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===Status Conditions=== Various effects might impose negative conditions on a combatant. Status conditions of the same type do not stack nor overwrite, the new effect is ignored. The following are status effects that have been defined so far: *Stunned: A character that flinches (such as when hit by a Heavy weapon) or is knocked down is considered stunned and loses 1 action on its next turn. This can layer however for up 3 stuns total, essentially being stunned for a whole turn. Stun goes away on its own, however there are effects that can absorb some stun. *Fatigued: A character that is out of their element for to long can become Fatigued. This means an additional 2 SP for all techs and they cannot sprint. However there are effects that can that can remove this status for a time, but generally just leaving the area does that. *Tired: A character that has ran out of Stamina has become tired and must spend a round of turns to rest. This counts as 2 actions of rest and refills the bar as such. *Knocked out: A character that has had all of their hearts depleted and are on their Final Heart is Knocked out. Only by recovering a piece of heart can they regain consciences. There are some effects that only activate when a character reaches this point. *Stuck: A character that is grabbed or falls into the wrong environmental hazard becomes stuck. They can still perform all their usual actions however they can no longer move. *Sleeping: A character that is sleeping canβt do anything till they are woken up or the effect that put them to sleep ends, however just about anyone can wake an ally up. You can still be considered resisting while sleeping. *Jinxed: A character that is cursed or jinxed by certain enemies can no longer lift their weapons. Only Tools can be wielded freely. Jinx goes away on its own after 3 turns, however there are effects that can remove it before that. *Blinded: A character that has been blinded by enemies or an environmental hazard no longer has the ability to aim and must make a perception check before attempting to move or attack. Blind will go away on its own after three turns, but can be removed earlier by various other effects. *Deaf: A character that is deaf can only roll half dice for perception rolls. For all non mechanical uses, they are still deaf. Temporary deafness goes away after three turns. *Mute: A character that has been silenced by magic or made mute by other effects cannot verbally communicate with other players, NPCs, or cast verbal spells. Mute will go away on its own after a set number of turns described by the muting effect, but can be removed earlier by various other effects. *Confused: A character that has been confused by an effect or hazard loses control of their balance and must make an Athletics roll against confusion before each attempt at movement or attacking. A failed roll leads to either only moving half distance, or only rolling half OD. Confusion will go away on its own after 3 turns, but it can be removed earlier by various effects. The amount that needs to be beaten is the number of extra successes when it was inflicted. *Enraged: A character that is enraged by an effect must use an action every round to attack if able. It doesn't matter if it's an enemy, an ally, or the dirt so long as an attack is made. Rage will go away on its own after 3 turns. *Poisoned: Poison is a special case status effect. It's complex in that it can be crafted to effect any number of characteristics. It is a serious infliction that lasts after battle for upwards to an hour, but can still be removed earlier by various other effects and antidotes. Poison is also the only status effect that can be fought off when first struck with it. A roll of your Guts + Survival vs the poison source's Smarts (assuming it has any) + the Grade of poison will determine if the poison has any effect. #'''Poison''' *Applying poison to a weapon, or anything appropriate, takes 1 action and lasts for 1 use or until end of combat. Standard poison loses it's potency after 1 hour of exposure. The effects of poison are resisted by Guts+Survival against Smarts+Lore, determined at time of crafting. Effects range from; movement restriction, health damage, stamina damage, mana damage, to dice penalties. Powerful poisons would require hand crafting or a special license of sorts to acquire, to prevent early players from getting the best stuff in a reasonable manner. Also, if bosses can't shrug poison off and laugh at them, you're probably doing something wrong.
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