Hilander RPGs

ZLDA

Blessings upon Ro, who began this brainstorm and fed it happily.

All is Not Well

Cracks race along the walls of time, widen between realms. Clawed fingers wedge between them, rip bloodily to make space.

The realms shatter.

Red-dripping fingers snatch away sacred secrets, greedy mouths gulp ceaselessly from the wells of power.

Heroes...

You are needed once more.

Essentials

The following is a simple chassis for GLoG-style play. If you have preferred GLoG rules, sub them in as you please.

Attributes

Set each of the following attributes by rolling d6-3. If the sum of your attributes is 1 or less, you may re-roll all of them:

Tests and Saves

TESTS: To attempt something possible but risky, roll a d20+your most relevant attribute. Tests succeed on a total of 12+. A hard test takes a -3 penalty, while an easy test gains a +3 bonus.

SKILLS: If a skill applies to a test, the Referee may either waive the test, or grant a +3 bonus to your attempt.

SAVES: A save is a last-chance roll offered by the Referee or the Rules to avoid sudden danger. To attempt a save, roll d20+LEVEL (Level begins at 1), succeeding on a total of 15+.

Combat

HEARTS: Begin with 3 hearts. If you run out of hearts, you die.

INITIATIVE: Each side rolls a d6 each round to determine who acts first. Ties go to the party. Surprised combatants do not act on the first round of combat.

ACTIONS: On your turn you may move a short distance and act. Your action may be anything possible in 10 seconds or less.

ATTACK: Roll STR to attack a foe within reach, or DEX to attack a foe with a ranged weapon. On success roll damage against it.

DODGE: Your dodge modifier begins equal to your DEX. When a monster attacks, roll to dodge. On a failure, it rolls damage against you.

DAMAGE & ARMOR: Your defense begins at 3. For every 3 points of damage rolled against you on an enemy's attack, lose 1 heart. If less than 3 points of damage is taken, lose 1/2 a heart.

MORALE: Followers and monsters test Morale when they fall to 1/2 HP or when 1/2 their allies have been defeated or fled. The Referee rolls 2d6. If the sum is greater than or equal to their morale, they flee or surrender.

Exploration

In dungeons, time is measured in ten minute rounds. Each round is long enough to:

After each exploration turn, the Referee rolls a d6 event dice.

  1. Encounter: A dungeon denizen appears.
  2. Sign: Clues to a dungeon denizen's identity and location.
  3. Timer: The dungeon changes obviously, something is getting worse.

Travel

The world-map is divided into regions.

Regions have entry-costs, measured in days. You must spend days and rations equal to the entry-cost of the region to move into it.

The Referee may also roll a number of event dice along the road equal to the number of days spent traveling to a region.

A day and ration may also be spent to:

Within a region, travel between two distant locations takes 1/2 a day.

Advancement

Within the world are hidden great Wonders. When your party finds a Wonder, advance 1 level.

Also hidden with the world are Spirit Springs. When you drink from a Spirit Spring, restore all your hearts. If it is the first time your character has drank from that spring, gain 1/4 of a Heart Container. When you gain a full heart container, advance 1 level.

When you advance, gain 1 heart and the next template from your class, up to 4 templates total.

Backgrounds

Roll a d4 for a background.

The Link & Zelda backgrounds are not gender-locked.

  1. Link
  2. Zelda
  3. Citizen
  4. Fairy

One of many, the unbroken chain binding all realms and times. The chain coils, the worlds collide.

Gain a sword (d8) and shield (+1 DEF).

Roll for your Realm:

  1. Forest: You may see and speak with nature spirits. Gain a green tunic.
  2. Mountain: You are immune to fire. Gain a red tunic.
  3. Island: You may breathe water and swim with ease. Gain a blue tunic.
  4. Shadow: As your move, you may flatten yourself into a shadow, move along a flat surface, or return to your physical form. Gain a black tunic.
  5. Twilit: As your action, you may turn yourself and your gear into a wolf or back again. As a wolf, gain +1 DEF, +1 Dodge, and d8 Fangs. You may also speak with other beasts. Gain a brown tunic.
  6. Death: You are a skeleton. Gain +2 DEF against piercing and slashing attacks. You have no need to eat or breathe. Gain a tattered green tunic.

Zelda

Goddess reborn, hope incarnate, bearer of light and wisdom. Darkness hunts you.

Only the first player to roll this background may take it, as each realm only has one Zelda. On future rolls, play as an additional Link. If no one plays as Zelda, this realm's Zelda is kidnapped or in hiding.

You hold the triforce of Wisdom. Gain 1 MD, and two of the following spells:

  1. Heal: Restore [dice] hearts to a creature you touch.
  2. Banish: A creature you touch is forced out of the world for [sum] combat rounds, or permanently at 4 [dice].
  3. Guidance: Choose an item or person you are familiar with. For [dice] days, a beam of light shines from your hand towards their location.
  4. Recall: Teleport yourself and [dice]x2 creatures you touch (or holding hands in a chain) to the last Spirit Spring you drank from.
  5. Radiant Arrows: Launch [dice] beams of light at creatures you see, each deals d6+[dice] damage.
  6. Dragon of Light: Summon a massive friendly dragon for [dice] combat rounds. It has [sum] HP, can fly, and has a +6, 2d12 attack.

If Zelda dies, the triforce of Wisdom appears over her body. Should it fall into evil's hands, the shattering of the world will become complete.

Citizen

Many folk call Hyrule home, and would defend it, given the chance.

Roll or select:

  1. Hylian: Add 1 to any attribute.
  2. Goron: Gain +2 DEF and +2 Slots. Ignore fire damage.
  3. Zora: You may breathe water and swim with ease.
  4. Gerudo: Ignore the first fatigue you take each day. You are a woman.
  5. Rito: You may fly.
  6. Deku: You may tunnel through dirt with ease, and gain a ranged d6 attack (Seed Spit)

Roll or select an obsession. Once per unique item you have with which you are obsessed, you may reroll any dice. If you willingly part with such an item, take fatigue.

  1. Masks
  2. Bugs
  3. Costumes
  4. Letters
  5. Mushrooms
  6. Fish
  7. Weapons
  8. Hats

Fairy

Spirit of the land, guide them well.

You cannot carry items, but may fly. You glow with dim light, making you a bit obvious.

You must take the Sage class.

Choose or roll a color:

  1. Blue: Restore one heart to an ally, then roll a save. On failure, you must rest before doing so again.
  2. Red: You may force a target to save or ignite. (they take d4 damage each turn until quenched)
  3. Purple: You may force a target to save or become terrified of an ally.
  4. Yellow: You may glow with bright light.

Class

Select or roll for a class.

  1. Warrior
  2. Thief
  3. Sage

Warrior

Gain: 2 Weapons or weapon & shield, Light or Medium armor, 3 rations, 3 torches, 3d6 rupees

Stunt: On a total attack roll of 20+, you may also perform a stunt, causing your target to be pushed back, disarmed, etc.

A. +1 Heart, +1 to Hit and Damage

B. +1 Heart, +1 to Hit and Damage, Extra Attack

C. +1 Heart, +1 to Hit and Damage, Stunt on 18+

D. +2 Hearts, +1 to Hit and Damage, Extra Attack

Skelinor

Thief

Gain: 2 Light Weapons, Light armor or bow, lockpicks, rope, grappling hook, 3 rations, 3 torches, 3d6 rupees

Thief Skills: when sneaking, picking locks, picking pockets, climbing, or attempting to trick magic, you typically succeed. Under pressure, you succeed on 2-in-6. The Referee tells you if an attempt will be under pressure prior to your action.

Sticky Fingers: In town, you may fill two slots with stolen goods. You may later reveal the contents of a slot as items worth up to 25 rupees.

Backstab: If you attack an unsuspecting foe, you automatically hit and add d6 to your damage roll.

Backflip: If you roll a total of 18+ to dodge, you may backflip away to safety.

A. +1 Dodge

B. +1 Dodge, Thief Skills (3-in-6), +1 Sticky Fingers Slot

C. +1 Dodge, Thief Skills (4-in-6), Backstab 2d6

D. +1 Dodge, Thief Skills (5-in-6), +1 Sticky Fingers Slot

Sage

Gain: light weapon, 3 rations, 3 torches, 3d6 Rupees

Magic: Gain 1 Magic Dice, which is a d6. When you cast a spell, roll at least 1 or more MD. Spells reference the total amount of [dice] rolled, and the total [sum] of the rolled faces. MD that roll 3- are not spent. Spent MD are regained when you sleep.

Spells: Choose a school of magic and gain 2 spells from it. Spells are stored in your mind slots. Additional spells may be stored in a staff or tome. Stored spells may be swapped out when you rest each day.

Scrolls: You may craft a scroll containing 1 MD and a spell you know. This takes 300 Rupees of supplies, and 3 days of work. Each day of work requires a successful Mind test.

Study: You may test MND to study a spell. On success, learn it. On failure, you may try again on a following day.

Legends: Once per session, you may recall a legend about the local area. Describe a true situation, e.g. "there's a secret door into the dungeon." The Referee adds a complication, "yes, but it's guarded by a corrupted spirit." Legends may be used to create items, NPCs, secret routes, etc.

A. +1 MD, +2 Random Spells

B. +1 MD, +1 Random Spell

C. +1 MD, +1 Random Spell

D. +1 MD, +2 Chosen Spells


The meat of this game, however, is in the world.

In a future post, I should like to include:

  1. Magic Items (Including Collectible Dungeon Freaks)
  2. Monsters
  3. Epic Wonders
  4. Weird NPCs

#ZLDA #syste