The Heroes of Hyrule.   Posted by The Owl.Group: 0
The Owl
 GM, 7 posts
 Would you like to
 hear that again?
Mon 6 Jul 2020
at 03:42
The Heroes of Hyrule
This thread is to place the character sheets for Hyrule's newest heroes, the player characters. That way we'll all have access to everyone else's sheets, and it'll be in an easy to use text form for those of us who may be checking in from our phones.
The Green Witch
 sbodmann, 3 posts
Tue 7 Jul 2020
at 15:41
The Green Witch
Name: The Green Witch
 Tribe: Hylian
 Affiliation: Chromatic Covens
 Age: 16
 Appearance: Green, Girly, Witchy
 Goals:

 POWER (HP: 12/12)
 Combat 2
 Hearts 3
 Athletic 2
 Civilization 2
 Fortitude 3
 Intimidate 1
 Mechanics 1
 Smithing 1

 WISDOM (MP: 8/8)
 Willpower 4
 Magic 2
 Arcana 2
 Perception 2
 Influence 1
 Perform 1
 Discipline 4
 Enchanting 4

 COURAGE (SP: 4/4)
 Accuracy 4
 Stamina 1
 Nature 4
 Agility 2
 Command 1
 Insight 2
 Guile 1
 Cooking 4

GUARD TRAITS
 Defense: 4
 Evasion: 12
 Concentration: 14
 Vitality:13

SECONDARY TRAITS
 Speed: 6
 Long Jump: 2
 High Jump: 2

 Movement Types: Walking (Natural), Swimming, Climbing

 Lift: 200, 150, 100, 50

TRIBE
 Weakness: Darkness
 Bonuses:
  • Gain a free Technique or Spell that you qualify for. It must cost 3 Tokens.
  • Gain a free Feat that you qualify for. This Feat must cost 3 Tokens.
  • When you Spend Magic or Stamina (but not when you Bind or Burn them), you may reduce that expenditure by 50% for just that use. You canít do this again until you take an Extended Rest.
  • When you would be knocked unconscious, you are instead left with 1 HP. You canít do this again until you take an Extended Rest.

HANDS/BELT
 1: Traveler's Broom (Wooden Staff) ACC 2; ATK 6; DUR 7/7; RANK 2
 2: Traveler's Dagger (Metal) ACC 4; ATK 5; DUR 6/6; RANK 1
 3:
 4:

WORN
 Head: Traveler's Hat (Civilian, RANK 1, DEF 1)
 Torso: Traveler's Coat (Light, RANK 1, DEF 2)
 Legs: Traveler's Boots (Civilian, RANK 1, DEF 1)

REACTIONS
 Parry: When hit with Line, Melee, or Sweep attack; Reduce damage 50% after Defense

ATTACKS
 Magic Salvo: Projectile 8, HIT 6, DAM 10
 Dagger Strike: Melee, HIT 8, DAM 7

 Technique, # Stamina - Description

 Zola's Fireball: 3 Magic, Projectile 8, HIT spell, DAM 12 Fire


FEATS
"Combat Chemist"
Free from Hylian
Trait Requirement: Accuracy 3
Effect: You may use Elixirs on targets by using the Throw Weapon (1-Handed) Basic Attack with that Elixir. This does not harm the target, and instead uses the Elixir on them as if they were in melee range of you.

"Strange Chef"
3 Tokens
Trait Requirement: Cooking 3
Effect: You may use Critters in your Dishes.

TECHNIQUES

SPELLS
"Magnesis"
Free from Hylian
Cost: 4 Magic
Range: 1 metallic target within 8 squares
Effect: You may move a single metallic creature or object in a direction you choose: up, down, side to side, towards or away from you. The object must stay within the spellís range, or it immediately falls to the ground.

To determine how heavy an object you can move, calculate your 2h Lifting capacity, using Willpower instead of Athletics. If the objectís weight is less than your ď2h BurdenedĒ weight, you may move it up to 3 squares; if itís less than your ď2h EasyĒ weight, you may move it up to 6 squares.
Page 137 for more uses!

"Sol's Gleam"
3 Tokens
Cost: (Willpower) Magic (Bind)
Range: An object or creature that you can touch, no bigger than 10 feet on a side
Effect: The object or creature now exudes a light, in a color of your choice, in a Burst equal to (half of the Magic you spent on this spell). If the target is a creature, it may instead focus the light from its eyes in a Cone equal to (the Magic you spent on this spell). If you target a hostile creature or an object held by a hostile creature, you must roll To-Hit the targetís Concentration to successfully cast Sol's Gleam on the target. Despite its name, light from Solís Gleam is a poor replacement for true sunlight, and does not succor Deku Scrubs.

"Terrakinesis"
3 Tokens
Cost: 1 Magic per square (Bind)
Range: Up to (Willpower / 2) sand or loose earth squares within 8 squares
Effect: The earth solidifies into a 2-square tall, 1-square wide block of solid earth. Anything in the square is raised up on top of the block. This block can be climbed and stood on. Wherever it was formed, the block will stay put, and cannot be moved. During their turn as a Free Action, the caster may dismiss the block(s), returning the bound Magic. A block is destroyed by any attack that damages it, Spending the Magic. You may have up to (Willpower) total Magic Bound in this spell.

"Zolaís Fireball"
3 Tokens
Cost: 3 Magic
Range: Projectile 8
Damage: Weapon + Willpower, Fire

SONGS

PACK
 Ammunition (1):
 Armor (3):
 Consumables (5):
 Tools (3): Butterfly Net (Rank 1), Lantern (Rank 1)
 Weapons (5):

 Overflow:

 Rupees:

 Key Items:

 MATERIALS

This message was last edited by the GM at 00:47, Sat 11 July 2020.

Diyan Daphor
 dragonearth3, 7 posts
Sat 11 Jul 2020
at 00:39
Diyan Daphor / Yrelanya
Tribe: Hylian (Demon)
Age: 23 (635)
Height: 5' 2" (8' 2")
Weight: 125 lbs (278 lbs)
Eyes: Blood red, sliver
Hair: Golden with some reddish
Skin: Pale (light grey)
Build: Thin, muscular

POWER (HP: 12/12)
Combat 3
Hearts 3
Athletic 3
Civilization 2
Fortitude 3
Intimidate 2
Mechanics 2
Smithing 3

WISDOM (MP: 12/12)
Willpower 3
Magic 3
Arcana 2
Perception 3
Influence 2
Perform 2
Discipline 3
Enchanting 2

COURAGE (SP: 12/12)
Accuracy 3
Stamina 3
Nature 2
Agility 3
Command 2
Insight 2
Guile 2
Cooking 2

GUARD TRAITS
Defense: 6
Evasion: 11
Concentration: 15
Vitality: 13

SECONDARY TRAITS
Speed: 6
Long Jump: 2
High Jump: 2

Movement Types: Walking (Natural), Swimming, Climbing, (Flying, Gliding)

Lift: 300/225/150/25

DEMON
Weakness: Light
Bonuses: As a minor action, you may Bind (Magic) MP and (Stamina) SP, to transform from your humanoid countenance to your true demonic form. You may end your transformation as a Free Action during your turn, returning to your humanoid form.

While in your demonic form:
  • You gain +2 Vitality.
  • You gain +1 on all Rolls To-Hit Vitality.
  • Whether or not you have wings in this form, you can fly and glide under your own power. However, Demons are not greatly skilled at flying or gliding, and are not Natural Fliers or Natural Gliders.
  • When you deal damage using Combat, add half your Willpower to the damage dealt. When you deal damage using Willpower, add half your Combat to the damage dealt.
  • You have a Knack for the Menace, Push, and Taunt Maneuvers.
    While in your humanoid form:
  • You gain +2 Concentration.
  • You gain +1 on all Rolls To-Hit Concentration.
  • You have a Knack for the Flirt, Low Blow, and Predict Maneuvers.

You gain one of the following Techniques or Spells for free: Doppelgangerís Movement (Technique), Dark Brambles (Spell), Threatening Blow (Technique), or Wrath's Whip (Spell). You have access to this Spell or Technique regardless of your current form.

HANDS/BELT
1: Traveler's Fist, Rank 1 Fist, Metal, ACC 5, ATT 4, DUR 5/5
2: Traveler's Fist, Rank 1 Fist, Metal, ACC 5, ATT 4, DUR 5/5
3:
4:

WORN
Head:
Torso: Traveler's Guard, Rank 1 Medium Armor, DEF 3
Legs: Traveler's Breeches, Rank 1 Medium Armor, DEF 3

ATTACKS
Metal Fist Strike, To-Hit 8, DAM 9

Serpent's Fangs, 6 SP, Weapon Range - Make one Basic Attack with each of your equipped Weapons against a single target, adding your damage Trait again if both attacks hit.

Fist Beam, 0 SP, Projectile 8, DAM 9

Threatening Blow 4 SP, DAM 9- Roll To-Hit Concentration and Distract your target and one more on success.

Wrath's Whip, 4 MP, Melee or Projectile 3 Range, DAM 9 Dark - To-Hit Concentration, success leaves target Off-Balance.

FEATS
Home on the Range
3 Tokens
Trait Requirement: Fortitude 3
Effect: When you take an Extended Rest, and you do not have access to a bed or bedroll, you recover Health, Stamina, and Magic as if you had a Bedroll of Rank (Fortitude / 2).

TECHNIQUES
Serpentís Fangs
3 Tokens
Cost: 6 Stamina
Use Requirement: Wielding two one-handed Weapons (one in each hand)
Range: Weapon
Effect: Make two separate Basic Attacks of your choice against a single foe, each using a different handís weapon. If both attacks hit, your second hit deals additional damage equal to either your Combat or Willpower (whichever the second Basic Attack uses).

Sword Beam
3 Tokens
Cost: 0 Stamina
Use Requirement: Melee Weapon, User at Full Health
Range: Projectile 8
Damage: Weapon + Combat

Threatening Blow
3 Tokens
Cost: 4 Stamina
Range: Melee
Damage: Weapon + Combat
Effect: Roll To-Hit targetís Concentration. On success, you may select one other foe you can see. Both your original target and the additional target are Distracted by you until the end of your next turn.

SPELLS
Wrathís Whip
3 Tokens
Cost: 4 Magic
Range: Melee or Projectile 3
Damage: Weapon + Willpower, Dark
Effect: Roll To-Hit targetís Concentration; on success, target is Off-Balance.

SONGS

PACK
Ammunition (1):
Armor (3):
Consumables (5):
Tools (3): Rank 1 Pickaxe, Rank 1 Toolkit
Weapons (5):

Overflow:

Rupees:

Key Items:

MATERIALS

This message was last edited by the GM at 19:17, Mon 13 July 2020.

Hu
 WanderersGambit, 2 posts
Mon 13 Jul 2020
at 19:22
Hu
Tribe: Weapon Spirit
Age:
Height:
Weight:
Eyes:
Hair:

POWER (HP: #/#)
Combat 5
Hearts 5
Athletic 4
Civilization 2
Fortitude 5
Intimidate 2
Mechanics 1
Smithing 2

WISDOM (MP: #/#)
Willpower 1
Magic 1
Arcana 1
Perception 2
Influence 1
Perform 1
Discipline 3
Enchanting 1

COURAGE (SP: #/#)
Accuracy 3
Stamina 4
Nature 2
Agility 1
Command 1
Insight 1
Guile 1
Cooking 1

GUARD TRAITS
Defense: 6
Evasion: 9
Concentration: 13
Vitality: 15

SECONDARY TRAITS
Speed: 6
Long Jump: 3
High Jump: 2

Movement Types: Walking (Natural), Swimming, Climbing

Lift: 400/300/200/100

TRIBE
Weakness: Shock
Bonuses:
  • You have a single Rank 1 weapon of your choosing (known as your Weapon Form), which upgrades, repairs, and recovers Durability like a Weapon with a Weapon Spirit, recovering 2 Durability with every Extended Rest. When reduced to 0 Durability, it merely becomes unusable, instead of breaking. This weapon can be Enchanted, and used to harvest Materials, consuming Durability as normal. This weapon form may be wielded by others, but cannot move more than 16 squares away from you. If it should be moved past that distance, it will disappear, reappearing on your person.
  • You can inhabit your Weapon Form to be wielded by others, your humanoid body disappearing in the process until you stop or are disarmed from your wielder, entering and leaving your Weapon Form as a Minor Action. If you leave Weapon Form while being wielded, you can appear in any empty adjacent space. To inhabit your Weapon Form, you must be within 1 square of it.
  • While inhabiting your Weapon Form and wielded by another person, you both act on the higher of your initiative rolls. You share a square with your wielder and cannot move on your own, moving along with them when they move.
    While inhabiting your Weapon Form, you cannot be Knocked Prone or Pushed, but can be Disarmed, and you lose all Movement speeds until exiting your Weapon Form. When Disarmed, you count as Knocked Prone until picked up again, or until you stop inhabiting your weapon and stand on your own (the status condition persists between forms).
  • While in weapon form you can perform Standard Actions, Minor Actions and Reactions, using your own traits to resolve any attacks, spells, techniques or maneuvers. When hit by a Blast, Burst, Cone, Line, or Sweep, both you and your wielder are hit by the attack. For single-target attacks, the wielder is targeted by default, but the Weapon may, as a Reaction, choose to take the hit instead. You can still use Reactions, such as block or parry, to reduce incoming damage, but only when that damage is targeting you.
  • As a Free Action, you may sacrifice one point of Durability during a battle to increase your Weapon Form's Accuracy by 2 or Attack by 3 for the duration of the battle.
  • Your Weapon Form is able to function as a specific type of Harvesting Tool of Rank equal to (Weapon Rank-1) without losing Durability. The type of Harvesting Tool your Weapon Form functions as is chosen at Character Creation, and cannot be changed.

HANDS/BELT
1: Smithsoul, Metal Rank 1 Goron Greatsword, ACC 3, ATT 3, DUR 6
2:
3:
4:

WORN
Head:
Torso: Spirit's Cloak, Rank 1 Light Armor, DEF 2
Legs: Goron Greaves, Rank 1 Heavy Armor, DEF 4

ATTACKS
Attack, Cost, Range, Accuracy, Damage - Special

FEATS
Practiced Efficiency (Jump Attack)
3 Tokens
Trait Requirement: Discipline 3
Effect: Reduce Jump Attack's Stamina cost by 25%.
Special: This can be chosen multiple times, for a different Spell or Technique each time.

TECHNIQUES
Jump Attack
3 Tokens
Cost: 6 Stamina
Range: Melee
Damage: Weapon + Combat + Athletics
Effect: You jump towards your target in a straight line, landing next to them, even if you have already used all your Movement for the turn. You are Off-Balance until the start of your next turn. This attack cannot be performed if you are Halted or Slowed.

Spin Attack
3 Tokens
Cost: 8 Stamina
Use Requirement: Melee Weapon
Range: Burst 1
Damage: Weapon + Combat

Sword Beam
3 Tokens
Cost: 0 Stamina
Use Requirement: Melee Weapon, User at Full Health
Range: Projectile 8
Damage: Weapon + Combat

SPELLS

SONGS

PACK
Ammunition (1): 5 Bombs
Armor (3):
Consumables (5):
Tools (3): Rank 0 Smithsoul(?), Rank 1 Pickax
Weapons (5):

Overflow:

Rupees:

Key Items:

MATERIALS

This message was last edited by the GM at 05:13, Fri 24 July 2020.

Helor Highwater
 BrimstoneAngel, 4 posts
Mon 13 Jul 2020
at 19:43
Helor Highwater
Tribe: Hylian
Age:
Height:
Weight:
Eyes:
Hair:

POWER (HP: #/#)
Combat 4
Hearts 4
Athletic 3
Civilization 1
Fortitude 3
Intimidate 1
Mechanics 1
Smithing 1

WISDOM (MP: #/#)
Willpower 3
Magic 3
Arcana 3
Perception 1
Influence 3
Perform 1
Discipline 1
Enchanting 1

COURAGE (SP: #/#)
Accuracy 3
Stamina 4
Nature 4
Agility 4
Command 1
Insight 1
Guile 1
Cooking 3

GUARD TRAITS
Defense: 4
Evasion: 13
Concentration: 11
Vitality: 13

SECONDARY TRAITS
Speed: 6
Long Jump: 3
High Jump: 2

Movement Types: Walking (Natural), Swimming, Climbing

Lift: 300/225/150/75

TRIBE
Weakness: Darkness
Bonuses:

● Gain a free Technique or Spell that you qualify for. It must cost 3 Tokens.
● Gain a free Feat that you qualify for. This Feat must cost 3 Tokens.
● When you Spend Magic or Stamina (but not when you Bind or Burn them), you may reduce that expenditure by 50% for just that use. You canít do this again until you take an Extended Rest.
● When you would be knocked unconscious, you are instead left with 1 HP. You canít do this again until you take an Extended Rest.

HANDS/BELT
1: Smithsoul - Rank 1 Metal Goron Greatsword, ACC 3, ATT 6, DUR 9/9, Weapon Spirit
2:
3: Longbow - Rank 1 Bow, ACC 4, ATT 6, DUR 7/7, Ranged
4: Staff - Rank 1 Staff, ACC 2, ATT 7, DUR 7/7, Wizardly

WORN
Head:
Torso: Rank 1 Traveler's Guard - Medium, DEF 3, EVA -1
Legs: Rank 1 Traveler's Pants - Civilian, DEF 1

ATTACKS
Attack, Cost, Range, Accuracy, Damage - Special

FEATS
Home on the Range
Free from Hylian
Trait Requirement: Fortitude 3
Effect: When you take an Extended Rest, and you do not have access to a bed or bedroll, you recover Health, Stamina, and Magic as if you had a Bedroll of Rank (Fortitude / 2).

Fairy Friend
3 Tokens
Requirement: Quest Reward or GM Approval Only
Effect: You gain a Fairy Friend. As a Minor action, you may have this Fairy Friend Mark a target, illuminating it, and providing a +1 bonus to all rolls To-Hit (by you and your allies) against that target. If the target turns invisible, teleports, or otherwise disappears, your Fairy Friend loses track of the foe and the Mark is lost. Only one Fairy Friend may mark a target at a time, and a Fairy Friend may only mark one target at a time.

This Fairy Friend does not count towards your normal limit on Companions. This Fairy cannot be attacked in combat, nor can it attack, pick up or manipulate objects, or use items, weapons, or armor. Unlike other Fairies, Fairy Friends cannot provide healing. Your Fairy Friend can hide on your person (under your clothing), or provide light up to a Burst 2. Your Fairy Friend can move up to 16 squares away from you; if it moves any further, it disappears, reappearing at your position. Your Fairy Friend is Tiny-sized,
and may occupy the same space as you.

Quick-Witted
3 Tokens
Trait Requirement: Perception 3
Effect: Gain a +2 bonus to Initiative rolls.

Specialist
3 Tokens
Trait Requirement: Chosen Trait at 3
Effect: Nature - Surveying for Natural foes. You have a Knack for using that Trait in that way.
Special: This can be chosen multiple times, each time selecting a different use of a Trait.

Strange Chef
3 Tokens
Trait Requirement: Cooking 3
Effect: You may use Critters in your Dishes.

TECHNIQUES
Arc Shot
Free from Hylian
Cost: 4 Stamina
Use Requirement: Ranged Weapon
Range: Projectile 12; Projectile 16 if the target is below your elevation
Damage: Weapon + Combat
Effect: You may ignore allies, enemies, and any obstacles that do not reach higher than 6 squares above you, for determining line of sight for this attack.

SPELLS

SONGS

PACK
Ammunition (1): Arrows x10
Armor (3): Rank 1 Traveler's Pants (Civilian)
Consumables (5):
Tools (3): Rank 1 Cooking Pot, Rank 1 Rope
Weapons (5):

Overflow:

Rupees:

Key Items:

MATERIALS
Taliya
 SoularKnight, 1 post
Tue 28 Jul 2020
at 20:09
Helor Highwater
Tribe: Sheikah
Age: 21
Height: 5í1Ē
Weight: 130lbs
Eyes: Red
Hair: White

POWER (HP: 8/8)
Combat 4
Hearts 2
Athletic 4
Civilization 3
Fortitude 2
Intimidate 1
Mechanics 1
Smithing 2

WISDOM (MP: 8/8)
Willpower 1
Magic 2
Arcana 1
Perception 4
Influence 2
Perform 1
Discipline 4
Enchanting 2

COURAGE (SP: 16/16)
Accuracy 3
Stamina 4
Nature 1
Agility 4
Command 1
Insight 2
Guile 2
Cooking 1

GUARD TRAITS
Defense: 4
Evasion: 14
Concentration: 14
Vitality: 12

SECONDARY TRAITS
Speed: 6
Long Jump: 3
High Jump: 2

Movement Types: Walking (Natural), Swimming, Climbing

Lift:400/300/200/100

Sheikah
Weakness: Light
Bonuses:
When Sneaking, you may move your full speed, instead of only half.
When you perform a Sneak Attack on a foe, you may immediately perform a Combat or Social Maneuver on that foe as a Free Action.
You have a Knack for the ďLearn LoreĒ Maneuver.
You gain one of the following Spells or Techniques for free: Impaís Disguise (Spell), Pinning Shot (Technique), Skirmish Strike (Technique), or Vanish (Spell).

HANDS/BELT
1: Boot - Acc 6 / Atk 6 / Dur [5/5]
2: Boot - Acc 6 / Atk 6 / Dur [5/5]
3: Throwing Needles - Acc 4 / Atk 6 / Dur [7/7]
4:

WORN
Head: Travelerís Mask - Light / Def 2 / Rank 1
Torso:
Legs: Travelerís Leggings - Light / Def 2 / Rank 1

ATTACKS
Attack, Cost, Range, Accuracy, Damage - Special

FEATS
Clutch Dodger - 3 Tokens
Hard to Hit when in Peril

Long Shot - 3 Tokens
+2 Range for Throw Weapon and Shoot Arrow

Practiced Efficiency - 3 Tokens*

TECHNIQUES

SPELLS
Vanish - 3 Tokens [6 MP]*
Burst 1 or Blast 3
Roll To-Hit targetís Concentration; on success, target is Blinded until the end of their next turn. When you cast this Spell, you may choose to begin Sneaking as part of it, automatically succeeding against all foes caught in the attack (whether or not they are Blinded by it). Movement or actions on subsequent turns may elicit Sneaking checks as normal.
*Practiced Efficiency lowers the mana cost by 2


Impaís Disguise - Free from Tribe [2 MP] Bound
Taliya disguises herself as an archaeologist with brown hair and brown eyes named Yalita.

SONGS

PACK
Ammunition (1): 10 Arrows
Armor (3):
Consumables (5):
Tools (3): Rank 1 Cloth of Time, Rank 1 Caltrops
Weapons (5):

Overflow:

Rupees:

Key Items:

MATERIALS