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==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.
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