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, and please be understanding if something important is missing.
Please Note: Since this is a joint effort of the /tg/ community and is currently in an unfinished state, changes to this system should be proposed on /tg/ before being added to this wiki. It's always best to get community feedback to assess whether something is unbalanced or unnecessary, and we don't want this system to become a dysfunctional patchwork of rules added by individuals without any community review for quality and coherence with the system as a whole. The project's been pretty dormant for awhile, but that doesn't mean everyone's gone -- you should be able to catch at least one or two of the regular contributors if you post a thread, and who knows, maybe your suggestion might be the spark it takes to get things kicking again!
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. Unlike for opposed checks, there are no automatic successes in an unopposed check for having more kept dice -- each die must be compared to the success threshold.
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 Bokoblin, Bulblin, Deku Scrub, Gerudo, Goron, Hylian, Kokiri, Korok, Miniblin, Moblin, Rito, Sheikah, Twili and Zora, with more under discussion (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.
Group Opposed Checks
For cases such as area-effect attacks and spells that affect multiple targets, a special kind of check called a group opposed check is used. Its purpose is to streamline resolution of these cases by eliminating the need for linear comparison, which works fine for one-on-one contests but can be quite cumbersome when many contestants are involved.
- The attacker first rolls an unopposed check against a success threshold of 4. Each defender then rolls an unopposed check with a success threshold equal to the number of successes scored by the attacker's check. The success threshold set by the attacker's number of successes can't be higher than 6; if the attacker scores more than 6 successes on his check, each success beyond the 6th instead gives a -0k1 penalty to the defenders' rolls. Unlike in a normal unopposed check, it is possible for a defender's dice in a group opposed check to be automatic successes; each kept die in a defender's pool beyond the number of dice in the attacker's kept pool counts as an automatic success for that defender, much like how unopposed dice in an opposed check are automatic successes.
- Typically, a group opposed check has one or more scaling elements (usually damage or duration). In this case, each defender subtracts the number of successes they scored from the attacker's kept dice total to determine their degree of failure. Each defender then suffers effects proportional to their individual degree of failure, as described by the particular attack.
- Example #1: Gor Igneus the Goron pyromaster uses Din's Fire, which is an area-effect spell with a damage increment of 1 heart. He rolls 6k5 for this spell, rolling greater than or equal to 4 for three of his five kept dice (3 successes). Each creature in the area of effect then rolls their defense against a success threshold of 3, counting each kept die beyond the 5th as an automatic success. Since Gor Igneus kept 5 dice for the spell, the degree of failure for each defender is equal to 5 – the number of successes the defender scored. Each defender takes 1 heart of damage per degree of failure; for instance, a defender who had 2 dice greater than or equal to 3 would have 3 degrees of failure (5 - 2 = 3), and so would take 3 hearts of damage.
- Example #2: Impa the Shiekah uses an illusion spell with a duration dependent on a group opposed check to cloud the minds of her enemies and make her escape. She rolls 7k6, rolling at least 4 for four of the six dice (4 successes). Each target of the spell then makes their opposing roll against a success threshold of 4, counting each kept die beyond the 6th as an automatic success. Since Impa kept 6 dice for the spell, the degree of failure for each defender is equal to 6 – the number of successes the defender scored. The spell affects each defender for 1 round per degree of failure; for instance, a defender who had 2 dice greater than or equal to 4 would have 4 degrees of failure (6 - 2 = 4), and so would be affected for 4 rounds.
- Some group opposed effects might not have scaling effects at all; in this case, defenders simply must make a certain number of successes (as defined by the effect description) in order to avoid the effect.
- Example #3: Saria the Kokiri musician plays the Sun Song to halt a horde of ReDeads in their tracks. She rolls 6k6 for the song's area-attack mode, rolling at least 4 for five of the six dice (5 successes). Each affected ReDead then makes their opposing roll against a success threshold of 5, counting each kept die beyond the 6th as an automatic success. The Sun Song's paralyzing effect is not scaling, so it doesn't matter how many dice Saria kept. Each ReDead that didn't make at least 3 successes is paralyzed for 2 rounds.
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.
Character Generation
Choose a Race: Currently, the most fully fleshed out are Bokoblin, Bulblin, Deku Scrub, Gerudo, Goron, Hylian, Kokiri, Korok, Miniblin, Moblin, 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
Note: Race avaliability in each game is to be determined by the GM.
Blin (4 Mass, 6 Movement)
- Blin Versatility: Blins get +1 to an Attribute of their choice (cannot exceed the character creation maximum).
- Blin Diversity: Blins choose from one of three races at character creation: Moblin, Bokoblin, Bulblin. This choice determines the costs of certain techniques. Moblins have easier techs in Heavy, Bokoblins have easier techs in Melee, and Bulblins have easier techs in Ranged. The cost of the techs that fall under the specific Blin's specialty is lowered by 1 EXP.
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 1/4H damage reduction and a bonus to movement speed equal to its mass, but can take no actions other than uncurling (Single Action) or rolling.
- Goron Roll: While curled up, a Goron can move by rolling around. Treat this movement as a charge, but with the following modifications:
- The Goron need not roll directly at an enemy, but rather can move in any direction (though he still must roll in a straight line).
- Rather than taking a double action to move up to twice his speed, the Goron takes a single action to move up to his speed.
- The only action a Goron can take at the end of the charge is a shove; however, in addition to the normal effects of the shove, the Goron deals 1/4H of damage per success to the target.
- 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.
Miniblin (3 Mass, 7 Movement)
- Wall Walk: Miniblins can dig their hooves or claws into walls, thus they can stand upon walls and ceilings. Miniblins can walk along walls and ceilings at their movement but must spend an action to remain clung to the surface or fall. At the start of a Miniblin's turn, if they are clinging to a wall they must spend their first action to cling or else they fall. If hit with an attack, the Miniblin will lose concentration and fall.
- Frail: Miniblin take 2x Heavy 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 2 or greater on a Physical Power check to move, while a somewhat larger block may require two successes of 3 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 rule for 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.
However, bear in mind that this is only a rule of thumb; for instance, your odds of making a check requiring two successes of 5 or greater are significantly lower than your odds of making a check requiring three successes of 2 or greater, despite the fact that the latter is supposed to be of a greater magnitude. Those looking to design puzzles, items, or other game elements incorporating unopposed checks would do well to look over the check difficulties page of the dice probability spreadsheet in the External Links section to make sure that the difficulty set for a check is appropriate to the skill level intended to attempt it, since probabilities for roll & keep systems can be somewhat unintuitive. More concrete guidelines for setting check difficulties will be made eventually.
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.
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.
Though a skill may generally be better suited to either combat or noncombat use, most can be applied either way depending on circumstances, particularly when you account for puzzles and techniques. For example, |Ranged| seems like it would naturally be considered a "combat" skill, and indeed that is a major role for it, but there are also a number of puzzles in the Zelda video games that involve shooting a distant target or throwing a bomb just right to blast away an obstacle, and these noncombat actions would also use the |Ranged| skill. Likewise, |Stealth| and |Perception| seem at first glance like they're primarily noncombat skills, but with the right techniques they could be a great benefit in combat.
With the system still a work-in-progress, the skill list is open to expansion if something important is missing, but the goal is to keep the skill list as small as possible. Each skill should cover a fairly broad range of actions so that you'll always have plenty to do with your skills no matter which ones you take, and things that aren't explicitly covered by a specific skill are simply handled by rolling the relevant Virtue/Attribute combination. Things that are too narrow to justify having their own skill but still are things you might want to improve can instead be handled via general techniques that give a bonus to the particular task -- the Lore technique is an example of this. Likewise, specialization in a particular facet of a skill (for instance, the intimidation aspect of the |Sway| skill) would also be better handled through passive techniques. Simplicity is the main focus here, not simulationism.
A note on crafting: The idea of a crafting skill for the creation of items by PCs has been proposed several times during the development of this system, and has been consistently rejected. The conclusion is that, since the premise of the system relies upon strict control of player capabilities with regard to the items available to them, a crafting skill would by necessity be too limited to justify investing XP into. A player who wishes to roleplay a craftsman sort of character would do better to work out with the GM ways to incorporate this into the flow of the campaign -- for instance, instead of going on a sidequest to obtain a completed item, the quest can be in search of materials the PC needs to craft the item. Essentially, rather than a mechanical element giving players more options (which risks unbalancing the game and ruining the GM's ability to challenge the players via traditional Zelda-style item based puzzles), it's best handled as a narrative element altering how items are obtained in-game. Thus, no skill or technique is needed for it.
Skill List
- |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).
- |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.
- |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. As noted in the introduction to this section, this includes all kinds of interactions, including (but not limited to) bullying others into submission, bluffing a superior foe into standing down, making a well-reasoned argument in a debate, telling a convincing lie, or just softening up a particularly standoffish person. The virtue depends on what you're trying to do -- for instance, the above examples would be Power, Courage, Wisdom, Wisdom, and Courage, respectively. Refer to the Stats section if you're not sure what virtue best fits a situation.
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
- Action: 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
- Action: Double
- 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 attacks gain +1/4H damage, and you can choose to do fire damage.
Stonefist Suplex (Active)
- Requirements: Goron Might
- XP Cost: 6
- Action: Double
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.
Shadow Hide (Active)
- Requirements: Twili
- XP Cost: 2
- Action: Double
You can hide in the shadow of another party member. You occupy their place without taking up any room. You remain in whichever square they happen to be in or enter at any time. You cannot take any actions, but have a general awareness of the situation and your surroundings. If the character whose shadow you're hiding in is hit by light magic, you are forced out and appear in a space adjacent to the character. This uses our next double action.
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
- Action: Double+
- 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
- Action: Single
This Rito may attempt to stay in the air as part of a move action by making a Physical Power check. Success allows the Rito to remain airborn until the end of their next turn or until they are incapacitated.
Melee Techniques
Spin Attack (Active)
- Requirements: |Melee| 1
- XP Cost: 2
- Action: Double
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
- Action: Single
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
- Action: Single
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
- Action: Single
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.
Evading Slice (Passive)
- Requirements: |Melee| 3, Back Slice
- XP Cost: 3
When your opponent is too slow to strike you, it's definitely too slow to avoid your quick blade. When you use your Acrobatics Active or Total Defense to fully evade an enemy's attack, you may freely use Back Slice as if you had it readied against that opponent once per round. If you succeed, you still move as normal.
Parry (Passive)
- Requirements: |Melee| 2
- XP Cost: 2
- Action: Single
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.
Backstab (Passive)
- Prerequisites: |Melee| 2, |Stealth| 1
- XP Cost: 2
When making |Melee| attacks using Wisdom-based weapons against a foe you are flanking with one of your allies (they are in a square adjacent to the enemy on the opposite side of them) your attacks deal an extra 1/4H more damage.
Dual Wield (Passive)
- Requirements: |Melee| 3, |Acrobatics| 1
- XP Cost: 4
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. Gerudo may learn this technique for half cost.
Helm Splitter (Active)
- Prerequisites: |Melee| 3, |Acrobatics| 3
- XP Cost: 4
- Actions: 2
You jump over the enemy, striking at its head as you pass. Make a normal |Melee| attack against the enemy, ignoring any damage reduction it might have from armor. You end this technique in the square directly opposite the target from where you started. This technique can't be used on any enemy more than one scale rating larger than you.
Helm Splitter Combo (Active)
- Prerequisites: Helm Splitter, Shield Bash
- XP Cost: 2
- Actions: 1 (special)
You have learned how to use a Shield Bash to set up for a devastating Helm Splitter attack. You may only use this technique if you used your previous action this turn to successfully stun a foe using the Shield Bash technique. This technique functions as the Helm Splitter technique, except it takes only a single action to use, and the enemy must use passive defense to oppose your attack roll.
Mortal Draw (Active)
- Requirements: |Melee| 4
- XP Cost: 4
- Special: Cannot have weapons drawn last turn.
- Action: Single
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
Unopposed successes on Active Defense rolls now deal damage to attackers as if they were unopposed successes on an Attack roll.
Sneak Attack (Passive)
- Requirements: |Melee| 2, |Stealth| 2
- XP Cost: 2
- 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
- Action: Single
You make an unsportsmanlike strike to an armored target, ignoring up to 1/2 heart of armor reduction on the target.
Balanced Charge (Passive)
- Prerequisites: Courage 2, Wisdom 2, |Melee| or |Heavy| 2
- XP Cost: 3
When you use a charge, it no longer causes a defense penalty.
Charge Attack Mastery (Passive)
- Prerequisites: Physical 3, |Melee| or |Heavy| 3
- XP Cost: 2
You gain a +1k0 bonus to any offensive option at the end of a charge.
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
- Action: Single
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.
Heavy Blow (Passive)
- Prereq: |Heavy| 2
- XP Cost: 2
Your blows carry unusual force. |Heavy| attacks with the Knockback quality that you make have their Knockback rating increased by 1.
Brutal Strike (Active)
- Prereq: |Heavy| 3
- XP Cost: 2
- Action: Single
You strike the enemy a mighty blow, pushing it away from you. Make a normal |heavy| attack; it gains Knockback 1.
Earthshaker (Active)
- Requirements: |Heavy| 2, Physical 4, Power 4
- XP Cost: 4
- Action: Single
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)
- Prereq: |Heavy| 4, Brutal Strike
- XP Cost: 4
- Action: Double
You strike a powerful blow with the blunt of your weapon. As a double action, make a |heavy| attack with the Staggering quality.
- A Staggering attack has different effects depending on how the target defends:
- A target using a shield defence is Stunned whether the attack is successful or not (since a successful shield defense is still being struck by the blow).
- A target using a non-shield defence suffers Knockback 1 and Knockdown if the Staggering attack hits, but avoids these effects if the attack misses (since a successful non-shield defense dodges or deflects the force of the attack rather than absorbing it).
Rubble Spray (Active)
- Requirements: |Heavy| 3
- MP Cost: 2 -or- Dazed next round
- XP Cost: ?
- Action: Single
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: Power 5, |Heavy| 5
- XP Cost: 7
- Benefit: You may attack with a Heavy weapon without recovering after a previous strike, but at a -1k1 penalty to the attack. You may take an action to recover normally to negate this penalty for your next Heavy weapon attack.
Ranged Techniques
Take Aim (Active)
- Requirements: |Ranged| 3
- XP Cost: 2
- Action: Single+
You focus your aim to gain a bonus to your next attack with a ranged weapon. You may spend a number of actions on this technique equal to your ranks in Ranged. For the 1st, 3rd, and 5th action spent this way, you gain +1k0 to your attack. For the 2nd, 4th, and 6th action spent, you gain +0k1 to your attack. You must designate a target for your aim, and the target must remain in line of sight for the entire duration of your aim. If you switch targets or the target moves out of your line of sight, you have to start over. If you take any action other than making a Ranged attack after taking actions to aim, your aim is wasted. If you take damage from an attack, you lose the benefit of your previous 2 aiming actions.
Penetrating Shot (Active)
- Requirements: |Ranged| 2
- Weapons: "Piercing" ranged weapon
- XP Cost: 3
- Action: Single
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
- Action: Single
You make a shot rigged with either a physical or magic explosive charge that explodes for bomb damage after the shot lands. REquires the expenditure of either one bomb or the cost in magic points of the according spell rigged to the arrow.
Curved Shot (Active)
- Requirements: |Ranged| 3, |Magic| 2
- MP Cost: 3
- XP Cost: 4
- Action: Single
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
- Action: Single
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
- Action: Double
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
- Action: Double
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: 2
- Weapons: "Grip" ranged weapon
- Action: Single
Fire at the the feet of a target to attempt to knock them prone. Make a |Ranged|(Wisdom) 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 and the target are of different Mass categories, you gain a +1k1 bonus to your roll for each Mass category you are larger than the opponent, or a -1k1 penalty for each Mass category smaller. If you score more successes than the target, it is knocked prone. Note that use of this technique deals no damage.
Shield Techniques
Shield Attack (Active)
- Requirements: |Melee| 1, |Shield| 2
- XP Cost: 2
- Action: Single
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
- Action: Single
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, opposed by their defense (Active or Passive, whichever they have in place). If you score more successes than your opponent, 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 score more successes than your opponent, you deal no damage but the target suffers Knockback 2 and is knocked prone.
Shield Charge (Active)
- Requirements: Shield Attack
- XP Cost: 4
- Action: Double
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
- Action: Single
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
- Action: Immediate
When you succeed on a |Shield| active defense roll, you can immediately make an attack against your attacker as an immediate action. A Hylian can purchase this technique for half cost.
Magic Techniques
After using an Active magic technique, your next action must be either to cast a spell or use another Active magic technique. When calculating MP cost of a spell modified by an Active technique, figure out the total cost of all modifications to the spell without rounding, and then round up. Note that although the word "spell" is used for these techniques, they can be applied with equal ease whether the effect is produced from a magic item or cast from the character's own learned or innate ability. See the Magic Rules section for further details on the distinction (or, more accurately, relative lack thereof) between learned and item-based magic.
Area Spell (Active)
- Requirements: |Magic| 3
- XP Cost: 3
- Action: Single
- Effect: Your next basic spell that targets a single creature or object instead targets all creatures and objects in an area centered in an origin space within range of the spell. This increases the cost of the spell by 100% per meter outward from the origin space the spell reaches, to a maximum number of meters equal to your Magic skill.
Burst Spell (Active)
- Requirements: |Magic| 2
- XP Cost: 2
- Action: Single
- Effect: Your next basic spell that targets a single creature or object instead targets all creatures and objects in a burst outward from your own space. This increases the cost of the spell by 50% per meter outward from your space the spell reaches, to a maximum number of meters equal to your Magic skill.
Chain Spell (Active)
- Requirements: |Magic| 3
- XP Cost: 4
- Action: Single
- Effect: Your next basic spell that targets a single creature or object also targets additional creatures or objects within range of the spell. This increases the cost of be spell by 50% per additional target, to a maximum number of target equal to your Magic skill.
Channel Spell (Active)
- Requirements: |Magic| 3; |Melee|, |Heavy|, or |Ranged| 2
- XP Cost: 5
- Action: Single
- Effect: The next basic spell you cast is channeled into a weapon or piece of ammunition you touch. After that, the next attack with the enchanted weapon delivers the spell's effect as well as the weapon's damage. After the weapon attack is resolved, resolve the spell effect as if it had been cast normally with your weapon's target as the target and origin of the spell. If the weapon attack is not successful, the channeled spell is wasted. A weapon or piece of ammunition can only hold a single channeled spell at a time, and the channeled spell fades after one minute if unused.
Charge Spell (Active)
- Requirements: |Magic| 3
- XP Cost: 2
- Action: Single+
- Effect: The next basic spell you cast has its effects increased. This increases the cost of the spell by 50% for doubled effects. You may spend multiple consecutive actions charging a spell, adding an additional multiplication of the spell's effects and increasing its cost by an additional +50% per action spent charging. The maximum number actions you can spend charging a spell is equal to your Magic skill.
Miscellaneous Techniques
Flash Bomb Vanish (Active)
- Prerequisites: |Stealth| 3
- XP Cost: 4
- Action: Single
- 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
- Action: Immediate
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.
Heavy Armor Training (Passive)
- Prerequisites: Physical 2
- XP Cost: 3
You can wear heavy armor.
Brawler (Passive)
- Prerequisites: |Melee| 3
- 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.
Halt the Advance (Passive)
- Requirements: Physical 3, Courage 2
- XP Cost: 4
- Benefit: If you deal damage to a target with an opportunity attack, you may end the movement that provoked the attack in the square from which the attack was provoked.
Dedicated Defender (Passive)
- Requirements: Physical 3, Courage 3
- XP Cost: 5
- Benefit: If you have spent your immediate action for the round to make an opportunity attack, anytime an enemy against whom you have not already made an opportunity attack this round would provoke an opportunity attack from you, you may make that attack as a free action. This does not allow you to make extra attacks with a |heavy| weapon without recovering.
Battle-Hardened (Passive)
- Prerequisites: Physical 3
- XP Cost: 5/10/15
- The character is an experienced veteran and has learned to move with the ebb and flow of battle. The character gets a +1k1 boost to passive defense rolls. This technique may be taken up to 3 times, with the XP cost increasing for each additional time you take it, as noted above.
Natural Rider (Passive)
- Prerequisites: Spiritual 3, Courage 3
- XP Cost: 3
You can control your mount's actions without making checks.
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.
Monkey Climb (Passive)
- Prerequisites: |Acrobatics| 3
- XP Cost: 2
Your study of acrobatics has made it much easier for you to climb quickly. You can now climb at your full speed, rather than at half of it.
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 written record, 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, spells and songs may be entirely unusable to those without training in their use -- each spell requires a |Magic| check of some kind to use, which may be impossible for someone without enough ranks in the |Magic| skill, and each song requires a certain number of ranks in |Instruments| to use its effects. 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
- Magic may be obtained either in the form of spells learned from study or tutelage, or in the form of magic items. Any spell may be available in either form, regardless of whether the name listed here would indicate one form or another. For example, the Cane of Somaria is an item from the Legend of Zelda video games that would be treated as a form of magic, but you could just as easily have an identical effect available as a spell called something like Conjure Block learned from an ancient tome or learned sage. There is essentially no functional difference between the two forms; it's essentially a matter of flavor, and GMs and players alike are encouraged to come up with whatever form they like for magic in their game. Unless otherwise noted, the term "spell", when used in the context of this system, may be used interchangeably to refer to either a learned spell or a magic effect cast from an item (such as the Fire Rod), as the two are essentially identical. However, there are a few slight differences in the way the two are handled:
- A magic item is in most respects treated the same as any other sort of physical item -- it must be wielded for use, and it can be lost, stolen, traded, or given away.
- In order to cast a learned spell, you must have a focus readied. Readying a focus is the same as wielding a weapon or tool -- it requires an action to retrieve from wherever you've stored it, and you must have a hand free to use it.
- Your focus can be any sort of object you like -- a spellbook, a wand, a staff, anything at all as long as it is a physical object. It can even be something worn on your person, such as an amulet, bracelet, or circlet, though even in this case you still must spend an action and have a hand free to ready it.
- Your focus does not count against your allotted starting equipment total; only the spells learned do.
- Even if your focus is readied, you must still spend an action to ready a new spell, calling it to mind for use. When you use an action to ready your focus, you ready your first spell at the same time. Once you ready a spell, it remains readied until you ready a different spell or item. For instance, once you ready the Heal spell, you can cast it over and over without readying it again, but if you were to attack with a weapon this would require you to ready the weapon, so you'd have to ready the spell again the next time you wish to cast it.
- The purpose of the focus is to ensure that those who cast spells from memory do not have an inherent in-game advantage over those who use magic items. After all, while one's items can be lost or stolen, it is much more difficult to deprive someone of knowledge. Thus, should a GM wish to deprive a caster of their magic (an act which should generally be discouraged, but may be used sparingly as an interesting development to the story), he or she can take away a practiced spellcaster's focus just as he or she could take away an item-dependent spellcaster's magic items. The focus and spell-readying rules also ensure that a spellcaster who casts spells from items isn't at a disadvantage in terms of actions needed to cast different spells; an item-dependent spellcaster must spend actions to retrieve the proper item from her pack, so it's only fair that a learned spellcaster must spend actions to prepare her mind for casting a particular spell. The goal in this system is to make the decision of whether to use magic through personal ability or through items purely an aesthetic one, a matter of how you wish to style your character.
The following rules apply equally to spells of all kinds:
- 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. 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. Paying for a sustained spell is a free action.
- 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. 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. Paying for a sustained spell is a free action.
- Unless otherwise specified, damage dealt by spells is not subject to reduction from normal armor, but is affected by damage reduction from magical effects and Warded equipment.
- Each spell requires some sort of |Magic| check to cast it. The 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 skill check (often |magic|) from the target. Even if the target has no ranks in the skill, it can still oppose the spell -- it just doesn't get any bonus dice for skill ranks. In these cases, just use the appropriate Attribute and Virtue combination.
- 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 -- i.e., a spell that requires an unopposed roll of X(Y) requires X successes, where a success is anything Y or higher.
- 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).
- Generally speaking, difficulties for non-scaling unopposed checks should be chosen from the following list (in order from least to greatest difficulty: 2(3), 3(2), 3(3), 4(2), 5(2). These can also be referred to in terms of spell "ranks", with 2(3) being rank 1, 3(2) rank 2, and so forth. The low end of the scale is most accessible to those who merely dabble in magic, without a very high Mental score or many ranks in the |Magic| skill, and most anyone can pull off a rank 1 effect with a decent degree of reliability. The upper end requires much more dedication to accomplish, demanding a good Mental score and |Magic| skill to pull off. A rank 5 effect is flatly impossible without at least 1 rank in |Magic| (or a purchased point of Mental, but that's far less cost-effective), and can only be reliably accomplished by a true master, with high ranks in both the Mental attribute and |Magic| skill. Virtues also are more important for the higher-rank spells. For example, a rank 4 spell could be cast with only a 1 in the relevant Virtue, but to do so you'd need to have 6 ranks in |Magic| (the maximum possible for a skill), whereas a character with high scores in both Mental and the relevant Virtue could fairly reliably cast a rank 4 spell with only 1 or 2 ranks in |Magic|.
- Group opposed: A group opposed check is used for spells that affect multiple subjects. The kind of roll made by the defenders is indicated by the same conventions as for regular opposed checks. The rules for how to make a group opposed check can be found in the basic system info section.
- Opposed: Offensive spells use opposed checks against the target, with the roll used to oppose dictated by the spell's description.
Magic
Spells are divided into Basic and Advanced effects. The list of Basic spells are available to choose as items for characters at character generation, and when spells are available for purchase, these are the spells most commonly available. Advanced spells are rarer, and are most often only found as loot or given as quest rewards. Basics spells are able to be modified by magic techniques, while Advanced spells are generally more powerful or can accomplish things outside the scope of the Basic spells.
Basic Magic
Basic spells are more easily obtained than advanced spells, but are also less powerful. A starting character may not select advanced spells as starting equipment, only basic spells. Basic spells can also be obtained in-game by paying rupees -- perhaps for an item that casts the spell, as a fee to a sage or other tutor, to purchase a tome or scroll containing instructions on how to cast it, or some other way that makes sense. The recommended cost for a basic spell is 100 rupees, but this can be adjusted at GM discretion. Basic spells are the only spells that can be modified using general |Magic| techniques.
Blast (Power)
- Single Action
- Cost: 3MP
- Duration: Instant
- Range: 10
- Target: Single creature or object
- Check: Opposed (defense)
- Effect: 1/2H damage per success. If the target takes damage from this spell, they suffer Knockback 1. The spell is considered a Medium creature for the purposes of this knockback effect.
Burn (Power)
- Single Action
- Cost: 2MP
- Duration: Instant
- Range: 20
- Target: Single creature or object
- Check: Opposed (defense)
- Effect: 1/4H (fire) damage per success. If the target takes damage from this spell, they catch fire and continue to burn, taking 1/4H (fire) damage at the start of each of their turns until extinguished. The target or an adjacent creature can spend actions to put out the flames, which requires two actions total.
Cripple (Power)
- Single Action
- Cost: 4MP
- Duration: Sustain
- Range: 10
- Target: Single creature
- Check: Opposed (defense)
- Effect: The target takes a -1k0 penalty to attack and defense rolls per success. If the target's rolled dice are reduced to less than their kept dice by this spell, the target normalizes their roll as normal by pulling from their kept dice, and then makes their roll.
Freeze (Wisdom)
- Single Action
- Cost: 2MP
- Duration: Instant
- Range: 20
- Target: Single creature or object
- Check: Opposed (defense)
- Effect: The target takes 1/2H (cold) damage and their speed is reduced by 2 per success over the target's defense until the start of your next turn. If the target's speed is reduced to 0, it becomes Frozen for 1 round.
Heal (Wisdom)
- Single Action
- Cost: 4MP
- Duration: Instant
- Range: 5
- Target: Single creature
- Check: N(4)
- Effect: The target recovers 1 heart per success.
Shield (Wisdom)
- Single Action
- Cost: 2MP
- Duration: Sustain
- Range: 5
- Target: Single creature
- Check: 3(2)
- Effect: The target of this spell gains 1/2 heart of damage reduction. This damage reduction stacks with armor.
Inspire (Courage)
- Single Action
- Cost: 2MP
- Duration: 1 round
- Range: 10
- Target: Single creature
- Check: N(4)
- Effect: The target gains bonuses to attacks based on the number of successes. For the 1st, 3rd, and 5th success the target gains +1k0, and for the 2nd, 4th, and 6th success they gain +0k1. The maximum number of successes that a target can benefit from is equal to your Magic skill.
Lift (Courage)
- Single Action
- Cost: 1MP
- Duration: Sustain
- Range: 10
- Target: Single creature
- Check: N(4)
- Effect: You increase the distance the target can fly or jump horizontally by 1 meter per success, and increase the distance they can jump vertically by half that amount (rounded down).
Shift (Courage)
- Single Action
- Cost: 2MP
- Duration: Instant
- Range: 10
- Target: Single creature or object
- Check: N(4)
- Effect: An ally or object up to medium size is telekinetically moved 1 meter per success. This movement can be in any direction (other than up) and does not provoke opportunity attacks. The spell is not strong enough to overcome the resistance of a creature that is unwilling or the weight of a large object. It also may not be strong or precise enough to operate many switches, levers, or buttons, at the DM's discretion.
Advanced Magic
Advanced spells are more powerful than basic spells, but (like most items) are only available as quest rewards distributed at GM discretion. Advanced spells cannot be modified by general active |Magic| techniques, but many advanced spells may have spell mastery techniques specific to the spell that allows for certain ways to modify its use.
Reflect (Wisdom)
- Defense
- 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.
Fairy Form (Courage)
- Transformation
- Single action
- 2 MP (Sustain)
- Duration: Sustain
- Range: Touch
- Target: Single creature
- Check: Unopposed - 3(3)
- 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)
- Single action
- 2 MP
- Duration: Instantaneous or one round; see text
- Range: Touch
- Target: A single arrow or crossbow bolt
- Check: Unopposed - 2(3)
- 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)
- Single action
- 2 MP
- Duration: Instantaneous or one round; see text
- Range: Touch
- Target: A single arrow or crossbow bolt
- Check: Unopposed - 2(3)
- 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.
Din's Fire (Power)
- Attack
- Single action
- 6 MP
- Duration: Instantaneous
- Range: 5 meters
- Area: 5 meter radius centered on you
- Check: Group opposed (defense)
- A burst of flame expands out around you, consuming all in its path.
- Make an area-effect |Magic| check with damage increment 1h (Fire), opposed by defense, against each creature within 5 meters.
Nayru's Love (Wisdom)
- Defense
- Single action
- 12 MP
- Duration: N rounds
- Range: 5
- Target: Single creature
- Check: Unopposed - N(4)
- A shimmering blue diamond encases the target, protecting it from harm.
- The subject is immune to all damaging effects for the duration of the spell, but the caster cannot use anything requiring magic power until the spell ends.
Farore's Wind (Courage)
- Travel
- Single action
- 6 MP
- Duration: Indefinite and instantaneous (see text)
- Range: 0 and unlimited (see text)
- Check: Unopposed - 3(3)
- You instantly warp to a previously designated point.
- This spell is used in two phases:
- The first time you cast it, it sets a magical marker at your current location, which is visible to you as a floating green orb but undetectable to all others.
- Subsequently, you can cast it again to instantaneously warp back to the marker you set previously. You may transport yourself and up to one additional creature for each rank you have in |magic|. This erases the marker; you must set another marker before you can warp again.
Magic Cape (Wisdom)
- Enchantment
- Single action
- 10 MP (sustained)
- Duration: Sustain
- Range: Personal
- Target: You
- Check: Unopposed - 4(2)
- You become undetectable and untouchable, moving like a ghost.
- When activated, you become invisible and incorporeal. You are immune to all attacks and can pass through solid objects unimpeded, but you can't interact with the physical world while this effect is active.
Cane of Byrna (Wisdom)
- Defense
- Single action
- 10 MP (sustained)
- Duration: Sustain
- Range: 1
- Area: 1-meter radius, centered on you.
- Check: Unopposed - 5(2)
- You are surrounded by a protective field that shelters you and adjacent allies from harm, and damages enemies who get too close.
- A force field extends out from your space to a 1-meter radius. You and any allies within the field are immune to all harm, and any enemy that comes in contact with it takes 1 heart of damage for each round it touches the field. A creature is only considered "in contact" with the field if it is within the area of the spell or attempts to attack a creature within the field with a melee attack; creatures adjacent to the field's area do not take damage as long as they don't try to attack a creature inside the field. The field is visible as a faintly glowing, sparkling globe; however, although opponents can see it, they may not necessarily realize what it does.
Ether Medallion (Power)
- Attack
- Single action
- 8 MP
- Duration: Instantaneous
- Range: 15 meters
- Area: 15 meter radius centered on you
- Check: Group opposed (defense)
- The air crackles with electricity as bolts of lightning pelt the area.
- Make an area-effect |Magic| check with damage increment 1H (electricity), opposed by defense, against each creature within 15 meters. Airborne targets take a -1k1 penalty to their opposing roll for this spell. Creatures damaged in this way are stunned.
Quake Medallion (Power)
- Attack
- Single action
- 8 MP
- Duration: Instantaneous
- Range: 15 meters
- Area: 15 meter radius centered on you
- Check: Group opposed (|Acrobatics|/Wisdom)
- Requirements: Must be standing on a solid surface
- Striking the ground beneath your feet, you cause a violent tremor that damages groundborne foes and knocks them off their feet.
- Make an area-effect |Magic| check with damage increment 1H (crushing damage), opposed by |Acrobatics|(Wisdom), against each creature within 15 meters. You gain a +1k1 bonus to your roll for this spell if you are in some sort of location, such as a cavern or stone building, where the tremor might dislodge a rain of rubble and debris from above. Each target of this spell is knocked prone unless it makes at least 3 successes on its opposing roll. Airborne creatures and creatures standing on a surface that is not attached to the one you're standing on are unaffected by this spell. Additionally, this spell destroys all breakable objects in its area, such as pottery, glass, and fragile walls, as long as those objects are connected to the ground in some way (eg, resting on the ground, or set into a wall that is connected to the ground you're standing on).
Bombos Medallion (Power)
- Attack
- Single action
- 8 MP
- Duration: Instantaneous
- Range: 15 meters
- Area: 15 meter radius centered on you
- Check: Group opposed (defense)
- Fiery explosions rip the air asunder, devastating your foes.
- Make an area-effect |Magic| check with damage increment 1H (Fire), opposed by defense, against each creature within 5 meters. Each target of the spell is also pushed away from you unless it makes at least 2 successes on its defense roll. Treat this as a knockback 1 effect from a Heavy creature. Additionally, this spell destroys all breakable objects in its area, such as pottery, glass, and fragile walls.
Cane of Somaria (Power)
- Creation
- Single action
- 2 MP
- Duration: Instantaneous
- Range: 1
- Effect: 1 conjured cube.
- Check: Unopposed - 2(3)
- A cube of solid matter appears out of thin air, then explodes in a burst of flame.
- Creates a cube of solid matter, 2 meters to a side, occupying a space adjacent to you. If that space is occupied by a creature, the creature is displaced to the nearest square opposite you from the block, and takes 1/4 heart of damage. This block can be pushed around with a Physical Power check against a success threshold of 4, with each success allowing you to move the block 1 meter (though you may choose to move the block a shorter distance than your check would allow if you wish). The cane can be activated a second time without paying any MP to detonate the block, dealing 1/2 heart of [Fire] damage to all creatures within 2 meters of the block, though you are immune to this damage. Blocks created by the Cane of Somaria also detonate in this way if attacked. You may only create one block at a time.
Fire Rod (Power)
- Single action
- 4 MP
- Duration: Instantaneous
- Range: 20
- Target: Single creature or object
- Check: Opposed (defense)
- The air shimmers as a searing bolt of flame streaks toward the target.
- Roll a |Magic|(Power) attack against the target with a damage increment of 3/4H (fire). Enemies damaged by this attack catch fire, taking 1/4 heart of damage each round until the flames are extinguished (which requires a total of two actions by the burning creature and/or an adjacent creature).
Ice Rod (Wisdom)
- Single action
- 4 MP
- Duration: 1 round/2 successes
- Range: 20
- Target: Single creature or object
- Check: Opposed (defense)
- A frigid blast of magic encases the target in solid ice.
- The target is Frozen for one round for every 2 successes you scored and takes 3/4H (cold) damage as long as you scored at least one success.
Sap Strength (Power)
- Weakening
- 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)
- Single action
- 6 MP
- Duration: Instantaneous and N/2 rounds; see text
- Range: 10
- Area: 3-meter radius
- Check: Group opposed (Mental Courage)
- 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, make a |Magic|(Power) group opposed check against each non-flying creature in the affected area, opposed by Mental Courage. Each affected creature is Dazed for 1 round for every 2 degrees of failure.
- For example, if this spell was cast by a character rolling 6k5 for the attack roll, and an affected creature rolled 2 successes on its Mental Courage roll to resist, that creature would have a degree of failure of 3 (5-2), and so would be dazed for 1 round.
Haste (Courage)
- Enhancement
- 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
- 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.
Songs
The action stated on the song's entry denotes the time required to play the song, and its effect takes place immediately afterwards. Only one song's effect can be activated per required action. All songs require at least one rank in songs for their effects to take place. All effects marked with a level require that many ranks in |Instrument| to be activated (songs without a rank can be considered to be level 1). Most songs need an GM-defined target roll to be activated successfully in combat, and a few need one out of combat. Fail the roll and, as you'd expect, the action just spent is lost. Songs with a rank of 1-3 have no limit on usage. Ranks of 4 can only be used twice a day. Ranks of 5 are once a day, as are Rank 6 songs, but these more often play part in story, are harder to find, or at the GM's use.
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?)
Mambo of The Beast
This strong, uplifting forte awakens the inner animalistic soul of a man.
- Double Action
- When this song is played, an ally within 5 spaces undergoes a change into the form of a beast. This beast is different depending on the race of the target - for example, a Zora will turn into a large dogfish, a Rito will turn into a buzzard or eagle, a Gerudo will turn into a boar, a Hylian will turn into a dog or wolf, etc. The character undergoes the change on his/her next turn and cannot make any other actions that turn. All the character's equipment disappears with the change.
- The beast's magic power and attributes become obsolete, except to aid any remaining skills and if necessary to oppose rolls. Its maximum hearts remain. It can make use only of skills that do not relate to creation, combat or social situations. It cannot use techniques relating to weapons, armour, shields, or magic. It has movement 9 + Courage. It has an attack of 2k1 + your Power in keep dice (example: 3 power would be 2k1+0k3; 3k3). It can track a scent on a successful roll of 2k1 + your Wisdom in keep dice, difficulty 2(4). Only one 4 or above results in the beast able to find no scent, and none results in the beast following the wrong scent. It is another double action to transform back, upon which the character's equipment returns.
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
- Effect 1: 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.
- Effect 2: You can move certain inanimate objects, moving them in place of yourself. If the object doesn't have the appropriate parts (arms, bending knees, etc), they either take penalties to or cannot take certain skill checks. You cannot use magic through an controlled object.
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.
Tango of Tongues
Language is no longer a hindrance. This song opens your ears and mind to understand other creature's language.
- Double Action
- Level 1: You can comprehend a sentence spoken from the target.
- Level 3: You can understand the target for one hour.
- Level 4: You can understand the target and be able to speak their language for one day.
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.
Movement
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.
Climbing/Jumping/Swimming
The number of meters per action that a character can climb or swim is equal to 1/2 the character's movement speed (round down, minimum 1). The number of meters a character can move in a single jump is equal to their Physical score, and double that if the character moves at least three spaces in a straight line to build up a running start before the jump. Any of these actions can be included as part of a move action that also includes normal movement. For any of these actions, a character can gain additional distance by making a Physical(Courage or Power) check, moving 1 additional meter for every 2 successes on the check (difficulty 4).
These speeds may be modified by particularly easy or hazardous conditions, at the GM's discretion.
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 do any number of various things (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. You also get one immediate action each round, which is an action taken during someone else's turn during the round. Immediate actions are typically used for opportunity attacks, but certain techniques or items may allow you to use your immediate action for other things.
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 either Courage or Wisdom (their choice). Taking an action to defend lets you use active defense against all attacks from a specified opponent for the next round. This can let you use a Shield or Acrobatics skill check (your choice) in place of the normal passive defense roll, meaning your chances of beating the attacker's roll are improved, and gives additional benefits besides. See below for more detailed descriptions of how active defense works. 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 applies a -1k1 penalty to any |stealth| or |acrobatics| rolls. Heavy armor is rare, and has the highest reduction value, but increases Mass by 2 (reducing Movement by 2) and applies a -2k2 penalty on any |stealth| or |acrobatics| rolls. Any character can use light or medium armor, but only those who have taken the Heavy Armor Training technique can wear heavy armor.
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 for every die. 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 rolls poorly, scoring fewer successes than the keese. Kiln takes the damage (minus 1/4 heart for his leather armor), and can immediately move 1 space. The keese tries again next round, and this time Kiln gets 2 more successes on his |acrobatics| check than the keese did on its attack, allowing Kiln to not only avoid some damage but also immediately move up to 3 spaces.
Opportunity Attacks
When a creature attempts to leave a space adjacent to an enemy, or attempts to use a ranged attack or spell while adjacent to an enemy, that creature provokes an opportunity attack from the enemy. An opportunity attack is a simple attack with a |Melee| or |Heavy| weapon. Making an opportunity attack is an immediate action, of which a character/creature only has 1 per round, and can only be done when an enemy provokes the attack. An opportunity attack occurs immediately before the provoking action, but does not necessarily prevent it. You can only make opportunity attacks against creatures that are immediately adjacent to you, even if your weapon can reach farther for a normal attack. Even though you can extend the weapon to attack, doing so is unbalancing and not conducive to quick responses to enemy actions, so when it's not your turn your weapon is held closer to allow for more effective defense and quicker reactions.
Only movement undertaken by a creature's own actions provokes opportunity attacks; forced movement (as from a Knockback effect, for instance) does not provoke opportunity attacks. The Active Defense action can also allow you to move without provoking opportunity attacks; see the Active Defense description below.
Using a spell only provokes opportunity attacks if it targets a creature other than the caster or affects an area not centered on the caster, and a spell never provokes attacks of opportunity from a creature it targets. It's not the act of using the spell per se that provokes the attack, but rather the act of diverting your attention from those threatening you in order to aim the spell at the proper target or area.
Ranged attacks made using weapons always provoke opportunity attacks, even from the creature being targeted by the attack.
Death and Dying
When a player character is reduced to 0 hearts, he or she is knocked unconscious (or similarly incapacitated, if the GM feels that unconsciousness is not appropriate). The character falls prone, can take no actions (not even free actions, like talking), and is unaware of his or her surroundings. A downed character can be revived in one of five ways:
- If a party member has access to a song that restores hearts, it can be used to revive the downed character, restoring as many hearts as the song would normally restore. Healing magic, however, cannot be used to revive a downed character unless explicitly stated otherwise by the specific spell or a technique the caster has that is applicable to that spell.
- If a party member has a healing potion, it can be used to revive a downed character in combat by spending a double action to give it to the character. However, due to the rushed and sloppy nature of the task (after all, it is rather distracting having a raging melee about you while you're trying to coax liquid down an unconscious person's throat), much of the potion is wasted, and so the revived character heals only half as many hearts as the potion would normally restore. However, if you have a chance to take your time and really focus, you can ensure that none of the potion is wasted, so using a potion to revive a downed character out of combat when you aren't pressed for time or otherwise distracted will allow that character to recover the full amount of hearts normally restored by the potion used.
- A more practical alternative to potions for mid-combat healing is a fairy. You can revive a downed character using a fairy as a single action. A downed character revived by a fairy recovers 6 hearts (the standard amount healed by a fairy).
- If the party acquires a heart container or piece of heart, all characters in the party are automatically restored to full health, including downed characters.
- Finally, a downed character can be revived by 8 hours of rest, recovering the normal amount of hearts restored by resting.
A player character can only be killed if he or she takes further damage from a direct attack while downed. Indirect attacks, such as Din's Fire and other area-effect magic, will not slay a downed character.
Most monsters are killed outright when reduced to zero hearts, though the players may choose to incapacitate rather than kill if they wish. This intention need not be stated in advance; the players decide when they learn that they've defeated an enemy whether they want to kill or spare their foe. It is common heroic practice not to outright kill humanoid opponents unless absolutely necessary.
Generally speaking, friendly and neutral NPCs should be subject to the same rules for death and dying as PCs, always being incapacitated rather than killed when reduced to zero hearts.
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, trebuchets) may take more than one action.
Passive Defense (Non-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. In addition, when you take an Active Defense action you may move up to 1/2 your speed as part of the action, and this movement does not provoke opportunity attacks. Any move actions taken during your turn after readying Active Defense are made at 1/2 speed, but do not provoke opportunity attacks.
- Unskilled Active Defense: This uses your normal Passive Defense roll, but has all the other normal characteristics of an Active Defense.
- 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 if 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. This movement does not negate the attack you're defending against, and it never provokes opportunity attacks.
- 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.
Flee (Double action): Move a number of spaces up to twice your Movement, in any path you like. When using this action, you do not provoke opportunity attacks for the first square of movement.
Stand Up (Single action): Get back on your feet from a prone position.
Shove (Single action): Roll Physical Power against an enemy within arm's reach, opposed by your enemy's Physical Power or Physical Wisdom (their choice). Ties count as successes for you. For each success you score, push the opponent back 1 space; modifiers for forced movement based on Mass apply to this movement. If you scored at least two more successes than your opponent did, the opponent is also knocked prone at the end of the shove.
- When using a shove as part of a charge, you get a +1k1 bonus to your Physical Power roll, and if you score more total successes than your opponent, you may opt to push the opponent 1 square out of your path and continue the charge (though you cannot attack or shove if you encounter a second opponent in the path of your charge). When shoving an opponent out of the path of your charge, Mass-based modifiers apply to the distance moved, and the opponent is still knocked prone if you score at least two more successes than your opponent.
Charge (Double action): Move a distance up to twice your Movement, but no less than two spaces, in a straight line at an opponent. When you reach the opponent, you may make either a shove or a normal |Melee| or |Heavy| attack against that opponent. When you make a charge, you take a -1k1 penalty to all defense rolls until the beginning of your next turn, including defense rolls made against opportunity attacks you may provoke during your charge.
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.
- Downed
- A Downed character has been reduced to 0 hearts, and is utterly incapacitated. A character falls prone immediately upon being downed, and a downed character can take no actions, not even free actions. A Downed character is completely helpless and unaware of his or her surroundings. A Downed character is unaffected by damage from indirect attacks (such as area-effect spells), but is killed if he or she takes any damage from a direct attack. A Downed character can only be revived through certain ways; see Death and Dying, above. The Downed condition typically only applies to PCs, though the players may choose to Down a foe rather than killing it when they reduce it to 0 hearts.
- 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 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 fraction at the end indicates the damage increment (in hearts). All weapons are assumed to have a base damage increment of 1/2H and the variances in damage increment come from weapon properties. The base range for Ranged weapons is 20, variances also come from weapon properties.
Each weapon has a number of specific properties that make it different from other weapons. Here's a list of properties that fit most Melee and Heavy weapons along with what bonuses and penalties each property gives.
- Piercing - +1k0 vs active defense. A piercing weapon is able to get through an opponent’s defense more easily than other weapons.
- Blunt – Ignores 1/4H armor. The weapon’s shape naturally ignores armor by not needing to pierce through to damage the target.
- Edged - +1/4H to total damage if you have unopposed dice. An edged weapon is able to better cut into an opponent when a distinct advantage is present.
- Reach – Able to reach an additional square further at the cost of taking 2 hands to wield.
- Balanced - +1k0 active defense. The weapon is large enough to deflect another weapon, yet light enough to be able to quickly maneuver yourself and the weapon as you will. The weapon’s balance allows for more freedom of movement while defending.
- Unbalanced – Additional damage increment (1/4H), -1k0 active defense (-1k0 to all defenses with Heavy weapons). The weapon is heavy at one end, allowing more damage when swung at an opponent. In doing so, you unbalance yourself allowing opponents to more easily land a blow.
- Light- Highly concealable, usable while grappling, can be drawn without spending an action, reduced damage increment (1/4H).
- Heavy – Uses the |Heavy| skill, requires 2 hands and an additional action to wield, adds 1H damage increment. The weapon is oversized for a creature wielding it, doing significantly more damage, but also requiring significantly more effort.
- Special - The item has unusual or unique properties not outlined elsewhere.
Weapons can also have other special properties -- for instance, the lance is only usable when mounted, but deals bonus damage on a charge attack.
Weapons may also be available later in the game in high-quality forms. A high-quality weapon has a bigger damage increment than a normal weapon of its type (typically +1/4H damage, though the GM may provide even greater damage bonuses for truly legendary weapons like the Master Sword). Some examples of high-quality weapons from the video games would be the Razor Sword and Gilded Sword from Majora's Mask.
Melee
Melee/Courage
- Sword (Hero's Sword, Short Sword, Scimitar, etc.)----Edged, Balanced----1/2
- Brawl----Blunt, Light----1/4
- Pike----Piercing, Reach----1/2
- Lance----Piercing, Unbalanced----3/4----Mounted only; charging bonus
Melee/Wisdom
- Improvised (Rods & Tomes, Deku sticks)----Special----1/4----(1/4 damage penalty from using an improvised weapon)
- Dagger----Piercing, Light----1/4
- Claws----Piercing, Light----1/4
- Rapier----Piercing, Balanced----1/2
- Staff----Blunt, Balanced----1/2----Two-Handed
Melee/Power
- Axe----Edged, Unbalanced----3/4
- Mace (hammer, pick)----Blunt, Unbalanced----3/4
- Halberd----Edged, Unbalanced, Reach----3/4
Heavy
Note that |Heavy| weapons always use Power.
- Great Sword (Biggoron's Sword)----Edged, Heavy----1+1/2
- Great Axe----Edged, Unbalanced, Heavy----1+3/4
- Great Mace (Megaton Hammer)----Blunt, Unbalanced, Heavy----1+3/4
- Ball and Chain----Blunt, Reach, Heavy----1+1/2----Movement is halved
Ranged
Ranged weapons have a different set of properties than Melee and Heavy weapons, but function in generally the same way. Remember that the base damage is 1/2H and the base range is 20. The Ranged properties are as follows:
- Projectile – Doubles range, provokes opportunity attacks at close range, requires 2 hands and ammunition.
- Thrown – Halves range, requires ammunition if not returning. Only provokes opportunity attacks from adjacent enemies who aren't targeted.
- Returning – The weapon returns to the user at the end of the next action after it is thrown. The user may not use another weapon until the item returns. It can also be used to collect magic jars, hearts, and rupees.
- Stunning – If at least 1 success is made with the weapon, the target is stunned until the beginning of your next round. Reduced damage increment (1/4H)
- Explosive – Adds 1H to the damage increment. Blast zone within 1 square of the target. A linear comparison is used for a single target and group opposed rules are used for many targets.
- Light – Highly concealable, can be drawn without spending an action, range is halved, reduced damage increment (1/4H).
- Heavy – Additional damage increment (1/2H), but requires an additional action to load/reload.
- Special - The item has unusual or unique properties not outlined elsewhere.
Ranged/Courage
- Slingshot----Projectile, Light----1/4----Range 20
- Boomerang----Thrown, Special, Returning, Stunning----1/4----Range 20----Aerodynamic shape gives the boomerang extra range.
- Clawshot/Hookshot----Special, Returning, Stunning----1/4----Range 20----Uses "Thrown" rules with extra range. Depending on the situation, the weapon will stun the target and: pull a target closer, pull yourself to the target, pull a part off of a target, damage a target. The DM determines which action will happen based on the target and its mass.
Ranged/Wisdom
- Bow----Projectile----1/2----Range 40
- Crossbow---Projectile, Heavy----1----Range 40
- Seed Shooter----Special, Projectile, Light----1/4----Range 20----Seeds ricochet off of sufficiently hard and flat surfaces like walls and continue until the maximum range is met.
- Throwing Knife (Needle, Kunai, etc.)----Thrown, Light----1/4----Range 5
- Deku Nut----Thrown, Light, Stunning----0----Range 5----Blast zone within 1 square of the target
Ranged/Power
- Bomb----Thrown, Explosive----1+1/2----Range 5
- Bombchu----Special, Explosive----1+1/2----Moves up to 10 squares when placed
- Thrown Item (rock, jar, skull)----Thrown, Heavy----3/4----Range 5----(1/4H damage penalty from using an improvised weapon)
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. Heavy armor cannot be worn without the Heavy Armor Training technique.
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. Ending movement in enough water to swim in will put the armor/shield out.
- 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
- Thread #1: http://suptg.thisisnotatrueending.com/archive/14975165
- Thread #2: http://suptg.thisisnotatrueending.com/archive/15007189
- Thread #3: http://suptg.thisisnotatrueending.com/archive/15015368
- Thread #4: http://suptg.thisisnotatrueending.com/archive/15029972
- Thread #5: http://suptg.thisisnotatrueending.com/archive/15051875
- Thread #6: http://suptg.thisisnotatrueending.com/archive/15069694
- Thread #7: http://suptg.thisisnotatrueending.com/archive/15091730
- Thread #8: http://archive.easymodo.net/tg/thread/15139192
- Thread #9: http://suptg.thisisnotatrueending.com/archive/15170866
- Thread #10: http://suptg.thisisnotatrueending.com/archive/15229712
- Thread #11: http://suptg.thisisnotatrueending.com/archive/15253114
- Thread #12: http://suptg.thisisnotatrueending.com/archive/15290183
- Thread #13: http://suptg.thisisnotatrueending.com/archive/15334060
- Thread #14: http://suptg.thisisnotatrueending.com/archive/15375622
- Thread #15: http://suptg.thisisnotatrueending.com/archive/15396589
- Thread #16: http://suptg.thisisnotatrueending.com/archive/15433135
- Thread #17: http://suptg.thisisnotatrueending.com/archive/15496100
- Thread #18: http://suptg.thisisnotatrueending.com/archive/15560584
- Thread #19: http://suptg.thisisnotatrueending.com/archive/15597289
- Thread #20: http://archive.easymodo.net/cgi-board.pl/tg/thread/15663673
- Thread #20.5 (so called since the 20th 404'd prematurely): http://suptg.thisisnotatrueending.com/archive/15683716/
- Thread #21: http://suptg.thisisnotatrueending.com/archive/15759263/
- Thread #22: http://suptg.thisisnotatrueending.com/archive/15846057/
- Thread #23: http://archive.easymodo.net/tg/thread/15918803
- Thread #24: http://suptg.thisisnotatrueending.com/archive/15957628/
- Thread #25: http://archive.easymodo.net/cgi-board.pl/tg/thread/16090294
- Source of info: http://www.zeldawiki.org/Main_Page
- Summary of thread contents up to Thread 10: http://www.mediafire.com/?xpboltmdiicta7z
- All current original art in one package: http://www.sendspace.com/file/xc0at7