode: Destroys objects with the Crack tag when destroyed, etc. [Bombs, etc.]
- Smash: Destroys objects with the Crack tag, activates certain switches, etc. [Hammers, etc.]
- Pierce: Activates certain switches, affects certain enemies, etc. [Bow, Hookshot, etc.]
- Cut: Removes objects with the Taut tag, affects certain enemies, etc. [Sword, Boomerang, etc.]
- Fetch X: Brings objects with Mass < X to the wielder. [Boomerang, Hookshot, etc.]
- Grip: Attaches to enemies/object with the Hold tag. [Hookshot, Clawshot, etc.]
- Claw: Attaches to certain objects, etc. [Clawshot, Grappling Claw, etc.]
- Pull: When attached, brings the lower Mass to the higher Mass (Pull-switch to item-holder, item-holder to wall, etc.). [Hookshot, Clawshot, etc.]
- Reveal: Negates effects with the Invisible and Illusion tags. [Lens of Truth, etc.]
Monsters[edit]
- Electrified: When the creature is hit with an edged melee weapon, the attacker takes 2/4H electric damage and is Stunned.
- Flyby Attack: The creature can spend two actions to fly twice its Fly speed, make an attack at any point during this movement, then land at the end of this movement.
- Flying: Can only be hit with ranged attacks unless it's attacking in melee. [Keese, etc.]
- Puddle: The creature can spend an action to sink into a puddle, causing it to be unable to attack and gain +2k1 on its defence roll. The creature remains puddled until the beginning of its next turn.
- Remove X Armour: Reduce armour by X/4, giving the target +2 Speed and -2 Mass each time it's affected. Target cannot be affected at 0/4 armour.
- Split (X Y): Spawns X copies of Y when killed, unless it was reduced to -4/4H. [Bari with "Split (2 Biri), etc.]
- Spawn X (Y): The creature can spend a round spawning X copies of creature Y. [Queen Gohma, etc.]
- Surprise: Covers any stealth-based ability such as Bongo-Bongo's invisibility, Queen Gohma's scuttling or Lanmolas' digging. It allows the creature to take an action to hide itself, and make a Wisdom/Physical check (which we'd give some base rating per trait I guess, like we were doing for Attack?) to make a surprise attack against the target(s).
- Shell: Functions like Shield Defence for a PC, up to and including Reflecting.
- Grapple: On a hit, the Baba serpent grabs the target.
- Severed Mobility- When the Baba serpent's life falls below 5/4H and has been hit with an Edged weapon, the Baba serpent detaches itself from it's roots and gains a movement of 4.
- Hanging- The Skultulla can suspend itself from a strand of thread attached to a point directly above it. The skultulla can climb vertically up and down this thread.
- Charge: Double Action- The creature can move up to twice its speed in a straight line and attack one enemy in the path of its movement at +1k0.
- Thieving- On a successful hit, The Rat steals 1d6 Rupees or 1d6 pieces of ammunition from the target.
- Cling- On a hit, the Gel sticks to the target, occupying its space. The target takes both a -1k0 penalty to all rolls and -1 speed per Gel. Every 2 Gels adds 1 Mass to the target. The Gel remains attached until killed.
- Withdraw- Single Action- The Mad Scrub can withdraw into it's flower until the beginning of it's next turn and become impervious to damage. At the beginning of it's next turn, it must resurface from the flower as a Single Action and cannot withdraw until the turn after that.
Environment[edit]
- Crack: Can be destroyed by effects with the Smash or Explode tag.
- Taut X: Can be removed by effects with the Cut tag; can support a total Mass of X.
- Buoyant (X) Y: Object has Mass 0 in medium X (air, water, etc.); stays at a fixed height unless it supports a total Mass greater than Y.
- Launch X: When the object is activated, anything in contact with it moves a distance X straight up then falls a distance equal to its Mass at the start of every round.
- Timer X: Any change of state caused by effects with the Switch tag reverts after X rounds.
- Height X: Distance from the floor to the ground = X.
- Climb: You can ascend a distance equal to half your Movement when in contact with this object. [Vines, Ladders, etc.]
Dungeon Design[edit]
Still roughing this out right now:
"Four Swords creates a dungeon level by randomly selecting a dungeon setting -- a vast area with many set challenges -- then dropping a randomly selected new dungeon part into it. As you gain more keys and experience, obstacles become more challenging and levels become more difficult. There are dozens of settings and parts available for each separate area, so you'll always be challenged with new dungeon levels!" - Zelda Universe
Boxes connected by arrows:
- Each box defines a rectangular area with the same characteristics (pool of water, field, metal grating, etc.). Distance units between and location of movement points written round the outside.
- Boxes have the item tags needed to solve the puzzles in them. For example, to represent rooms with torch switches, the box has the Ignite tag.
- Each arrow tells you how areas are connected, the requirements to move from one area to another ("Defeat Miniboss", "Activate Line of Switches in Order 3, 5, 2, 4, 1"; "Unlock door with Boss Key", etc.), if you can travel back the way you came (falling down is one-way, etc.), if the new area is on a different floor of the dungeon (semi-circular arrow), etc.
- Arrows have the item tags needed to access them. For example, to represent doors blocked by Sun Blocks, the arrow has the Light tag.
Stuff we can mooch learn from:
- Lady_Luck's_Door - a /tg/ project that never quite finished
- Dungeoneer room cards
- Davesmapper tile-based map gen
- Lessons from Zelda used in D&D? We can totally use them in a Zelda RPG!
- All these need to have the exits at exactly the same place, which isn't ideal. If there's a "rim" around the rooms to draw in the connections, it might help, but it feels a bit untidy.
- The original Zelda dungeons also needed all its room exits in the same places, and I think the randomly generated dungeons in "Four Swords" was the same. The best dungeons will be drawn freehand, naturally. These tile-based dungeons will do well at giving the feel of a videogame in an RPG.
- I guess a tile-based system can speed some things up (less drawing stuff out, but solutions to puzzles can't be pre-set unless you only want to use them once, etc.), but I'm not going to support it myself unless I get bored of doing other things.
- The original Zelda dungeons also needed all its room exits in the same places, and I think the randomly generated dungeons in "Four Swords" was the same. The best dungeons will be drawn freehand, naturally. These tile-based dungeons will do well at giving the feel of a videogame in an RPG.
- All these need to have the exits at exactly the same place, which isn't ideal. If there's a "rim" around the rooms to draw in the connections, it might help, but it feels a bit untidy.
If the party has no ___ items coming into the dungeon that gives the ___ item, the routes that don't lead to the ___ item are blocked by things that need a ___ item to clear, while the route to the ___ item is usually made difficult by challenges that the ___ item makes trivial. This then leads to the boss that is usually defeated by using the ___ item.
Sometimes the party will have access to ___ effects from other sources, which are usually rendered obsolete when they get the ___ item (the Earth Temple from Wind Waker is a good counter-example: even though you get the Mirror Shield, you still need Medli's Lyre to solve certain puzzles).
Dungeon Types[edit]
- Mini Dungeon (~10 Rooms): Mid-way stages that may not house a boss or even a map and compass, or are smaller in size that show one of these two characteristics:
- They may be required to complete for reasons not as prominent as those that motivate the young hero to complete the main dungeons.
- They are optional.
- Main Dungeon (~20 Rooms): House a boss that must be defeated to access a quest-important item.
- Master Dungeon (~50 Rooms) [not always present]: Largest type of dungeon. Require increasing numbers of items for progress. Holds the locations of all the main dungeons.
Dungeon Architectures[edit]
- Caverns: Little, if any, artificial architecture within.
- Labyrinths: One floor - progress based on defeating creatures in order to open locked door or collect keys.
- Organic: Irregularly shaped rooms?
- Palaces: Have a more elaborate interior than other dungeons types. Fighting enemies is optional (as long as they're easy to overlook, of course), with more hazards, obstacles and traps. Maybe.
- Temples: Thematic, usually have a central puzzle device, which must be dealt with in order to meet the boss.
- Towers: Many smaller floors. Falling down to a lower floor can help or hinder progress.
Dungeon Themes[edit]
Desert[edit]
- Location: Deserts or other sandy areas.
- Atmosphere: "Sand piles up in drifts along the hieroglyphed walls, blown around by the desert winds."
- Enemy Types: ???
- Obstacles: Quicksand or complex traps.
- Puzzle Types: Generic; like Forest Dungeons.
Dungeons of this type are actually similar to forest dungeons when it comes to puzzles (in fact, the Arbiter's Grounds from Twilight Princess are similar to the Forest Temple from Ocarina of Time when it comes to hunting Poes), or at least these are more generic in nature.
Earth[edit]
- Location: Underground or inside rocky areas.
- Atmosphere: Earth dungeons are known for their dark, dank environment and organic, vegetative architecture.
- Enemy Types: ???
- Obstacles: Obstacles may include rolling rocks and fragile terrain and walls.
- Puzzle Types: Overlaps with Fire, Forest, and Shadow.
Earth dungeons are somewhat difficult to distinguish, as their placement, depending on the puzzles present.
Fire[edit]
- Location: Volcanoes and fire-covered areas.
- Atmosphere: "Sweltering heat blasts up from the metallic floor as lava flows freely nearby."
- Enemy Types: Fire-breathing enemies, etc.
- Obstacles: Lava, fire obstacles, etc
- Puzzle Types: Related to removing or creating fire, although others have more to do with the use of Bombs. Moving blocks have been reportedly frequent in these dungeons as well.
Dungeons related to this element can be expectantly more difficult than other dungeons because of the fiery hazards present.
Forest[edit]
- Location: Forests, groves or swamps usually mimic the ecosystems surrounding them both in context and in atmosphere.
- Atmosphere: "Plant life springs forth from every crevice as a riotous celebration of nature."
- Enemy Types: Floral or arthropodal enemies, such as Deku Babas, Deku Scrubs, or Skulltulas.
- Obstacles: Vines and whatnot?
- Puzzle Types: As forest dungeons are usually encountered early on in the game, the puzzles in these dungeons are usually generic in nature and somewhat simple. Depending on the game itself or the plot, there may be various unique situations in the dungeon. For example, in Twilight Princess, Link has to cooperate with monkeys in order to make his way through the rooms of the Forest Temple, and in Ocarina of Time, he occasionally has to twist some corridors so that he can access and explore new rooms of the same temple.
Ice[edit]
- Location: Ice dungeons are frozen and located in icy areas.
- Atmosphere: "Frost covers every surface as breath freezes in the cold air."
- Enemy Types: Icy enemies, etc.
- Obstacles: Sources of cold that can freeze Link, slippery floors, falling ice needles, deep snow, etc.
- Puzzle Types: move blocks in these dungeons, although the low friction of the floor can make this more difficult than usual.
Light[edit]
- Location: Places of divine goodness.
- Atmosphere: "Every surface is bathed in warm radiance like a mother's embrace, banishing defilement."
- Enemy Types: Mechanical in most cases (Armos, Beamos, etc.).
- Obstacles: Mechanical in most cases.
- Puzzle Types: Escorting or commanding objects (guiding light), manipulating physical light, etc.
Light-themed dungeons are relatively rare in the series. Unlike the other types of dungeons, whose themes make them markedly different from the main overworld, these dungeons appeal for a more realistic and generic environment. Storyline-wise, these dungeons have a fixation towards light in a sacred or religious sense.
Shadow[edit]
- Location: Graveyards or very dark places.
- Atmosphere: "The absence of light has tainted this place, letting dark forces sprout like fungus in the gloom."
- Enemy Types: Demonic or undead enemies (Poes, Redeads, Stalfos, etc.). "Scary", "creepy", etc.
- Obstacles: Hidden pits, deadly traps, etc.
- Puzzle Types: Invisible elements, illusions; light may also be required to open new paths, as seen in The Wind Waker with the Earth Temple.
Many of these dungeons serve as bases of operation for the villains, such as the Black Tower in Oracle of Ages and the Palace of Twilight in Twilight Princess. In the majority of the cases, shadow dungeons are found late in the games.
Water[edit]
- Location: Lakes and watery areas.
- Atmosphere: "Drops of water from the ceiling fall to form deep pools, leaving ripples behind."
- Enemy Types: Water-based (fishy thingies, etc.).
- Obstacles: Drowning, etc.
- Puzzle Types: Manipulating or crossing liquid water in one way or another.
Among the most controversial, mostly because the difficulty is, more often than not, much higher than in other dungeons. In the Water Temple, for example, Link has to make the water descend and ascend its level at least twice in order to meet the boss, and numerous times if the players guiding him overlook keys that may be needed later and that are only accessible when the water is on its right level; another difficulty is that Link has to constantly equip or de-equip his Iron Boots, depending on whether he is rising to a surface or walking on a bottom.
Wind[edit]
- Location: The sky, or in places of notable altitude.
- Atmosphere: "A strong wind blows through the place, playing with wind chimes and jumping expanses of sky below."
- Enemy Types: Flying enemies, etc.
- Obstacles: Strong winds, etc.
- Puzzle Types: Using wind to reach new places, crossing chasms carefully to avoid falling.
Wind dungeons are among the rarest of the element themes, and are usually encountered later on in the game (often the sixth or seventh dungeon).
Dungeon Items[edit]
- Dungeon Map: Reveals the location of all rooms (without the |Secret| tag?) in the specified dungeon.
- Compass: Indicates where the boss is located on the specified Dungeon Map. May or may not reveal the location of Treasure Chests, hidden Treasure Chests or hidden Keys.
- Keys:
- Small Key: Open locked doors and key blocks. Usually dungeon-specific.
- Boss/Big Key: Opens the door to the boss' chamber - may open other important locks too.
- Dungeon Key: Required to access certain dungeons.
Sample Blocks[edit]
- Somaria Block: Mass 8, Switch Block -> Explosion (Cane of Somaria).
- Key Block: Mass 8, Switch Fixed -> Mobile (Key).
- Puzzle Block: Mass 8, Height 2, Climb.
- Time Block: Fixed, Switch Appear <-> Disappear (Song of Time).
- Sun Block: Fixed, Switch Present -> Removed (Light).
- Mobile Block: Switch Position 1 <-> Position 2 (Switches).
- Ice Block: Mass 8, Buoyant (Water) 8, Burn 0.
Switches[edit]
What Switches Can Do[edit]
- Open doors.
- Make Treasure Chests appear (frequently with keys in them).
- Move walls or other obstacles.
- Open gates to fill areas with water, or drain them.
- Turn fans on or off.
- Deactivate Armos statues.
- Open skylights.
- Make monsters appear (if booby-trapped).
Sample Switches[edit]
- Mechanical Lever: When switch is switched, stuff happens.
- Floor Switch: When Mass is placed on it/removed from it, stuff happens.
- Rusted Floor Switch: Like a floor switch, but requires significant force or Mass
- Pull Lever: When level is pulled, stuff happens.
- Grapple Switch: When a sufficient Mass pulls it down, stuff happens.
- Torch Switch: When torch is lit, stuff happens.
- Crystal Switch: When switch is hit, stuff happens.
- Eyeball Switch: When switch is shot, stuff happens.
- Sun Switch: When light hits it, stuff happens.
- Monster Switch: When all the monsters in a room are killed, stuff happens.
Monsters (WIP)[edit]
Monster Dice Pools[edit]
Threat Level | Low Accuracy | Moderate Accuracy | High Accuracy |
---|---|---|---|
Minimal | 2k2 | 3k3 | 4k3 |
Low | 3k3 | 4k3 | 5k4 |
Moderate | 4k3 | 5k4 | 6k5 |
High | 5k4 | 6k5 | 8k5 |
Monster Chart (to be updated)[edit]
Minimal Threat Monsters[edit]
Name | Type | Life | Mass | Speed | Attack | Damage | Range | Defence | Armour | Special |
---|---|---|---|---|---|---|---|---|---|---|
Keese | Beast | ¼ | 1 | 2 (Fly 8) | Bite: 2k2 | ¼ | 1 | 4k3 | Flyby Attack | |
Rat | Beast | ½ | 1 | 8 (Climb 8) | Bite [Thieving]: 2k2 | ¼ | 1 | 4k3 | N/A | |
Bokoblin | Blin | ♥♥ | 4 | 6 | Stick: 3k3 | ½ | 1 | 3k3 | N/A | |
Octorok | Aquatic | ♥♥ | 4 | 5 (Swim 5) | Spit Rock: 3k3 | ½ | 15 | 2k2 | N/A | |
Zol | Slime | ♥ | 2 | 2 (Jump 4) | Tackle: 3k3 | ¼ | 1 | 2k2 | Puddle, Split (2 Gel) | |
Gel | Slime | ¼ | 1 | 1 (Jump 4) | Cling [Cling]: 3k3 | Cling | 1 | 2k2 | N/A | |
Chuchu | Slime | ♥♥ | 4 | 3 (Jump 3) | Tackle: 3k3 | ½ | 1 | 2k2 | Puddle | |
Rope | Beast | ♥♥ | 2 | 6 | Bite: 3k3 | ½ | 1 | 2k2 | Charge | |
Tektite | Insect | ♥♥ | 4 | 2 (Jump 6, Waterwalk 4) | Tackle: 3k3 | ½ | 1 | 3k3 | N/A | |
Mad Scrub | Plant | ♥♥ | 2 | 8 | Spit Nut: 3k3 | ½ | 15 | 2k2 | Withdraw | |
Deku Baba | Plant | ♥ | 3 | 0 | Bite: 3k3 | ½ | 2 | 2k2 | N/A | |
Miniblin | Blin | ½ | 2 | 8 | Trident: 4k3 | ¼ | 1 | 4k3 | N/A | |
Walltula | Spider | ½ | 1 | 6 (Climb 6) | Bite: 4k3 | ¼ | 1 | 2k2 | N/A | |
Skullfish | Aquatic | ½ | 1 | 0 (Swim 6) | Bite: 4k3 | ¼ | 1 | 2k1 | N/A | |
Peahat | Plant | ♥♥ | 3 | 0 (Fly 8) | Spinning Thorns: 3k3 | ½ | 1 | 3k3* | Flyby Attack | |
White Bubble | Undead | ♥½ | 1 | 0 (Fly 8) | Bite: 4k3 | ¼ | 1 | 4k3 | Flyby Attack |
- Weakpoint- The Peahat cannot be harmed while airborne.
Low Threat Monsters[edit]
Name | Type | Life | Mass | Speed | Attack | Damage | Range | Defence | Armour | Special |
---|---|---|---|---|---|---|---|---|---|---|
Bulblin | Blin | ♥♥♥ | 4 | 6 | Club: 4k3 Burning Arrow [Fire]: 4k3 |
½ ½ |
1 20 |
4k3 | N/A | |
Bullbo | Beast | ♥♥♥♥♥♥ | 7 | 12 | Gore: 3k3 | ¾ | 1 | 3k3 | N/A | |
Skulltula | Spider | ♥♥♥♥ | 5 | 6 (Climb 6) | Kick: 4k3 | ½ | 1 | 5k4* | Hanging | |
Goiyra | Humanoid | ♥♥♥♥ | 4 | 6 | Boomerang [Stun, Returning]: 4k3 | ½ | 15 | 3k3 | N/A | |
Stalfos Stalker | Undead, Skeleton | ♥♥½ | 4 | 4 (Jump 6) | Swipe: 4k3 Throw Bone: 5k4 |
¼ ¼ |
1 5 |
4k3 | N/A | |
Baba Serpent | Plant | ♥♥♥ | 4 | 0 (4 when Severed) | Bite [Grapple]: 4k3 | ¾ | 2 | 3k3 | Severed Mobility | |
Kargarok | Beast | ♥♥♥♥ | 6 | 4 (Fly 10) | Peck: 4k3 | ½ | 1 | 4k3 | N/A | |
Hylian Guard | Humanoid | ♥♥♥♥ | 4 | 6 | Spear: 5k3 | ½ | 1 | 4k3 | N/A | |
Hylian Soldier | Humanoid | ♥♥♥♥ | 4 | 5 | Sword: 4k3 | ½ | 1 | 4k3 | ¼ | N/A |
Leever | Beast | ♥♥♥ | 3 | 6 (Burrow 6) | Spikes: 4k3 | ½ | 1 | 4k3 | N/A | |
Bari | Aquatic | ♥♥♥ | 5 | 0 (Swim 4) | Tentacle [Electric]: 3k3 | ½ | 1 | 3k3 | Electrified, Split (2 Biri) | |
Biri | Aquatic | ½ | 2 | 0 (Swim 4) | Tentacle [Electric]: 3k3 | ¼ | 1 | 3k3 | Electrified | |
Mini-Moldorm | Beast | ♥♥ | 8 | 5 | Spiked Bump [Knockback 2]: 3k3 | ½ | 1 | 3k3 | N/A | |
Fire-Keese | Beast | ¾ | 1 | 2 (Fly 8) | Bite: 3k3 | ½ | 1 | 5k3 | Flyby Attack, Ignite | |
Ice-Keese | Beast | ¾ | 1 | 2 (Fly 8) | Bite: 3k3 | ½ | 1 | 5k3 | Flyby Attack, Freeze | |
River Zora | Aquatic, Humanoid | ♥♥♥♥ | 4 | 6 (Swim 8) | Conjure Fireball: 4k3 | ½ | 15 | 3k3 | N/A | |
Gerudo Pirate | Humanoid | ♥♥♥♥ | 4 | 6 | Twin Sabre: 4k3 | ½ | 1 | 4k3/5k3 with dodge | N/A | |
Goron Brawler | Humanoid | ♥♥♥♥♥ | 8 | 4(8 rolling) | Fist[Grapple]: 5k4 | ½ | 1 | 3k3 | N/A | |
Stalchild | Undead, Skeleton | ♥♥♥♥ | 4 | 6 | Swipe: 5k4 | ½ | 1 | 4k3 | N/A | |
Lanmola | Beast | ♥♥♥♥♥ | 4 | 4(Burrow 6) | Scything Jaws: 4k3 | ½ | 1 | 4k3 | Surprise | |
Red Bubble | Undead | ♥♥♥ | 1 | 0 (Fly 8) | Bite: 5k4 | ½ | 1 | 4k3 | Flyby Attack, Ignite | |
Blue Bubble | Undead | ♥♥♥ | 1 | 0 (Fly 8) | Bite [Jinx]: 5k4 | 0 | 1 | 4k3 | Flyby Attack, Jinx[Can only move on next turn] |
- Weakpoint- The Skulltula has a defence of 3k3 from the flank
Moderate Threat Monsters[edit]
Name | Type | Life | Mass | Speed | Attack | Damage | Range | Defence | Armour | Special |
---|---|---|---|---|---|---|---|---|---|---|
Moblin | Blin | ♥♥♥♥♥♥ | 8 | 6 | Spear: 6k5 | ½ | 2 | 5k4 | Charge | |
Hylian Captain | Humanoid | ♥♥♥♥ | 4 | 6 | Trident: 5k4 | ½ | 1 | 5k4 | ¼ | Charge |
Hylian Archer | Humanoid | ♥♥♥♥ | 4 | 6 | Great Bow: 5k4 | ½ | 20 | 4k3 | Charge | |
Like-Like | Ooze | ♥♥♥♥♥♥ | 8 | 4 | Engulf [Thieving]:6k5 | ¼ | 1 | 5k4 | ? | Players within 1 range can be grappled by the like-like, grappled players must roll 1d6 to attempt escape, a roll of 5 or more is successful, failed rolls cause players to lose 1 heart container and roll again until the player is dead or escapes. players lose 1 item of GM's choice until the like-like is slain |
Lizalfos | Saurian | ♥♥♥♥ | 4 | 6 (Jump 8) | Sword: 5k4 Leaping Strike: 6k5 |
½ ½ |
1 3 |
5k4 | N/A | |
Poe | Undead, Ghost | ♥♥♥♥ | 1 | 5 | Lantern: 5k4 | ¼ | 1 | 4k3 | Phase-Out | |
Floor Master | Undead | ♥♥♥♥♥ | 5 | 4 (Levitate 6) | Swipe: 5k4 | ½ | 1 | 4k3 | Surprise, Split (3 Mini-Floor Master) | |
Mini-Floor Master | Undead | ♥ | 5 | 4 (Levitate 6) | Swipe: 3k2 | ¼ | 1 | 3k2 | Grow (Floor Master) | |
Beamos | Construct | ♥♥♥ | 12 | 0 | Lazorz: 6k5 | ? | 10 | 4k3 | ¾ | Bomb/Arrow Vulnerability [Ignores Armour] |
Ball and Chain Warrior | Humanoid | ♥♥♥♥♥ | 6 | 4 | Ball and Chain [Heavy]: 5k4 | ♥ | 3 | 5k4 | ½ | N/A |
Dodongo | Saurian | ♥♥♥♥♥ | 10 | 2 | Bite: 5k4 Fire Breath[Charge]: 4k3 |
½ ¾ |
1 4 |
4k3 | ½ | Bomb Vulnerability [Ignores Armour] |
Armos Statue | Construct | ♥♥♥♥ | 12 | 4 | Crush: 4k3 Explode: 5k4 |
¾ ♥ |
1 1 |
4k3 | ½ | Bomb Vulnerability [Ignores Armour] |
ReDead | Undead | ♥♥♥♥♥ | 6 | 3 | Drain Life[Grapple]: 6k5 | ½ | 1 | 4k3 | Fearful Presence | |
Stalfos Warrior | Undead, Skeleton | ♥♥♥♥♥♥ | 6 | 6 | Sword: 5k4 Leaping Strike: 6k5 |
½ ½ |
1 3 |
5k4/6k4 with shield up | Rise Again | |
Wolfos | Beast | ♥♥♥♥♥ | 5 | 7 | Claw Swipe: 5k4 Swift Strike[Exposed]: 6k5 |
½ ¾ |
1 1 |
5k4 | N/A | |
Freezard | Elemental | ♥♥♥♥♥♥ | 8 | 4 | Icy Breath: 5k4 | ½ | 1 | 5k4 | Freezing, Regenerate 1, Split (4 Mini Freezard) | |
Mini Freezard | Elemental | ♥ | 2 | 4 | Icy Touch: 3k3 | ½ | 1 | 3k3 | Freezing, Grow (Freezard) | |
Garo Apprentice | Humanoid | ♥♥♥♥♥ | 4 | 6 | Twin Scimitar: 5k4 Knife Throw:5k4 |
½ ½ |
1 10 |
6k5/7k5 with parry | Surprise | |
Gerudo Soldier | Humanoid | ♥♥♥♥♥ | 4 | 6(12 mounted) | Glaive: 5k4 Ice Arrow: 5k4 |
½ ½ |
1 15 |
6k5/7k5 with dodge | N/A | |
Goron Siegebreaker | Humanoid | ♥♥♥♥♥♥ | 8 | 4(12 rolling) | Fist: 5k4 Roll[Charge]: 5k4 |
½ ½ |
1 1 |
6k5 | ½ | Roll Attack |
Zora Shorerunner | Aquatic, Humanoid | ♥♥♥♥♥ | 4 | 6 (Swim 8) | Fin Blade: 6k5 Electric Field: 5k4 |
½ ½ |
5 1 (5 in water) |
5k4 | Electric |
High Threat Monsters[edit]
Name | Type | Life | Mass | Speed | Attack | Damage | Range | Defence | Armour | Special |
---|---|---|---|---|---|---|---|---|---|---|
Stalfos Champion | Undead, Skeleton | ♥♥♥♥♥♥♥♥ | 6 | 6 | Ancient Sword: 6k5 Leaping Strike: 8k6 |
¾ ¾ |
1 3 |
6k5/7k5 with shield up | ½ | Rise Again |
Darknut Warrior | Humanoid | ♥♥♥♥♥♥ | 9 | 4 | Great Sword [Heavy]: 6k5 Unarmed Strike: 6k5 |
♥ ¼ |
1 1 |
6k5 | ½ | Remove 2 Armour, Disarm [No Great Sword Attack] |
Mighty Darknut | Humanoid | ♥♥♥♥♥♥♥ | 10 | 4 | Great Sword [Heavy]: 6k5 Unarmed Strike: 6k5 |
♥ ½ |
1 1 |
6k5/7k5 with shield up | ½ | Remove 2 Armour, Disarm [No Great Sword Attack or Shield] |
Iron Knuckle | Humanoid | ♥♥♥♥♥♥♥♥ | 12 | 3 | Great Axe [Heavy]: 6k5 | ♥¼ | 1 | 6k5 | ¾ | Remove 1 Armour |
Wizrobe | Humanoid | ♥♥♥♥♥ | 4 | 6 (Teleport 8) | Fire Ball [Ignite]: 6k5 Lightning Bolt [Stun]: 8k6 |
¾ ½ |
20 5 |
5k4 | Summon: 3 Miniblin | |
Aerolfos | Saurian | ♥♥♥♥♥ | 5 | 7 (Fly 8) | Short Spear: 6k5 | ¾ | 1 | 6k5/7k5 with shield up | Flyby Attack | |
Dinalfos | Saurian | ♥♥♥♥♥♥ | 5 | 7 (Jump 8) | Fire Breath [Ignite]: 6k5 Axe: 6k5 Leaping Strike: 8k6 |
¾ ¾ ¾ |
10 1 3 |
6k5/7k5 with shield up | N/A | |
Wall Master | Undead | ♥♥♥♥♥♥ | 6 | 4 (Levitate 6) | Plunge into Shadows [Grapple]: 5k4 | Woobed | 1 | 5k4 | Surprise, Climb | |
Giant Poe | Undead, Ghost | ♥♥♥♥♥♥♥ | 1 | 6 | Fire Breath [Ignite]: 6k5 Sabre: 5k4 Lantern: 6k5 |
¾ ½ ¼ |
10 1 1 |
8k6 | Phase-Out, Summon: 2 Poe | |
Gibdos | Undead | ♥♥♥♥♥♥♥ | 7 | 3 | Drain Life[Grapple]: 8k6 | ½ | 1 | 5k4 | Fearful Presence, Fire Weakness, Curse[Become a Gibdos in 1 week without Song of Healing] | |
Garo Master | Humanoid | ♥♥♥♥♥♥♥ | 4 | 6 | Twin Enchanted Scimitar: 6k5 Knife Throw:6k5 Seppukku[Explosive]:5k4 |
♥ ½ ♥½ |
1 10 3 |
7k5/8k5 with parry | Ignite/Freezing, Surprise | |
ReDead Knight | Undead | ♥♥♥♥♥ | 6 | 4 | Drain Life[Grapple]: 6k5 Rusted Blade: 6k4 |
½ ♥ |
1 1 |
4k3 | ½ | Fearful Presence |
Hinox | Blin | ♥♥♥♥♥♥♥♥ | 9 | 5 | Clobber: 7k5 Powder Keg[Explosive]: 5k3 |
♥ ♥¼ |
1 5 |
5k4 | N/A | |
Goron Canoneer | Humanoid | ♥♥♥♥♥♥ | 6 | 4 | Canon[Heavy, Explosive]: 6k3 | ♥ | 10 | 4k3 | N/A | |
Eyegore | Construct | ♥♥♥♥♥♥♥ | 9 | 5 | Reckless Charge: 6k5 Eye Beam: 5k4 |
½ ♥ |
1 10 |
6k5 | ½ | Charge, Arrow Vulnerability [Ignore Armour, Stun] |
- Woobed: Target trapped in shadow world; death of creature releases target.
Legendary Threat Monsters[edit]
Name | Type | Life | Mass | Speed | Attack | Damage | Range | Defence | Armour | Special |
---|---|---|---|---|---|---|---|---|---|---|
Gohma | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Mothula | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Helmasaur King | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Vitreous | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Bongo-Bongo | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Koume&Kotake/Twinrova | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Dark Prophet | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Shadow of the Hero | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Armos Knight | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Immortal Threat Monsters[edit]
Name | Type | Life | Mass | Speed | Attack | Damage | Range | Defence | Armour | Special |
---|---|---|---|---|---|---|---|---|---|---|
Ganon | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Vaati | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Majora | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Monster Statblocks (Current)[edit]
Minimal Threat Monsters[edit]
Defeatable by ordinary means, minions, cannon fodder, threatening only in groups for low-strength characters.
Land Octorok (Aquatic) (Medium)
- Life: 2, Mass: 3, Speed: 5 (Swim 5)
- Attack: Rock Spit (Range 10, 3k3, 1/2H)
- Defense: Passive 2k2, Active 3k3 (Dodge 1)
- P2/M1/S1
- P1/W2/C1
Keese (Beast) (Tiny)
- Life: 1/4, Mass: 1, Speed: 2 (Fly 8)
- Attack: Bite (Range 0, 3k3 1/4H)
- Defense: Passive 2k2, Active 4k3 (Dodge 2)
- Special: Flyby Attack: Double Action - The Keese flies at twice its speed and makes a bite attack at any point during this movement. It must land at *the end of this movement.
- Defensive Flier: Keese are considered to be actively defending while airborne, and cannot otherwise take the Active Defense action.
- P2/M1/S1
- P1/W1/C2
Rat (Beast) (Tiny)
- Life: 1/2, Mass: 1, Speed: 8 (Climb 8)
- Attack: Bite (Range 0, 3k3 1/4H, Thieving)
- Defense: Passive 3k3, Active 4k3 (Dodge 2)
- Special: Thieving - When the rat hits with a bite attack, it can steal either 5 Rupees or 2 pieces of ammunition per success from the target.
- P1/M2/S1 (Stealth 4k3)
- P1/W1/C2
Deku Baba (Plant) (Medium)
- Life: 2, Mass: 3, Speed: 0
- Attack: Bite (Range 2, 3k3 1/2H)
- Defense: Passive 2k2, Active 3k3 (guard 1/4H)
- Special: Vulnerable - Fire x2, Edged x2
- P2/M1/S2
- P2/W1/C1 (Gear: Deku Nut/Deku Seeds)
Rope (Beast) (Small)
- Life: 2, Mass: 2, Speed: 6
- Attack: Bite (Range 1, 3k3 1/2H)
- Defense: Passive 2k2, Active 3k3 (Dodge 1)
- Special: Charger - The Rope gets a +2k0 bonus to charge attacks.
- P2/M1/S1
- P2/W1/C1
Walltula (Spider) (Small)
- Life: 1/2, Mass: 1, Speed: 6 (Wallclimb 6)
- Attack: Bite (Range 1, 4k3 1/4H)
- Defense: Passive 2k2, Active 3k3 (Dodge 1)
- P2/M1/S1
- P1/W2/C1
Tektite (Insect) (Medium)
- Life: 2, Mass: 4, Move: 2 (Jump 6, Waterwalk 4)
- Attack: Tackle (Range 1, 4k3, 1/4H)
- Defense: Passive 3k3, Active 4k3 (Dodge Jump 3)
- P2/M1/S1
- P1/W1/C2
Morth (Insect) (Tiny)
- Life: 1/4, Mass: 1, Speed: 1 (Jump 4)
- Attack: Cling (Range 0, 3k3, Cling)
- Defense: Passive 2k2, Active 3k3 (Dodge Jump 2)
- Special: Cling: On a hit, the Morth sticks to the target, occupying its space. The target takes both a -1k0 penalty to all rolls, -1 speed, and +1 Mass for every 3 Morths attached. The Morth remains attached until killed, submerged in water, or Grappled off.
- P1/M1/S1
- P1/W2/C1
Skullfish (Aquatic, Undead) (Tiny)
- Life: 1/2, Mass: 1, Speed: 0, Swim 6
- Attack: Bite (Range 1, 4k3 1/4H)
- Defense: Passive 2k2, Active 3k3 (Dodge 1)
- P1/M1/S1
- P2/W1/C1
Bokoblin Grunt (Blin) (Medium)
- Life: 2, Mass: 3, Speed: 7
- Attack: Boko stick (Range 1, 3k3 1/4H)
- Defense: Passive 2k2, Active 3k3 (Dodge 1)
- P2/M2/S1(Acrobatics 3k3)
- P1/W1/C2 (Gear: Boko stick)
Miniblin (Blin) (Small)
- Life: 1/2, Mass: 2, Move: 8
Attack: Trident (Range 1, 4k3, 1/4H)
- Defense: Passive 3k3, Active 4k3 (Dodge 2)
- P2/M1/S1
- P1/W1/C2
Popo (Strange) (Small)
- Life: 1, Mass: 2, Speed: 3
- Attack: Caress (Range 1, 3k3, 1/4H)
- Defense: Passive 2k2, Active 3k3 (Guard 1/4H)
- P2/M1/S1
- P1/W1/C1
Boss Design[edit]
One of the most memorable things of any Zelda game is the boss battles. They are part combat, and part puzzle. In a team game, they must force both cooperation as a group and handling independent threats. A good boss should be chosen to fit the theme of the dungeon as well as the overall adventure. You must carefully consider what each party member is capable of so as to create an encounter that challenges them all, but also allows each of them to feel as though they contributed to the outcome in some meaningful way. When designing a boss encounter it is also wise to consider what items the characters discovered within the dungeon and how you can incorporate all of them into the puzzle of exposing the boss's vulnerabilities. A very important consideration is the arena of the battle itself. The environment may be the bigger danger than the boss itself, it may give the boss a distinct advantage or tools to exploit, or the it may be the key to its undoing through clever usage of nearby mechanisms or features.
(More to come later, including sample bosses.)
Loot Drops[edit]
When a hero falls a enemy there is a chance they may receive a prize for their kill. Heres a list of items and the variable chart for which monster drops what.
Dropped Item List[edit]
Rupee - Currency used.
- Green (1): Most commonly found Rupee, can most certainly be found in grass, under rocks, broken jars, or dropped by minimal to low threat monsters.
- Blue (5): Very commonly found Rupee, can be often found in grass, under rocks, broken jars, or dropped by minimal to low threat monsters.
- Yellow (10): While unlikely, these Rupee can very rarely be found in the same conditions as Green and Blue. However Yellow can be commonly found in treasure chests, earns through games of chance, and often be dropped by moderate threat monsters.
- Red (20): Red can be often found in treasure chests, earns through games of chance, and often be dropped by moderate threat monsters.
- Purple (50): Purple is found in treasure chests, earns through games of chance, and often be dropped by high threat monsters.
- Orange (100): Orange is found in treasure chests, earns through games of chance, and rarely be dropped by high threat monsters.
- Silver (200): Silver is found in treasure chests, earns through games of chance, and very rarely be dropped by Boss monsters.
- Rupoor - A cursed Rupee that actually devours the holder's currency based upon the color of the Rupoor.
Heart - A small red heart can recover one 1 heart increment to the player's health upon contact.
Magic Jar (Small) - A small green pot that holds an elixir that can recover 3 points of magic once consumed.
Magic Jar (Large) - A tall green pot that holds an elixir that can recover 6 points of magic once consumed.
Arrows - A small handful of arrows. (Will not appear for players who do not require use) A small bundle is 5 arrows. A large bundle is 10 arrows.
Bomb - A singular bomb. (Will not appear for players who have not used bombs before hand) A small bundle is 1 bomb. A large bundle is 3 bombs.
Pellets - A handful of seeds, rocks, ect that can be used in a sling. (Will not appear for players who do not require use) A small bundle is 5 pellets. A large bundle is 10 pellets.
Guardian Acorn - A small sturdy acorn that when consumed will reduce any damage they receive by half once.
Piece of Power - A small magic stone that resembles a piece of the Triforce. When applied to the player's weapon, their next strike that hits will deal double damage.
Seeds - (Will only appear when the player has a Seed Satchel in their possession.)
- Armor Seed - A mystical crystal seed that when consumed, allows +1 keep die to the player's next active or passive defense roll.
- Razor Seed - A mystical crystal seed that when consumed, allows + 1 keep die to the player's next offensive roll.
- Pegasus Seed- A mystical seed that when consumed or stuck with, grants the player or creature to move double their movement on their next move action.
- Ember Seed - A seed that will erupt into flames when cracked.
- Scent Seed - A seed that emits a weird smell when cracked, which can attract or repel certain creatures.
- Gale Seed - A seed that when cracks can create a small tornado that can lift a player up and transport them safely afew meters in the direction that the seed cracked. This seed can be used to push creatures as well.
- Mystery Seed - A seed that holds a unknown power which when cracked can invoke another seeds power at random.
Monster Drop Table (Current Placeholder)[edit]
Roll 1d6. Results are by Threat Level (A Minimal Threat monster drops 1 Rupee, a Low Threat monster drops 5.)
- 1-2: Nothing
- 3: Rupees (1/5/10/20)
- 4: Ammunition (Small/Small/Large/Large)
- 5: Hearts (1/1/3/3)
- 6: Magic Jar (2MP/2MP/6MP/6MP)
Monster Drop Tables (Outdated)[edit]
Roll 3D6
- 03-07 : Nothing
- 08-11 : Rupees (Depends on Monster's Threat Level)
- 12-14 : Regeneration Items
- 15-16 : Arrows/Bombs/Pellets
- 17 : Seeds
- 18 : Piece of Power/Guardian Acorn
Arrows/Bombs/Pellets D6
- 01-02 : Arrows
- 03-04 : Bombs
- 05-06 : Pellets
Seeds D6
- 01 : Razor/Armor(Roll 1D6 again)
->01-03 :Razor Seed
->04-06 :Armor Seed
- 02 : Pegasus
- 03 : Ember
- 04 : Scent
- 05 : Gale
- 06 : Mystery
Mystery Seed Outcome D6
- 01 : Effects of a Razor Seed
- 02 : Effects of a Armor Seed
- 03 : Effects of a Ember Seed
- 04 : Effects of a Scent Seed
- 05 : Effects of a Pegasus Seed
- 06 : Effects of a Gale Seed
Regeneration Items D6
- 01-04 : Heart
- 05 : Magic Jar (Small)
- 06 : Magic Jar (Large)
Rupees
Minimal Threat 2D6
- 02-10 : Green
- 11-12 : Blue
Low Threat 2D6
- 02-06 : Green
- 07-11 : Blue
- 12 : Yellow
Medium Threat 2D6
- 01 : Green
- 02-03 : Blue
- 04-07 : Yellow
- 08-10 : Red
- 11 : Purple
- 12 : Rupoor
High Threat 2D6
- 01 : Blue
- 02 : Yellow
- 03-06 : Red
- 07-10 : Purple
- 11 : Orange
- 12 : Rupoor
External Links[edit]
- Source of info: http://www.zeldawiki.org/Main_Page