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==Tags/Special Properties/Keywords/Whatever== ===Universal===<!-- Can be an effect or object. Kind of a miscellaneous category. --> *Armour X (Y): Reduces the damage increment of physical sources by X, to a minimum of Y. *Fixed: Cannot be moved. [Walls, Beamos, etc.] *Burn X: Ignite effects destroy it in X turns (Never destroyed if X = -1). Gains the Ignite tag until destroyed. [Ice with "Burn 0"; Deku Sticks with "Burn 3"; Keese and Torches with "Burn -1", etc.] *Blow: Moves objects with an effective Mass of 0, etc. [Gust Jar, Fans, etc.] *Hold (X): Objects with the Grip tag (and tag X, if stated) can attach to it. [Wooden Posts with Hold (Pierce); Gratings with Hold (Claw), etc.] *Switch X -> Y (Z): Changes X to Y when condition Z is fulfilled.<br>Switch X <-> Y (Z): Changes the state of something between X and Y when condition Z is fulfilled. Examples: **A target with "Switch Bridge [1] <-> Bridge [2] (Pierce)" causes a bridge to rotate between position 1 and position 2 when hit by a piercing weapon, such as an arrow. **Gibdos with "Switch Self -> Stalfos (Ignite)". **A panel with "Switch Door [1] -> Open (Light)", unlocking the next room when stuck by any effect with the Light tag. *Source (X/Y): Energy X (Light, Ice, Fire, etc.) or material Y (Water, Sand, etc.) originates from the object, then moves in a straight line until it strikes something. [Beamos with "Source (Laser)"; Waterfall with "Source (Water)"; Koume with "Source (Fire)", Kotate with "Source (Ice)" and Twinrova with "Source (Fire, Ice)", etc.] *Reflect (X/Y): When an effect with the Source (X/Y) tag strikes it, the object gains Source (X/Y). [Mirror with "Reflect (Light); Mirror Shield with "Reflect (Energy); Pipe with "Reflect (Water), etc.] *Invisible: Cannot be seen except through its interaction with objects or by effects with the Reveal tag. [Certain enemies, chests, bridges, etc.] *Illusion: Does not exist - proven through its interaction with objects or by effects with the Reveal tag. [Certain enemies, chests, walls, etc.] ===Effects===<!-- Stuff like attacks, spells, etc. Nothing that can be on objects. --> *AoE X: Affects everything within X of its origin [Spin Attack with "AoE 1"; Bombs with "AoE 2"; Quicksand with "AoE 5", etc.] *Dark X: Nothing can be seen within distance X of the effect. [Certain spells and attacks; dark dungeons; night without moonlight, etc.] *Freeze X: Deals X/4 Hearts of non-physical damage per success and encases the target in an Ice Block for a bit. [Ice Arrows, etc.] *Ignite X: Deals X/4 Hearts of non-physical damage per success and destroys objects with the Burn tag, makes Bombs explode, etc. [Fire Arrows, etc.] *Jinx (X) Y: Target cannot perform action X for Y rounds. *Knockback X: Target is moved X squares away. Modifiers based on relative Mass apply. *Knockdown: Target is rendered Prone. *Light X: Negates effects with the Dark tag within distance X of the effect. [Light Arrows, large torches, etc.] *Range X: Can affect things out to distance X. [Bows with "Range 20"; Hookshots with "Range 10"; Longshots with "Range 20"; Octorocks with "Range 5", etc.] *Staggering: The target of a Staggering effect suffers different consequences depending on the defence used: **A target using a shield defence is Stunned whether the attack is successful or not (since a successful shield defense is still being struck by the blow). **A target using a non-shield defence suffers Knockback 1 and Knockdown if the Staggering attack hits, but avoids these effects if the attack misses (since a successful non-shield defense dodges or deflects the force of the attack rather than absorbing it). *Stun: Target loses an action from its next turn. ===Items/Magic=== *Mass ± X: Changes your effective Mass by X. [Iron Boots have "Mass +3"; Hover Boots have "Mass -4", etc.] *Explode: Destroys objects with the Crack tag when destroyed, etc. [Bombs, etc.] *Smash: Destroys objects with the Crack tag, activates certain switches, etc. [Hammers, etc.] *Pierce: Activates certain switches, affects certain enemies, etc. [Bow, Hookshot, etc.] *Cut: Removes objects with the Taut tag, affects certain enemies, etc. [Sword, Boomerang, etc.] *Fetch X: Brings objects with Mass < X to the wielder. [Boomerang, Hookshot, etc.] *Grip: Attaches to enemies/object with the Hold tag. [Hookshot, Clawshot, etc.] *Claw: Attaches to certain objects, etc. [Clawshot, Grappling Claw, etc.] *Pull: When attached, brings the lower Mass to the higher Mass (Pull-switch to item-holder, item-holder to wall, etc.). [Hookshot, Clawshot, etc.] *Reveal: Negates effects with the Invisible and Illusion tags. [Lens of Truth, etc.] ===Monsters=== *Electrified: When the creature is hit with an edged melee weapon, the attacker takes 2/4H electric damage and is Stunned. *Flyby Attack: The creature can spend two actions to fly twice its Fly speed, make an attack at any point during this movement, then land at the end of this movement. *Flying: Can only be hit with ranged attacks unless it's attacking in melee. [Keese, etc.] *Puddle: The creature can spend an action to sink into a puddle, causing it to be unable to attack and gain +2k1 on its defence roll. The creature remains puddled until the beginning of its next turn. *Remove X Armour: Reduce armour by X/4, giving the target +2 Speed and -2 Mass each time it's affected. Target cannot be affected at 0/4 armour. *Split (X Y): Spawns X copies of Y when killed, unless it was reduced to -4/4H. [Bari with "Split (2 Biri), etc.] *Spawn X (Y): The creature can spend a round spawning X copies of creature Y. [Queen Gohma, etc.] ----<!-- The stuff below this line is stuff non-Squangos people came up with for this section. --> *Surprise: Covers any stealth-based ability such as Bongo-Bongo's invisibility, Queen Gohma's scuttling or Lanmolas' digging. It allows the creature to take an action to hide itself, and make a Wisdom/Physical check (which we'd give some base rating per trait I guess, like we were doing for Attack?) to make a surprise attack against the target(s). *Shell: Functions like Shield Defence for a PC, up to and including Reflecting. *Grapple: On a hit, the Baba serpent grabs the target. *Severed Mobility- When the Baba serpent's life falls below 5/4H and has been hit with an Edged weapon, the Baba serpent detaches itself from it's roots and gains a movement of 4. *Hanging- The Skultulla can suspend itself from a strand of thread attached to a point directly above it. The skultulla can climb vertically up and down this thread. *Charge: Double Action- The creature can move up to twice its speed in a straight line and attack one enemy in the path of its movement at +1k0. *Thieving- On a successful hit, The Rat steals 1d6 Rupees or 1d6 pieces of ammunition from the target. *Cling- On a hit, the Gel sticks to the target, occupying its space. The target takes both a -1k0 penalty to all rolls and -1 speed per Gel. Every 2 Gels adds 1 Mass to the target. The Gel remains attached until killed. *Withdraw- Single Action- The Mad Scrub can withdraw into it's flower until the beginning of it's next turn and become impervious to damage. At the beginning of it's next turn, it must resurface from the flower as a Single Action and cannot withdraw until the turn after that. ===Environment=== *Crack: Can be destroyed by effects with the Smash or Explode tag. *Taut X: Can be removed by effects with the Cut tag; can support a total Mass of X. *Buoyant (X) Y: Object has Mass 0 in medium X (air, water, etc.); stays at a fixed height unless it supports a total Mass greater than Y. *Launch X: When the object is activated, anything in contact with it moves a distance X straight up then falls a distance equal to its Mass at the start of every round. *Timer X: Any change of state caused by effects with the Switch tag reverts after X rounds. *Height X: Distance from the floor to the ground = X. *Climb: You can ascend a distance equal to half your Movement when in contact with this object. [Vines, Ladders, etc.]
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