Legend of Zelda Rules
Stats
10 Points in Stats (1-5)
Strength- Fight / Carry / Power
Agility- Acrobatics / Precision / Stealth
Constitution- Block / Resist / Endure
Intelligence- Craft / Knowledge / Activated Magic
Wisdom- Sensibility / Awareness / Studied Magic
Charisma- Speech / Luck / Performed Magic
Apply Racial Bonus (+2/+1/-1) or (+1/+1) or (+2)
Apply Class Bonus (+1)
Strength- Fight / Carry / Power
Agility- Acrobatics / Precision / Stealth
Constitution- Block / Resist / Endure
Intelligence- Craft / Knowledge / Activated Magic
Wisdom- Sensibility / Awareness / Studied Magic
Charisma- Speech / Luck / Performed Magic
Apply Racial Bonus (+2/+1/-1) or (+1/+1) or (+2)
Apply Class Bonus (+1)
Medallions
Each Medallion starts with 0 rank in each and can rank as high as 5
Fire
Water
Forest
Light
Shadow
Spirit
Apply Racial Bonus (+1)
Apply Class Bonus (+1/+1/+1)
Fire
Water
Forest
Light
Shadow
Spirit
Apply Racial Bonus (+1)
Apply Class Bonus (+1/+1/+1)
Skills
Each Skill starts untrained with no checked boxes and can become Trained, Advanced, and Mastered with each upgrade
Apply Racial Skill Bonuses if any
Apply Class Skill Bonuses
Apply Bonus Skills
Unskilled checks require rolling 1 standard difficulty die
Trained checks allow rolling 2 standard difficulty dice
Advanced checks allow rolling 1 die at standard difficulty and another at 1 less difficulty
Mastered checks allow rolling both dice at 1 less difficulty
Apply Racial Skill Bonuses if any
Apply Class Skill Bonuses
Apply Bonus Skills
Unskilled checks require rolling 1 standard difficulty die
Trained checks allow rolling 2 standard difficulty dice
Advanced checks allow rolling 1 die at standard difficulty and another at 1 less difficulty
Mastered checks allow rolling both dice at 1 less difficulty
Skill Descriptions
Strength
Fight- melee attacks use the fight skill determining your bonus to hit
Carry- you have item slots equal to your carry level +3
Power- a measure of your true might determining your bonus to damage. Each level of Power adds 1/4 heart to damage with all non magic attacks
Agility
Acrobatics- your ability to dodge attacks and be nimble.
Precision- ranged attacks use this skill for determining accuracy
Stealth- your ability to go unseen and unheard
Constitution
Block- your ability to reduce physical damage by taking it head on
Resist- your ability to reduce magical damage by taking it head on
Endure- your ability to withstand tests of the body such as poison, hunger, and disease
Intelligence
Craft- your ability to create and understand the functions of a specific type of item
Knowledge- how much you know about the world
Activated Magic- your ability to channel spells within magic items
Wisdom
Sensibility- your understanding of others and common sense
Awareness- your alertness which determines the order in which you act in a turn
Studied Magic- your ability to cast spells from books and tomes
Charisma
Speech- your effectiveness at persuading others
Luck- your general good fortune. you gain 1 luck point / level in Luck. Spending one allows you to reroll a single die. they refill each session
Performed Magic- your ability to recite magical songs by use of an instrument
Fight- melee attacks use the fight skill determining your bonus to hit
Carry- you have item slots equal to your carry level +3
Power- a measure of your true might determining your bonus to damage. Each level of Power adds 1/4 heart to damage with all non magic attacks
Agility
Acrobatics- your ability to dodge attacks and be nimble.
Precision- ranged attacks use this skill for determining accuracy
Stealth- your ability to go unseen and unheard
Constitution
Block- your ability to reduce physical damage by taking it head on
Resist- your ability to reduce magical damage by taking it head on
Endure- your ability to withstand tests of the body such as poison, hunger, and disease
Intelligence
Craft- your ability to create and understand the functions of a specific type of item
Knowledge- how much you know about the world
Activated Magic- your ability to channel spells within magic items
Wisdom
Sensibility- your understanding of others and common sense
Awareness- your alertness which determines the order in which you act in a turn
Studied Magic- your ability to cast spells from books and tomes
Charisma
Speech- your effectiveness at persuading others
Luck- your general good fortune. you gain 1 luck point / level in Luck. Spending one allows you to reroll a single die. they refill each session
Performed Magic- your ability to recite magical songs by use of an instrument