Legend of Zelda RPG
A homebrew produced by the collective efforts of the /tg/ community, aiming to put the characteristic elements of the Legend of Zelda video games into a pen-and-paper RPG format and hopefully do it better than the existing d20 Zelda ruleset.
As a work-in-progress, expect the contents of this page to change fairly frequently until the game nears a more finalized form.
The Basic System So Far
Your stats are divided into three main categories:
- The Virtues of the Triforce (Power, Wisdom, and Courage),
- Your character's basic Attributes (Physical, Mental, and Spiritual),
- Your various skills (most of which are related to item classes -- bows, tools, heavy weapons, etc.).
Conflict is resolved with a d6 roll & keep system, using linear comparison for opposed checks. This means that you roll X six-sided dice (where X = your ranks in the relevant Attribute + 1 for every odd-numbered rank in the relevant skill) and only use the Y highest dice from that roll (where Y = your ranks in the relevant Virtue + 1 for every even-numbered rank in the relevant skill). The abbreviated notation for this type of dice pool system is XkY. Linear comparison means that in the case of a contested roll (such as in combat) you compare your highest roll to your opponent's highest, your second highest to their second highest, and so forth. If one party in the contest has more kept dice than the opponent, the extra dice are simply treated as automatic successes.
If the kept dice total for a roll would ever be greater than the number of dice rolled, move points from keep to roll until this is no longer the case. For example, if your pool for a check would be 2k3, you roll 3k2 instead. A pool of 2k4 becomes 3k3, 2k5 becomes 4k3, and so on.
For those interested in examining the probabilities of various outcomes in this system, there's a spreadsheet in the External Links section.
Unopposed rolls are compared to a fixed success threshold, with a certain number of successes required to accomplish the intended task. For example, if pushing a heavy block had a difficulty rating of 2(4), two rolls greater than or equal to 4 would be required. One would roll one's Physical and keep one's Power for this case. The number of successes required indicates the general magnitude of the task, and the success threshold indicates the relative level of difficulty within that degree of magnitude. See the end of the Stats section for further details on magnitude of difficulty.
Character Advancement is free-form, with XP investment improving skills and attributes. Virtues are extremely difficult to improve, and shouldn't change much over the course of a typical game. There are also a number of techniques available to choose from, each tied to a relevant skill, which give access to special attacks and abilities, such as Link's signature sword spin. Higher skill ranks are prerequisites for more advanced techniques, and some techniques may also require a certain score in a particular Virtue.
The core races are Deku Scrub, Gerudo, Goron, Hylian, Kokiri, Korok, Rito, Sheikah, Twili and Zora, with more under discussion (Moblins, Subrosians, Tokay...). Races receive no bonuses to Virtues, save Hylians, who receive +1 to a virtue of their choice. Races other than Hylians receive various special abilities, but also suffer certain drawbacks, most commonly an increase in damage taken from certain sources, as detailed in the Races section.
Each weapon has a specific increment of damage - i.e. a typical sword might deal 1/2 heart per increment, while an Iron Knuckle's axe would deal 1.5 hearts per increment. When attacking, the number of successes you achieve over the defender determines how many increments of damage you deal to them. Shields add to one's dice while defending, and Armour reduces the base damage increment of an enemy's attack. See the Combat section for more details.
Mass Categories
Each character has a Mass attribute, determined by race and armour, and influenced by other items. Mass affects movement speed, sinking/swimming, use of hookshot, resistance to knockback, and so on. Mass 0 is as light as a feather, while Mass 6+ sinks like a stone.
Negligible (0 Mass): -0k2 penalty to Physical|Power checks to lift or move heavy objects.
Light (1-2 Mass): -0k1 penalty to Physical|Power checks to lift or move heavy objects.
Medium (3-5 Mass): No special game effects.
Heavy (6-8 Mass): +0k1 bonus to Physical|Power checks to lift or move heavy objects.
Massive (9+ Mass): +0k2 bonus to Physical|Power checks to lift or move heavy objects.
For forced movement effects, such as attacks with the Knockback quality (see the GM Resources section), the movement imposed is increased by 1 for each category lighter, or decreased by 1 for each category heavier, that the moved creature is compared to the one imposing the movement. For example, a Hylian using an attack with Knockback 1 would move another Hylian 1 space (since both are Medium weight), a Deku Scrub 2 spaces (since the Deku is one category lighter), and wouldn't budge a Goron (since the Goron is one category heavier). A Goron using this same attack on a Deku would move the Deku 3 spaces, since it's 2 categories lighter than the Goron.
Mass of Player Characters normally only ranges from 2-7 without modifiers from equipment and/or magic. Otherwise, only monsters fit the Negligible or Massive categories.
Additional Mass from armor does not increase your Mass Category, but your Mass Category is treated as 1 higher for the purposes of forced movement when wearing heavy armor.
Overland Movement
While traveling overland, a party's speed is based on the Mass Category of their largest member (unless they want to leave that person behind and let them catch up later).
M. Category----Per Day----Per Hour----Per Minute
Light----------35 miles---3.5 miles---350 ft.
Medium---------30 miles---3 miles-----300 ft.
Heavy----------25 miles---2.5 miles---250 ft.
Character Generation
Choose a Race: Currently, the most fully fleshed out are Deku Scrub, Gerudo, Goron, Hylian, Kokiri, Korok, Rito, Sheikah, Twili, and Zora. At this point, you can also choose to move one point of natural Mass to Movement or vice versa.
Set your Virtues: "Courage," "Power," and "Wisdom." Each starts at 1, and players may allocate an additional 4 virtue points among them. No virtue may be higher than 4 at character creation. Hylians receive an additional point to allocate in this category at character creation, but still may not exceed 4 in any single virtue.
Set your Attributes: "Mental," "Physical" and "Spiritual." Each starts at 1, and players may allocate an additional 4 attribute points among them. No attribute may be higher than 4 at character creation.
Acquire Skills: All skills start at 0 and players are given 6 points with which to raise their skills at a cost of 1 point per rank with a maximum of 3 ranks. Players can start with no more than 1 skill at the 3 rank maximum at character creation.
Buy Techniques or additional Skills: Characters start with 2 XP for learning techniques or additional skills.
Increasing Stats and purchasing new Techniques can be done with experience points earned from game sessions as outlined in the Character Advancement section.
A character's maximum starting heart meter is 2 + Physical, and their starting magic points are 6 x Mental.
At creation each character can choose 3 pieces of equipment. These can be armor, weapons, other items, magic spells, or songs. The GM must approve all starting equipment, as many items or spells might not be appropriate for a starting character.
Races
Deku Scrub (2 Mass, 8 Movement)
- Deku Spit: Deku scrubs can fire seeds or Deku nuts as a Single Action. Attack: Physical/Courage, (variable)H damage, Range 5
- Deku Buoyancy: Deku scrubs can walk across the surface of water, as long as their movement ends on solid surface. Otherwise, they sink.
- Flammable: Deku scrubs take 2x Fire damage.
Goron (6 Mass, 4 Movement)
- Goron Curl: A Goron may take an action to curl into a ball. While curled up, the Goron gains 1 armour and a bonus to movement speed equal to its mass, but can take no actions other than uncurling (Single Action) or charging.
- Goron Roll: While curled up, a Goron can charge as a Single Action, but at their normal movement speed instead of double.
- Heat Resistant: Gorons take 1/2 damage from fire and 2x Ice damage
- Dense: Gorons cannot swim and sink to the bottom of any body of water they enter.
Human (4 Mass, 6 Movement)
- Human Versatility: Humans get +1 to a Virtue of their choice (cannot exceed the character creation maximum).
- Human Diversity: Humans choose from one of three races at character creation: Hylian, Sheikah, and Gerudo. This choice determines the costs of certain techniques. The choice is more cultural than it is racial, so a Gerudo raised in a Hylian city or a Hylian indoctrinated into the Sheikah could choose a race different than their own ethnicity.
Kokiri (3 Mass, 7 Movement)
- Fairy Companion: (rules about owning and controlling a fairy, including the GM avatar thing, go here)
- Fairy Insight: As a single action, the Kokiri can designate a target within 5 squares of them. They have a +1k0 bonus to attack rolls and defense rolls against the target.
- Kokiri Weakness: Kokiri take 2x Evil(Shadow?) Damage
Korok (2 Mass, 8 Movement)
- Korok Flight: Korok can sprout propellor like leaves and fly a number of spaces equal to half their speed as a move action, and remain in the air. When the Korok is hit by an attack they lose their concentration and fall.
- Flammable: Korok take 2x Fire damage.
Rito (3 Mass, 7 Movement)
- Rito Flight: Rito can fly a number of spaces equal to their speed as a move action, as long as they end their movement on a solid surface. Otherwise, they fall.
- Hollow Bones: Rito are considered 1 Mass category (Light, Normal, or Heavy) lower than their actual mass indicates.
Twili (4 Mass, 6 Movement)
- Darkvision: Twili can see normally in darkness.
- Dark Resilience: Twili take half damage from Shadow based attacks, and receive x2 damage from Light based attacks.
- Shadow Step: While standing in shadow, Twili can warp instantly at their movement speed for as long as the shadow's length allows them to move. This counts as a move action that costs 4 MP.
Zora (4 Mass, 6 Movement, Swim 8)
- Aquatic: Zora have a natural swim speed, and can speak and breathe underwater.
- Coldblooded: When a Zora takes Ice damage, their movement is halved until the end of their next turn.
Stats
Your character's main stats are divided into two categories: Virtues and Attributes. All stats including Skills have a maximum of 6 ranks.
Virtues
Your character's virtue scores represent his or her affinity for each of the three virtues of the Triforce. Each virtue is associated with a particular ethos that defines what sorts of actions it applies to, and is exemplified by a major character from the Legend of Zelda video games (though each of these characters of course has elements of the other virtues as well):
- Power is associated with pure force. It is blunt and straightforward, not bothering with finicky matters of subtlety and finesse. It is aggressive and imposing. Ganon exemplifies the virtue of Power.
- Wisdom is associated with contemplation and manipulation. It is refined and precise, preferring to take the time to analyze a situation rather than forcing its way through. It is defensive and discerning. Princess Zelda exemplifies the virtue of Wisdom.
- Courage is associated with heroism and a balanced approach. It bridges the gap between Power and Wisdom -- not as brutally aggressive as Power, but much more straightforward and action-oriented than Wisdom. It is persevering and straightforward. Link exemplifies the virtue of Courage.
Virtues are the primary determiner of how many dice you keep from your rolled pool when making a check.
Attributes
Your character's attributes represent their ability in three major areas:
- Physical represents your bodily prowess and vigor, and governs all forms of physical feats, ranging from athletic endeavours to melee combat to precise manipulation of small objects.
- Mental represents your willpower and intellect, and governs memory, logical analysis, and the use of magic.
- Spiritual represents your personal presence and attunement to your surroundings, and governs social interaction, music, and perception. Contrary to what the name may seem to suggest, the Spiritual attribute does not govern the use of magic.
Putting It All Together
While certain Virtue/Attribute combinations go better together than others, there's at least some application for each Virtue in the Physical, Mental, and Spiritual arenas.
- Physical Power
Physical Power controls feats requiring great bodily strength. Examples: |Heavy| weapons, wrestling a Goron, moving heavy boulders.
- Mental Power
Mental Power is used for solving conundrums, and controls the use of offensive magic, both damaging and debilitating. Examples: doing complex math in one's head, Fire Rod, Bombos Medallion, Thunder Spell, Din's Fire.
- Spiritual Power
A high Spiritual Power means an imposing presence, and an aptitude for the more forceful forms of social influence. Examples: intimidation, silencing fools, being a Commissar, "fear me! but follow"
- Physical Wisdom
Physical Wisdom governs the domain of finesse, stealth, control, and that sort of tricky stuff. Examples: the Sheikah, archery, balancing, precise manipulation of small parts of a complex device.
- Mental Wisdom
Mental Wisdom governs knowledge and understanding of lore, as well as defensive and healing magic. Examples: useful information about an unfamiliar item or village, recalling details about something seen only once, Nayru's Love, Reflect Spell.
- Spiritual Wisdom
Spiritual Wisdom gives an understanding of subtle forces, including the ebb and flow of social exchanges. It governs social graces and logical rhetoric; a character with high Spiritual Wisdom is not only capable of making well-reasoned arguments, but also of noticing and working with the subtle cues indicating a person's disposition. Examples: discerning motives, spotting hidden items or individuals, haggling for prices, diplomacy.
- Physical Courage
Physical Courage represents the use of most |melee|, as well as other feats of adventurous derring-do. Examples: swordfighting, riding a wild stallion, swimming in rough waters, climbing a cliff.
- Mental Courage
Mental Courage represents tenacity, resolve, and... well, courage. It also governs the use of magic for travel, utility, and offensive buffs. Examples: resisting a ReDead's cry, going without rest for long periods of time, "I shall not fear; fear is the mind-killer," not getting lost in the wilderness, Farore's Wind.
- Spiritual Courage
Spiritual Courage primarily represents your ability to inspire, so people will trust and like you. Spiritual Courage has a big impact on first impressions, and tends to have an attractive influence -- not just with people, but with flighty magical beings like fairies. Examples: leadership, improving the general disposition of NPCs, performing with |Instruments|.
What Do The Numbers Mean?
Since player characters are typically expected to be a cut above the average for their kind, we can use the typical starting stats to determine qualitative descriptions of what the numbers represent. The most balanced a starting character can spread their Virtues and Attributes (before bonus Virtue points from being human) is 3-2-2, and the most specialized is 4-2-1. Thus, we can refer to them as follows:
1 = Below average
2 = Average
3 = Above average
4 = Phenomenal
5+ = Legendary
Because Virtues are the sole determiner of kept dice count for unskilled checks, these descriptors can also be applied to the magnitude of difficulty for an unopposed check, as determined by the number of successes needed. A check requiring 3 successes is impossible for anyone who doesn't have "above average" talent in that area, so the magnitude of difficulty can be described as "above average". It is simply beyond the capabilities of a typical individual, regardless of how determined or lucky they might be. On the other hand, anyone, even someone of notably below-average capability, can accomplish a task requiring only one success.
As noted in the Basic System section, difficulty of a check within a broad level of magnitude can still be modified based on the target number needed to qualify for a success. For example, one stone block may require two successes of 3 or greater on a Physical Power check to move, while a somewhat larger block may require two successes of 5 or greater. Both are within the realm of what's possible for someone of average Power, and impossible for one who's below average in that area, but the second block is notably more difficult to move than the first one. However, a block that requires three successes of 2 or greater is actually harder to move than either of the first two, even though its success threshold is lower, because it's simply impossible for one of merely "average" strength to move it.
Note that this system of measuring magnitude of difficulty only applies to checks that don't involve a skill -- since skill ranks increase your kept dice pool, the number of successes required for unopposed skill checks will be higher than those for skill-less checks.
Skills
Here's what we have for skills so far. As you can see, most are related to item use, in keeping with the theme of the video games. The list is currently open to expansion as needed.
Every odd-numbered rank in a skill adds one die to your rolled pool for checks related to the skill, and every even-numbered rank adds one to your kept total. Skill ranks are the main factor in technique prerequisites.
The goal is to keep the skill list as small as possible, with things such as riding that aren't explicitly covered by a specific skill simply falling under the relevant Virtue/Attribute combination. Each skill always ties to a specific attribute, which generally won't vary between uses of the skill, but the Virtue used can vary depending on what you're trying to do. For instance, the |Sway| skill uses Power if you're trying to intimidate, Wisdom if you're attempting rational diplomacy, and Courage if you're trying to inspire someone.
Item Skills
- |Shield| (Physical Courage) - Exactly what the name suggests. Eg: Mirror Shield, Hylian Shield, Kokiri Shield, etc.
- |Heavy| (Physical Power) - Extremely large and powerful melee weapons. Eg: Ball and Chain, Biggoron Sword, Skull Hammer, etc.
- |Melee| (Physical Power/Wisdom/Courage) - Melee weapons that don't fall under |heavy|. Eg: Sword, Club, Axe etc.
- |Ranged| (Physical Power/Wisdom/Courage) - Bows, Crossbows, and thrown weapons (including bombs and bombchu).
|Tool| (Physical Power/Wisdom/Courage) - All those miscellaneous handy items. Eg: Hookshot, Grappling Hook, Spinner, etc.- |Instrument| (Spiritual Power{?}/Wisdom/Courage) - Used for all those handy reality-warping songs. Eg: Ocarina, flute, drums, etc. Each song is treated as in inventory item, and must be obtained in-game just like a sword, bow, hookshot, etc.
- |Magic| (Mental Power/Wisdom/Courage) - "Proper" magic. Eg: The spells from Ocarina of Time, the medallions from A Link to the Past, the magical functions of Cane of Somaria, Fire Rod, Cane of Byrna, etc. Each spell is treated the same as an inventory item, and must be obtained in-game just like a sword, bow, hookshot, etc.
Creation Skills
- |Alchemy| (Mental Wisdom) - Combining various liquids and powders to concoct and administer medicines and explosives [Potion Brewing, Bomb Crafting, etc.]
- |Smithing| (Physical Wisdom) - The art of fashioning metal into various weapons or other tools. More complex implements cannot be created without the appropriate designs.
Non-Item Skills
- |Acrobatics| (Physical Wisdom/Courage) - Can be used instead of |Shield| for defence and also covers wall-running, back-flipping, long-jumping, etc. For the more nimble, Sheik-like among us.
- |Perception| (Spiritual Wisdom) - Used to notice hidden details and individuals.
- |Stealth| (Physical Wisdom) - This should be pretty self-explanatory. Hiding, sneaking, all that jazz.
- To be able to make a stealth roll to become hidden You need to have cover (i.e. behind a big rock) or concealment (i.e. in a dense fog or totally dark place) from whomever you're trying to hide from. This is ultimately up to GM discretion -- you may only become hidden when the GM deems it feasible to do so.
- If you have met the prerequisites, you may attempt an opposed |stealth| roll as a free action against a |perception| roll, if you get more successes than your enemy, you become hidden against it, but if both of you tie in number of successes you can't become hidden.
- If you managed to become hidden, it means that the enemy is unable to see or hear you, and is unaware of your specific location (though it may have a vague idea of your general location if it observed you moving toward your hiding place).
- In order to remain hidden, you must make additional |stealth| checks every time you take an action. If you tie you will remain hidden but your enemies will be alerted. Not every action may allow you to remain hidden -- for example, moving out into the open will obviously give you away, as will shouting, setting off a bomb, and so forth.
- When you are hidden from an enemy, it cannot apply active defense bonuses against you, and it takes a -2k2 penalty to defense. To be considered hidden while attacking an enemy, you must either be able to attack from a hidden position directly, or make a single move action after beginning your turn hidden to get into range while remaining out of the enemy's line of sight. This movement requires a successful |stealth| check to avoid giving yourself away. Moving into range of one enemy may give you away to other enemies, but you are still considered hidden from the enemy you're approaching. Even if other enemies shout a warning to your target, since it all happens in one round it can be assumed that the target doesn't have enough time to react, and you still gain the benefits of being hidden.
- Being hidden is a prerequisite for certain techniques, such as Sneak Attack.
- |Sway| (Spiritual Power/Wisdom/Courage) - How much influence your character has in social situations and how much he's able to sway others' emotions or ideas.
Techniques
Techniques are purchased with XP. Most will have a prerequisite of a certain number of ranks in a relevant skill, and some may have Attribute and/or Virtue requirements as well.
Active techniques take resources (actions, MP, etc.), while Passive techniques are always in effect.
Racial Techniques
Deku Bubble (Active)
- Requirements: Deku Scrub
- XP Cost: 3
- Actions: X
- MP Cost: X
This Deku may spend X actions to fire one bubble with the Stun property from his "nose" at a single target. For each action spent, the Deku spends 1 magic point and adds 1/4 heart to the damage increment and 10 metres to the range. The maximum number of actions a Deku can spend on this techniques is equal to their Power, and the attack is made as the final action of the technique.
Goron Spikes (Active)
- Requirements: Goron
- XP Cost: 3
- Actions: 2
- MP Cost: 2 Sustained
Goron may spend 1 turn in rolled-up form to generate magical Spikes with a 1/2 Damage increment; each turn this is active, the Goron spends 2 Magic Points. If the Goron leaves the ball form or comes to a stop, they must spend an additional turn to "regrow" them.
Goron Might (Passive)
- Requirements: Goron, Brawler technique
- XP Cost: 3
Your unarmed attacks do 3/4H damage, and you can choose to do fire damage.
Stonefist Suplex (Active)
- Requirements: Goron Might
- XP Cost: 6
- Double Action
Make an unarmed attack against an enemy that has equal or less mass than you. You deal 1 Heart dmg increment and you choose one space adjacent to you where you can move your target to, the target is also prone after the attack is resolved. You gain an extra kept dice for this attack for every 2 points of extra mass that you have over your target.
Bladed fins (Passive)
- Requirements: Zora, Brawler technique
- XP Cost: 2
Your unarmed attacks gain the Edged property. In addition, as a Single Action you can make a Ranged/Wisdom attack using the damage of your unarmed attack damage with a range of 10. Your fins return when you take an extra action to retrieve them, and until then you cannot use them to attack.
Lightning Shield (Active)
- Requirements: Zora
- XP Cost: 4
- Actions: 2+
- MP Cost: 2 Sustained
This Zora may exude an aura that hits every creature within 2 meters in water for 1/2 heart of electrical damage. This technique requires an action to activate as well as an action to deactivate (the attack takes effect during both of these actions). This costs 2 points of magic and may be sustained for an additional 2 points of magic per turn. No other actions may be taken while this technique is being sustained. This ability may only be used in water.
Sustained Flight (Active)
- Requirements: Rito
- XP Cost: 3
- Actions: 1
This Rito may attempt to stay in the air as a move action by making a Physical Power check.
Melee Techniques
Spin Attack (Active)
- Requirements: |Melee| 1
- XP Cost: 2
- Actions: 2
After taking an action to prepare the Spin Attack the player may make a |Melee|(Power)[knockback] action striking all adjacent targets. Once an action has been taken to prepare the player may hold his action to perform the |Melee|(Power) portion of this technique at any time. Taking damage or performing any action other than moving at half movement interrupts this technique.
Lunging Strike (Active)
- Requirements: |Melee| 1 or |Heavy| 1
- XP Cost: 2
- Actions: 1
Make a normal melee attack with a |Melee| or |Heavy| weapon with an additional meter added to the range of that attack. All your defense rolls have a -1k0 penalty until your next turn.
Follow-through (Active)
- Requirements: |Melee| 3, Lunging Strike
- XP Cost: 3
- Actions: 1
In order to use this technique, you must use the Lunging Strike technique immediately beforehand. You move 1 space closer to your enemy and make another attack against that opponent at a -1 penalty to your rolled pool. Use of this technique also negates the defense roll penalty from Lunging Strike.
Back Slice (Active)
- Requirements: |Melee| 1, |Acrobatics| 2
- XP Cost: 2
- Actions: 1
You quickly tumble around your opponent to find a hole in his defense and strike. You may move to another space adjacent to the enemy and make an |Acrobatics|(Wisdom) check as an Attack action. Your target suffers a -1k1 penalty to his defense roll against this attack. If you hold an action and use Back Slice to interrupt an attack action against you, then the target suffers an additional -1k1 penalty to his defense against this attack.
Parry (Passive)
- Requirements: |Melee| 2
- XP Cost: 2
- Actions: 1
As an active defense, you may use your |Melee| skill with a Physical/Wisdom roll
Riposte (Passive)
- Requirements: |Melee| 4, Parry
- XP Cost: 3
When you Parry an attack, deal an increment of your weapon's damage for each successful die (minus ties). If dual-wielding, only Riposte with one weapon.
Assassin's Training (Passive)
- Prerequisites: |Melee| 2, Wisdom 2
- XP cost: 2
Wisdom-based |Melee| and small |Ranged| weapons (shuriken, darts, etc.) weapons do +1/4H more damage.
Dual Wield (Passive)
- Requirements: |Melee| 3, |Acrobatics| 1
- XP Cost: 4
- Actions: 0-2
Two blades are better than one. While wielding two |Melee| weapons you get +0k1 to your dice pool for all Defense rolls against any attacker wielding only one weapon, as well as +0k1 to your dice pool for Attack rolls against targets wielding one weapon who do not have a shield. You may use both actions to attack without penalty (this is where I suggest a penalty for using both of your actions to attack in one turn), but doing so causes you to lose all dice pool bonuses granted by Dual Wield until the beginning of your next turn. Gerudo may learn this technique for half cost.
Mortal Draw (Active)
- Requirements: |Melee| 4
- XP Cost: 4
- Special: Cannot have weapons drawn last turn.
- Actions: 1
Draw weapon and attack as a single action(+2k0 attack, +1/4 Damage increment)
Counter Attack (Passive)
- Requirements: |Melee| 4, |Wisdom| 3
- XP Cost: 5
- Actions: 0
Unopposed successes on Active Defense rolls now deal damage to attackers as if they were unopposed successes on an Attack roll.
Sneak Attack (Active)
- Requirements: |Melee| 2, |Stealth| 2
- XP Cost: 2
- Actions: Free
- Special: You must be wielding a |Melee| weapon or a non-Explosive |Ranged| weapon.
When you attack a creature you are hidden from, your attack uses Wisdom instead of its usual Virtue and does 2x damage. When attacking with a weapons that already uses Wisdom, the weapon's damage increment is increased by +1/4.
Low Blow (Active)
- Requirements: Brawler
- XP Cost: 3
- Actions: 1
You make an unsportsmanlike strike to an armored target, ignoring up to 1/2 heart of armor reduction on the target.
Heavy Techniques
When you use any Active technique with a |Heavy| weapon, you must take a recovery action as normal for attacking with a |Heavy| weapon.
Lunging Strike (Active)
- Requirements: |Melee| 1, or |Heavy| 1
- XP Cost: 2
- Actions: 1 attack
Make a normal melee attack with a |melee| or |heavy| weapon with an additional meter added to the range of that attack. All your defense rolls have a -1 penalty until your next turn.
Brutal Strike (Passive)
- Requirements: |Heavy| 2, Power 4
- XP Cost: 3
Your knockbacks with Heavy weapons gain an additional +1 to knockback.
Earthshaker (Active)
- Requirements: |Heavy| 2, Physical 4, Power 4
- XP Cost: 4
- Actions: 1 attack
Smash the ground with your weapon. All grounded enemies directly next to you are Stunned and knocked Prone. All grounded enemies in three meters are knocked Prone.
Staggering Blow (Active)
- Requirements: |Heavy| 3
- XP Cost: 3
- Actions: 1 attack
Smash the target with the blunt of your weapon. The target is Stunned their next round, and Dazed for the next.
Rubble Spray (Active)
- Requirements: |Heavy| 3
- MP Cost: 2 -or- Dazed next round
- XP Cost: ?
- Actions: 1 attack
Swing your weapon upward through the ground, smashing and launching debris in a two-meter cone in front of you. Treat this technique as a |Heavy| attack with a damage increment of 3/4H. Make a single attack roll, with each creature in the area of effect rolling defense separately.
Darunia's Might (Passive)
- Requirements: |Heavy| 5
- XP Cost: 7
You no longer must spend an action to recover after a |heavy| attack.
Ranged Techniques
Penetrating Shot (Active)
- Requirements: |Ranged| 2
- Weapons: "Piercing" ranged weapon
- XP Cost: 3
- Actions: 1
Fire a shot that shoots through your first target into a second. The second target must be within your max range. You and both targets must all be within a straight line. Apply the same attack roll for both targets, with a -0k1 penalty to the roll against the secondary target, minus an additional -0k1 for every 1/4 heart negation from armor on the primary target.
Explosive Shot (Active)
- Requirements: |Ranged| 2, |Magic| 3
- MP Cost: 5
- XP Cost: 3
- Actions: 1
You make a shot rigged with either a physical or magic explosive charge that explodes for bomb damage after the shot lands.
Curved Shot (Active)
- Requirements: |Ranged| 3, |Magic| 2
- MP Cost: 3
- XP Cost: 4
- Actions: 1
You shoot or throw one direction and then telekinetically redirect the shot toward where you want it to land. This allows you to overcome a target's cover.
Dual Shot (Active)
- Requirements: |Ranged| 4
- XP Cost: 3
- Actions: 1
Attack with a ranged weapon twice in one action, provided the weapon does not require an action to reload. Each attack is made at a -2k1 penalty.
Ricochet Shot (Active)
- Requirements: |Ranged| 4
- XP Cost: 3
- Actions: 2
You aim your weapon carefully, so that it ricochets off a surface to shoot targets that you don't have a direct shot at. The tightest possible angle is 45 degrees. If the target is out of Line of Sight, the attack suffers a -1k0 penalty.
Volley (Active)
- Requirements: |Ranged| 5
- XP Cost: 4
- Actions: 2
You can unleash a barrage of missiles to strike multiple foes. Make an attack with AoE 1, centered on a space within half your weapon's maximum range. Make a single |Ranged| attack roll, with each target in the area of effect rolling defense separately. If a target occupies multiple squares in the area of effect, it makes a single defensive roll but any damage it takes from the attack is multiplied by the number of affected squares it occupies. This action consumes 5 units of ammunition.
Tripshot (Active)
- Requirements: |Ranged| 3
- XP Cost:
- Weapons: "Grip" ranged weapon
- Actions: 1
Fire at the the feet of a target to attempt to knock them prone. Use a normal |Ranged| attack roll opposed by the target's Physical/Courage. The target may substitute an |Acrobatics| roll to oppose if it has prepared an acrobatic active defense. If you score more successes than the target, it is knocked prone.
Shield Techniques
Shield Attack (Active)
- Requirements: |Melee| 1, |Shield| 2
- XP Cost: 2
- Actions: 1
As a single action this person is able to thrust his shield forward striking an enemy. Make a |Shield| skill check as an attack with your shield. The damage increment is equal to the shield's reduction value.
Shield Bash (Active)
- Requirements: Shield Attack
- XP Cost: 3
- Actions: 1
As a single action this person may thrust his shield at his enemy with great force, throwing them off their guard. Make a |Shield| skill check as an attack against your target. If you beat your target's defense roll, you deal no damage but the target is stunned for 1 round.
Shield Slam (Active)
- Requirements: Shield Attack
- XP Cost: 3
- Actions: 2
As a double action this person may, from a static standing position, put all of his weight into his shield shield slamming it into an enemy and forcing them back. Make a |Shield| skill check against your target's defense. If you succeed you deal no damage but the target suffers Knockback 2 and is knocked prone.
Shield Charge (Active)
- Requirements: Shield Attack
- XP Cost: 4
- Actions: 2
As a double action this person may charge, running at full speed with his shield and tossing enemies aside. Make an opposed Physical(Power) check against each creature whose space you enter. The creature may instead opt to use |Acrobatics| to simply move out of the way. If you succeed, the target suffers Knockback 2 (always moving out of your path, direction chosen by you) and is knocked prone. If a target beats you at a Physical(Power) roll (not an Acrobatics roll) your movement stops and you are knocked prone.
Shield Throw (Active)
- Requirements: Shield Attack
- XP Cost: 5
- Actions: 1
This person may throw his shield as a Range 5 Physical(Power) attack.
Guard and Attack (Active)
- Requirements: |Melee| 3, |Shield| 3
- XP Cost: 6
- Actions: 0
When you succeed on a |Shield| active defense roll, you can immediately make an attack against your attacker as a free action. A Hylian can purchase this technique for half cost.
Special Techniques
Flash Bomb Vanish (Active)
- Prerequisites: 3 |Stealth|
- XP Cost: 4
- Actions: 1
- Special: Requires a Deku nut/Flash bomb
You activate the flash bomb in your space and can immediately move your speed. Make a |Stealth| check with a +2k2 bonus. You are hidden from enemies who do not beat your |Stealth| roll with their |Perception| for the remainder of your turn, and if you end your turn behind cover you remain hidden. Shiekah can purchase this techniques at half cost.
Intercept (Active)
- Prerequisites: |Acrobatics| 4 or |Shield| 4
- XP Cost: 4
- Actions: 0
When an ally within a number of spaces equal to half your speed is targeted by an attack, you can immediately move half your speed into your ally's space, push them 1 space, and force the enemy to roll the attack against you instead.
Brawler (Passive)
- Prerequisites: 3 |Melee|
- XP Cost: 2
Your unarmed attacks do 1/2H damage instead of 1/4H. In addition, you can use Power, Wisdom, or Courage as your virtue when making unarmed attacks.
Natural Rider (Passive)
- Prerequisites: Spiritual 3, Courage 3
- XP Cost: 3
You can control your mount's actions without making checks.
Charge Spell
- Requirements: |Magic| 2 -or- Mental 4
- XP Cost: 4XP
- Actions: 1
The next spell you do doubles its effect and costs an additional 1 MP. After using Charge Spell, your next action must either be a spell or another Charge Spell.
Lore (Passive)
- Prerequisites: None
- XP Cost: 2
Your studies have yielded knowledge above and beyond what is commonly known. When you learn this technique, choose a subject, such as "History" or "Religion". You gain a +1k1 bonus to Mental/Wisdom rolls made to recall stories and facts related to your subject of choice. This technique may be taken multiple times. Each time you take it, you may apply the bonus to a new subject, or to a subject you have already studied. The bonuses from this technique are cumulative -- for example, if you take Lore (History) twice, you gain +2k2 to checks made to recall historical information.
Brainstorming section:
Minish Cap's Tiger Scroll techniques: Spin Attack, Sword Beam, Dash Attack, Peril Beam, Rock Breaker, Roll Attack, Down Thrust, Great Spin Attack.
Twilight Princess's Hidden Skills: Ending Blow, Shield Attack, Back Slice, Helm Splitter, Mortal Draw, Jump Strike, Great Spin.
/tg/ Ideas: Chu Chu Refiner, Magic Infuser.
As a general guideline, here's one way to consider what rank to set skill requirements at while making Techniques.
- 1 - the Technique requires a minimal level of competence in the skill
- 2 - you should probably have some level of confidence in your skill level to perform this Technique
- 3 - you should be at least somewhat specialized in the skill in order to learn this Technique
- 4 - to learn this Technique you should have some dedication to the study of this skill(spent xp on it after character creation) and a significant level of competence
- 5 - the Technique requires an impressive level of expertise to perform
- 6 - only the truly masterful can learn this Technique
Skill requirements and in some cases Attribute requirements will be the primary factor keeping players from buying powerful Techniques too early in the game rather than exorbitant XP costs, so the XP costs for Techniques should probably start at a minimum of 2 and a maximum of no more than 8.
Point requirement for use of Active Techniques ("Tech points"). Should be implemented if technique use completely replaces normal attacking or if it proves a bit more powerful than intended.
Magic & Songs
Magic and Songs are similar in many ways, but apply to markedly different areas. Both produce supernatural effects, but where magic is more direct and consistent, music is more situational, typically altering the environment in some way. Although there is some overlap, magic is typically more suitable for combat, while music is more geared for utility, puzzles, and general adventuring.
Magic may be obtained in the form of an item, such as a magic rod or cape, but may also be learned from a wise mentor, or bestowed as a blessing from a Great Fairy or other powerful being. Songs are always learned, usually from another individual who knows the song (though they can also be learned from written sheet music and the like). However, even though they may not be physical objects, both spells and songs are treated as inventory items the same as mundane gear, obtained during the course of your quest rather than being purchased with XP as you please like Techniques. However, unlike physical items, many spells and songs are entirely unusable to those without training in their use -- you must have a certain number of ranks in |Magic| or |Instrument| to use these spells or songs. Some songs may have multiple different effects, which may have different prerequisites to achieve -- for example, using the Song of Time to shift blocks affected by that song would have a lower prerequisite than using the song to travel through time yourself.
Most spells and songs require a skill check to use, which may be either opposed or unopposed depending on the effect. Typically, direct attacks use opposed checks, while other effects use unopposed. The Virtue used for this check varies depending on the type of spell, according to the following guidelines:
- Power
- Offensive magic (both damaging and debilitating)
- Terrain-altering magic
- Wisdom
- Healing and defensive magic
- Illusions and similar "subtle" debuffs
- Courage
- Travel/exploration magic (think Farore's Wind)
- Offensive buffs
Magic Rules
- Each spell requires that you have a certain number of ranks in the |magic| skill to be able to cast it.
- Each spell has an MP cost, which is deducted from your Magic Meter when you cast it.
- Some spells are "sustained", which means that you must continue paying MP each turn at the beginning of your turn to maintain the effect. Paying for a sustained spell is a free action.
- These spells have an open-ended duration -- they last until you choose to end them (a free action that can be done at any time) or until you can't spend MP to pay for them.
- You may only sustain a number of spells at once equal to your ranks in |magic|, and you may not cast any spells if you are currently sustaining the maximum number of spells you can. For example, a character with 3 ranks in |magic| could sustain up to 3 spells at once (or 3 instances of the same spell), but couldn't cast any new spells until she ended one of the spells being sustained.
- Some spells are "sustained", which means that you must continue paying MP each turn at the beginning of your turn to maintain the effect. Paying for a sustained spell is a free action.
- The skill check required to cast a spell is indicated under the "Check" line of the spell's description.
- Opposed: Offensive spells use opposed checks against the target, with the roll used to oppose dictated by the spell's description.
- Unless otherwise specified, a spell opposed by the target's "defense" may be opposed by passive or acrobatic defense as normal, but shield defense may only be used if the shield has the Reflective or Warded property. If the target has a shield defense readied, and their shield doesn't have either of these properties, use the target's passive defense instead.
- Some spells (particularly debuffs) may be opposed by a |magic| check from the target. Even if the target has no ranks in |magic|, it can still oppose the spell -- it just doesn't get any bonus dice for skill ranks. In these cases, just use Mental with the appropriate Virtue.
- Unopposed: An unopposed spell requires that you score a certain number of successes on an unopposed check. If you meet the specified number of successes, you succeed in casting the spell; if not, the spell has no effect. The number of successes needed to cast the spell is listed first, with the success threshold listed immediately after it in parentheses.
- Some unopposed spells list "N" as the number of successes needed. In this case, the spell has an effect no matter how few or how many successes you score, but the number of successes scored affects some variable of the spell's effect (typically duration).
- Opposed: Offensive spells use opposed checks against the target, with the roll used to oppose dictated by the spell's description.
Spells
Shield (Wisdom)
- Defense
- Rank 1
- Single action
- 1 MP (sustained)
- Duration: Sustain
- Range: 5 meters
- Target: Single creature
- Check: Unopposed - 3(2)
- A shimmering barrier protects the subject from harm.
- The target of this spell gains 1/2 heart of damage reduction. This damage reduction stacks with armor.
Reflect (Wisdom)
- Defense
- Rank 2
- Single action
- 1 MP (sustained)
- Duration: Sustain
- Range: 5 meters
- Target: Single shield
- Check: Unopposed - 3(2)
- The shield takes on a brilliant sheen, reflecting both light and magic.
- The affected shield gains the Reflective property for the duration of the spell.
Fire (Power)
- Attack (Fire)
- Rank 1
- Single action
- 2 MP
- Duration: Instantaneous
- Range: 20
- Target: Single creature or object
- Check: Opposed by defense
- A bolt of fire roars as it soars past.
- Roll a |Magic|(Power) attack with a damage increment of 1/2h (Fire). This damage is unaffected by armor, but is affected by magical damage reduction.
Ice (Power)
- Attack (Ice)
- Rank 1
- Single action
- 2 MP
- Duration: Instantaneous
- Range: 20
- Target: Single creature or object
- Check: Opposed by defense
- A beam of icy cold sails through the air.
- Roll a |Magic|(Power) attack with a damage increment of 1/4h (Ice). This damage is unaffected by armor, but is affected by magical damage reduction. Additionally, the target's speed is reduced by 1 for each success you score until the beginning of your next turn. If this would reduce the target's speed to less than half its base value, it is Frozen for 1 round.
Fairy Form (Courage)
- Transformation
- Rank 2
- Single action
- 2 MP (Sustain)
- Duration: Sustain
- Range: Touch
- Target: Single creature
- Check: Unopposed - 4(2)
- With a word, your body explodes into a cloud of glittering dust, revealing a tiny, flying figure when it clears.
- You or the target becomes Miniaturized and gains a fly speed of 6 for the duration of the spell.
Fire Arrow (Power)
- Enchantment (Fire)
- Rank 1
- Single action
- 2 MP
- Duration: Instantaneous or one round; see text
- Range: Touch
- Target: A single arrow or crossbow bolt
- Check: Unopposed - 2(2)
- An arrow is imbued with magical flame.
- Add 1/2 heart (Fire) to the damage increment of the affected missile. If the missile is one that you have loaded in your own weapon, you may fire immediately as part of this spell. Otherwise, the spell persists until the beginning of your next turn.
Ice Arrow (Power)
- Enchantment (Ice)
- Rank 1
- Single action
- 2 MP
- Duration: Instantaneous or one round; see text
- Range: Touch
- Target: A single arrow or crossbow bolt
- Check: Unopposed - 2(2)
- An arrow is imbued with freezing cold.
- Add 1/4 heart (Ice) to the damage increment of the affected missile. Additionally, the speed of the target of that missile is reduced for 1 round by 1 for each success on the attack roll. If this would reduce the target's speed to less than half its base value, it is Frozen for 1 round. If the missile is one that you have loaded in your own weapon, you may fire immediately as part of this spell. Otherwise, the spell persists until the beginning of your next turn.
Sap Strength (Power)
- Weakening
- Rank 1
- Single action
- 2 MP
- Duration: 1 round/success
- Range: 5
- Target: Single creature
- Check: Opposed by |Magic|(Courage)
- A shadowy ray shoots from your hands and suffuses the target with weariness.
- Roll a |Magic|(Power) check against the target's |Magic|(Courage). If you roll more successes than the target, its damage increment with |Melee| and |Heavy| weapons is reduced by 1/2 heart for 1 round per success you scored. If the target scores at least as many successes as you did, the spell fails.
Faultline (Power)
- Weakening (Earth)
- Rank 3
- 6 MP
- Duration: See text
- Range: 10
- Area: 3x3 square
- Check: Unopposed - N(3) (see text)
- With a deafening bellow, the earth collapses in on itself, trapping nearby creatures under a hail of debris.
- The affected area becomes dense rubble, reducing ground movement across it by half (moving into an affected space counts as moving twice the distance). This effect is instantaneous. Additionally, roll an unopposed |Magic|(Power) check against a success threshold of 3. Each non-flying creature in the affected area rolls Mental Courage against a success threshold of 3, and subtracts the number of successes they scored from the number of of successes you scored. If the result is greater than 0, the creature is Dazed for half that many rounds (rounded down).
Haste (Courage)
- Enhancement
- Rank 3
- Single action
- 6 MP
- Duration: 1 round/success
- Range: 10
- Target: Single creature
- Check: Unopposed - N(4)
- You begin to move with blinding speed.
- The target creature gains an extra action action per round for the duration of the spell.
Slow (Wisdom)
- Weakening
- Rank 3
- Single action
- 6 MP
- Duration: 1 round/success
- Range: 10
- Target: Single creature
- Check: Opposed by |Magic|(Courage)
- Your foe's movements slow to a crawl.
- Roll a |Magic|(Wisdom) check against the target's |Magic|(Courage). If you score more successes than the target, it loses one action each round for one round per success you scored. If the target scores at least as many successes as you did, the spell fails.
Gust (Courage)
- Actions: 1
- MP: 1
- Range: 5
- Duration: Sustained
- Success: Knockback 1
Heal (Wisdom)
- Actions: 1
- MP: 4
- Range: Touch
- Duration: Instant
- Success: Heal 1H
Songs
Sun's Song
A powerful song that harnesses the sun itself.
- Double Action
- Effect 1- Change day to night or night to day. You and your companions alone are aware of the change; other people continue their schedules while you and your allies are "frozen" in time.
- Effect 2 - Make a Music/Courage attack against every undead creature within 10 spaces. On a hit, you Paralyze the creature for 2 rounds.
[Split into two songs? One for the time effect (Song of Passing) and another for the attack?]
Song of Healing
This song soothes broken bones and broken souls equally well.
- Double Action
- Effect 1 - You and each ally within 10 spaces of you regains 5 hearts. (once per dungeon?)
- Effect 2 - (something about relieving spirits?)
Song of Time
The eeire melody of an archaic plainchant runs deep in the weave of the ages.
- Double Action
- Effect 1 - Mainly a tool for solving puzzles and removing obstacles - Blocks of Time in the room are moved around in accordance with the GM's design.
- Effect 2 - (some small change of the party's alignment with time? Nothing too game-breaking)
Command Melody
A chilling refrain transplants your consciousness into a friend's body.
- Double Action
- You take control of a willing ally on their next turn. When they make a check, you can choose to use their Skill level or your own.
- While in control of an ally, you cannot take actions yourself and are helpless.
Wind's Requiem
The wind heeds your command, whipping through you to the direction you ask of it.
- Double Action
- You change the direction of the wind to one of the 8 directions.
(moving in the direction of wind while gliding or using a sail could double your movement, and going against the wind could halve your movement.)
Rider's Song
This tune summons your faithful companion to your side.
- Double Action
- Level 1: (Overworld) You call your mount. If your mount cannot reach you, you will know.
Song of Embers
Wood and flame heed your song.
- Double Action
- Level 2: One Burning object or creature within 10 spaces of you now burns half as fast/ takes half as much damage from the Burning.
- Level 3: Choose a source of fire within 10 spaces of you. Make a Music attack against each enemy adjacent to the fire source, dealing 1/4H (torch), 1/2H (campfire, brazier) or 3/4H (bonfire) of fire damage per success.
Character Advancement
Virtue | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
Cost | 0 | 10 | 15 | 20 | 25 | 30 |
Total | 0 | 10 | 25 | 45 | 70 | 100 |
Attribute | 1 | 2 | 3 | 4 | 5 | 6 |
Cost | 0 | 6 | 9 | 12 | 15 | 18 |
Total | 0 | 6 | 15 | 27 | 42 | 60 |
Skill | 1 | 2 | 3 | 4 | 5 | 6 |
Cost | 1 | 2 | 3 | 4 | 5 | 6 |
Total | 1 | 3 | 6 | 10 | 15 | 21 |
Awarding XP
- 1 XP just for showing up to the session
- 1 XP for generally making steady progress in a session
- 1 XP each for smaller milestones (beating a miniboss, figuring out a major puzzle in a dungeon, completing a minor sidequest)
- 2 XP each for major milestones (beating a dungeon boss, completing a big sidequest)
- 1 XP for each instance of particularly good RP, creative problem-solving, etc.
Character Advancement
- Virtue: 5 × Next Level XP.
- Attribute: 3 × Next Level XP.
- Skill: 1 × Next Level.
- Techniques: XP costs are listed individually for each Technique under the Techniques section.
Hearts are primarily increased by obtaining Pieces of Heart and Heart Containers, which can't be bought with XP, but instead are a reward for defeating bosses, solving difficult puzzles, etc. Gaining more hearts is also possible (albeit in a very limited fashion) through improving your character's Physical attribute. The magic meter is similarly expanded primarily by in-game rewards, though improving the Mental attribute can also increase your available magic power.
Combat
Combat is turn-based, with an initiative count determined at the start of the scene by an unopposed Physical Courage check with a success threshold of 4. Whoever gets the most successes goes first, with ties resolved by who has the highest Courage score. If there's still a tie, it is resolved by an opposed Physical Courage check (if a two-way tie) or another unopposed check (for a tie between 3 or more characters).
Each turn, you get 2 actions. Each action can be used to attack, defend, move, use an item, or more (see below. |Heavy| weapons require use of an action to recover from an attack before the wielder can move or attack with that weapon again.
When it’s your turn to go during a round, you may decide that you’re not ready to act yet. You may be awaiting the outcome of another character’s actions, hoping to interrupt someone else’s action, or may simply be undecided about what to do yet. In this case, you may opt to delay your action. When you delay your action, you’re putting yourself on standby. At some later point in that round, you can announce that you are now taking your action—even if you interrupt another character’s action. In this case, all other activity is put on hold until your action is resolved. Once your action has taken place, the Initiative order continues on where you interrupted.
You may delay your action into the next round, but if you do not take it by the time your next action comes around in the Initiative order, then you lose it. If you do take your delayed action during the next round, you lose an action from your normal turn during that round.
For each attack, the attacker rolls a check with the relevant skill. The attacker compares his kept dice to those of the defender according to the linear comparison method explained above and deals one increment of damage for every success over the defender. If competing dice in the linear comparison are tied, the success goes to the defender. The damage increment is defined by the weapon -- a knife might have a damage increment of only 1/4 heart, while an Iron Knuckle's humongous axe might have an increment of 1+1/2 hearts.
The defender's roll depends on whether he or she is defending passively or actively. Passive defense is the most general case. The defender rolls Physical and keeps Courage or Wisdom. Taking an action to defend lets you use active defense against all attacks from a specified opponent for the next round. This lets you use a Shield or Acrobatics skill check (your choice) in place of the normal passive defense roll. In either case, if you have more kept dice in your defense roll than the attacker has for the attack roll, each unopposed die can be used to negate one of your attacker's successes.
Armour reduces the total damage taken from each attack by a fixed margin, but (except for the absolute best-of-the-best armours) can never reduce damage to less than 1/4 heart. Medium armor has a higher reduction value, but increases Mass by 1 on the character wearing it (and thus reducing Movement by 1) and decreases a character's effective Acrobatics skill by 1. Heavy armor is rare, and has the highest reduction value, but increases Mass by 2 (reducing Movement by 2) and decreases a character's effective Acrobatics skill by 2.
Shields used for Active Defense reduce damage taken by an additional value listed in their description (usually 1/4 heart).
- For example, the hero Kiln readies his shield for active defense against a moblin. The moblin attacks and Kiln's Shield check beats the moblin's attack roll. No damage is dealt. The moblin attacks again, and this time gets two successes against Kiln's Shield roll, dealing damage. Kiln reduces the total damage from the moblin's attack by 1/4 heart for his leather armor, and by an additional 1/4 heart because he used his deku shield against the attack.
When using Acrobatics for active defense, you may immediately move 1 space, plus one space for each success you roll above your attacker's total number of successes. Note that this movement doesn't interrupt or otherwise stop the current attack, but it does mean that the enemy may not be able to immediately follow up with a second attack.
- For example, Kiln's shield burned to cinders, so he now has to rely on Acrobatics for active defense. A burning keese dives in for the attack, and Kiln just barely matches the attack, narrowly avoiding damage, and can immediately move 1 space. The keese tries again next round, and this time Kiln's Acrobatics check beats the keese's attack by 2 successes, allowing Kiln to not only avoid damage but also immediately move up to 3 spaces.
Actions in Combat
Attack (Single action): Roll a check with the relevant skill to attack someone with your weapon. Opposed by the target's defense. Each success deals one damage increment to the target, as defined by your weapon. Ties count as successes for your opponent, and unopposed dice count as normal successes.
Recover (Single action): Used after attacking with a |heavy| weapon; you must do this before you can move or use the weapon again (though you can take other actions, such as making an unarmed attack or dropping your weapon).
Load (Varies): Prepare ammunition for a ranged weapon. Ranged weapons that launch projectiles (as opposed to being projectiles themselves) must be loaded before you may use them to attack. Some weapons (such as bows) can be loaded as a free action, while others (such as crossbows) may take an action to load, and still others (cannon?) may take more than one action.
Passive defense (Free action): Used whenever you're attacked, unless you've readied a form of active defense. Roll Physical Courage or Physical Wisdom (your choice) to oppose your opponent's attack. Ties count as successes for you, and if you keep more dice than your opponent, each unopposed die can be used to negate one success scored by your opponent.
Active defense (Single action): Ready a defense against a specific opponent. Whenever that opponent attacks you before your next turn, you use one of the following defenses (chosen as you declare this action) in place of your passive defense to oppose the attack. Regardless of which one you choose, ties count as successes for you, and if you keep more dice than your opponent, each unopposed die can be used to negate one success scored by your opponent.
- Shield defense: Roll |Shield| (Courage) to defend. Additionally, you gain the damage reduction benefit of your shield for any damage taken from the attack. Even the attack deals no damage, it still makes contact (with your shield), which may be important for electrified attacks and similar effects.
- Acrobatic defense: Roll |Acrobatics| (Wisdom) to defend. Additionally, you may move 1 space as a free action (part of your defense), plus one additional space for each success you score over your attacker's total number of successes.
- Other active defense: Certain techniques may allow you to take other forms of active defense; these options are detailed under the technique that grants them.
Total defense (Double action): Same as active defense, but the defense you ready is applied to all attacks against you until your next turn; you do not need to choose a specific opponent.
Move (Single action): Move a number of spaces up to your Movement, in any path you like.
Stand up (Single action): Get back on your feet from a prone position.
Charge (Double action): Move a distance up to twice your Movement, but no less than two spaces, in a straight line. If your path passes through a space occupied by a creature, make a Physical Power check, adding +1k1 to your roll. The opponent may choose to oppose this check with either Physical Power or Physical Wisdom. Ties count as succeses for you. For each success you score, push the opponent back 1 space and deal 1/4h of damage (armor and other damage reduction applies as normal). If you scored more total successes than your opponent did, you may instead choose to push the opponent 1 square out of your path (dealing no damage) and continue your charge. If you scored at least two more successes than your opponent did, the opponent is also knocked prone.
Grapple (Single action): Roll Physical Power against an enemy within arm's reach. The enemy opposes your roll with its own passive defense, unless it has readied acrobatic defense against you, in which case it may use that. If you score more successes than the opponent, you begin grappling that creature. Ties count as successes for you. You must have a hand free to attempt to grapple a foe.
Break a grapple (Single action): Roll Physical Courage or Physical Power against an enemy that has grappled you, opposed by that enemy's Physical Power. If you score more successes than the opponent, you end the grapple and may push the enemy one space in a direction of your choice (modifiers for forced movement based on Mass Category apply).
Escape a grapple (Single action): Roll Physical Wisdom against an enemy that has grappled you, opposed by that enemy's Physical Power. If you score more successes than the opponent, you end the grapple and move up to one space in a direction of your choice.
Move while grappling (Double action): Roll an opposed Physical Power check against the creature with which you are grappling. If you and your opponent are of different Mass Categories, add +2k2 to the heavier creature's roll for each Mass Category it is larger than its opponent. If you score more successes than the opponent, you and the opponent both move one space for each success you score. You may not move more than half your Movement in this way. You may not attempt this action against a creature that is significantly larger than you.
Special Conditions
- Dazed
- A Dazed creature has been temporarily befuddled and disoriented by a powerful shock, taxing action, or for some other reason. It can take no actions, but otherwise suffers no other drawbacks. The Dazed condition can persist for any number of rounds, as defined by the effect that caused it.
- Frozen
- A Frozen creature is encased in ice, rendering it immobile and making it brittle. It can't take move or take any actions requiring movement. It gains 1/2 heart of damage reduction against Piercing and Edged damage, but takes 1 heart of extra damage from Crushing and Fire-based attacks.
- Helpless
- A Helpless creature is completely unable to defend itself. Any attack against the creature is opposed by passive defense, and the defense dice are automatically treated as though they rolled 1s.
- Grappling
- A grappling creature can't use active defense, songs, magic, or any item or weapon requiring the use of both hands.
- It has access only to those items it was wielding when it became grappled, and cannot store or retrieve items.
- It can't attack any creatures other than the one with which it is grappling, and can only use unarmed attacks or weapons with the "Brawling" descriptor for this purpose.
- It can't move normally, but can attempt to move using the "Move while grappling" action.
- A creature that is significantly larger than the creature with which it is grappling is exempt from the above restrictions, but instead simply adds the grappling creature's Mass to its own and reduces its Movement by the same amount). However, it can't attack any creature(s) grappling it unless it initiated the grapple against that creature.
- The creature that initiated the grapple may end it at any time as a free action, but the other creature must either break or escape the grapple.
- Miniaturized
- Your Mass is 0
- Your Movement is half its normal value.
- You cannot deal damage to normal-sized creatures.
- You take double damage from normal-sized creatures.
- You cannot use shield or parry defense against normal-sized creatures.
- You gain a +2k2 bonus to passive defense, acrobatic defense, and |stealth| checks against normal-sized creatures.
- You can fit through grates, holes, and other small openings, as appropriate for your tiny stature. (A Miniaturized creature typically stands no more than 10 cm tall)
- Paralyzed
- A Paralyzed creature can take no actions requiring physical movement of any kind (including speaking or use of magic), and is completely Helpless.
- Stunned
- A Stunned creature has been momentarily disoriented by a sudden shock, such as a sharp blow to the head. It loses one action on its next turn, then the condition ends.
Equipment
While still under development and undergoing brainstorming, here is a list of some basic weaponry and what skills and virtues are probably best to go along them. The number after the dash indicates the damage increment (in hearts), and anything after a second dash denotes additional modifiers.
Melee
Melee/Courage
- Sword (Hero's Sword, Scimitar, Rapier, etc)----1/2
- Claws----1/2
- Brawl----1/4----Attack +0k1
- Gauntlet----1/4----1/4h damage reduction, occupies shield slot
- Pike----1/2----Two-Handed, Reach
- Lance----3/4----Mounted only; charging bonus
Melee/Wisdom
- Improvised (Rods & Tomes, Deku sticks)----1/4
- Dagger----1/4----Attack +1k0
- Staff----1/2----Two-Handed
Melee/Power
- Axe----3/4
- Mace (hammer, pick)----3/4
- Halberd----3/4----Two-Handed, Reach
Heavy
Note that |Heavy| weapons always use Power.
- Great Sword (Biggoron's Sword)----1+1/2----Heavy
- Great Axe----2----Heavy, Two Handed
- Great Mace (Megaton Hammer)---1+1/2----Heavy
- Ball and Chain----1+1/2----Heavy, Two-Handed Reach
Ranged
Ranged/Courage
- Slingshot----1/4----Range 10
- Boomerang----1/4----Range 10, Returning, Stun
Ranged/Wisdom
- Bow----1/2----Range 20
- Crossbow---1/2----Range 20
- Seed Shooter----1/4----Range 10
- Needle----1/4----Thrown 5
- Deku Nut----0----Thrown 5, Area 1, Stun
Ranged/Power
- Bomb----1+1/2----Thrown 5, Explosive, Area 1
- Bombchu----1+1/2----Move 10, Explosive, Area 1
- Thrown Item (rock, jar, skull)----3/4----Range 5
Armor
The number after the dash indicates the damage (in hearts) by which the armor reduces damage taken, and anything after a second dash denotes additional modifiers. For shields, their values are counted for active defense only.
Light Armor
- Leather----1/4 heart
- Deku Vestment----1/4 heart----Flammable
- Chain Shirt----1/4 heart
Medium Armor (+1 Mass, -1 Acrobatics)
- Darknut Half Plate----1/2 heart
- Iron Chest Plate----1/2 heart
- Stalfos Regalia----1/2 heart
- Chain Mail----1/2 heart
Heavy Armor (+2 Mass, -2 Acrobatics)
- Goron Steel Raiment----1 heart
- Hylian Warded Mail----1 heart
- Darknut Full Plate----1 heart
- Gerudo Black Armor----1 heart
- Iron Knuckle Full Suit----1+1/4 heart----Reinforced
Shield/Courage
- Deku Shield----1/4 heart----Flammable
- Iron Shield----1/4 heart
- Mirror Shield----1/4 heart----Reflective
- Biggoron Shield----3/4 heart----Double Action
Additional Possible Armor/Shield Qualities
These qualities can be added to a piece of armor or shield as a natural consequence of its construction, or because of magical enchantment.
- Flammable: If the wearer takes fire damage, the armor/shield catches fire and is destroyed in 3 rounds. Each round it deals 1/4 fire damage to the wearer at the start of the wearer's turn, unless the wearer is already also on fire.
- Reflective (shield only): This shield can be used to reflect light and even magical attacks back at the attacker. If the wearer successfully defends against a suitable magic attack (GM's discretion), the wearer then makes another |Shield| check with a -1k1 against the original attacker's defense. With the GM's permission, the rebounded attack can be directed at a different target, but the target should be in a space the wearer could logically bounce the attack to.
- Resistance (armor only): This armor is warded against a particular type of damage, such as cold, electricity, or fire. The resistance quality always has a type of damage and a value from 1-3. The value of resistance directly reduces damage the wearer takes of the indicated type of damage by 1 heart per value. For example, a suit of chain mail with Fire Resistance 2 reduces fire damage by 2 hearts. Resistance cannot reduce damage to less than 1/4 heart.
- Reinforced (armor only): This armor provides an additional 1/4 heart damage reduction (included in the description), and increases the wearer's Mass by an additional 1.
- Enchanted X: This powerful armor or shield provides additional defense without any drawbacks. Enchanted armor and shields always list a "+" value, such as "Enchanted +1/2". This is the additional amount by which the armor or shield reduces damage taken by the wearer, though damage still cannot be reduced to less than 1/4 heart.
- Double Action (shield only): This truly hefty and impractical shield is more like a wall to hide behind. You can only gain the benefit of this shield when using both your actions in a turn for the Total Defense action.
Character Sheets
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The landscape format is reminiscent of the video games' menu screens and HUD.
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A prettied-up version of the landscape format.
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A portrait-layout version, for those who'd prefer a more traditional character sheet.
GM Resources
External Links
- Probability tables for the roll & keep dice system: http://tinyurl.com/LoZ-Dice
- First thread: http://suptg.thisisnotatrueending.com/archive/14975165
- Second thread: http://suptg.thisisnotatrueending.com/archive/15007189
- Third thread: http://suptg.thisisnotatrueending.com/archive/15015368
- Fourth thread: http://suptg.thisisnotatrueending.com/archive/15029972
- Fifth thread: http://suptg.thisisnotatrueending.com/archive/15051875
- Sixth thread: http://suptg.thisisnotatrueending.com/archive/15069694
- Seventh thread: http://suptg.thisisnotatrueending.com/archive/15091730
- Eighth thread: http://archive.easymodo.net/tg/thread/15139192
- Ninth thread: http://suptg.thisisnotatrueending.com/archive/15170866
- Tenth thread: http://suptg.thisisnotatrueending.com/archive/15229712
- Eleventh thread: http://suptg.thisisnotatrueending.com/archive/15253114
- Twelfth thread: http://suptg.thisisnotatrueending.com/archive/15290183/
- Thirteenth thread: http://suptg.thisisnotatrueending.com/archive/15334060/
- Fourteenth thread: http://suptg.thisisnotatrueending.com/archive/15375622
- Fifteenth thread: http://suptg.thisisnotatrueending.com/archive/15396589
- Sixteenth thread: http://suptg.thisisnotatrueending.com/archive/15433135/
- Seventeenth thread http://suptg.thisisnotatrueending.com/archive/15496100/
- Current thread: http://boards.4chan.org/tg/res/15560584
- Source of info: http://www.zeldawiki.org/Main_Page
- Summary of thread contents up to Thread 10: http://www.mediafire.com/?xpboltmdiicta7z