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====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'''<br> 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'''<br> 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'''<br> 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'''<br> 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'''<br> 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'''<br> 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'''<br> 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'''<br> 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'''<br> 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.
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