Looking for interest! Taking only Hylians of the human and elfish varieties, male and female. Players are encouraged to ERP among themselves because it will be sparse in the actual forum game due to time constraints. Death, bad ends, and such are possibilities. The game will not be excessively combat-centric, there will be chances to try other parts of roleplaying as well. Skill type checks can't be spammed, if one player tries it and fails, they can't try the same skill again, but another approach may be tried. The discovery of the sacred realm Long ago in the land of Hyrule, legends spoke of a great power left behind by the Golden Goddesses following Hyrule's creation. Stories speaking of the Sacred Realm and the omnipotent "Golden Power" known as the Triforce that resided within it spread across Hyrule over the ages, causing a lust for the Triforce's power to grow and fester in the hearts and minds of Hyrule's people until there was nothing left in many of them but pure greed. The Triforce could not judge between good and evil and thus would merely grant the wishes of its holder. One day, a gateway to the Golden Land of the Triforce was accidentally discovered and opened by a band of thieves skilled in dark magic and their leader, a man named Ganondorf. It was a place like no other, a realm of midday golden skies rather than blue. And there, shining down upon this world from above, was the Triforce in all its glory. A long running battle then ensued between Ganondorf and his followers to the heart of the Sacred Realm in a race to reach the Triforce first. Ganondorf fought his way past and killed all of his followers that had accompanied him into the realm along the way so that he could claim it uncontested. Ganon's Wish on the Triforce After the murders of his followers, Ganondorf stood over the Triforce and grasped it with blood-stained hands. A voice whispered to him, stating that if he had a strong desire in his heart to wish for it. In response, Ganondorf's laughter echoed across time and space and reached even Hyrule itself as he made a wish that he become the ruler of the world. Thus, one of Hyrule's greatest threats was born: the King of Evil, Ganon, who now had the strength of the Triforce at his command. The Creation of the Dark World As a result of Ganondorf's wish for the domination of the world, the Triforce caused the Sacred Realm to radically change. It began to wither and die as it was transformed into a twisted copy of Hyrule that represented what Hyrule would look like if Ganondorf ruled it. Dark clouds now permanently blackened the skies. As a side-effect of this transformation, the Triforce's magic was used to cast a curse over the entire realm, one that would cause any without protection from it to transform into a shape that would reflect what is in his or her heart. The Golden Land was now the Dark World, a place of darkness and evil. Ganon was not satisfied merely with ruling the newly-transformed Dark World however, as he sought to return to Hyrule and conquer it as well. In time, evil power began to issue forth from the portal to the Golden Land, beckoning to men from the outside to seek out the Golden Power and have their wishes become reality through its magic. The Invasion of Hyrule The Knights of Hyrule battle Ganon's army for the fate of Hyrule. As greedy men from Hyrule entered the Dark World hungry for the Golden Power, each of them was transformed into a monster reflecting the greed within them. As a result, Ganon's army of monsters grew to a large enough proportion that he was now capable of launching an invasion against Hyrule. Many plagues began to beset Hyrule as well, causing catastrophes for the people that would precede the coming storm. Finally, with his army now ready, Ganon launched the invasion against Hyrule, intending to fulfill his wish to be the ruler of both the Dark World and the Light World. Ganon's army swarmed from the Dark World and flooded into Hyrule, causing mass chaos and attacking Hyrule Castle. Meanwhile, the Seven Sages searched for a courageous individual that could take up a weapon that had been crafted to combat magic as powerful as that of the Triforce's, a sword that could banish evil itself, the Master Sword. However, no hero worthy of the blade could be found. The Seal of the Sages The King of Hyrule eventually convened the council of the Seven Sages as well as the Knights of Hyrule that served to protect the Hylian royalty and commanded them to seal the gateway to the Dark World shut in order to stem Ganon's invasion of the kingdom. Both groups would play pivotal roles in the hope of reaching this goal, with the Seven Sages bearing the responsibility of creating the seal itself while the Knights of Hyrule would protect them as they did their part to halt Ganon's invasion of the kingdom. Silver Arrows As Knights both appointed and drafted/enlisted in the wake of the situation, your characters are tasked with reclaiming relics that will allow for the creation of enchanted Silver Arrows for the fight against evil. To forge the arrows you will need to acquire 3 relics. Fairy Wand for blessing the cooling water Dwarven Hammer for smithing the arrow heads Dragon Lantern for starting the forge Kelna Your group will be based out of the town of Kelna, a seaside port town. Places of note: Merchant Guild (Shop) Witch's Coven (Shop) The Snap Squid (Bar & Grill, 2 INN rooms) The Blue Candle INN (INN) The Elder Fountain (Temple) Murkridge Guard (Militia Barracks) Bluebird Acres (Farm + Orchard) The Pepper Cow (Bar Restaurant) The Olive Vine (Food Vendors and Spice Trader street) Rules All you need is a d10 and a dream! Character Creation: Distribute your 10 stat points, math out the secondary stats based on those. Select a class. Select up to 4 traits. Be aware that there aren't levels. Think of it like endgame MMOs, you are working towards traits and gear for power. Challenge Ratings Each encounter / skill check has a challenge rating attached to it that is at the GM/DM’s discretion and are known as the following difficulties. Skill checks i.e. a PHYS check add 3 to the roll. 10 – Trivial 11 – Easy 12 - Moderate 13 - Tough 14 - Extreme 15 – Nightmarish Minions would be Trivial and Easy’s while a “Boss character” may be extreme or Nightmarish. Initiative At the start of the encounter the GM rolls 1d10, 1-5 GM goes first, 6-10 the players go first. Critical Success and Failure Rolling a ten on your d10 (the ten sided dice) will result in what is called a critical success. Whereby the action you are attempting will always work. No matter how unlikely it may be. Rolling a 1 on your d10 will result in a critical failure, this means that your character will fail in some catastrophic way. Stats: Base Stats PHYS – Physical Skill FORT – Fortitude MIND – Mental Skill At the start of the game these are at zero, when creating your character you have 10 points to spend however you may please. (For example a mage may go for 2 Phys / 4 Fort / 4 Mind) These stats are used in the following ways Attack Check: d10 + PHYS+ MIND Defend Check: d10 + PHYS + FORT Corruption Check: d10 + MIND + FORT Resource Stat Maximums: HP = Fort MP = Mind CORR = CORR Corruption: This is how corrupted your character has become, if maxed out the GM gets to come up with a bad end type scenario for your character, which could be good or bad depending on the player, typically is not death, resets like hp/mp each time. This could be ERP in nature, it could also be a curse type effect on their equipment/traits. MP: This is used to fuel certain traits and items along the way, it can also be used to restore your health by resting at a 3:1 ratio. (3 mana restores 1 health) HP: This can be in character described via just the exertion of taking a blow, or getting a bloody cut, however you want to narrate it. Typically a hit will take 1HP, some more dangerous foes, encounters, or obstacles may take more at the GM's discretion. At 0 HP your character is knocked out/exhausted, this is where things might get kinky. At negative HP you are dead. Classes: Fighter: Once per session, may attack twice and choose the preferred result Glass Cannon: Once per session, instead of a defense roll, may make another attack. If the free attack fails, automatic defeated state Archer: +1 when attacking any unaware opponent to hit and crit Priest: Critical Success during a defeated state immediately removes a corruption point in addition to its normal effect. May use health to restore hp to an ally at a 1:1 ratio. Thief: On a critical strike gain 1 gold for mugging/pickpocketing. Prostitute: May take a corruption point to immediately end a single foe encounter; however she must satisfy the intent of her target. Once per session may make a Corruption check, if successful no corruption is gained but gain 1 gold plying your trade. Diplomat: Instead of Defending in a single foe encounter, may opt to do 1d10 + MIND + MIND to talk to negotiate once per session. Success results in the encounter stopping. (May also use to lower the price of an item by up to 2 gold) Victim: Gains a corruption point for every two corruption checks in a row failed. Once per session another player may put a hit they were supposed to take on them. Paladin: May use MIND + MIND during a corruption check instead of MIND + FORT once per session. Can also purge one negative effect per session no rolls required on yourself or a target of your choice. Merchant: Regardless of state, may do a check of MIND + d10 to beat or match CR to escape the situation. This requires paying a gold for every opponent present before rolling, if paying 2 may skip the roll. Knight: May use FORT + FORT on a defend roll once per session (can replace an ally's roll as well with yours) Assassin: Once per session, may kill an opponent without alerting anyone nearby. Bard: Rousing Song Once per session, may increase the next roll by 2 Barbarian: Once per session may use PHYS+PHYS for attack score, and once for a skill score Alchemist: Once per session, may roll +1 on all rolls vs. that one encounter. Tamer: You have a pet or familiar that can do 'things' for you 1d3 times per session Scout: +1 to initiative rolls Feel free to work with your GM to make a class that fits your needs as well Traits: You're encouraged to come up with your own traits, more specific ones should be rewarded with more oomph from the GM. At the start of the game you can select up to 4 traits, for each good trait you must select a bad one. Positive Trait: Attunement: Select an element, you are now considered a creature of that element. Your basic attacks and abilities can take on that element at no cost. (You also become vulnerable to it's counterpart) Healthy: Start with +1HP Thick soul: +1 mana Well Trained: +1 to attack rolls Properly Dressed: +1 to defend rolls Blessed: once per session may roll a dice a second time Lucky: Critical success comes from a nine or above Track Star: +1 Movement Wealthy: Start with 10 Gold Pure: +1 to Corruption checks Negative Trait: Frail: Start with -1HP Talentless: Has one less starting point to spend Poorly trained: -1 to attack rolls Poorly clothed: -1 to defend rolls Cursed: once per session the GM can reroll a dice against you Unlucky: critical failure is now a 2 or below for you Thin soul: -1 mana Weak Ankles: -1 Movement Poor: Do not collect the first gold each session Black hearted: -1 to Corruption checks Equipment An aspect that works like glorified traits the players can take on and off. GMs should be creative with these. It's important that equipment be controlled and not get overly complicated. 'Slots' like any RPG can be used to accommodate that. The default is 5 items max (with 1 being a ready to use consumable), use your common sense, you can't use 3 staffs as weapons. You could however mix and match armor/accessories. Bracers, Sword, Shield, Crown for example. In addition, single use items will take a slot as well. You can never have more than 10 items total on your character. GMs should be very stingy (Ebeneezer Scrooge) with gold, a wolf wouldn't have gold, and most encounters should only award 1-2 maximum. Some examples: Cursed Tempest Skirt: If this skirt wasn't short enough already, whenever a lightning spell is cast it adds +1 to the roll but the skirt will blow and show her panties fanfare style to everyone who wants to get more than a peek. +1 Corruption while equipped. Staff of special snowflake: use 1 mana to cast something ice based. Adds +1 to your attack roll. Power Bracelet: use 2 mana to double your PHYS bonus for a check before the roll. Succubus Dagger: Add +2 to attacks when behind your opponent, costs 2 mana, requires 2+ corruption to use Flaming sword: Your attacks are all fire based now. Rock Plate: Your character type goes from normal to Rock. Tonic Potion: Single use, restores half your HP rounded down. Demon Skull: Cursed item, takes a slot, but has no other value and cannot be discarded on a whim. Requires a GM task. Status Effects: The DM may give you temporary status effects based on some of your actions or situations that happen during the role-play. These status effects may be positive or negative. They typically last until you return to town. Some may just need a good night's rest at an INN, some may require treatment from a medic or cleansing from a priest. Often there are items that can abolish these traits away from the safety of town. Examples: Hurt your foot when failing to kick open a door , -2 to next defense roll Been poisoned -1 to FORT , PHYS for next encounter Discovered the weakness of a creature. + 2 to attack vs. that creature. Character Sheet Template (Picture is required) Name: Class: Stats PHYS: FORT: MIND: ATTK: DEFN: CORR: HP: MANA: CORR: Traits Good: Bad: Inventory Rupees: Armor Slot: Weapon Slot: Accessory Slot 1: Accessory Slot 2: Consumable Slot: Backpack (Up to 10 items total on character): Background: EDITS/ADD'L NOTES 6-15-19 added the competing shops https://forum.chyoa.com/threads/zelda-themed-rpg.2158/#post-35919 6-15-19 Players can roll 1d10 and start with half those rupees (rounded up) 6-15-19 If you join, please be ready to post at least twice per week. 6-15-19 ERP will probably be quick summaries that can be elaborated on in PMs if desired
Please note there's not an epic BOTW sized game planned. The goal is to hopefully complete the quest, with the characters that first set out, or their replacements.
Merchant's Guild Tier I (18Ɽ to Tier II) The Merchant's guild is a network of several merchants scattered throughout the land. They use a standardized pricing system while in town, however, if found outside town they are allowed to set their own prices in a franchise system. Totally Hylian Corporate. It's peddlers consist of husbands, fathers, farmers, a variety of origins 'though they all tend to be the gruff and rough sort to try to impose a certain ambiance in the absence of guards. Their stock comes from wheeling and dealing with other merchants and adventurers. Small Red Potion 2Ɽ Restores 1HP Small Blue Potion 5Ɽ Restores 1HP & 1MP Linen bandages 1Ɽ Can use to stop bleeding by rolling higher than the target's HP Blue candle 2Ɽ Allows your character to see in dark areas, lasts one area (i.e. until you leave and go to town or something) single use Green Tunic 10Ɽ Once per combat vs a physical attack, roll 1d10, negate the damage if you roll 8 or higher. Wooden Sword 11Ɽ While at full health adds +1 to your attack roll. Blue Jay Feathered Arrows 1Ɽ single use ranged ammunition, lower your critical range by 1 (so like instead of "10" it would be 9-10) Witch's Coven Tier I (16Ɽ to Tier II) An old crone in the forest has finally had an apprentice exhibit the qualities needed to strike out on her own and open up for business at a second location. Taking some of the resources and stock both the witches try to experiment with new and exotic ingredients to come up with interesting items. Small Red Potion 2Ɽ Restores 1HP Small Green Potion 1Ɽ Restores 1MP Blue candle 2Ɽ Allows your character to see in dark areas, lasts one area (i.e. until you leave and go to town or something) single use Small Blue Potion 4Ɽ Restores 1HP & 1MP Lavender Herbs 2Ɽ Roll 1d10, cures poison on anything but a critical fail Witch's Pine Staff 12Ɽ use 1 mana to cast something ice based. Adds +1 to your attack roll. Fuzzy Uggs 8Ɽ +1 to balance/traction/footwork checks