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==Races== ''Note: Race availability 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 propeller 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. '''Skull Kid''' (3 Mass, 7 Movement) *Fade Flip: Skull Kids turns Invisible for one round upon dodging an attack, or until that player's next Attack.( Character has to take no damage to use this ability) *Natural Musician: Start play with +1 |Instrument| skill ( cannot exceed 3 at creation). *Scarecrow Frame: Skull Kids' Knockback is doubled and take 2Γ Fire Damage. '''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. '''Yeti''' (6 Mass, 5 Movement) *Thick Hide: Yeti's take 1/4H less damage from Physical attacks for Monsters with a 3 Mass or lower *Freeze Resistant: Take 1/2H less damage from Ice/Freeze attacks and take 2x Fire damage *Belly Sledding: A Yeti may move double their movement over slick surfaces as a single action, but must stop once it enters normal/rough terrain. Included effects: **( The Yeti can only slide in straight lines.) **(Treat this movement as a charge, the only action a Yeti can take at the end of the charge is a shove; however, in addition to the normal effects of the shove, the Yeti deals 1/4H of damage per success to the target.) *Poor Grammar: Yeti's speak in broken speech, making them hard to understand at times.
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