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==The Stats== ===Attributes=== Attributes represent your character's general, basic abilities. Each Attribute has a minimum rank of 1 and a maximum rank of 5. A basic starting character has 2 ranks in each of two different attributes of their choice, and 1 rank in the rest. * '''Brawn''' represents your physical strength and might. ** If you have at least 4 points in Brawn, you can wield weapons 1 size category larger for no penalty * '''Agility''' represents your coordination and reflexes. ** If you have at least 3 points in Agility, you are not affected by poor footing (e.g. rubble, ice, etc.). If you have 5 points of Agility, your speed increases by an additional 2 meters (1 square). You lose this benefit if you're encumbered by heavy armor or objects. * '''Wits''' represents innate and intuitive mental faculties, such as creativity, cunning, and perceptiveness. ** If you have at least 3 points in Wits, you do not take the success range penalty on harmonics * '''Guts''' represents your determination, passion, and fortitude, both mental and physical. ** If you have at least 3 points in Guts, you automatically pass all fear based Composure rolls. If you have at least 5 points in Guts, SP restoration is doubled for you * '''Smarts''' represents learned and rational mental faculties, such as acquired knowledge and logical reasoning. ** If you have at least 3 points in Smarts you can utilize Cascade Casting. ===Skills=== Skills represent specific capabilities your character has learned through practice and training. Starting characters are given points to purchase skill ranks up to a maximum of 5 ranks. {| class="wikitable" |- !Skill Rank !Point cost |- | 0 (default) | 0 |- | 1 | 1 |- | 2 | 3 |- | 3 | 6 |- | 4 | 10 |- | 5 (max) | 15 |} While each skill will generally be associated with a single attribute, the attribute used can vary depending on the situation, particularly for certain skills more than others. For example, running a race would always use Athletics, but the relevant attribute might be either Guts or Agility depending on whether it's a long-distance run or a shorter sprint. The skills are intended to be fairly broad and general, so that each skill has a fairly wide array of applicable uses. * <b>Melee</b>(B,A,W): Most all melee weapons, except those that fall under the Heavy skill. Swords, axes, maces, spears, unarmed combat, etc. Brawn is typically the associated attribute for Melee skill checks. * <b>Heavy</b>(B): Big, heavy weapons that are slow and unwieldy, but pack a tremendous punch. Not only do Heavy weapons deal considerably more damage than other types, the force of their blows tends to make the enemy flinch. The Biggoron's sword and megaton hammer are examples of Heavy weapons. * <b>Ranged</b>(A): Ranged weapons, such as the bow, boomerang, and slingshot. * <b>Shields</b>(G,B): Exactly as the name suggests -- use of shields, for both defensive and offensive purposes. Guts is typically the associated attribute for defensive Shields skill checks while Brawn is typically used for offensive Shields skill checks. * <b>Spellcraft</b>(S): Use of magic, whether spells in the conventional sense of powers inherent to your character through study or innate talent, or to invoke magical items like the Fire Rod or Bombos Medallion. Things that use this skill require MP. Smarts is <b>always</b> the associated attribute for Spellcraft skill checks. * <b>Instruments</b>(W): Making music, often to produce mystical effects (e.g., playing the Song of Storms on the Ocarina of Time to make it rain). Wits is <b>always</b> the associated attribute for Instruments skill checks. * <b>Tools</b>(?): A catch-all skill for all the miscellaneous items that don't quite fit any of the above categories, such as the spinner or beetle. The associated attribute for Tools skill checks varies widely depending on what kind of tool you're using. * <b>Athletics</b>(B,A,G): Dodging is the most important related check for this with Agility, but it is also used for more conventional feats of physical prowess such as swimming, leaps, running races, etc. Brawn, Agility, and Guts are all possibly associated attributes for Athletics skill checks. On a jump check, 2 successes is 1 square of horizontal travel. * <b>Riding</b>(S,A): Handling a mount, such as a horse or Loftwing. Your rank in Riding is the highest amount of skill dice you can roll while riding a mount. It is also used to determine your ability to maneuver obstacles at high speed. * <b>Stealth</b>(A): For when you don't want to be noticed. This is your passive stealth score, before the various modifiers are applied for how you actually go about hiding yourself. * <b>Perception</b>(W): For when you want to notice something. Wits is <b>always</b> the associated attribute for Perception skill checks. This skill is used to notice things you weren't entirely looking for and for particularly well-hidden items. Direct investigation should always be a success. * <b>Survival</b>(W,S): For gathering resources (such as cutting grass for hearts and rupees) and various other tasks, like fishing. Wits and Smarts are typically the associated attributes for Survival skill checks, depending on what's more appropriate for the task at hand. * <b>Lore</b>(S): Knowing about things. Smarts is <b>always</b> the associated attribute for Lore skill checks. To increase the usefulness of this skill, it represents general learning instead of specific areas of knowledge. If for some reason your character would have advanced knowledge in an area, they wouldn't need to roll Lore in the first place. * <b>Composure</b>(G): The ability to keep calm, keeping a straight face, feigning interest, ignoring pain, and holding back tears are all uses for Composure; what you actually say and how its received is up to you and your Sage. ===Virtues=== Virtues are a special stat, representing the three aspects of the Triforce. These aren't so much about what you do as how you do it. In order to add your rank in a Virtue to your dice pool, you have to do something in a way that demonstrates that Virtue. Virtues start at 0 and can be raised to a maximum of 3, but raising a Virtue is extremely difficult. A basic starting character has 1 rank in a single Virtue of their choice, and no ranks in the rest. * <b>Power</b> is associated with force and authority. The path of Power is one that is blunt and straightforward, often foregoing subtleties and finesse. Power is added when a character approaches a problem with brute force, swift action, or with authority. When a Gerudo warrior makes an example of an enemy to strike fear into its allies. When a Goron brawler thinks a swift kick to the locked chest will do the job faster than the delicacy of a lockpick. When a hardened Sheikah guardian commands a subject to stay their sword. To everyone else you're brutish and grisly. To those who see it you have Power. * <b>Wisdom</b> is associated with contemplation and manipulation. The path of wisdom is refined and precise, preferring to take the time to analyze a situation, being cautious and discerning. You add Wisdom when you decide to act with clear planning. When a Hylian archers waits for the opportune moment to shoot a specific spot rather than fire a volley of arrows. When a Zora sorceress senses what lies in the next room before allowing her party to continue. When a Twili investigates for clues rather than immediately assume a man accused of stealing is guilty. To everyone else you're overly cautious and slow. To those who see it you have Wisdom. * <b>Courage</b> is associated with heroism and bravery. The path of Courage involves putting things on the line and making sacrifices to achieve a goal. Courage is added for actions such as putting their own self in harm's way for an ally, doing things that are risky, facing fears, or making stands against larger forces. When a lowly Deku bravely charges a rampaging Dodongo. When a Hylian explorer braves a trap-lined hallway to get to the treasure chest on the other side. When a Terminan citizen stands up to a knight for picking on the weak. To everyone else you're crazy and reckless. To those who see it, you have Courage. ===Hearts, Magic, and Stamina=== <b>Hearts</b> function like hit points, with each heart being equivalent to 4 HP. Damage and health are measured in hearts or fractions thereof, using the shorthand terminology of #H or #β₯ -- eg, 2H, Β½β₯, 1+1/2H, etc. When you run out of hearts, you are down, but not dead. A character whose hearts are depleted has one "Final Heart"; only if the Final Heart is depleted does the character die. The vast majority of enemies will leave a downed character alone until more active threats are dealt with. Hearts can be recovered through enemy drops, foraging (cutting grass, breaking pots, etc.), extended rest, and healing items/magic (such as fairies, potions, healing spells, etc.). <b>Magic</b> is used for spells and magic items. Each such effect consumes a certain amount of magic power (MP), which is acquired in blocks of 4. A character can have a maximum of 60 MP (15 blocks). Recovering MP requires magic jars (obtained through enemy drops or potions), extended rest, or potions (or a similar effect). <b>Stamina</b> is mainly used to power special techniques, but is also used when a character does certain actions (such as sprinting). Like MP, stamina is acquired in blocks of 4. Like magic, a character can have a maximum of 60 points of stamina (15 blocks). Stamina can be recovered in combat by giving up actions to rest. Each action restores 1 block. Outside of combat, you can easily recover all your stamina with a short break of only a minute or so. Each character starts with 3 hearts. A character's base magic is a number of blocks equal to 1+Wits (a character with 2 Wits would have 3 blocks of MP or 12 points). Similarly, a character's base stamina is a number of blocks equal to 1+Guts. * Fluff note: Hearts and magic are recovered in essentially the same way they are in the video game -- by picking up items that must be used the moment you get them. Of course, this leads one to wonder why you couldn't just stockpile hearts and magic jars for when you really need them. If you're not content with merely hand-waving the issue away, one explanation we've come up with in the course of working on this project is that hearts and magic jars are in fact crystallized deposits of life and magic energy, respectively. These crystalline forms are extremely delicate, and rapidly destabilize when touched. If the energy is not used immediately, it quickly dissipates into the environment. ===Racials=== Many dozens of races have been introduced throughout the zelda franchise and this is by no means a complete list of them in any way. The most popular races have been represented here and the capacity to stat in more of the obscure races is included. This list should be used by players and Sages alike as there is no bestiary aside from a list of example mooks. The rule of thumb for whether something is a mook or not has been whether it can think and if it can climb a ladder, the first being if it's suitable to be played as, the second to determine whether it could actually function in a dungeon. Standard move speed is 3 (6 meters). *Human **Human, Hylian : Size Medium; auditory alignment detection (whether they tend towards Power, Wisdom, Courage, or are forsaken by the Goddesses) **Human, Gerudo : Size Medium; ignore mild environmental hazards, only female (no Ganondorfs as players) **Human, Shiekah : Size Medium; may ignore adjacent and field of view penalties to stealth **Human, Termina : Size Medium; +1 to all rolls involving Narrative Magic **Human Imp, Skull Kid : Size Small; +1 to instruments, prank cantrip for -1 mp (magically pranking someone nets 1 mana back) *Allied **Zora : Size Medium; Water breathing, hydrodynamic, adjustable bouyancy, electric sense (Can detect and glean information from nearby electric currents), double damage from Ice and Fire **Deku : Size Small; Water walking for no more than 1 turn in a row, wood sense (can detect and glean information from nearby wood), Evolving Tech Spit Attack, Evolving Tech Burrowing, immediate drowning at double damage, double fire damage. **Kokiri : Size Small; personal fairy with at will Clairvoyance, search checks are twice as bountiful, permanent child, not supposed to leave The Great Deku Tree **Goron : Size Large; half environmental damage, Evolving Tech Goron Roll, stone sense (Can detect and glean information from nearby stone), eats rocks; -5 bouyancy, 2 movement **Twili : Size Medium; can Warp for 1 mp during Twilight, fatigued in direct sunlight unless wearing darkness enchanted armor, can see in the dark **Korok** : Size Small; Evolving Tech Flight, double fire damage, tree themed Stalagmite for 4 mp (make no canonical sense, nor combat sense) **Rito : Size Small; Evolving Tech Flight, wind sense* (Can detect and glean information from passing wind) **Subrosians : Size Small; Immune to fire, double damage and stun from Ice, must wear a burqa (light weakness?) *Enemy **Construct : Size Large; ignore all environmental hazards, -5 bouyancy, 2 movement, +1/4H damage from imbued Light **Garo : Size Small; -1H at all times, upon the destruction of their clothing, their spirit body (1H, incorporeal, invisible) is freed to escape and possess a new set of clothing which slowly morphs back into Garo Robes **Goriya : Size Medium; +1 to Presence when trading **Blins : Size Small to Medium; Move Speed 4, optional increase from Small to Medium, optional increase to Large and 3 move speed **Wizzrobe : Size Medium; Jaunt for 1 mp **Stalfos : Size Medium; Guardian for 0 sp, permanent Soulbond with one other Stalfos, immune to environmental damage **Lizalfos : Size Medium; Guardian for 0 sp, Double Damage from Ice, Half Damage from Fire **Mook : Any Size; pick a (low) number, that is their dice pool for everything, their number of hearts stamina and mana, and can have up to that many techs or spells. A mook's attribute is half their rank. *More to come (*%*)(Player Dekus are not deku scrubs, those are merely enemies. Player dekus are the older dekus that have woody bodies and limbs. The kind that are often shopkeepers and actually help Link from time to time.) An important note on sizes. A medium sized creature is the weight of an average human, . Moving up a size category doubles the weight, so a goron would be about . Moving down a size halves the weight, so a Skull Kid would be about . These continue infinitely, so a kokiri would be about , and a dragon 4 sizes above a goron would weigh . These weights are the same used for objects, so you can actually get a difficulty on picking up your teammate and throwing them at the enemy. These weights are NOT canonical, only inferences used for the conversion to Pen and Paper. Canonically, Link can pick up an iron boot in either leg. You cannot imagine the shenanigans players would get up to with that. (**)Canonically, Koroks are what the Kokiri became in the Era of the Great Sea, but that would make one or the other unplayable in the same campaign, keep if you want to
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