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Zelda HERO


Lord Quintus

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I'm getting ready to do a Zelda game on HeroCentral. It's 75-point heroic characters. I was wondering if anyone had done something like this before and had some Package deals for the races that I could look at, too speed things up. I'm allowing people to be Hyrulians, Kokiri, Zora, Gorons, Rito, and possibly Gerudo (female). The Rito, Hyrulians, and Kokiri aren't much of a problem, but ideas are still welcome. If anybody knows of a cache of converted monsters, I'd really appreciate it.

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Re: Zelda HERO

 

Kokiri are those little Elf guys and the Gorons are the roundish rock people...what are the others like? I can't remember.

You are correct on both counts that you attempted. Rito are birdmen, the Zora are aquatic people with long heads, Hyrulians are the "normal" people of Hyrule (Link, Zelda) and many have pointed ears, but not all. The Gerudo are a mostly female race that are like gypsies, from what I understand. Every hundred years a male is born, and the last one was Ganondorf. Does that clear it all up?

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Re: Zelda HERO

 

Zelda.com

Ta da!

Forgive me if I sound rude, but this hardly seems to be pertinent to my particular problem. Mostly I'm after HERO conversions for monsters. I've looked and I think I can handle the races. It's the monsters that I really need help with. I beseech assembled Herodom to aid me. Please. Pretty please. With sugar on top.

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Re: Zelda HERO

 

It's the monsters that I really need help with. I beseech assembled Herodom to aid me. Please. Pretty please. With sugar on top.
Here are some thoughts...

 

- If you're going to make the combat of the game feel like the video game, then the strength of your monsters will all depend upon how you deal out damage. In the first game, Red Octoroks could be killed with one swing of the Wood Sword. So are the Octoroks weak or the Wood Sword strong? That's up to you to decide.

 

- I've been working on Mega Man HERO conversions this week and I've learned that for video game type damage you're better off making all of your attack damage use Standard Effect. Again, this only applies if you want to recreate the feel of the video game.

 

- Monsters had different strengths in different games. The Leevers in The Ocarina of Time were a lot more difficult to kill than they were in Zelda 1. So you should decide which game you're pulling from, or a combination.

 

I think this is a very interesting project and would be interested in contributing.

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Re: Zelda HERO

 

Here are some thoughts...

 

- If you're going to make the combat of the game feel like the video game, then the strength of your monsters will all depend upon how you deal out damage. In the first game, Red Octoroks could be killed with one swing of the Wood Sword. So are the Octoroks weak or the Wood Sword strong? That's up to you to decide.

 

- I've been working on Mega Man HERO conversions this week and I've learned that for video game type damage you're better off making all of your attack damage use Standard Effect. Again, this only applies if you want to recreate the feel of the video game.

 

- Monsters had different strengths in different games. The Leevers in The Ocarina of Time were a lot more difficult to kill than they were in Zelda 1. So you should decide which game you're pulling from, or a combination.

 

I think this is a very interesting project and would be interested in contributing.

:hail: I've been graced with the direct words of BEN! Wait until the Benites hear, they'll writhe. :hail:

 

Seriously, thanks for the advice (he's magnicent and useful). I'm doing the basic backstory from The Wind Waker (cuz it's the only one I beat all the way :whistle: ) synthesized with the monsters from Ocarina and Wind Waker. They seem to be mostly compatable. Thanks for the standard effect rule idea. I think it may work.

 

On a realated note:

Does anyone know the name of the litte goat-things with the pitchforks that never seem to run out?

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Re: Zelda HERO

 

A thread i LIKE

 

so.. well

 

Kokiri: are little elf with a fairy companion; i think is not likely to be played, 'cause kokiri tend to be immortal,linked to earth and forest, and like. Even Link from OoT is not a Kokiri so... besides, if you want to play Kokiri, give them some Life Support

 

Goron: rock race,a beautiful race, high damage resistence (even higher from fire, see Darmani in Majora Mask); rolling ability may be treated like a multiform or an HA, as you like

 

Zora: an even beautiful race; swimming aquatic people. high agility, swimming, water breathing, and, if you like Mikau "boomerang" (Majora Mask) even a EB (you can impose "only warrior subrace" but i don't think Mikau was a warrior... he was a guitarist :))

 

Rito: race from Wind Waker. Interesting bird-people, but i prefere Zora and Goron

 

Ocarina: without every doubt, is a strong and powerful object, may be a VPP or a Mutlipowered, even if some are nothing more than teleport, we are a summon (summon Epona), a Change Environment, and some more

you can make Ocarina of Time a powerful artifact, better if central point of history

 

Masks: have you ever played Majora Mask? play it. I've just finished (on GCN) and is BETTER than OoT (i prefere OoT at WW ;))

Masks are very powerful (specially Fierce Deity :love::cool: ) and may be very nice to play with masks

 

a suggestion: you can permit even Deku Scrubs (from Majora Mask) as player characters race

Deku Scrubs: a wooden plant-boy; he can "ground glide" on water (with some limitation), shoot some "bubble" and fly/high jump using pink/yellow flowers

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Re: Zelda HERO

 

Unfortunately, I stopped playing the Zelda series after Ocarnia of Time... in fact, I never finished OoT because of that damn water temple level... ANNOYING!

 

However, below is a list of all the enemies found in Zelda:WW along with advice on the best way to kill them. This information will be helpful in determining enemy weaknesses, vulnerablitie and damage classes. If this helps, I can come up with lists from other games as well.

 

The Legend of Zelda: Wind Waker Enemies

 

Armos

When in a dungeon, Link may encounter they giant stone statues. They're nothing more than lifeless monuments... Until they begin hopping over the floor, and start chasing Link around a room. These evil statues hop after Link, but they have a weak spot on their backs. Sidestep around them to attack this vulnerable area, or plant bombs in their path. After being hit, an out-of-control Armos will angrily bounce around until it explodes.

 

Armos Knight

The Armos statues have a bigger brother... Armos Knights are much bigger and darker in color. I personally find them easier to destroy though. As they hop after you, they open and close their mouths. Lock onto an attacking Armos Knight, and toss a bomb into it's open mouth. The statue will swallow your breakfast bomb, and then suffer a bad case of explosive indigestion.

 

Boko Baba

Most plants are quiet and peaceful. But not the deadly Boko Baba, who just happens to have an appetite for human flesh. Confronting a Boko Baba head on and quickly attacking with repeated sword swings is effective. But a single lock-on boomerang from a safer distance is enough to take down a Boko Baba.

 

Bokoblin

Bokoblins are the standard species of bad guy. You'll find them everywhere, from dungeons to caves. You'll even find them on stations at the sea. They arm themselves with big sticks, knives, or anything else they can swing. They're no match for Link and his sword, so lock onto them and watch the sparks fly.

Bokoblins carry Joy Pendants, but they don't drop them after being killed... So lock on with your Grappling Hook to snatch up these treasures while their carriers are still alive.

 

Bubble

Flaming skulls will chase after Link in later dungeons. There are two different types of Bubbles; The Orange Bubble (shown here), and Purple Bubbles. Orange ones will set Link on fire. The purple ones will make Link burn purple, and make him unable to attack for a short period of time. Take down these creatures before they can attack, using the boomerang or arrows.

 

Chu Chu

Normally found in clusters, these creatures appear throughout the land. They exist in many different colors; Red, Green, Blue, Yellow, and even purple. The Red and Blue ChuChus don't pose much of a threat to our hero. But the blue ones conduct electricity, and will zap Link if he hits them with his sword without stunning them with another weapon first. Purple ChuChus live in the dark, and can only be killed by sunlight. After killing a Chu Chu, you can collect Chu Jelly... A crazy potion man on Windfall Island can use this jelly to create magical potions to help Link on his quest.

 

Darknut

Armed to the teeth, and swinging huge swords... The Darknuts are probably the toughest of all standard enemies. Using the parry attack is the best way to knock off some of the Darknuts armor. As pieces of their medal knight's armor falls off, they become more vulnerable to Links attacks. A defeated Darknuts will drop a Knight's Crest. Use the Grappling Hook to snatch these treasures from a live Darknut (you can collect it from a corpse if you like, but the Grappling Hook is easier).. Collect 10 of these crests, and show them to old man Orca on your home of Outset Island. In return, you'll learn the devastating hurricane spin attack.

 

Floor Master

Beware of the Floor Master... These hands hide under the floors where you can't see them. Then they pop up, grab you, and send you to another part of the dungeon. Don't let this happen. Attack them with a barrage of arrows, or hit them with your boomerang. If you find yourself too close for comfort, lock onto them and attack with a frenzy of sword combos to take them down before you get snatched up.

 

Gyorg

These sharks will circle your boat a few times, then ram it. Their faces and snouts are heavily armored, so they can easily tip your boat and make Link land in the sea. If you're sailing and a Gyorg is about to ram into your boat, you can use the 'R' button to jump and avoid the attack. Gyorgs tend to follow you even when you try to outrun them, so you'll likely want to use your Boomerang or Bow and Arrows to dispose of this predator.

 

Kargorok

These vicious vultures are found in many places, often in nests all over the great sea. They'll attack Link whether he's on land or at sea. These birds also carry Golden Feathers (give 20 of them to a bird man on Dragon Roost Island for a piece of heart). You can use the Grappling Hook to snag these valuable feathers.

 

Keese

Flying in from the ceiling of many caves and dungeons, these little bats tend to make surprise appearances. They're small in size, making it easy for them to go unnoticed. There are two types of Keese; The standard species shown here, and the Fire Keese which can set Link ablaze with their burning wings. It doesn't take much damage to destroy these bats, so they're easily disposed of.

 

Magtail

These creatures are heavily armored by their solid shell structure. They're vulnerable right before they attack. They stand up and open their pinchers just before they strike. This is the best time to quickly move in for a good slash. After being hit, a Magtail will curl up and retreat inside its shell. When it's in this state, Link can then finish the Magtail off, or pick it up and use it as a weight.

 

Miniblin

These little critters drop in almost out of nowhere. They're tiny enough not to be capable of doing serious damage to Link, but they attack in numbers, and use darkness to creep up on their victims. The chattering noises they make are probably worse than their actual attack.

 

Moblin

Armed with spears, these creatures terrorized Link in the lost woods during Ocarina of Time. The bad guys are back, and they're among the toughest standard enemies in the game. Luckily, they're not very bright though. They often don't even notice you until you're close enough to confront them. A fallen Moblin will drop a Skull Necklace for Link to collect.

 

Morth

These parasites are created by the Mothula Insect, shown below. Although Morths don't cause any physical damage to Link, they slow him down tremendously. Large clusters of these little critters will follow Link, and try to cling onto him. As more of them hop on for a free ride, Link will be weighted down, making him unable to move around quickly. A forward roll or sword spin attack will shake these unwanted pests from sticking to our hero.

 

Mothula

This is the insect that generates those tiny little beasts known as Morths mentioned above. It takes a number of sword slashes to destroy one of these creatures. You can stun it with your Boomerang or arrows first before attacking, to make your job of killing them become a bit easier.

 

Octorok

Another familiar face from Ocarina of Time. Octoroks are found in streams and rivers, and they use their mouths to spit rocks at Link. They pop up to shoot, and then duck back under the surface of the water. The best way to deal with them, is to deflect their rocks back at them with your shield. You can also hit them with arrows or your Boomerang.

 

Octorok

A larger species of the Octorok can be found in the Great Sea. They use the same rock-spitting attack as their smaller relatives. Use your Bomb canon to destroy these monsters, or hit them with your Boomerang or arrows.

 

Octo (Big)

Only a few of these gigantic Octos are found in the whole game. So few, that there's even a map that shows you where they can be found. You need to knock out all of the Big Octos eyes to destroy it. Dead Octos provide big treasure... After sinking a Big Octo, use the Grappling Hook where they sink to claim a treasure. After killing the Big Octo near Two Eye Reef, a fairy will appear to increase your magic power.

 

Peahat

Hovering around like small helicopters, flying Peahats don't take damage from Link's sword. You need to stun them first with the Deku Leaf, Boomerang, or arrows. Once they're stunned, they fall to the ground and become vulnerable. Link can use the Grappling Hook, and steal Golden Feathers from live Peahats.

 

Pirate Boat

These small pirate ships are found sailing in many places of the Great Sea. They're armed only with a canon, but they're surprisingly accurate and deadly when in groups. Once you get the Bombs, you can have a canon on your ship and battle it out with these patrolling pirates. Three direct hits with your ship's canon is enough to sink one of these vessels, sending it on a one way trip to the bottom of the sea.

 

Poe

Those ghosts with lanterns are back! These spirits float around, and can turn nearly invisible. If a Poe makes contact with Link, your controls will temporarily become reversed, making it hard to walk around. Link can only successfully attack a Poe when the ghost is in it's most visible form.

 

Rat

These rodents will attack Link, then scurry into a hole in the wall. You can toss some all-purpose bait in front of a rat hole, and the rat will pop up and offer to sell you things. Rats are also found in the jail maze of Windfall Island. Don't count on buying stuff from those jail rats though - Those jail rats will pull a switch and dump you in the sea if you make a wrong turn.

 

ReDead

Few sound effects in this game are as terrifying as the blood-curling screams of the ReDead. Hiding in coffins and other dark places, these creepy zombies will pop out and Link will be scared stiff. You'll be frozen in fear for a moment if you make eye contact with these creatures. If a ReDead gets too close to you, they'll jump on your back and begin to leech off your brain! They're vulnerable to light, so after Link gets the Mirror Shield he reflect light to stun ReDead before attacking them. Otherwise, you need to slash these creatures from behind.

 

Seahat

An aquatic cousin of the Peahat, the large Seahat creatures are found in clusters throughout the Great Sea. They fly around, and then make straight dives at your boat. As long as you're moving, it's hard for a Seahat to hit you. For their size, they're surprisingly vulnerable to arrows and your boomerang.

 

Stalfos

Armed with a club and attacking in a spinning frenzy, Stalfos skeletons inhabit the later dungeons of the game. The best method for taking down one of these big monsters, is to stun it with arrows or your boomerang. Then, rush in and attack with a fury of sword slashes. When the Stalfos finally crumbles and falls to the floor, the battle isn't over... Destroy the skull, otherwise the creature will slowly rise from the dead, and pull itself back together again.

 

Wizzrobe

These magical floating wizards fade in and out from existence. They appear and use their black magic to hurl flames at our hero. When they're ready to launch their flame attack, jump to the side to get out of the way. After they attack, they spin and disappear. Stun a Wizzrobe with arrows or your Boomerang, and then attack it with your sword.

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Re: Zelda HERO

 

I can't help any with monsters and character packages, but I did stat out the power ups from the first zelda game for one of my stranger games. It might give you some ideas.

 

Wooden Sword: HKA 1d6, Reduced Endurance (0 END, +1/2), (AP 22); OAF (-1), (RC 11) plus RKA 1d6, Reduced Endurance (0 END, +1/2), (AP 22); OAF (-1), Only Usable When At Full Health (-1), Linked (to HKA, -1/2), (RC 6). Total Cost: 17.

White Sword: HKA 2d6, Reduced Endurance (0 END, +1/2), (AP 45); OAF (-1), (RC 22) plus RKA 1d6, Reduced Endurance (0 END, +1/2), (AP 45); OAF (-1), Only Usable When At Full Health (-1), Linked (to HKA, -1/2), (RC 13). Total Cost: 35.

Magic Sword: HKA 4d6, Reduced Endurance (0 END, +1/2), (AP 90); OAF (-1), (RC 45) plus RKA 4d6, Reduced Endurance (0 END, +1/2), (AP 22); OAF (-1), Only Usable When At Full Health (-1), Linked (to HKA, -1/2), (RC 26). Total Cost: 71.

 

Shield: +2 DCV, (AP 5); OAF (-1), Not Usable Against Energy Attacks (-1), (RC 3).

Magic Shield: +3 DCV, (AP 15); OAF (-1), (RC 7).

 

Blue Ring: Physical Damage Reduction, Resistant, 50%, (AP 30), OIF (-1/2), (RC 20) plus Energy Damage Reduction, Resistant, 50%, (AP 30), OIF (-1/2), (RC 20). Total Cost: 40.

Red Ring: Physical Damage Reduction, Resistant, 75%, (AP 60), OIF (-1/2), (RC 40) plus Energy Damage Reduction, Resistant, 75%, (AP 60), OIF (-1/2), (RC 40). Total Cost: 80.

 

Power Bracelet: +25 STR, Reduced Endurance (0 END; +1/2), (AP 37), Only For Pushing Things (-2), OIF (-1/2), No Figured Characteristics (-1/2), (RC 9).

 

Blue Candle: Sight Group Images, Increased Size (16" radius, +1), Conforming (+1/2), (AP 25); OAF (-1), No Range (-1/2), 1 Recoverable Continuing Charge (5 minutes, recovers after ending combat and leaving the area, -3/4), (RC 6) plus RKA 2d6, Area Of Effect (one hex, +1/2), 1 Recoverable Charge (recovers after ending combat and leaving the area, -1 1/4), (AP 60), OAF (-1), Limited Range (2", -1/4), Linked(to Images, -1/4), (RC 12). Total Cost: 18.

Red Candle: Sight Group Images, Increased Size (16" radius, +1), Conforming (+1/2), Reduced Endurance (0 END, +1/2), (AP 30); OAF (-1), No Range (-1/2), Only to Create Light (-1), (RC 7) plus RKA 2d6, Reduced Endurance (0 END, +1/2), Area Of Effect (one hex, +1/2), (AP 60), OAF (-1), Limited Range (2", -1/4), Linked(to Images, -1/4), (RC 24). Total Cost: 31.

 

Wooden Boomerang: Entangle 12d6, 0 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From All Attacks (+1/2), Reduced Endurance (0 END, +1/2), (AP 202); No Defense (-1 1/2), OAF (-1), Ranged Based On STR (-1/4), (RC 54) plus Telekinesis (2 STR), Reduced Endurance (0 END, +1/2), (AP 4); Only To Pull Items Toward User (-2), OAF (-1), Linked (to Entangle, -1/2), Range Based On STR (-1/4), (RC 1). Total Cost: 55.

Magic Boomerang: Entangle 12d6, 0 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From All Attacks (+1/2), Reduced Endurance (0 END, +1/2), (AP 202); No Defense (-1 1/2), OAF (-1), Limited Range (20", -1/4), (RC 54) plus Telekinesis (2 STR), Reduced Endurance (0 END, +1/2), (AP 4); Only To Pull Items Toward User (-2), OAF (-1), Linked (to Entangle, -1/2), (RC 1). Total Cost: 55.

 

Bombs: RKA 2d6, Time Delay (+1/4), Explosion (+1/2), 99 Charges (+1/2), (AP 67); OAF (-1), No Range (-1/2), (RC 27).

 

Key: Lockpicking 20-, (AP 25); OAF (-1), 1 Charge (never recovers, -4), (RC 4).

Magical Key: Lockpicking 20-, (AP 25); OAF (-1), (RC 12).

 

Bow: RKA 2d6, 99 Charges (+1/2), (AP 45); OAF (-1), (RC 22).

 

Magic Wand: RKA 1d6, Reduced Endurance (0 END,+1/2), (AP 22); OAF (-1) (RC 11).

Magic Book: Aid RKA 4d6 (max effect: +1d6 to Magic Wand), Persistent (+1/2), Continuous (+1), (AP 100); OIF (-1/2), Limited Special Effect (magic, -1/4), (RC 57).

 

Red Potion: Simplified Healing 30d6, (AP 300); 1 Charge (never recovers, -4), OAF (fragile, -1 1/4), (RC 48).

Blue Potion: Simplified Healing 30d6, (AP 300); 2 Charges (never recovers, -3 1/2), OAF (fragile, -1 1/4), (RC 48).

 

Stepladder: Teleportation 12", Reduced Endurance (0 END, +1/2), (AP 36); Extra Time (1 Turn, -1 1/4), OAF (-1), Must Pass Through Intervening Space (-1/4), (RC 10).

Raft: Swimming 10", Reduced Endurance (0 END, +1/2), (AP 12), OAF (-1), Surface Only (-1), (RC 5).

 

Monster Bait: Mind Control 4d6 (Animals), Telepathic (+1/4), Reduced Endurance (0 END, +1/2), Continuous (removed by winds or rain, +1), Cumulative (72 points, +1), NND (defense is sealed body covering, self-contained breathing, or immunity), Area of Effect (10" Radius, +1), (AP 115); Set Effect (taste me; -1), OAF (-1), No Range (-1/2), (RC 33).

 

Heart Container: Aid BODY 2d6 (standard effect: +3 BODY), Delayed Return Rate (5 per century +3 1/2), (AP 85); OAF (fragile, -1 1/4), 1 Charge (never recovers, -4), (RC 13).

 

Heart: Simplified Healing 3d6, (AP 30); 1 Charge (never recovers, -4), OAF (-1), (RC 5).

 

Stopwatch: Major Transform 6d6 (all targets into targets stopped in time, heals after leaving the area), Personal Immunity (+1/4), Affect Desolidified (any form, +1/2), Area of Effect (15" radius, +1), Continuous (+1), (AP 337); 1 Continuing Charge (1 turn, never recovers, -3 1/4), OAF (-1), No Range (-1/2), (RC 59).

 

They were all done more in the style of accuracy to the video game, instead of a way that would make sense in a story.

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Re: Zelda HERO

 

A thread i LIKE

 

so.. well

 

Kokiri: are little elf with a fairy companion; i think is not likely to be played, 'cause kokiri tend to be immortal,linked to earth and forest, and like. Even Link from OoT is not a Kokiri so... besides, if you want to play Kokiri, give them some Life Support

 

Goron: rock race,a beautiful race, high damage resistence (even higher from fire, see Darmani in Majora Mask); rolling ability may be treated like a multiform or an HA, as you like

 

Zora: an even beautiful race; swimming aquatic people. high agility, swimming, water breathing, and, if you like Mikau "boomerang" (Majora Mask) even a EB (you can impose "only warrior subrace" but i don't think Mikau was a warrior... he was a guitarist :))

 

Rito: race from Wind Waker. Interesting bird-people, but i prefere Zora and Goron

 

Ocarina: without every doubt, is a strong and powerful object, may be a VPP or a Mutlipowered, even if some are nothing more than teleport, we are a summon (summon Epona), a Change Environment, and some more

you can make Ocarina of Time a powerful artifact, better if central point of history

 

Masks: have you ever played Majora Mask? play it. I've just finished (on GCN) and is BETTER than OoT (i prefere OoT at WW ;))

Masks are very powerful (specially Fierce Deity :love::cool: ) and may be very nice to play with masks

 

a suggestion: you can permit even Deku Scrubs (from Majora Mask) as player characters race

Deku Scrubs: a wooden plant-boy; he can "ground glide" on water (with some limitation), shoot some "bubble" and fly/high jump using pink/yellow flowers

Thanks for your valuable insights. Personally I could never get past the first temple in Majora's mask, I kept falling into the poison water when I needed to light the torches. Maybe my control will be better on GCN :winkgrin:! Anyway. I won't be including the ocarina, except possibly very late in the game in the hands of a corrupted Link. Also, I'm not including the deku because I doubt they survived the destruction of Hyrule. Since the Zora are aquatic, I'm geussing their civilization actually flourished. The Koroks are what the Kokiri were transformed into by the Deku tree, and in my version of the world, he changed them back when Hyrule rose from the sea. I've just been informed that the Hylians (Link/ Zelda) and the Hyrulians (normal people) are different. Apparently, Hylians are longer-lived and have the pointy ears, so they're kinda "Zelda Elves." The Hyrulians are just normal humans. Can anyone comfirm/deny that last bit?

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Re: Zelda HERO

 

I can't help any with monsters and character packages, but I did stat out the power ups from the first zelda game for one of my stranger games. It might give you some ideas.

 

Wooden Sword: HKA 1d6, Reduced Endurance (0 END, +1/2), (AP 22); OAF (-1), (RC 11) plus RKA 1d6, Reduced Endurance (0 END, +1/2), (AP 22); OAF (-1), Only Usable When At Full Health (-1), Linked (to HKA, -1/2), (RC 6). Total Cost: 17.

White Sword: HKA 2d6, Reduced Endurance (0 END, +1/2), (AP 45); OAF (-1), (RC 22) plus RKA 1d6, Reduced Endurance (0 END, +1/2), (AP 45); OAF (-1), Only Usable When At Full Health (-1), Linked (to HKA, -1/2), (RC 13). Total Cost: 35.

Magic Sword: HKA 4d6, Reduced Endurance (0 END, +1/2), (AP 90); OAF (-1), (RC 45) plus RKA 4d6, Reduced Endurance (0 END, +1/2), (AP 22); OAF (-1), Only Usable When At Full Health (-1), Linked (to HKA, -1/2), (RC 26). Total Cost: 71.

 

Shield: +2 DCV, (AP 5); OAF (-1), Not Usable Against Energy Attacks (-1), (RC 3).

Magic Shield: +3 DCV, (AP 15); OAF (-1), (RC 7).

 

Blue Ring: Physical Damage Reduction, Resistant, 50%, (AP 30), OIF (-1/2), (RC 20) plus Energy Damage Reduction, Resistant, 50%, (AP 30), OIF (-1/2), (RC 20). Total Cost: 40.

Red Ring: Physical Damage Reduction, Resistant, 75%, (AP 60), OIF (-1/2), (RC 40) plus Energy Damage Reduction, Resistant, 75%, (AP 60), OIF (-1/2), (RC 40). Total Cost: 80.

 

Power Bracelet: +25 STR, Reduced Endurance (0 END; +1/2), (AP 37), Only For Pushing Things (-2), OIF (-1/2), No Figured Characteristics (-1/2), (RC 9).

 

Blue Candle: Sight Group Images, Increased Size (16" radius, +1), Conforming (+1/2), (AP 25); OAF (-1), No Range (-1/2), 1 Recoverable Continuing Charge (5 minutes, recovers after ending combat and leaving the area, -3/4), (RC 6) plus RKA 2d6, Area Of Effect (one hex, +1/2), 1 Recoverable Charge (recovers after ending combat and leaving the area, -1 1/4), (AP 60), OAF (-1), Limited Range (2", -1/4), Linked(to Images, -1/4), (RC 12). Total Cost: 18.

Red Candle: Sight Group Images, Increased Size (16" radius, +1), Conforming (+1/2), Reduced Endurance (0 END, +1/2), (AP 30); OAF (-1), No Range (-1/2), Only to Create Light (-1), (RC 7) plus RKA 2d6, Reduced Endurance (0 END, +1/2), Area Of Effect (one hex, +1/2), (AP 60), OAF (-1), Limited Range (2", -1/4), Linked(to Images, -1/4), (RC 24). Total Cost: 31.

 

Wooden Boomerang: Entangle 12d6, 0 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From All Attacks (+1/2), Reduced Endurance (0 END, +1/2), (AP 202); No Defense (-1 1/2), OAF (-1), Ranged Based On STR (-1/4), (RC 54) plus Telekinesis (2 STR), Reduced Endurance (0 END, +1/2), (AP 4); Only To Pull Items Toward User (-2), OAF (-1), Linked (to Entangle, -1/2), Range Based On STR (-1/4), (RC 1). Total Cost: 55.

Magic Boomerang: Entangle 12d6, 0 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From All Attacks (+1/2), Reduced Endurance (0 END, +1/2), (AP 202); No Defense (-1 1/2), OAF (-1), Limited Range (20", -1/4), (RC 54) plus Telekinesis (2 STR), Reduced Endurance (0 END, +1/2), (AP 4); Only To Pull Items Toward User (-2), OAF (-1), Linked (to Entangle, -1/2), (RC 1). Total Cost: 55.

 

Bombs: RKA 2d6, Time Delay (+1/4), Explosion (+1/2), 99 Charges (+1/2), (AP 67); OAF (-1), No Range (-1/2), (RC 27).

 

Key: Lockpicking 20-, (AP 25); OAF (-1), 1 Charge (never recovers, -4), (RC 4).

Magical Key: Lockpicking 20-, (AP 25); OAF (-1), (RC 12).

 

Bow: RKA 2d6, 99 Charges (+1/2), (AP 45); OAF (-1), (RC 22).

 

Magic Wand: RKA 1d6, Reduced Endurance (0 END,+1/2), (AP 22); OAF (-1) (RC 11).

Magic Book: Aid RKA 4d6 (max effect: +1d6 to Magic Wand), Persistent (+1/2), Continuous (+1), (AP 100); OIF (-1/2), Limited Special Effect (magic, -1/4), (RC 57).

 

Red Potion: Simplified Healing 30d6, (AP 300); 1 Charge (never recovers, -4), OAF (fragile, -1 1/4), (RC 48).

Blue Potion: Simplified Healing 30d6, (AP 300); 2 Charges (never recovers, -3 1/2), OAF (fragile, -1 1/4), (RC 48).

 

Stepladder: Teleportation 12", Reduced Endurance (0 END, +1/2), (AP 36); Extra Time (1 Turn, -1 1/4), OAF (-1), Must Pass Through Intervening Space (-1/4), (RC 10).

Raft: Swimming 10", Reduced Endurance (0 END, +1/2), (AP 12), OAF (-1), Surface Only (-1), (RC 5).

 

Monster Bait: Mind Control 4d6 (Animals), Telepathic (+1/4), Reduced Endurance (0 END, +1/2), Continuous (removed by winds or rain, +1), Cumulative (72 points, +1), NND (defense is sealed body covering, self-contained breathing, or immunity), Area of Effect (10" Radius, +1), (AP 115); Set Effect (taste me; -1), OAF (-1), No Range (-1/2), (RC 33).

 

Heart Container: Aid BODY 2d6 (standard effect: +3 BODY), Delayed Return Rate (5 per century +3 1/2), (AP 85); OAF (fragile, -1 1/4), 1 Charge (never recovers, -4), (RC 13).

 

Heart: Simplified Healing 3d6, (AP 30); 1 Charge (never recovers, -4), OAF (-1), (RC 5).

 

Stopwatch: Major Transform 6d6 (all targets into targets stopped in time, heals after leaving the area), Personal Immunity (+1/4), Affect Desolidified (any form, +1/2), Area of Effect (15" radius, +1), Continuous (+1), (AP 337); 1 Continuing Charge (1 turn, never recovers, -3 1/4), OAF (-1), No Range (-1/2), (RC 59).

 

They were all done more in the style of accuracy to the video game, instead of a way that would make sense in a story.

 

 

Snarf! You are my FREAKING HERO!

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Re: Zelda HERO

 

Snarf! You are my FREAKING HERO!

Heh, glad you like it. These are only the items for the first Zelda game. If you want, I could start working on items from some of the others. I'd need to do some research though, because the only Zeldas I've completely beaten are the original, ocarina of time, and Link's Awakening.

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Re: Zelda HERO

 

Heh' date=' glad you like it. These are only the items for the first Zelda game. If you want, I could start working on items from some of the others. I'd need to do some research though, because the only Zeldas I've completely beaten are the original, ocarina of time, and Link's Awakening.[/quote']

Anything you could offer would be great. They may be only from the first game, but most of the weapons and items function mostly the same.

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Re: Zelda HERO

 

I'm starting some write ups of the equipment from Wind Waker. I plan on posting the rest of the stuff in a week or two. For now, here's some basic stuff ready for critique.

 

Hero's Sword: HKA 1/2d6, Reduced Endurance (0 END, +1/2), (15 AP); OAF (-1), (RC 7).

Master Sword: HKA 1d6+1, Reduced Endurance (0 END, +1/2), (30 AP); OAF (-1), (RC 15).

Awakened Master Sword: HKA 2d6, Reduced Endurance (0 END, +1/2), (45 AP); OAF (-1), (RC 22).

 

Hero's Sword Art

(5) Defensive Strike/Horizontal Slice: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike

(4) Martial Strike/Vertical Slice: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike

(5) Offensive Strike/Thrust: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike

(4) Sacrifice Lunge/Jump Attack: 1/2 Phase, +2 OCV, -2 DCV, Weapon +v/5, FMove

(4) Martial Dodge/Counter: 1/2 Phase, +5 DCV, Dodge, Affects All Attacks, Abort

(4) Counterstrike/Counter: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Dodge

 

Sword Spin: HKA 2d6, Area Of Effect (12" Line, +1), (AP 60); Extra Time (Full Phase, -1/2), Increased Endurance Cost (x2 END, -1/2), OIF (sword of opportunity, -1/2), Concentration (1/2 DCV, -1/4), (RC 16).

 

Notes: I figure Wind Waker's more detailed fighting system would be simulated in Hero as a martial arts style. Most of Link's moves had matching martial maneuvers, but I wrote up the sword spin as a magic power. I made the sword damages smaller than in the original Zelda write up so martial maneuvers would make more of a relative difference.

 

Hero's Shield: +2 with DCV, (AP 10); OAF (-1), (RC 5).

Mirror Shield: +2 with DCV, (AP 10); OAF (-1), (RC 5) plus Missle Reflection (Magic), (AP 30); OAF (-1), (RC 15). Total Cost: 20.

 

Notes: I don't really remember what the mirror shield did in Wind Waker, but I remember it reflecting fireballs and spells in some of the other Zelda games. I'm going to assume that's what it does until my memory recovers.

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Re: Zelda HERO

 

Hero's Sword: HKA 1/2d6, Reduced Endurance (0 END, +1/2), (15 AP); OAF (-1), (RC 7).

Master Sword: HKA 1d6+1, Reduced Endurance (0 END, +1/2), (15 AP); OAF (-1), (RC 7).

Awakened Master Sword: HKA 2d6, Reduced Endurance (0 END, +1/2), (15 AP); OAF (-1), (RC 7).

AP cost and RC cost is wrong...

master will be 30 AP and 15 RC

Awakened master will be 45 AP and 22 RC

Notes: I don't really remember what the mirror shield did in Wind Waker' date=' but I remember it reflecting fireballs and spells in some of the other Zelda games. I'm going to assume that's what it does until my memory recovers.[/quote']

In WW, OoT and MM, afaik, mirror shield will deflect solar ray, to solve some puzzle. AFAIK in some case function against some magic (afaik with beamos and like) but i'm not sure...

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Re: Zelda HERO

 

AP cost and RC cost is wrong...

master will be 30 AP and 15 RC

Awakened master will be 45 AP and 22 RC

 

In WW, OoT and MM, afaik, mirror shield will deflect solar ray, to solve some puzzle. AFAIK in some case function against some magic (afaik with beamos and like) but i'm not sure...

1. Fixed

2. Hrmm, that sounds pretty useless. Would light reflection even be a power? Maybe Images with light only, AOE:Line, only to reflect light, and such.

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  • 4 years later...

Re: Zelda HERO

 

Bow: RKA 2d6, 99 Charges (+1/2), (AP 45); OAF (-1), (RC 22).

 

I'm sorry I'm might just being picky but isn't the maximum charges in the Bow be 255?

arrow cost 1 rupee and you max rupees or 255 every arrow fired -1 rupee. i know its stupid to loose money for using a weapon and the is no quiver in the game but it would probably be smarter to have a quiver that carries a max of 255 arrows if it is possible. not giving into reality's weight constraints. oh and i know I'm about 5 years late on this topic.

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Re: Zelda HERO

 

As it turns out, I've actually run a Zelda campaign. After I finish upgrading my virus scanner and stuff, I will post all of my HERO Designer files and any notes I can find. IIRC, that was back when I still wrote down most of my non-character sheet campaign notes instead of typing them like a smart person >_>

 

EDIT: Thread necromancy! You've tricked me, Evangle!

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