Z-RP was created by NAVI. LEGEND OF ZELDA was developed by NINTENDO. All content belongs to its respective creators.
All images belong to their respective artists. All codes and scripts belong to their respective coders.
The skin was created by Alcove. Board Layout was made by NOVA for ZRP exclusively. Do not attempt to steal or emulate anything on this board.
A LEGEND OF ZELDA ROLEPLAY
Welcome to ZRP! We are an non-canon RP site with an original tale taking place within the
lore of the Zelda Franchise. While the events of this site are entirely non-canon, we take advantage of the canons of other
games to explain its story fully. As such, we are located within the CANON TIMELINE. Do you like what you see? If so, feel free
to register and join our story! If you have any questions, you can join our discord, located in our important links!
11/12/21 GUESS WHO'S BACK! Thats right, and we are cooking up a good ol reset for everyone. Please be patient as things will be a little empty as we archive. Pop into discord if you have questions.
[attr="class","Vgentext"] This site is freeform. That is to say, you act, react, and so on. Upon character creation, you start with either one magic slot or uncommon weapon slot. You are allowed to craft your own abilities using what we call Magic Slots and power them further with Magic Upgrades. Everything is decided on a case by case basis. [break][break] Magic Slots allow you to create a new ability. Weapon Slots allow you to make weapons (magical and non-magical) ranking from common to legendary. All races start with One Magic or Weapon Slot. Hylians start with two magic slots, and Humans only have 2 weapon (magical or non-magical) slots upon character creation. [break][break] The only way to purchase additional magic slots is with a triforce shard. You earn these by doing events, becoming an OTM, and by stealing them off other players when they die. Upgrades and weapon slots are bought with rupees, which you incur by posting, as well as participating in events. [break][break] Magic Upgrades allow you to either beef up a Magic Slot by strengthening it, removing a weakness, or even adding a new (but related!) function. Magic Slots can only be upgraded 3 times. [break][break] Other than that, the rest is run by common sense. Just remember that you aren't invincible and you should be fine. [break][break]
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[attr="class","Vcanonname"]INVENTORY AND MAGIC
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As we've explained, your magic slots have been divided up into weapons, items, and powers. This subsection is devoted specifically to the last one, as we feel that, more than the other two, it's worth to discuss, as powers tend to be their own thing, in a sense. We feel it's best to spend some time elaborating on this. [break][break] The simple truth is that powers are under more scrutiny than weapons or items. Here's why. [break][break] 1. Powers, unlike weapons and items, have no real source. They come from you. When you shoot a fireball from your hand, it's not coming from a wand, it's coming from you. That alone gives it a massive advantage over the other two; there's no real way to stop you from using it. You can stop someone from using a magic sword by disarming them, but you can't really stop powers without killing the spell caster or incapacitating them in some form. That being said, items aren't immune to this either, and may face extra scrutiny if they're something notoriously difficult to remove or hilariously obscure. [break][break] 2. It encourages lack of restraint. When you try and give abilities to a magic sword, how do you think of it? Chances are, in terms of what would be fitting for a magic sword. Because the sword is the source, it already gets the person thinking "what can a magic sword do?" With powers, replace that with the source for a power, so replace it with "what can I do?" See where it can get a bit out of control? [break][break] 3. By their very nature, abilities can harm the metaphysical (Poes, etc). Weapons cannot do so unless it is explicitly noted that they have the ability to do so (which costs a slot/upgrade). Weapons need to be able to harm the metaphysical if you want to be able to kill poes or play the ever favorite game of Dead Man's Volley (tennis), which I guarantee you that at some point, a boss will start it. No, I don't consider that a spoiler - it wouldn't be Zelda without it showing up at some point. [break][break] 4. Straight up powers are actually really rare in Zelda. Usually the magic has some form of conduit, from the Master Sword to the Light Arrows to the Ocarina of Time to the Masks and beyond. Ganondorf has magic out the wazoo but he's already got a background as an accomplished sorcerer. Vaati's a talented sorcerer but he's obsessed with the stuff. Zelda's the resident magical girl but she's got divine backing. If you took out all the magic toys, Zelda would likely wind up as a Low Fantasy (think A Song of Ice & Fire) setting. [break][break] That being said, by all means aim for magic powers! We're willing to work with you to help. Here are some pointers from us, all entirely optional, but something to maybe consider. [break][break] 1. Consider the background. Like I noted, Ganondorf had magic out the wazoo because he had a background of being a sorcerer. Maybe consider some magic training in your history or making the power as part of a bloodline ability or something. [break][break] 2. Learn. Vaati was a talented sorcerer due to being obsessed with it. Maybe consider finding a mentor and practice over the course of a few threads with them. Great way to build a relationship. [break][break] Again, optional, but you'd be surprised how much some thought can win someone else over. Hopefully with all of this, you aren't discouraged or daunted from making magic powers, but understand that they don't play by the exact same rules as weapons and items either. In fact, weapons and items have one advantage over abilities. [break][break] Weapons and items are physical, tangible things. They can break, so if you ever decide you aren't liking your current set up, weapons and items breaking is the way to go. Of course, that being said, No Refunds. You can get a new slot but in order to prevent people switching up their arsenal in preparation for a boss, no refunds. But the fact is it can be done, unlike magic powers because what're you gonna do? Break your hand? Any magic powers are permanent.
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[attr="class","Vcanonname"]Magic Limitations
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[attr="class","Vgentext"] Because magic is free form on our site, there are a few things that will not allow under any circumstances. You may notice that some bosses and staff NPC's actually have these powers, but... that's for plot development. There's a reason we won't allow the general public to have these. [break][break] 1. No space/time magic. This is for obvious reasons, but we do not allow players to make characters that possess a magic that can manipulate the very essence of reality. It's too overpowered and can cause major problems. [break][break] 2. No magic that can control other players. You cannot have magic that would paralyze or control other characters in any way, such as freezing them into place and causing them to hit themselves in the head. [break][break] 3. No cooldowns, no magic. You have to give your magic a plausible cooldown between uses. This prevents people from continuously using their magic without restraint.