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How To Play

When playing Temples & Tektites, your characters will find themselves in many different situations and places. They will have many encounters and adventures. Let’s go over some of these situations now.

 

Towns and Villages

Typically, when your character is in a town or village, there isn’t much combat (unless the town is attacked, or some other crazy events happen!). Each of your party will take turns deciding what their character will do in town. Will they go to the milk bar and eavesdrop on customers? Will they go to a blacksmith or an enchanter to make their weapons stronger? Will they go to a potion shop? Or maybe a library to learn new skills? Perhaps they will meet a guru, or interact with important Npcs? That is for you and your characters to decide.

 

Combat in the field

When your party is wandering the land of Hyrule, they may come across enemies out in the field, perhaps to attack, or be attacked by. This is where the grid map becomes essential to have. The grid allows you to envision the battle field, with all the characters and enemies on it. Each player will roll for initiative.  Whoever rolls highest will go first, with the lowest being the last person to go. Each of you will take your turn engaging in combat with enemy monsters and characters.

 

Each turn consists of three things, a grid move, an action move, and an attack move. On your turn you will be able to perform each of these moves. The grid move is based on your character’s location. The move lets you travel across the grid, space by space. Remember how many spaces your character may move each turn. If they are mounted, or if they have bonuses that let them move faster, they will move more squares each turn on their grid move. Next is your action move. Action moves let you use special items, potions, perception checks, etc. Basically, if there is anything that is not related to combat that can be done by your character, it can be done on an action move. Perhaps you need to drink a potion, or perhaps you want to use a special item to help you in combat. And finally, we have the attack move. The attack move is as simple as the name suggests, it is the move where you attack on. On this move Is likely where most of your courage and power dice rolls will happen. For example, say I am beside a monster, and on my turn, I decide to attack it. I would first roll my dice (which dice depends on the type of attack I wish to use) and see if the roll is able to beat the enemy’s shield/block stat. If the roll beats it, my attack lands and I can do damage. If not, the attack is blocked. If my attack lands, then I can do another single dice roll to see if I can do critical damage. Rolling a 1 or a 2 will do weak damage, which gives your attack -2 and -1 damage respectively. If you roll a 3 or a 4, your damage will be whatever your weapon’s damage stat is. If you roll a 5 or a 6, your damage is critical, and you will get +1 and +2 damage respectively.  Also remember, that while typically on a turn you will get a single grid move, a single action move, and a single attack move, there are ways to play that will give you extra attack moves on your turn (example: playing with dual weapons). When all enemies are defeated or captured or stopped (however you wish to take them on is up to you!), the confrontation ends.

 

Dungeons and Temples

dungeons are places where there is constant confrontation. They will play similarly to combat in the field, but for one difference: there is more exploration and puzzle solving in dungeons. When starting a dungeon, players will each roll for initiative again. Each player will then begin to explore. They may choose to explore in a group or may try finding their own way in a dungeon. Throughout the dungeon they will enter rooms filled with enemies, or perhaps they will find rooms with intricate puzzles to solve. As they go through they may find pots, barrels, and boxes to break and treasure chests to open. Once characters are ready to exit the dungeon they must all proceed towards the final door of the dungeon. Through this door there may be bosses to fight. Once the boss is defeated, the dungeon is completed (if there is no boss the dungeon will just finish without it).

Here are also some miscellaneous rules and tips 

 

Languages

Each tribe will have its own language. When creating a character, that character will be able to speak their tribe’s own language, as well as common Hyrulean. If you wish to see if your character can start with a third language, roll a single die, and if the roll is 4 or higher you may learn another tribe’s language as well.

 

Stealth

Feeling sneaky? Stealth is a useful skill to use in this game. When you wish to hide from the world, you first need to find a place where eyes cannot find you. Perhaps behind a tree or in a bush, or behind a wall. Then once you reach that spot roll a wisdom dice to see if you can successfully hide. This roll will be either rolled against the enemy with the highest wisdom roll, or against whatever the game master decides for NPCs. After you have engaged stealth, you may move around sneakily. Each turn however that you remain in stealth you must roll to see if you are still successful at sneaking around. When in stealth mode your character may only move 2 squares at a time. If you can sneak up to monsters you may do a stealth attack for +2 damage on the enemy. This will require a wisdom roll against the enemy’s shield/block rate.

 

Cooking and Alchemy

Cooking and alchemy is a possibility in this game. Using various ingredients players may buy or pick up, players can create food and potions. The strength of the bonus in each meal or potion made is determined by wisdom dice. Cooking and alchemy requires 5 items be used (food items for cooking, monster parts and bugs for alchemy. Mushrooms can be used in both). Health and energy potions and food have their healing factor based on your wisdom dice roll plus 2 (if I roll a five, my healing potion will give me 7 health points). Other bonuses are based on turns (if I make an armor potion, the amount of time the potion will last is determined by my wisdom dice roll plus 2, so if I roll a 4, I will get 6 turns of armor bonuses). The type of bonuses however is random and what bonuses are given are determined by another single die roll. Also, the strength of the effect of non regenerative food and potions is also decided by a wisdom dice roll (so I would roll again, and if I roll a 2 on a potion that increases damage, the extra damage I would do for the amount of turns the potion is in effect is +2). The list of possible bonuses is below.

 

Roll a 1: attack bonus: adds damage to all attacks.

 

Roll a 2: armor bonus: adds  to armor stats

 

Roll a 3: shield bonus: adds to shield stat

 

Roll a 4: speed bonus: adds to the number of squares one can move without loosing energy

 

Roll a 5: elemental bonus: various elements (pick one) will have their effectiveness lessened a bit (example: if I am weak against ice, using this food/potion will negate weakness to the next level).

 

Roll a 6: regain health and energy (player decides which one to choose).

The bonus to cooking for yourself is in the +2 added to your dice rolls on the healing effect or the effect on the length of turns. If you are buying however, the dice roll is performed by the game master, and that +2 will not be added (so if i buy a shield potion,  the game master will roll to see its effect, but +2 will not be added. If they roll a 4, the potion will only last 4 turns instead of 6).

 

Half rates with odd stats

If you find that you must cut one of your stats in half for whatever reason (say you aren’t playing with a shield, so you need to do block rolls) and the stat you need to cut in half is odd, there is a basic rule of thumb in this game. Add +1 to that stat and then cut it in half, and that will be the stat you need to use in those cases (for example if I am using a two-handed weapon, half of my weapon damage becomes my block stat. If my weapon has a damage rate of 7, the half rate will be 4, and that is what my block rate will be).

 

Shadow points

Sometimes players want their character to act in morally corrupt ways. And while there is some grey areas in life, some things are just wrong, like attack innocent Npcs or harassing cuccos. When a character does things like this they earn shadow points (what earns

this is determined by the game master). After earning 3 shadow points, something happens. The character suddenly shakes violently as a shadow of them emerges from their body. The player must fight their character’s shadow! The shadow will have all the same stats and skills and gear as the player, but will have unlimited energy points. Beat your shadow before it beats you! Otherwise you will have to start a new character, and the shadow of your character will become a recurring enemy for your party. Only the character whose shadow it is can fight the shadow in the initial encounter.

 

Basically, if you play like a monster, you will become a monster.

 

Losing all hearts

If your character loses all hearts in battle and is not revived immediately, they have 5 turns to either be revived, or for combat to end in that confrontation or dungeon room. If these two things do not happen, that character will die, and the player will have to make a new character. This rule doesn’t need to be applied, but it can make things more interesting. If your character dies, you may upscale the new one, so they are the same level as other players. This does not apply to dying during a battle with shadow versions of the character. 

When rolls match

Sometimes you may find the player's dice rolls match whatever stat or roll they are dicing against. Who wins in such a situation? In this case, you can either flip a coin for it, or roll another single die. if the roll is 3 or under the player looses the roll, but if it is 4 and higher the player wins.

 

Getting around the grid map
When a character is sprinting, each square extra past the initial 5 squares costs 1 energy point. When a character is swimming, they can move 6 spaces, with the last three spaces consuming 1 energy point each. Climbing is a bit trickier. There are three categories of height when climbing, high medium and small. Small climbs will cost only 1 energy point, medium climbs will cost 3, and high climbs will cost 5. There are however some characters that may not need to climb, such as the Rito who can fly. Distance flying works like sprinting, in some cases with increased distance. Flying high instead of climbing consumes half the energy, so a small height would consume no energy, a medium height would consume 1 energy point, and a high flight would consume 3. A sustained flight over a few turns will consume 1 point of energy every turn the character remains in the air. Please note that when flying only ranged attacks can hit you, but likewise your character can only perform ranged attacks. Only other flying characters can reach other flying characters, and they must be at the same height (small medium or high)

Drinks and Special Beverages

In Hyrule there are many bars and taverns. but unlike most other fantasy worlds, Hyrule does not sell beer or rum or other drinks usually associated with taverns and bars. Rather, they serve mostly milk, along with some other special beverages. Here is a list of beverages that Hyrulians consume and what their effects are.

Milk: Adds 2 energy points to a

player's energy bar, but at the

cost of one dice from their

highest action dice.lasts one

confrontation or dungeon. 

Goronade: adds +2 to all power

rolls in a single confrontation or

dungeon. This is at the cost of the

ir highest action dice. lasts until

character is rested. 

Premium milk: like regular milk, only it adds 4 energy points instead of just 2.

Noble Pursuit: allows players to move +2 squares without loosing energy, but at the cost of their highest dice role. Lasts until the character is rested. 

Hot Spring water: gives the player 2 extra temporary hearts. The cost is the player temporarily looses 2 energy points. lasts for one confrontation, or one dungeon.

Chateau Romani: special milk that gives both a 2 point energy boost, and adds a single temporary heart to the player. Drinking this however costs a single dice from the highest action dice. lasts one confrontation or one dungeon.

Ambrosia Lite: a warrior's drink, allows +2 damage when attacking. Cost is - 2 energy points. lasts for one confrontations or one dungeon.

Mystery Milk: drinking this will give the effects of Chateau Romani, regular milk, or will become moldy and cause loss of two dice from the two highest action dice. lasts for a single dungeon or confrontation.  Roll for result, 1-2 gives Chateau Romani, 3-4 is regular milk, and 5-6 is moldy milk. effects of moldy milk lasts for one dungeon or confrontation. 

Fairy Flower Sap: a drink made from the sap of fairy flower trees, gives players aan extra heart for one confrontation or dungeon, but also causes players to do -2 damage in attacking. lasts till a character is rested.

 

Lava juice: A spicy goron drink, adds a single dice to the lowest action dice, but at the cost of a single heart. lasts until character is rested.

 

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