Legend of Zelda RPG: Difference between revisions

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<br/>For those interested in examining the probabilities of various outcomes in this system, there's a spreadsheet in the [[Legend_of_Zelda_RPG#External_Links|External Links]] section.  
<br/>For those interested in examining the probabilities of various outcomes in this system, there's a spreadsheet in the [[Legend_of_Zelda_RPG#External_Links|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 4(2), 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 [[Legend_of_Zelda_RPG#Stats|Stats]] section for further details on magnitude of difficulty.
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 4(2), 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 [[Legend_of_Zelda_RPG#What_Do_The_Numbers_Mean.3F|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.
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.

Revision as of 21:48, 20 June 2011

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:

  1. The Virtues of the Triforce (Power, Wisdom, and Courage),
  2. Your character's basic Attributes (Physical, Mental, and Spiritual),
  3. 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). 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 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 4(2), 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, Rito, Sheikah and Zora, with more under discussion (Koroks, Moblins, Subrosians, Tokay, Twili...). 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 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.

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. Each point in Power adds 1/4 heart to the total damage dealt by your attacks (assuming the attack deals any damage in the first place). 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.

A character's maximum starting heart meter is 2 + Physical, and their starting magic points are 6 x Mental.

Character Generation

Choose a Race: Currently, the most fully fleshed out are Deku Scrub, Gerudo, Goron, Hylian, Kokiri, Rito, Sheikah, 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 Abilities and Techniques: Characters start with a base pool of points for learning techniques. The exact number of points available has not yet been determined, as techniques are currently still only in the early brainstorming stages.

Increasing Stats and purchasing new Techniques can be done with experience points earned from game sessions as outlined in the Character Advancement section.


Races

Deku Scrub (2 Mass, 8 Movement)

  • Deku Spit: Deku scrubs can fire seeds or Deku nuts as a Single Action. Atack: Physical/Courage, (variable)H damage, Range 5
  • Deku Buoyancy: Deku scrubs can walk across the surface of water, as long as their movment 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, 6 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


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.


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.

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.]

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.
  • |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 totally dark place) from an enemy or group of enemies. You may also try to become hidden when the GM deems it doable. If you have met the prerrequisites you then may perform as a free action a Physical Wisdom Unopposed roll with a fixed success threshold depending on the monster with the maximal threat of the encounter. Until there is an official set threshold for every kind of threat level it is up to the GM to set the appropiate threshold for that particular roll. If you have enough successes in the roll you become hidden. This means that the enemy cannot see and cannot hear you either. You can make a sneak attack (if you have that technique) to the next enemy you attack in the same turn that you became hidden or if you started your turn hidden. Also when you attack in the same turn that you became hidden or if you started your turn hidden the next creature you attack cant actively defend against you and get a -2k2 to its defense roll.

  • |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: ?
  • 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 (I'd probably cap this at its Power, but uncapped is funnier).

Goron Spikes (Active)

  • Requirements: Goron
  • XP Cost: ?
  • Actions: 2
  • MP Cost: 2 Sustained

Goron may spend 1 turn in rolled-up form to generate magical Spikes with a 2/4 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: ?

Your unarmed attacks do 3/4H damage, and you can choose to do fire damage.

Bladed fins (Passive)

  • Requirements: Zora, Brawler technique
  • XP Cost: ?

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. It takes another Single action to retrieve your fins, and you cannot attack until your fins return.

Lightning Shield (Active)

  • Requirements: Zora
  • XP Cost: ?
  • Actions: 2+
  • MP Cost: 2 Sustained

This Zora may exude an aura that hits every creature within 1 meter in ground and 2 meters in water for 2/4 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 underwater.

Sustained Flight (Active)

  • Requirements: Rito
  • XP Cost: ?
  • Actions: 1

This Rito may attempt to stay in the air as a move action by making a Physical Power check.

Weapon Techniques

Back Slice (Active)

  • Requirements: |Acrobatics| 2, |Melee| 1
  • XP Cost: 2
  • Actions: 1

You quickly tumble around your opponent to find a hole in his defense and strike. Make an |Acrobatics|(Wisdom) check as an Attack action with a +1k0 bonus. Using this technique to interrupt an opponents action grants an additional +1k0.

Counter Attack (Passive)

  • Requirements: |Melee| 4, |Wisdom| 3
  • XP Cost: ?
  • Actions: 0

Unopposed successes on Defense rolls now deal damage to attackers as if they were unopposed successes on an Attack roll.

Dual Wield (Passive)

  • Requirements: |Melee| 3, |Acrobatics| 1
  • XP Cost: ?
  • Actions: 0-2

Two blades are better than one. While wielding two |Melee| weapons you get +1 to your dice pool for all Defense rolls against any attacker wielding only one weapon, as well as +1 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 even if they do not meet the skill requirements.

Low Blow (Active)

  • Requirements: |Brawl| 2
  • XP Cost: ?
  • Actions: 1

Deal an extra 2/4 damage to armoured targets on a |Brawl|(Wisdom) action?

Mortal Draw (Active)

  • Requirements: |Melee| 4
  • XP Cost: ?
  • Special: Cannot have weapons drawn last turn.
  • Actions: 1

Draw weapon and attack as a single action(+2k0 attack, +1/4 Damage increment, +1 Force).

Spin Attack (Active)

  • Requirements: |Melee| 1
  • XP Cost: ?
  • 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.

Sneak Attack (Active)

  • Requirements: |Melee| 2, |Stealth| 2
  • XP Cost: Low
  • 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. You also treat the weapon you are attacking with as having a Damage Value of 3/4

Shield Techniques

Shield Attack (Active)

  • Requirements: ?
  • XP Cost: ?
  • Actions: 1

As a single action this person is able to thrust his shield forward striking an enemy, dealing Knockback 2 and forcing them to lower their shield.

Shield Bash (Active)

  • Requirements: ?
  • XP Cost: ?
  • Actions: 1

As a single action this person may thrust his shield forward at his targets head. If the target has his shield up then he suffers Knockback 2 and is forced to lower his shield, otherwise he is Stunned.

Shield Slam (Active)

  • Requirements: ?
  • XP Cost: ?
  • 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 dealing Knockback 2 and Knockdown.

Charge (Active)

  • Requirements: ?
  • XP Cost: ?
  • Actions: 2

As a double action this person may charge, running at full speed with his shield in straight path dealing Knockback 2 and Knockdown to everyone he hits until he has finished moving or fails to push one aside.

Shield Throw (Active)

  • Requirements: ?
  • XP Cost: ?
  • Actions: 1

This person may throw his shield as a Range 5 physical power attack.

Guard and Attack (Active)

  • Requirements: ?
  • XP Cost: ?
  • Actions: 0

As a free action this person may raise his shield as a Defense action whenever he could make another action.

Special Techniques

Flash Bomb Vanish (Active)

  • Prerequisites: 3 |Stealth|
  • XP Cost: Low (Sheikah)
  • Actions: 1
  • Special: Requires a Deku nut/Flash bomb

You activate the flash bomb in your space and can immediately move your speed. You are automatically hidden for the entire movement and if you end your movement behind cover, you remain hidden.

Brawler (Passive)

  • Prerequisites: 3 |Melee|
  • XP Cost: Low

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.

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.

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, or use an item. |Heavy| weapons require use of an action to recover from an attack before the wielder can move or attack with that weapon again.

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, with ties counting as a success for 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 defence is the most general case. The defender rolls Physical and keeps Courage. Unopposed dice in a passive defence roll have no impact on combat. Taking an action to defend lets you use active defence against a single attack from a specified opponent. This lets you use a Shield or Acrobatics skill check (your choice) in place of the normal passive defence roll. Not only does this improve your chances of beating the attacker's rolls, but it also lets you deduct one increment of damage for every unopposed success on your defensive roll (whereas unopposed dice in a passive defense roll are ignored).

Armour reduces the damage increment of any weapon used against the wearer by a fixed margin, with each point of armour rating reducing the damage increment by 1/4 heart, but (except for the absolute best-of-the-best armours) can never reduce a weapon's damage increment to less than 1/4 heart. For instance, if you were wearing armour with an armour rating of 2, a weapon that normally deals damage increments of 1+1/2 heart would instead deal damage in 1 heart increments, and a weapon with a base damage increment of 1 heart would be reduced to 1/2 heart. However, this same armour would only reduce a 1/2 heart damage increment to 1/4, and would have no effect on weapons with a 1/4 heart damage increment.

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/Courage

  • Sword (Hero's Sword, Scimitar, Rapier, etc)----1/2
  • Claws----1/2
  • Brawl----1/4----Attack +0k1
  • 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/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/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




Also still under development and undergoing brainstorming, here is a list of some basic armor and shields. In the current incarnation skills and virtues are probably best to NOT be used with armor, though shields will use them normally. The number after the dash indicates the damage increment (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

  • Woven Cloth Tunic----0 heart----wind resist, enchantable
  • Tanned Leather----0 heart----electric resist
  • Padded Leather----1/4 heart----electric resist
  • Deku Vestment----1/4 heart----fire weak, water/ice resist


Medium Armor (+1 Mass, -1 Acrobatics)

  • Coiled Chain Armor----1/4 heart----results from stored ball and chain, penalties stack with other armor
  • Darknut Half Plate----1/4 heart----can be converted
  • Iron Chest Plate----1/2 heart
  • Stalfos Regalia----1/2 heart
  • Chain Mail----1/2 heart
  • Blue Mail----1/2 heart----ice resist
  • Red Mail----3/4 heart----fire resist, additional +1 mass


Heavy Armor (+2 Mass, -2 Acrobatics, No Special Maneuvers while Equipped without Special Training)

  • Goron Steel Raiment----1/2 heart----allows rolling
  • Hylian Warded Mail----1/2 heart----spell resist
  • Darknut Full Plate----3/4 heart----can be converted
  • Gerudo Black Armor----3/4 heart
  • Iron Knuckle Full Suit----1 heart----additional +1 mass


Shield/Courage

  • Deku Shield----1/4 heart----fire weak, water/ice resist
  • Armos Shield----1/4 heart----
  • Iron Shield----1/4 heart----
  • Gauntlet----1/4 heart----occupies shield slot
  • Great Shield----1/2 heart----
  • Mirror Shield----1/2 heart----reflective
  • Biggoron Shield----1 heart----two actions to use

Character Sheets

GM Resources

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