TrashRabbit
probably from space
- One on One
- Group
- Dice
- Off-site
Game Design and Summary
This Zelda Campaign will use a pbta hack of dungeon world and take place vaguely on the breath of the wild map with fun extras added in. We will be playing hot and fast when it comes to dice rolls, The group is of expereinced Lit rpers so the rp will probably apear to be one from the outside with invisible dice rolls handled on our discord with dice bots.
Lore
Peoples +Lore +Settlements
Rules
Hyrule Romp by Rabbit +Krow:
docs.google.com
Below most of the rule text has been added for easy refrence, but heritage moves and other more persnickety stuff you will find in the gdoc proper.
This Zelda Campaign will use a pbta hack of dungeon world and take place vaguely on the breath of the wild map with fun extras added in. We will be playing hot and fast when it comes to dice rolls, The group is of expereinced Lit rpers so the rp will probably apear to be one from the outside with invisible dice rolls handled on our discord with dice bots.
Lore
we're gonna defeat a bbeg guy who isn't Gannon. A guy who thinks the interlopers were right. He wants to resurrect Queen Ambi, reconnect with the twilight realm and destroy Hyrule. This is bad. Because you live in Hyrule.
This Story takes place on the map of Breath of the wild but ignores much of that games plot. Notably castle town is alive and bustling!
Zelda Wiki
zelda.fandom.com
Hi res here: https://i.pinimg.com/originals/08/7e/43/087e4343929115c54ec139cf46d043af.jpg
Peoples +Lore +Settlements
- They are warriors by reputation, feared and respected in the countries they inhabit. Due to a unique biological quirk, the race consists almost solely of females. A single male Gerudo is born into the tribe every hundred years.
Gerudo town- A large wall city in the desert of the same name.
GErudo Fortress- A large fort on the desert coast, home to the Gerudo pirates. - The Rito are primarily avian in appearance, possessing wings, a beak and talons. The range of their avian characteristics varies.
Rito Village- to the north above Lake Totori. This there traditional northern home, in fact Rito means north.
Wattara or Dragon Roost island- Another Rito village off the southern coast. Wattara means south and this is their traditional southern home. Some Rito Migrate annually. - They are a mysterious and secretive tribe with pointed ears, red eyes and shadowy magic abilities. They are the chosen guardians of the Goddess Hylia and were sent to be the protectors and guides of the descendants of her mortal incarnation, the Royal Family of Hyrule.They are known to excel in mobility and jumping and specialize in hand-to-hand combat. In addition, they have enhanced their technical capabilities with a variety of research and create tools unique to their tribe. They are also the founders of Kakariko Village,
Kakoriko- Their traditional home - the Yiga Clan are a group of Sheikah who have sworn allegiance to the interlopers of old who attempted to claim the triforce and do not see hyrules divine right to rule and seek to destroy current power structures.
Yiga Hideout- in the gerudo highands in Karusa Valley. - The Gorons are a large, mountain-dwelling race, with sizes ranging from medium, tall, and even gigantic.
Goron City- perched atop death mountain - aquatic folk who possess fish and amphibian like traits, including fins, webbed feet and gills, which allow them to swim and thrive underwater. Zora can come in many shapes and sizes, but are most commonly depicted as humanoids with long tail fins on their heads and finned appendages on their arms and legs.
Zora domain- an ancient meeting place and throne at the head waters of zora river in the Lanayru region.
Zora's hall- an Ocean meeting hall off the southern coast. - Elves. pointy ear. The dominant cultural force of the land ruled by the Hyrulian royal family.
Castle town- Big, busttling the heart of the empire. Multi cultural.
Clock town- a large wall city in Necludia, east of Hateno. (where the stables are in botw)
Hateno- a small seaside village
Lurelin village- a small southern seaside village
Tarreytown- a medium city to the north in the Akkala region, though some still call the region labryna.
Lynna city- A large city in the akkala region, ruled once upon time by Queen Ambi before beign subdued by the hylian royal family. (where the citadel ruins are in botw) - Their strong hold is high above the Irch plains. Holders of fantastic ancient technologies, skylofts and secrets. They rarely come to surface world. Known for the pink hair and colorful clothing, rocs capes and hover boots.
- also known as Picori by the Hylians, are a small race of people no bigger than your thumb. They live in very small cities where ever hylians build their homes and cities.
- Tricksy fairy foxes who range from creatures with a child like intelligence to powerful sentient mages. the number of tails is usually a good indicator of what you're dealing with.
- tThey are small, wooden people who wear leaf masks over their faces. Their personalities may differ greatly, and are often reflected in their masks. They are spirits who are watched over by the Great Deku Tree.They are protectors of the forest in which they live. They can be found in all wild places in the world though.
- Its a big world, Deku, Kokiri & Fairies, Subrosians, Twili, Anuki...they're probably all out there. The Kokiri will be hobbit like and not children in this setting if they make an appearance.
Rules
Hyrule Romp by Rabbit +Krow:
Hyrule Romp- idiots and savants
Hyrule Romp Simple World By Rabbit + Krow BASICS Stats Courage- Persuasion, reckless heroics, boundless curiosity, following your gut, and understanding the workings of the natural world Wisdom- Memory, empathy, just actions and understanding others, protecting others, and healing arts Power...
- Character creation
- attunement
- Mana harm and other rules
- LEVEL UP
- basic moves
- Town & Field Moves + Special moves
- WEapons
- Shields + Armor
- Cast
Character Creation After looking at the Move List options and the descriptions get a feel for for the character you’d like to play Pick a Name and Species.
Start with 3 hearts and 3 mana.
You may choose Trade hearts for mana 1 for 3 (magicians get some extra mana for free at a later step);
2 hearts, 6 mana
1 heart, 9 mana
Trade mana for hearts 3 to 1:
4 hearts, 0 mana
Pick any 3 moves
Pick 1 heritage move
Choose your attunement, mark how you increase XP and mark your reroll move.
Choose 1:
Are you combatant? If so pick a weapon for free, it might come with some choices and a move, Make sure you mark your weapon move and its damage.
OR Are you a magician? Take +3 mana
Choose your armor, your armor rating cannot exceed your power score.
You start with 3 Rupee, save it for later or pick up some items from the market. Inventory; Everyone starts with personal items and camping gear, but beyond that each character has space for 5 slots in their inventory for magical or important items.
Assign Attribute Scores; -1, 0, and 1.
Each character is a favored hero of one of the three goddesses. Chose yours. Divine Attunement When you fail an Attuned Roll, you can elect to re-roll once per day. If the reroll is a 10+ take +1 forward. If its a fail, You divinity is too busy laughing take -1 forward.
you divine attunment also decides when you mark XP for leveling up:
Farore (Courage): Mark XP when barrel boldly into danger, or Mark XP when you display gentleness to furious beasts, dangerous people or small creatures or Mark XP when you sacrifice something for the greater good or to aid someone else.
Nayru (Wisdom): Mark XP when you cause problems on purpose or perform trickery, and display shaunty hubris or Mark XP when you give kind and considered counsel to a friend Mark, or mark XP When you learn something that changes you or your understanding of the world around you
Din (Power): Mark XP when you solve your interpersonal problem with brute force, Mark XP when take harm of behalf of an ally Mark XP when you make yourself emotionally vulnerable Mark XP when you admit you were wrong
Mana
Follow the character creation instructions, base Mana is 3 but you can trades hearts 1 to 3 and get a bonus 3 mana if you chose to be a magician of some sort. When you would cast magic or use a magic item spend mana 1 for 1 or roll + mana (up to no more than +3) Mana resets after a long rest. you can add 3 mana as an advancement as many time as you would like.
Magic items- spend mana 1 for 1 as the item dictates.
Innate abilities- Roll+ mana or spend mana 1 for 1 to use innate magical abilities. See custom magic ruless.
Special attacks- Roll +mana, see magic weapons and magic relics.
HARM and HEALING
Each Characters starts with three hearts. Each heart can be broken into ½ of a heart for a total of 6 HP.
< / 3 < / 3 < / 3
A Character that has one heart or less will take -1 forward on all rolls until you are treated.
Healing:
When ever you would drink a health potion, eat/cook a good meal or take a long rest your hearts are restored
Scars
Track these separate from harm. When ever a battle, injury or narrative event would mark or change you permanently note it here.
Status:
Some attacks and elemental challenge will inflict a status. Mark your status and use it to play into the fiction of the situation. Examples, Freeze, burn, stun, clumsy
No thank you evil (get help)
Sometimes heroes will find themselves in an untenable situation. Tell the MC how you get help and Roll+attunment On a 10+ something heroic happens. On a 7-9 it costs you on a miss you rather wish someone else had answered your plea.
Xp Can be earned by acting under the influence of your attunement. In general leveling up should cost 5xp+level. However learning new moves or skills can also happen after a significant point in the plot, as determined by the GM. XP level ups will happen when you have downtime and/or are in a safe space (usually at the close of the session the milestone was reached) you may take an advancement as described on the list below. T
Advancement
Pockets!!; +2 Inventory slots or supply. Take this as many times as you like.
Heart piece; Take +1 heart
Mana increase; Take +3 mana to your pool
Take any move- this should flow from the fiction
Increase a stat by +1 (Your stats are maxed out at 1,2,3 so choose wisely)
+1 spell, mask, song
A magic ability does +1 damage
Basic Moves
Clash
When you attack an enemy in melee, roll+POWER. On a 10+ you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1 damage but expose yourself to the enemy’s attack. On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.
Volley
When you take aim and shoot at an enemy at range, roll+WISDOM. On a 10+ you have a clear shot—deal your damage. On a 7–9, choose one (whichever you choose you deal your damage):
• You have to move to get the shot placing you in danger of the GM’s choice
• You have to take what you can get: -1 damage
• You have to take several shots, reducing your ammo by one.
Parley
When you would convince, lie to or manipulate someone roll +WISDOM, On a 10+ the NPC Decides you are super trustworthy and right 7-9 you’ve convinced them but they are suspicious and will need some proof or assurance now, on a miss they make it clear you are sus.
Make A Friend
When you would make yourself trustworthy to a new friend roll +attunment, On a 10+ the NPC Decides your friends and trusts you now, on a 7-9 you’ve earned their kindness but not their trust, on a miss they make it clear you are not friends.
Stealth
When you move with stealth or surprise an adversary, roll +Courage On a 10+choose 2. On a 7– 9, inflict harm or pas unseen and pick 1:
-You pass unseen
- you inflict harm
- you take something of value - you knock a foe senseless
roll+Courage. On a 10+, both.
On a 7–9, choose 1:
•You get in.
•you go unnoticed.
On a miss, neither.
Defy Danger
When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it...
• by powering through, +POWER
• by getting out of the way or acting fast, +courage
• by Magic or spiritual means +your divinity alignment
• with quick thinking, +Wisdom
On a 10+, you do what you set out to, the threat doesn’t come to bear. On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice
Fighting Big-Ass Monster
When you seek some way -- any way -- to harm an apparently unstoppable behemoth, roll +attunment On a 10+, you find a weak spot, but choose 1 from the list below. On a 7-9, you find a weak spot, but choose 2:
*The weak spot is hard to get to
*The weak spot can only be exploited once
*The weak spot is armored (1-3 armor)
To interact with the supernatural- Roll+mana when consorting with fae, to see ghosts, seduce great fairies and evil witches.
Protect something
When you stand in defense of a person, item, or location under attack, roll+WISDOM. On a 10+, hold 3. On a 7–9, hold 1. So long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:
• Redirect an attack from the thing you defend to yourself
• Halve the attack’s effect or damage
• Open up the attacker to an ally giving that ally +1 forward against the attacker
• Deal damage to the attacker equal to your level
Ask Some Questions
Roll+ wisdom, on a 10+ ask three, and the dm will tell the truth. on a 7-9 ask 2 and the dm will give you a good impression, on a miss ask one anyway and the Dm super super duper promises not to lie or give you bad news.
Consult Lore
When you consult your accumulated knowledge about something, roll+WISDOM. On a 10+ the GM will tell you something interesting and useful about the subject relevant to your situation. On a 7–9 the GM will only tell you something interesting—it’s on you to make it useful. The GM might ask you “How do you know this?” Tell them the truth, now.
Help or Hinder
Roll+ally’s attunement On a 10+ they take +1 or -2, your choice. On a 7–9 you also expose yourself to danger, retribution, or cost
When you enter a settlement you may:
Ask Around
When you go into market, a tavern, town or settlement to find information on something, roll +WISDOM On a 10+, You find someone who knows On a 7-9 you find someone but they need a favor, payment or reassurance from you On a miss someone knows but you wish it was someone else, some one comes asking after you.
Fetch Quest
Roll + courage on a 10+ You find what your looking for 7-9 you find it but it’s going to be a whole fetch quest. On a fail the Gm leads you to something interesting that maybe you didn’t expect to find here
Navigate
When you are on the road and traveling about the country side, roll +COURAGE. On a 10+, as you search the area, ask the MC up to 3 questions about the area, they will answer honestly. On a 7–9, ask 1. Take +1 forward when acting on the answers. Example questions include:
- what is the closest landmark
- Where is the closest home/settlement -Where can we take cover/hide
- Where is the safest place to make camp - How do I find the way back
- Where is the closest trail
Fast Travel
When you travel as a group for long distance quickly pick a leader and roll+courage on a 10+ choose 2 on a 7-9 choose 1, on a miss all three happen.
- You arrive on time
- You don’t run out of supplies/lose anything
- You don’t get lost
Special moves:
No thank you evil (get help)
Sometimes heroes will find themselves in an untenable situation. Tell the MC how you get help and Roll+attunment On a 10+ something heroic happens. On a 7-9 it costs you on a miss you rather wish someone else had answered your plea.
Divine Attunement
When you fail an Attuned Roll, you can elect to re-roll once per day. If the reroll is a 10+ take +1 forward. If its a fail, You divinity is too busy laughing take -1 forward.
Special attack:
When you activate your magic item , roll+ Mana. On a hit the casting is successful, and can deal up to 3 damage and choose two, on a 7-9 choose three. Spend mana 1 for 1 to choose less.
You do 1 less damage
Your spell won’t last long — you need to hurry to take advantage of it.
Your spell draws unwanted attention.
Your spell requires your active effort and concentration to maintain.
Your spell has some unforeseen side effect. The GM will tell you what that is.
On a miss, something goes terribly wrong.
Reach out to the Divine Realm
When you reach out to the realm of spirits and gods for guidance, roll+ATTUNEMENT. On a hit, the GM will tell you something new and interesting about the current situation, and might ask you a question or two; answer them. On a 10+, the GM will give you good detail. On a 7–9, the GM will give you an impression. If you already know all there is to know, the GM will tell you that. On a miss, be prepared for the worst.
Sparkle Magic
Sometimes the Goddess's may act through you weather or not you are magician. At the Dm prompting Roll+attunement. On a hit the sparkle magic flows through you into the world, on a 7-9 the spell is successful but there is a catch of a cost, on a miss the Gm will ask you to make a terrible choice, sacrifice or concession.
Flight
Some character or steeds can fly. Characters that can fly can always become airborne at will and must roll to defy danger as applicable while airborn. Below are two moves that all airborn character get access to:
Evasive maneuvers
When you come under fire while airborne or in battle roll+courage On a 7-9, choose one. On a 10+, choose two.
● You avoid the attack entirely
● You learn the enemy’s position and take +1 forward against them
● You end up in a position of relative safety or cover
● You push an ally out of harm’s way
Safe travels
When you fly a long distance roll+courage on a 10+ choose 2 on a 7-9 choose 1, on a miss the DM decides what happens instead.
- You arrive on time
- You don’t run out of supplies/lose anything
- You don’t get lost
Weapons often double as useful tools in the wild. Adventurers hope not to need them, but sometimes it’s unavoidable. These are just examples of some useful weapons to carry.
Fisticuffs
When you fight bare handed (or knuckle dusters or gauntlets) you do 2 harm
Throughout your studies and travels you have learned to protect yourself. You pour your learning into your actions. Create two stances and name them. When you Clash you may use your stance’s weapon tag. Only one stance may be used at a time.
Tag examples:
Armor piercing
Elemental tags (spend mana 1 for 1)
Stun
Messy
Silent
Forceful
Gauntlets + ball and chain
3 harm +slow +heavy
Gauntlet strike 2 harm
When you use your ball and chain to destroy an inanimate obstacle roll+ POWER, on a hit you do it and on a 10+ pick 3, on a 7-9 pick 2.
-It doesn’t take a long time
-Nothing of value is damaged
-It doesn’t make an inordinate amount of noise
-You can fix the thing again without much effort
Knives
1Rupee, 2 harm
They can be used hand-to-hand, or thrown with frightening accuracy by a skilled fighter.
When you draw this weapon with a flourish roll +COURAGE, on a hit they do as you say, on a 7-9 they do as you say and resent you, on a miss you fail to impress.
If you throw this weapon, roll with Volley.
Staff
1 Rupee, 2harm
A simple walking staff of hardwood, equally effective as a weapon in skilled hands.
When you would use your spear to vault over or across something take +1 STAMINA to the action.
Instead of harm you may choose to momentarily stun your foe.
Naginata/Polearm
3 Rupee, 3 harm
When you brandish this weapon outside of the battlefield, roll +COURAGE, on a hit they do as you say, on a 7-9 they do as you say and resent you, on a miss you fail to impress.
Sword
3 Rupee 3 harm
Swords are expensive and often legendary weapons, crafted by master blacksmiths using a great deal of fine steel. There is no cheap or simple sword; such things are cherished and protected.
When you brandish this weapon outside of the battlefield, roll +COURAGE, on a hit they do as you say, on a 7-9 they do as you say and resent you, on a miss you fail to impress.
Hook shot
3 rupee, 2 harm
When using the hook shot as a weapon you may choose to inflict stun harm.
You may use the hookshot to bring items towards you.
When you throw your Hook to climb, swing, or traverse a dangerous obstacle, roll +courage. On a 10+ you and any number of allies can safely use your Line to cross. On a 7-9, it is only secure enough to carry one creature.
Hammer
Forceful, 2 Rupee 2 harm
Hammers can be simple or complex, but the idea is the same: A big heavy chunk of something hard on a handle. Not very subtle, but extremely effective for bashing an opponent all over the place.
When facing an obstacle that can be smashed through with brute force, roll +POWER. On a 10+ you bash through quickly, easily, and unnoticed. On a 7-9, it’s only 2 of those.
If your hammer big deal /3harm
if your hammer is small mark XP when you use it as a tool.
Spear
2 Rupee 3 harm
Spears are efficient weapons, easy to produce and good for patrols, as they serve as both weapon and walking stick. Spears also offer enough reach to keep an enemy at a distance.
When you would use your spear to vault over or across something take +1 STAMINA to the action.
When you throw your spear roll Volley.
Axe
Messy, 2 Rupee 2 harm
Axes are very useful tools for building, harvesting, and woodcutting, and in a pinch they make for terrifying weapons. There’s no delicate way to fight with an axe, but delicate doesn’t usually win fights.
When you brandish your Axe as a tool mark XP
If your Axe is big then roll damage with a 1d6/3 harm if your axe is small you may roll volley to throw them
Bow
Far, 2 Rupee 3 harm
Bomb arows
1 rupee for 3 or 3 rupee x10
+Forceful +Messy +Loud
Magic Arrows; you probably can’t buy these but for character creation purposes they are set at 3 rupee.
Light arrow:
4 harm spend mana 1 for 1, inflicts +2 damage against evil/corrupted targets
Fire arrow:
3 harm spend mana 1 for 1, inflicts burn
Ice arrow:
3 harm spend mana 1 for 1, Freeze target in place
Sling shot
Far, 1Rupee 1 harm
Slings are a light, simple weapon, useful for fighting or for hunting. Most of their weight comes from their ammunition, a small pouch of smooth river pebbles.
When you load more than one ammo into the sling at once add +2 harm to your damage and split the results among multiple enemies.
Rod
2 harm, 3 rupee +cooldown
Choose the rod’s element and give it that tag. Roll with volley. When you would use this weapon outside of battle for its elemental magic spend mana 1 for 1.
Bombs
Bomb flowers 3harm 1 rupee for 3 or 3 rupee x10
Made from bomb flowers. Roll with volley if thrown or used in battle. When ever you handle explosives you are defying danger
+Forceful +messy
Bomchu 3harm 1 rupee for 3 or 3 rupee x10
Wind them up and watch them go. When ever you handle explosives you are defying danger.
Water Bombs 3harm 1 rupee for 3 or 3 rupee x10
Bombs! Underwater! Roll with volley if thrown or used in battle. When ever you handle explosives you are defying danger
+Forceful +messy
Armor stacks but cannot exceed your power score. If your armor exceeds your power score take
+ clumsy: it’s heavy and hard to move in and you cannot sneak, z target, acrobatics and take -1 when defying danger by acting fast.
When you would take damage that would bring you to 0 hearts, you may instead sacrifice your Armor.
A Stout Shield
1 armor, 1 Rupee, 2 harm
Often painted.
When you smash your shield into a foe roll+POWER, on a 10+ he learns how the grass tastes, on a 7-9 you move him where you want him, your ally takes +1 forward on him, on a miss chaos all around.
Mirror shield
1 armor, (special item, 3 Rupee)
Spend 1 mana to reflect a magical attack back to sender.
Light armor
1 armor, 2 Rupee
Simple armor is a leather vest, quilted coat (gambeson), or other material that can soften a blow.
Full Armor
2 armor, 3 Rupee, loud
This is any armor made of metal links, wooden slats, or boiled leather, and perhaps a forged set of plate mail
Comfy Clothes
0 armor, 0 Rupee,
+1 COURAGE when you defy danger by getting out of the way fast, you make up for armor with style and agility
Golden armor (cursed?)
Roll + Rupee on a10+ you are nigh invincible for the battle, on a 7-9 3 armor on a miss you have 3 armor and no Rupee left, when inactive 0.
Enchanted armor (3 Rupee)
Add this enchantment to an existing piece of armor or shield
Choose 1:
- + 1 armor
- spend 1 mana to turn a magic attack against its sender
-spend 1 mana to move unseen
- Spend one mana to move silently
- spend 1 mana to deal 1 harm to your physical attacker when in close range with an elemental tag
- remove the clumsy tag- tba
Last edited: