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HotW TTRPG
HotW TTRPG
About
This publication is unofficial and unauthorized.
Race Descriptions
Used with permission from Aethelwolf. If you would
It has not been prepared, approved, endorsed, like a D&D 5E version of the races, please check their
or licensed by Nintendo or any other entity that GMBINDER profile.
created or produced the Legend of Zelda games.
Please support Nintendo and their official releases!
You can contact me at heroesofthewild@gmail.com
or the Zelda Tabletop reddit for Heroes of the Wild
Spell Descriptions
Thanks to spitoon-lagoon for the spell description
related inquiries. suggestions.
Is it Really Free?
Yes, Heroes of the Wild is and will always be entirely
free. That said, if you wish to contribute to the costs
of keeping this site up or you just want to support the
creator, you can do so by clicking the donate button
below. Any amount is appreciated.
Credits
The Triforce system found within this book is
licensed under a Creative Commons Attribution-
NonCommercial-NoDerivatives 4.0 International
License and may not be distributed for profit under
any circumstances. Other portions of the text are
either copyrighted by Nintendo or fall under a GNU
Free Documentation License, as seen on the zelda.
fandom.com website.
2
Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Table
About
of Contents 2
Weapons & Armor By Culture
Gear
103
104
Food & elixirs 107
What Is This Page? 2 Brewing & Cooking 109
Is it Really Free? 2 Crafting 112
Credits 2 Services 114
Introduction 5 Game Mastering 123
It's Dangerous To Go Alone! 6 Overview 124
Getting Started 7 What Is A Game Master? 124
Using This Book 8 The Game Master's Agenda 124
The Player's Code 8 Running The Game 127
Adjudicating The Outcome 130
Learn To Play 11 Creating Traps & Hazards 133
Overview 12 Creating Curses, Diseases, & Poisons 135
Key Terms 12 Creating Enemies 136
The Dice 14 Creating Dungeons 140
Abilities 16 Creating Adventures 142
Player Moves 18 Rewards 145
Combat 27 Character Options 146
Exploration 34 Optional Rules 156
Example of Play 36
Characters 39 Enemies
Overview
159
160
Overview 40 Balancing Encounters 160
Character Creation 40 Enemies in Combat 160
Filling Your Character Sheet 44 The Enemies 161
Character Development 45
Character Archetypes 46
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Introduction
Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
your character can do, say what they want to do current scenario, or advice on how to proceed with
when they want to do it, and how. Remember that your character's goals. You may also ask about
by deciding to act, you implicitly accept whatever things that occurred during previous sessions. You
consequences arise from that action. If you don't like do not need to know or remember everything.
the results of your decisions, you can always
try something different. You're not stuck with
any one course of action if things go wrong
BeIn Respectful
consideration of your teammates' time,
or turn out poorly. you should be punctual so that everyone
has enough time to get settled before
Make Your Character the game starts. You should let your group
know as soon as possible if you will be late or
Relatable
While your character is exceptional
won't be able to make it on a particular day,
whether it's because of traffic or some
and has probably achieved things other unforeseen circumstance. It's
beyond the reach of ordinary also important to be sensitive to
people, they are also imperfect others' needs. Respect everyone's
beings who have probably gone turn to play, and don't talk about
through harrowing situations and sensitive topics that may be
feel conflicting emotions. Characters inappropriate for some people at
have—as you do—different shades of depth the table—which brings us to our
to them, so don't be afraid to develop last point in the agenda.
them carefully with realistic and exciting
motivations, flaws, strengths, and quirks.
But don't worry; you are not alone in
Set Boundaries
Roleplaying games may put your
this process. The game has a chapter character in situations you might
dedicated to character creation with not feel comfortable exploring. For
guidelines to write goals and principles example, if you're uncomfortable
for your character. role-playing sexual scenes or taking
out revenge on people who've
Focus On The Story
Your character's actions and
wronged you, make sure your
group knows this ahead of time
motivations are informed by what so they won't pressure you into
is happening in the story told at the doing something that doesn't
table. Please pay close attention to what feel right for you. If you're
everyone is doing, how they react to the worried about being judged by
world, and your actions. What does a other players, try talking to them
character do when something terrible ahead of time to see how open they
happens? Or when a great opportunity are to discussing what's okay and
presents itself? How does that relate what isn't. But remember, only you
to your goals? What should you reflect can decide what's safe for you to
about the world and the other do in roleplay. Don't let anyone
characters for the next game else take away your agency over
session? By remembering this, yourself. There are a number of
you and your group can create safety tools available online that you
engaging stories and ensure a can introduce into your group of players.
more enjoyable gaming experience. If you have any Roleplaying with your friends is fun and exciting, but
doubts about what's happening in the game, don't sometimes our excitement can lead us down dark
hesitate to... paths that aren't appropriate. Safety comes first!
Ask Questions
The GM—and other players—will be there to support
you if you have questions or concerns about anything
related to your character or the game. You can
always ask for clarification of any rules, descriptions
of locations, characters, what is happening in the
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Learn To Play
Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* Character: A player's avatar, a representative in
Overview
The GM will describe the environment in which the
the imaginary world where you, the player, will be
playing in.
characters (controlled by the players) are in, what's
around them, things the characters can immediately see * Creature: Any being under the command of the
that may be of value, available doors or corridors, who Game Master or the Players.
is in a inn or stable, and so on. Although there are no * Damage: Some actions and effects harm you or
specific rules regarding when or how someone should those around you. When something takes damage,
speak, the conversation should flow naturally while also it subtracts that amount from its current Health.
keeping in mind that everyone should get a chance to talk. * Dice Pool: Your dice pool is the number of dice
If something is unclear, the GM and the players can ask
questions to understand what the characters perceive you are allowed to roll to resolve the outcome of
or wish to do. As a GM, make sure to describe things a task. Your pool is composed of your ranks in the
as clearly as possible, ask the players questions when appropriate abilities. Your pool cannot exceed four
unsure about their characters' actions, and encourage dice.
your players to do the same when there is doubt. * Disadvantage: It represents unfavorable
conditions while a character takes action. When you
Use the following steps to guide the flow of the game:
have disadvantage, you subtract a from your dice
1. The GM describes the environment.
pool. Disadvantages don't stack. Advantages and
2. The players describe what their characters do.
disadvantages cancel each other 1 for 1.
3. The GM picks the most relevant abilities and asks
* Encounter: Encounters are the difficulties that
the players to roll.
a character experiences. They are grouped into
4. The player rolls a four-sided die () per rank in
combat, exploration, and social interactions. Some
the relevant abilities & chooses the highest.
effects end or begin with an encounter.
5. The GM takes in the results & narrates the
* Experience Points (XP): Measures what your
outcome of the character's actions.
character has learned and the challenges they
Once you reach the 5th step, it goes back to step 1. achieved to overcome during a gaming session.
Remember, as the GM, to keep the story moving forward When you gain 5 Milestones (MS), you gain 1 XP.
by asking players what they do and how their characters * Game Master (GM): The GM assumes the role of
respond to what's happening after describing a particular referee and describes what the players perceive in
scenario. It's the simplest and quickest way of doing it. their characters' world.
The rules help guide the conversation as well. * Goals: Goals help you determine the needs and
Key Terms
For easy reference, we've highlighted the initial
wants of your character, and they also help you
establish how your character relates to the other
appearances of essential key terms in a paragraph characters in your group and the initial relationship
throughout the book in red. Here are some of them: between them.
* Abilities: This term refers to all the actions a * Initiative: It helps establish the sequence of actions
character can take, and how they approach the task. and provides structure to the flow of the game.
* Action: Whenever a character tries to do anything * Milestones (MS): Participating in a game session,
meaningful, that is considered an action. The actions sticking to a principle, fulfilling a goal, defeating a
are Fight, Move, Handle, Detect, Talk, and Recall. worthy opponent, and learning about the world or
* Advantage: Represents favorable conditions while plot earns milestones.
a character takes action. When you have advantage, * Minus Sign (-): The minus sign represents a
you add a to your dice pool. Advantages don't negative value to a roll or property. The outcome
stack. Advantages and disadvantages cancel each of the roll or the property's value is reduced by
other 1 for 1. the amount indicated. For example, -cumbersome
* Approach: Symbolizes the method the character means you remove that property from a piece of
uses to resolve an action. You do things with Power, equipment, while -1 armor means you reduce the
Wisdom, or Courage. value of whatever armor you are wearing by one.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* Origin: They come in the form of prepackaged
traits and perks that represent common races and
people found in Hyrule.
* Path: All perks are grouped thematically under a
list known as a path.
* Perks: They provide benefits that enhance a
character's capabilities.
* Player Moves: These contain the rules to resolve
most actions a character can take. Player moves tell
you when they trigger, what abilities to use, and the
possible consequences of your actions.
* Plus sign (+): The plus sign represents a bonus,
such as when you deal +1 damage with a melee
weapon or something that a character can add to
a piece of equipment, such as the blazing weapon
modification, which adds the blazing property to a
weapon represented by +blazing in the properties
section of the mod. Bonuses and properties with
the plus sign in front of them usually stack with one
another.
* Powers: Powers represent extraordinary abilities
that characters can wield.
* Principles: Principles represent your character's
inherent beliefs, morals, and individual attitudes
toward particular situations.
* Property: Provides information and rules about
characters, damage types, items, weapons, armor,
and perks.
* Push: Represents effort and desperation to
succeed. You can push a roll to increase your odds
by spending stamina.
* Ranks: A numerical value assigned to approaches
from 0 to 3. Ranks in your approaches determine
your dice pool.
* Round: The length of time it takes for all participants
to act during an encounter. Some effects trigger at
the end or the start of a round.
* Speed: How much distance a character can move
with a single action (measured in squares).
* Stamina: Your character can spend both physical
and mental energy to perform extraordinary abilities
by spending stamina. It enhances and fuels certain
perks, items, powers, and traits.
* Traits: These are characteristics that members of
a culture or race share. Traits can be inherent or
optional.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
The Dice Climbing a cliff poses a threat—should you fall from a high
distance—and requires a roll, but climbing a mountain
The Triforce Engine uses dice to determine the success while raining has several complications. Players trying
or failure of actions and circumstances that may present to climb have disadvantage on their rolls because the
themselves during the game. To play this game, you'll rain reduces visibility and makes surfaces slippery. The
need at least one four-sided die () to resolve most of mountain might also take several days to be climbed,
the tasks your character will undertake. thus requiring multiple rolls to make the trek. Combat
Dice Pool difficulty is expressed by how many hits an enemy could
take before it goes down and their abilities. A bokoblin
Your dice pool is the number of dice you are allowed to
is agile but squishy and might go down in a single blow,
roll to resolve the outcome of a task. Your pool comprises
while a flame gleeok is slow but tougher, has armor-like
your ranks in the appropriate approach (Power, Courage,
scales, breathes fire, and can fly.
Wisdom). Regardless of your ranks or bonus dice you get
to add to your dice pool, it cannot exceed three
dice. If your dice pool is zero, you roll and keep the
What To Roll
To determine the outcome of your character's action, you
lowest die of the two. roll a per rank in the relevant approach to form your
The size of your pool can help you determine how capable dice pool. If you don't have training in an appropriate
your character is and your chances of success: action, you roll with disadvantage. You roll and keep the
* A dice pool of 0 means your capabilities are far highest die of the pool. Look at the Abilities and Player
below the average hylian, which translates to a Moves sections for more information on what to roll.
success rate of roughly 25%.
* A dice pool of means your capabilities are below E.g., I have three ranks in Power. I try to attack a
the average hylian, which translates to a success bokoblin with my sword. I roll and get 4, 3,
rate of roughly 50%. and 1 on each die. Since I got a 4, my attack was a
* A dice pool of means your capabilities are success, and I get to deal my damage.
similar to the average hylian, which translates to a
success rate of roughly 75%. When you deal damage, you roll + other modifiers.
* A dice pool of means your capabilities Other modifiers include bonuses or additional dice from
are above the average hylian, which translates to a a weapon, perk, power, or trait. That's the total amount
success rate of roughly 85%. of damage you deal. Continuing with the example above,
now that I have successfully attacked the bokoblin, I roll
When To Roll and get a 4. I deal 4 + 4 (from a weapon) + 2 (from
Whenever the outcome of a task is uncertain and has a perk and a trait) for a total of 10; that's the damage I
some real consequences, it is time to gather your dice deal to the bokoblin.
and roll. As a player, you will make most of the rolls in the
game, but there are a few instances when the GM gets to Who Rolls
As a general rule, players make all the rolls; there are a
roll; these exceptions are covered in the Game Mastering
section. few exceptions, such as when the GM rolls an enemy's
damage or rolls to recharge a special ability.
Difficulty Opposing Rolls
Compared to other games, the difficulty is not a fixed When two or more players are fighting or competing
number that changes depending on how hard it is to against each other to reach the same goal, each
complete the task. Instead, the difficulty is measured by player rolls and compares their results. Any modifiers,
your limitations, advantageous conditions, how long or advantage, or disadvantage the players have, are
complex the activity is, and how severe the consequences applied to their rolls as usual. The one with the highest
of failing are. Routinary tasks such as opening a door or number of 4s or 3s (if no one rolls 4s) wins. If tied, the
GM can narrate a partial success that applies to both
walking from the chair to the door usually don't require
players, or the one with the highest number of ranks in
a roll; therefore, they have no difficulty. Let's explore two the relevant abilities wins. If a tie persists, players must
examples of how difficulty is expressed in the game. roll again until the result is different.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Talk Approaches
Talking represents your ability to communicate and
exchange ideas and information verbally, and it also With...
governs actions taken to influence others through If actions are what you can do, the approach represents
persuasion, intimidation, or straight-up lies. how you get things done. A situation might have different
approaches; pick the one that is most appropriate
Recall regardless of how many ranks you have in it.
Recalling represents your education, intelligence, and
ability to retrieve and apply knowledge effectively in Power
various situations. It governs actions such as searching Power embodies physical strength, combat prowess,
for and retaining information, conducting research, and raw abilities. Physically, it enables tasks like lifting,
solving puzzles and riddles, strategizing based on past forceful combat, climbing, jumping, and swimming
experiences, analyzing clues or evidence, and making against currents. Mentally, it can intimidate or influence
informed decisions. others through their imposing physique, instilling fear or
commanding respect. Magically, it taps into fire, earth,
To successfully perform certain actions, you and mountains, granting abilities to create fire attacks,
must have training in them, which is indicated control earth phenomena, and draw strength from
by them being marked on your character sheet. mountains.
For instance, if you lack Handle and attempt to
pick a lock, you won't be able to open complex locks Wisdom
like those found on valuable treasure chests. Wisdom encompasses intelligence, intuition, caution,
and understanding. Physically, it involves moving and
handling objects with precision, care, or some degree of
stealth. Mentally, it aids in solving puzzles, conducting
research, searching for clues, active listening, and
remaining vigilant while on watch. Wisdom enables
persuasion, detecting lies, and empathizing with others.
It aids in treating injuries, illnesses, and diseases, and
retaining knowledge about subjects like history, magic,
medicine, monsters, nature, survival, and ancient
technology. Magically, it connects to powers associated
with water, healing, protection, and light.
Courage
Courage embodies bravery, determination, grit,
and stamina. Physically, it empowers agility, facing
challenges head-on, showcasing acrobatic skills,
defending allies, stylish combat, and taunting enemies
with flair. Mentally, it facilitates interaction with
animals and nature, delivering inspiring speeches,
capturing attention, distracting others, and resisting
mental attacks and fear. Magically, it connects to wind,
lightning, forests, and the essence of nature.
Examples
* You need to break down a door to escape from
a dungeon. You roll Power to smash it with your
shoulder.
* You are wrestling a Lizalfos that is trying to bite you.
You roll Power to pin it down and stab it with your
dagger.
* You are throwing a bomb at a group of Bokoblins.
You roll Power to aim and throw it far enough.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* You find a wall with ancient runes that seem to hide
a secret. You roll Wisdom to decipher them and E.g., While balancing on a rope requires a roll of Move
reveal a hidden passage. + Courage, one could argue that to reach the other
end of the rope before an opponent cuts it, one should
* You are looking for a rare herb that can heal your
instead roll Move + Power. Always choose the action,
friend’s poison. You roll Wisdom to identify it among and approach, that better applies to the situation.
other plants.
* You are walking through a corridor filled with spikes.
You roll Wisdom to detect a pressure plate that Combat Moves
Generally speaking, you should only use
activates a trap.
* You are facing Ganon, the King of Evil, in his final these player moves when in a dangerous
situation and have no choice but to protect
form. You roll Courage to stand your ground and yourself or retaliate.
fight him with your friends.
* You are sneaking into Hyrule Castle to rescue Attack (Melee)
Princess Zelda. You roll Courage to avoid the guards Trigger
and find a way in. When you attack a creature in combat with a melee
* You are caught by a Gerudo thief who demands your weapon.
valuables. You roll Courage to bluff your way out Roll
and convince her that you are a friend. Fight + Power. Replace Power with Wisdom if the player
attacks doing something clever or takes two actions to
The current rules to recall knowledge purposely make one attack.
leaves out what topics the character knows. As Success
a result, Knowledge is a catch-all Focus for all Your attack hits, and you deal your damage. At your
those specific subjects, which depending on the option, you can choose to deal + damage, but you
campaign, might be too many for one character to open yourself to an attack.
know them all. If you want to be more precise, you can
use the following rules instead: At character creation, Partial Success
a player character trained in Knowledge can choose Your attack hits, you deal your damage, and the target
a number of subjects equal to their ranks in Wisdom gets to make an attack against you, or the attack puts
(minimum 1). you in a tight spot, whichever the GM decides.
Notes
* You can combine dealing damage with combat
Player Moves maneuvers such as grabbing, pulling, pushing,
Player moves cover a substantial amount of impairing, disarming, and knocking someone prone
actions your character can take, ranging from by taking an extra action.
athletic efforts to simply recalling information. * An attack from a creature does not necessarily
Player moves give a mechanical structure mean just damaging another character.
to what your character is doing; they Any maneuver, such as grabbing, pulling,
will tell you what triggers them, what pushing, impairing, disarming, or any
abilities you commonly use to roll, other effect the GM may come up with, is
and the possible consequences a valid form of attack.
of success, partial success, or * It is possible to use
failure. If the stakes are high, your actions to attack
you can ask the GM for potential
outcomes to better understand more than once, but
your actions' impact. The abilities every additional attack
described for each move only account after the first one is
for the most typical combinations; rolled with disadvantage.
exceptions may exist. The GM will
readjust the abilities used for the roll,
and you can also give suggestions.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* The attack or effect against the target is reduced by
Attack (Ranged) half rounded down.
Trigger * You block the attack, but you're now locked with the
When you attack a creature in combat with a ranged attacker. You can roll again to determine who arises
weapon. as the victor of this contest.
Roll Notes
Fight + Wisdom. Replace Wisdom with Power if using a * Defending is always a reaction to someone else's
thrown weapon or to determine who shoots first.
attack or a physical effect. At your option, you can
Success choose to defend yourself. Failure to do so may have
Your attack hits, and you deal your damage.
unintended repercussions depending on the nature
Partial Success of the attack or effect. A creature trying to steal a
Choose one that applies:
ring from a pedestal succeeds if the character fails
* It takes several shots. Reduce your ammo by one.
to defend it, an arrow hits the target, a gust of
* The shot doesn't land very well. Reduce the damage
wind blows the target away, and maybe even the
by half (rounded down).
defending character.
Failure * For a character to block or parry, they must first
You miss your attack, and the GM chooses one of these
possess some equipment, such as a shield to
complications or whatever they may come up with:
block arrows or melee attacks. A character might
* Your attack harms something or someone else.
attempt to stop or deflect an attack with a melee
* Your attack puts you in a tight spot.
weapon or even their bare hands, but they roll with
Notes disadvantage.
* If you lose ammo, you need to reload your weapon.
Weapons like crossbows and cannons take a round Dodge
to reload (see the reload property for equipment). Trigger
* If you're making a ranged attack with a thrown When you try to avoid an attack or physical effect by
weapon and choose to lose ammo, the thrown object getting out of the way, such as melee attacks, ranged
gets damaged and cannot be used until fixed. attacks, and spells.
* Characters can fire ranged weapons at long range. Roll
Therefore, you can fire at a distance one step Move + Power. Replace Power with Wisdom if you do
beyond the weapon's maximum range, but you will nothing but anticipate attacks on your turn. Replace
have disadvantage on the resulting attack roll. E.g., Power with Courage if dodging by doing acrobatic stunts.
A short bow's maximum range is near, but you can Success
shoot at a target that's far but with disadvantage. You evade the attack or physical effect.
Partial Success
Defend Choose one that applies:
Trigger * You evade the attack, but it puts you in a bad spot.
When you defend a creature, object, or small area close * You're safe, but some of your equipment suffers the
to you from physical attacks or effects. consequences.
Roll * The attack or effect is reduced by half rounded down
Fight + Power. Replace Power with Wisdom if you do (minimum 1 damage even through armor).
nothing but stand defensively on your turn. You can Note
replace Power with Courage if trying to defend others.
* Example uses of dodge include: Avoiding an
Partial Success explosion by ducking behind a crate, moving to
You block the attack or effect, but a complication arises.
evade a galloping horse, evading an energy beam,
Choose one that applies:
dodging a deadly melee attack.
* If defending someone else, redirect the attack to
yourself.
* The target is safe, but your equipment suffers the
brunt of it.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Handle Device
Trigger
When you try to handle, repair, or sabotage an intricate
mechanical device or explosive.
Roll
Handle + Wisdom.
Success
You handle the device without trouble.
Partial Success
Choose one that applies:
* You do it, but it takes longer than expected.
* You do it, but you leave a trace of tampering.
* You do it, but you trigger an alert or break something
else.
* You do it, but it will break down after several uses or
won't detonate as expected.
Notes
* Handling complex mechanical devices or
explosives requires training in Handle.
If you don't, the GM may rule you
are not qualified to make a roll.
A repair kit is needed to handle
devices, explosives, and to
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Heal Notice
Trigger Trigger
When you try to tend to the ailments, diseases, or wounds When you take your time to eavesdrop, search for clues,
of a creature or aid a dying character. follow tracks, stand watch, sense deception, gain insight
Roll on someone's intent or state of mind, or otherwise
Handle + Wisdom. Replace Handle with Detect if trying perceive something.
to diagnose a creature. Roll
Success Detect + Wisdom. Replace Wisdom with Courage when
Choose one that applies: standing watch or following tracks in the wild.
* You successfully tend a wound, and you gain the Success
benefits of resting. Choose one that applies:
* You know what caused the ailment or wound and * You can ask up to 2 questions about what you are
have advantage on your next roll made to treat it. trying to notice or find.
* You complete a surgery (See the Surgeon perk). * You follow the creature's track until it changes its
* You help treat a disease or poison; the target has mode of travel.
advantage on their next roll to resist the effect. * You notice the danger before it gets the drop on you,
* You stabilize a dying creature. The creature is and you have advantage on your next roll to react
conscious and immediately regains 4 Health. against it.
* You notice the danger before it gets the drop on you
Partial Success
Choose one that applies: and your group. You all have time to prepare.
* You successfully tend to a wound but do not gain the Partial Success
benefits of resting and take -1 stamina (lingering). Choose one that applies:
* You complete a surgery but not without its * You can ask 1 question about what you are trying to
consequences (See the Surgeon perk). notice, find, or gain insight.
* You help treat a disease or poison, and the target * You follow the creature's track until it changes
has an advantage on their next roll made to resist direction.
the effect but also gains a condition after recovery. * You notice the danger before they get the drop on
The condition lasts until they take an extended rest. you but do not have enough time to alert the others.
* You stabilize a dying creature, but they remain Notes
unconscious. * Trying to notice something or gain insight actively
Notes requires time and effort, searching for clues,
* Using this move requires a training in Handle and a and carefully inspecting elements. Whatever the
medical kit. Otherwise, you roll with disadvantage, outcome, the character gathers an interpretation of
or the GM may rule you cannot make this move. the target's behavior, not an accurate quantitative
* Magical diseases are rarely treatable by normal expression nor a supernatural talent.
means. * Possible Questions: What are they really feeling?
* A wound can be treated through a short rest, while What do they wish I'd do? How could I get them to
diseases take an extended rest per stage. Severe __? What's happened here recently? What is about
wounds take an extended rest as well. to happen? What's my best way in or out? What's
* Potent poisons are removed once the anti-venom is my greatest opportunity here? What here is useful
applied. Some toxins might require an extended rest or valuable to me? Who's really in control here?
to deal with them besides drinking an antidote. What here is not what it appears to be?
* Example uses of heal include: know what caused an * Example uses of notice include: eavesdropping,
ailment or wound, stabilize a dying creature, treat a tracking, identifying wounds, lip-reading, object
disease, treat a poison, and tend a wound. spotting, mood reading, recognizing leaders,
anticipating ambushes, detecting illusions, revealing
charm or domination, and interpreting gestures.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Notes Thieving
* To successfully hide anything or someone, you'll need
a surface area that's large enough to encapsulate
Trigger
When you try to perform acts of legerdemain, pick
whatever it is you're trying to hide. pockets, disable traps, or open locks.
* Sneaking up or away from someone requires
Roll
keeping quiet and not making sudden movements. Handle + Wisdom.
If a character tries to sneak while making a sudden
move or at a fast speed, they roll with disadvantage.
Success
You perform your act of legerdemain without issues.
Survive Partial Success
Choose one that applies:
Trigger * You do it, but someone notices you.
When you try to forage for food, hunt for game, or find
shelter in the wild. * You do it, but the target will realize they are missing
something soon.
Roll
Detect + Courage. * You do it, but an alarm or defense mechanism is
triggered.
Success
Choose one that applies: * You do it but leave behind traces of tampering.
* You find 1 + rations. * You do it, but it takes longer than expected.
* You find one shelter or gather enough materials to Note
build one that can harbor up to 3 + creatures. Picking locks and other mechanisms may require a bobby
pin or other thieving tools that characters can pull out of
* You successfully orient yourself or predict the
their adventure gear.
weather for the day.
Partial Success
Choose one that applies:
Influence Moves
Employ these moves whenever
* You find one good ration or + 1 in rations, but you need to communicate
anyone who eats it becomes debilitated until they with any living being, whether
get an extended rest. person or otherwise.
* You can choose one of the success options, but you
must overcome a complication to get what you
Deceive
want. The GM will tell you what.
Trigger
When you try to lie, cheat, fast-talk, gamble, pass yourself
* You can build or find one shelter to protect against as someone else, or convince someone that something
harsh weather that can harbor creatures. suspicious isn't.
* You momentarily orient yourself or predict the Roll
weather for the next couple of hours, but a Talk + Courage. Replace Courage with Wisdom if trying
complication in your prediction will present itself to pretend you are a local.
later. Success
Notes The target believes your deceit.
* At the GM's discretion, characters inside a shelter Partial Success
have advantage on rolls to resist extreme weather Choose one that applies:
conditions. * The target believes you for now, but there will be
* Example uses of survive include: building a shelter repercussions later.
or finding a safe place with abundant materials, * The target hesitates but believes you in the end.
such as a forest, foraging or hunting in a verdant Take -1 stamina (lingering).
valley or other areas rich in foliage and wild wildlife, Note
predict the weather for the day, and knowing which Some lies are impossible to believe unless some leverage
way is north. is presented to make the lie credible.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
determine who goes first; think of it as an action movie It is possible to use your actions to attack more
where you, as the GM, can direct the action and focus on than once, but every additional attack after the
and off each character involved as the narrative flows. first one is rolled with disadvantage. You could
As the GM, you can ask any player how their character also break an action into two minor actions for
reacts to the present danger in any order and then move perks, powers, or traits that use them.
the action to someone else as you see fit, going with what
feels natural to you but always keeping in mind that each
character should get a chance to act. The simplest way
is to go around the table clockwise and ask each player
Distance
The actions your character takes in combat
what their characters do. or exploring may depend critically on their
familiarity with the surrounding environment
Method 2: Structured Turns and the range of their weapons. There are six
If you're having trouble deciding which character distinct distance categories:
should act first, you may utilize their stats to help you
out. A character's initiative equals their training and * Adjacent: Everything that is near enough to
ranks in Move + Courage + Wisdom plus any modifiers a person to embrace them, kiss them, touch them,
from a trait, perk, or power. Compare the result of each wrestle them, poison their drink, or stab them is
player against each other and the initiative of each adjacent or alongside. Besides being a measuring
enemy involved. Whoever has the highest value goes distance, a weapon with this property does not
first. If a player character ties with another character,
you, as the GM, can decide who goes first, toss a die give its wielder disadvantage when used in close
or coin, or let them talk it through. If a player character quarters or while grappled or overwhelmed. 0
ties in with an enemy, the character goes first unless it's squares.
a boss or a mini-boss. * Close: Anything not farther than a foot or two
Rounds
A round measures the time it takes for all participants
beyond arm's length is close. 1 square.
* Reach: Anything that's at twice arm's length
is within reach. 2 squares.
to act at least once during a combat encounter. A round
lasts about 10 seconds. Some positive effects trigger at *Near: If someone or something is close enough
the start of a round, while adverse effects trigger at the that you can see them clearly or hear their footsteps
end. Characters are not limited to a certain number of in the distance, they are near or nearby. 2-10 squares
actions per round. As the GM, if a player wants to attempt * Far: Something is far if it is beyond someone's
several things, and their character is skilled enough to shouting distance and cannot be seen clearly or
do such things, let them. Also, pay attention to what the engaged in any meaningful way. 10-40 squares.
other players want to do, prioritize their actions, and
resolve those actions in the order that makes more sense * Extreme: When the distance between you and
to you (see the "who goes first?" section above for ideas). your objective is so great that you can barely see or
hear them, you are dealing with extreme range. Any
Acting & Reacting
A character acts whenever they perform one or several
length above this is specified in feet (and meters).
40-80 squares.
actions out of their own volition. A character reacts
whenever it is threatened and must do something to Alternatively, you can use the following definitions for
avoid danger. Characters can react indefinitely in a distances:
round as long as it makes sense in the fiction. * Close: Anything within 5 feet (1.5 meters) is close.
How Many Actions?
How many actions a character can take during their
* Reach: Anything between 6 feet ( 1.8 meters) and
10 feet (3 meters) is within reach.
turn depends significantly on the type of activity they * Near: Anything between 11 feet ( 3.35 meters) and
perform. A character should be able to do two actions 50 feet (15 meters) is e near or nearby.
in a turn, such as attacking, moving, talking, detecting, * Far: Anything between 51 feet (15.5 meters) and
or manifesting a power. They should also be able to take 200 feet (60 meters) is far.
a minor action or two, such as closing a door, picking * Extreme: Anything between 201 feet (61 meters)
up a key from a table, and so forth. Some activities can
consume more than one action, such as reloading a and 400 feet (121 meters) is at an extreme distance.
crossbow or using the whirlwind perk. Any distance above this is specified.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Speed
In Heroes of the Wild, speed refers to how fast a
impossible to take them down by just dealing damage to
them and may require creative ways to neutralize them.
Area of Effect enemy by defending all other targets. Unless you are
sure the enemy will fall with a successful blow from
* Blast: A blast extends you, don't react to an attack by attacking
forward from the them.
character in
the shape of a
Attacking Specific Areas
A character might try to slow down a
cone without creature by aiming a careful attack
affecting them. at their legs or target their hands
* Burst: A burst to force them to drop something.
extends in every They could bang the creature's
direction from head against a wall to disorient them
and escape or throw pocket sand in their
the character without
eyes to gain a temporal advantage. They could
affecting them directly. also attempt to target a specific section of a structure
* Area: Some effects cover an area within a fixed or vehicle to slow them down (see vehicles in combat),
distance; they can be close, near, or far. Areas that hinder its performance, or force it to collapse. When a
do not specify the distance they cover are treated creature attempts to do something like this, they do it
as a close area. with disadvantage. The GM has the final say on what
condition a character gets based on the situation.
Difficult Terrain
Difficult terrain is a common obstacle that adventurers Damage
face in their travels. It can make the journey more When an attack succeeds in combat, it usually deals
challenging and test their skills. Rough and uneven damage, reducing the target's Health. What kind of
terrain, such as rocky or hilly landscapes, can make damage an attack does depends on the weapon used
it hard for characters to keep their balance and and the attacker's accuracy. When a character attacks
move efficiently. Dense forests can slow progress, another creature, no harm is done
limiting visibility and making it difficult to move unless the attacker is using a
quickly. Deep swamps pose challenges, weapon capable of doing so. If a
with murky waters, tangled vegetation, and player tries to beat a tank into
unpredictable footing.. In game terms, submission using only their fists,
this means that characters have they will only succeed if they
disadvantage while in difficult terrain, have an extraordinary power
the characters are hindered by the that allows them to damage
terrain are slowed, or both. tanks with their bare hands.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Severe Wounds
As an optional rule, the GM can allow a Lingering Damage
character that dropped to 0 Health to take - One of the most significant challenges characters face
stamina (lingering) and instead receive a severe is figuring out how to cope with the persistent strain
wound. A severe wound adds a condition to your permeating every aspect of their lives. In game terms,
wounded status that must be treated independently lingering health or stamina loss only goes away if a
from your regular wound. character spends time recovering or engaging in a
relaxing downtime activity.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* Push Roll: Reroll one die from your pool, but mark
the lost stamina as lingering. Conditions
Combat wounds, and the environment can do more than
* Transfer Power: Change the target of a beneficial
just reduce your Health. The searing light of an arrow
power that only affects you to another target you of light could leave you temporarily blind, or a spider's
can touch. venom could leave you paralyzed. The disease currently
* Extend Power: Change the range of a power from affecting you could leave you weak and sick even after
touch to near, from near to far, and so forth. You can you have beaten it, or the mighty slash of a stalnox claw
choose this option multiple times. could leave you scarred. Conditions could be permanent,
* Expand Power: Have a power with a range of for just a round, until the character succeeds on a specific
roll determined by the GM, or until the source of the
near or more affect an area near you instead.
condition is removed or cured. As the GM, if none of the
* Exploding Power: Turn a power with a range of conditions fit what's happening in the fiction, feel free to
near or more into a close burst or blast instead. make up your own. Below you will find a list of common
* Maximize Power: Double, maximize, or increase conditions that can be imposed on a creature.
by one a power's effect or targets, but not its damage.
Blinded
Rest & Recovery
Time heals all wounds. The longer a character takes
You have difficulty pinpointing a target,
and must use other means such as
to treat its injuries and rest, the better its chances of taking an action to use tact or hearing
recovering. Resting is divided into three types: (rolling with disadvantage) to determine the
location of your target before attempting to
Short Rest attack it.
A character can take about 5 minutes to catch their breath
and lick their wounds. If a character is not wounded or Deafened
stressed, they regain health or stamina per short rest. If you are affected by deafness, it significantly
If they only have one level of fatigue, they can choose to hampers your ability to perceive and interact
heal it during a short rest instead. Eating some materials with the auditory world. If you are deafened, you
like fruits and roasted meat adds + per short rest. have disadvantage on rolls that require hearing
and automatically fail on rolls that rely solely on
Extended Rest your ability to perceive sound.
A character who spends at least 6 hours resting in
relative comfort is taking an extended rest. If a character Debilitated
is not wounded or stressed, they regain all of their health As a debilitated creature, you are unable to react
and stamina. If they have a wound or are stressed, they or think properly and have disadvantage on all
need to treat it first, and then they can rest to regain HP rolls. You have trouble keeping a steady pulse,
or lose stress. If they only have two fatigue levels, they hand-eye coordination is difficult, your steps
can choose to heal one level of fatigue per extended rest. are unstable, you are not feeling very well, and
performing any task takes a toll on you. Debilitating
Recovery effects include feeling weak or sick, being poisoned,
When a character does nothing but rest in comfort trauma from a sudden blow, or the lingering effects of a
for at least 24 hours, they are recovering. A character festering wound.
recovering loses one point of lingering stress (per
recovery) or heals one level of fatigue (per recovery) if Dominated
they have three fatigue levels or more. When a character Your actions are telepathically controlled by
is recovering, they regain all of their health, lose all their whoever dominates you. Player characters gain
stress, and have advantage on rolls to treat a wound, dominance over a creature with the use of powers.
stave off disease, or any other afflictions, such as a Whenever you have someone dominated, and you
festering wound or a poison. have them take action, you sustain the roll to take
action on their behalf, but within their physical and
mental limits. If you have a dominated creature do
something that would harm them directly or loved ones,
you roll with disadvantage. Dominating effects are rarely
permanent.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Fatigued Slowed
Fatigue measures your level of exhaustion. If you As a slowed character, you move half as fast, and
are suffering from dehydration, thirst, hunger, or you have disadvantage on Move rolls. Several
prolonged exposure to hazardous conditions such effects could slow you down. These include having
as moving through a desert or a snowstorm, you a broken leg that makes it difficult to walk or run,
gain one level of fatigue. You can generally reach partially frozen limbs that impede movement,
three levels of fatigue before falling unconscious. being encased in heavy armor or carrying a heavy
If you have an ability that allows you to circumvent load, a poison that reduces mobility, and environmental
the effects of fatigue and gain a fifth level, you are dead. factors like thick mud or deep snow that make it difficult
* Weary: You have disadvantage on all rolls. to move quickly.
* Exhausted: Your maximum stamina is reduced by
half rounded down. Wounded
Until the wound is healed, your Health cannot
* Drained: Your maximum stamina is reduced to 0. go above your wound value (½ of your maximum
* Unconscious: You are incapacitated. Health round down). Wounds remain until they
* Dead: The character is dead. are treated and can worsen with time if left
unattended. If severe wounds are implemented, the
Frightened GM could have you roll to see what sort of wound
You have disadvantage on all rolls while in the you get or chooses the most appropriate one for you:
presence of the source of your fear. Depending on 1. Blinded.
how powerful the source of the fear is, you could
involuntarily flee until it is out of your sight, or you 2. Slowed.
might not be able to get close to it willingly. 3. Scarred.
Incapacitated 4. Debilitated.
You are unable to move your body. You may
be tied from head to toe, asleep, temporarily Continuous Effects
Some items, perks, powers, or traits have effects that
frozen, entangled by spiderweb,
paralyzed by a poison, overwhelmed linger after being used, but require your attention.
by a creature, stunned, or petrified in
place by magic. As an incapacitated character, you are Concentration
unable to move or take any physical actions until you Some effects require your full concentration for it to
free yourself, if possible. Creatures acting against you remain active. While concentrating on a power, you can't
automatically succeed at close range or have advantage take any actions. If you do, the effect ends. If you take
while acting from a distance against you. damage, get knocked prone, or are imposed a condition,
you must succeed on a self-control roll to keep your
Restrained concentration. Unless otherwise specified, you can break
concentration at any time and focus on just one power
As a restrained character, you can't move from
where you are and have disadvantage at a time
on rolls that require you to move
freely, such as attacking, defending, Ongoing
manifesting powers, and dodging. Most abilities with ongoing effects require concentration
for the effect to be continuous, generally appearing at
Scarred the end of a power's effect in parenthesis (ongoing).
Unless otherwise noted, you can only keep one ongoing
You may receive the scarred condition when you
get a visibly nasty wound, when an attack by effect at a time. You can keep an ongoing effect while
a supernatural creature leaves you severely taking short rests, but you do not enjoy the benefits of
injured, or if you survived a horrendous accident resting.
but not unscathed. As a scarred character,
you are debilitated, and it takes recovery and Sustained
medical treatment in order to heal. Removing this Some abilities with ongoing effects also include the
condition with magic must be done during at least 'sustained' property. Sustaining a power means that when
a short rest. On the upside, your old injury now lets you it is your turn, you must roll as if you were manifesting
know when the weather is going to change. that power again to maintain that effect (without having
to pay the cost again).
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
The Environment
Fantastic beasts and cunning villains are not the only
dangers characters face. Gusting winds, scorching
deserts, frozen tundras, and feverish swamps are
excellent examples of hostile environments that
characters might encounter, be an obstacle to them, and
even pose a serious threat to their lives. Below you will
find guidelines to handle common environmental threats
the characters will confront:
Cold Environments
Any environment below 40°F (5°C) requires a fortitude
roll every day, any environment below 0°F (-17°C) requires
a roll every hour, and any environment below -40 °F (-4.4
°C) requires a roll every minute. Levels of fatigue gained
this way don't go away normally under these conditions.
Creatures immune to freezing damage are also immune
to the effects of cold environments. Creatures with
resistance to freezing damage have advantage on rolls to
resist the effects of cold climates, while those vulnerable
to freezing damage have disadvantage instead.
Corrosive Environments
Areas with acid disposition, such as gases, dust, acid
rain, and foggy areas with high concentrations of
corrosives, deal acid damage are considered corrosive
environments. An area with a thick, acidic fog deals 10
points of acid damage every minute and reduces armor
by 1. A Splash from a caustic substance, such as a flask
of acid or acid rain, deals 5 points of acid damage every
round until removed. Immersion in a corrosive substance,
such as the acidic breath of a gleeok, could deal 10 points
of acid damage each round until removed. Immersion
in a pool of acid could prove fatal if the victim remains
more than a round inside it.
Dark Environments
Unless it is a supernatural effect, darkness does not cause
any physical harm. However, if a character can't see
well in dim-lighted conditions, they have disadvantage
on rolls that require sight, such as attacking or noticing
someone. A character in complete darkness that cannot
see in the dark is effectively blinded.
Hot Environments
Any environment above 100 °F ( 37 °C) requires a fortitude
roll every hour if you can't maintain yourself hydrated,
while any environment above 120 °F (48°C) requires a
fortitude roll every half-hour. Wearing heavy armor gives
you disadvantage on rolls to resist hot conditions, and
levels of fatigue gained this way don't go away by normal
means while under these conditions. Creatures immune
to burning damage are also immune to the effects of
hot environments. Creatures with resistance to burning
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
damage have advantage on rolls to resist the effects of they have to choose between staying awake and gaining
hot climates, while those vulnerable to burning damage one level of fatigue or falling asleep. On a failure, they fall
have disadvantage instead. asleep without noticing. For each subsequent day after
Catching Fire the third without sleeping, when the character finally
Minor fires such as those coming from a torch deal +1 goes to sleep, it remains incapacitated for days equal
burning damage and 1 ongoing burning damage that to half the total of days without sleep rounded down. If
ignores armor until the fire is put out. Moderate fires, a character spends more than 11 days without sleeping,
such as those originating from campfires, deal +2 they die.
burning damage and 3 ongoing burning damage that
ignores armor until the fire is put out. Severe fires, such The Rule of Three
There is a built-in failure condition for the characters. Still,
as those coming from a forest fire, a dragon's breath, or
lava, deal +5 burning damage and 5 ongoing burning players may be incredibly lucky with their rolls and have
damage that ignores armor until the fire is put out. their character endure those conditions for far longer
than is possible in real life. If you, as the GM, wish to set
Acting While on Fire a limit, you can use the rule of three of survival:
If a character is engulfed in flames, in addition to taking * A person can survive 3 minutes without air or in icy
damage, they need to make fortitude rolls each turn to
act normal. Otherwise, the character does nothing but waters.
try to put the fire off. On a partial success, they continue * A person can survive 3 hours in extreme
acting normally but make any rolls with disadvantage environmental conditions.
while on fire. * A person can survive 3 days without water.
* A person can survive 3 weeks without food.
Toxic Environments
Any area containing noxious energy for a creature such
as gloom or malice for non-demonic creatures or direct
Falling
As a general rule, a character takes crushing damage
sunlight or divine energy in the case of the twili, counts for every 5 feet (1.5 meters) they fall, ignoring armor.
as toxic environments. The amount of emission you are The damage might change to slashing or piercing,
exposed to can make you sick, kill you, or even corrupt depending on what the character lands. If a character
you in some cases. Every time you are affected by toxic reaches terminal velocity before hitting the ground, it
energy for your kind, you take 1 toxic damage, which dies outright unless they have some gear, power, or perk
reduces your current and maximum Health by 1 as well. that prevents it. Some objects may cushion the fall; in
Toxic damage does not heal over time; special magic must these cases, reduce the damage taken by 5 if it's a small
be used to remove it. An environment with unusual levels object, reduce it by 10 if it's a medium-sized object, or
of toxic energy requires a fortitude roll every half-hour, an reduce it by 15 if it's a large object. Falling into a large
environment with severe levels of toxicity requires a roll mass of water reduces the damage a character might
every minute, and an environment with extreme levels of take to 0 as long as the creature took the fall from 40
toxicity requires a roll every round. feet (12 meters) or less and the water is deep enough (at
Drowning, Starvation, Suffocation & least 10 feet (3 meters) deep for every 30 feet (9 meters)
of falling distance).
Thirst Example of Play
A character can survive three days without food or water Let's examine the typical flow of a Heroes of the Wild
and one minute without air. After that, a character must game before diving into the ruleset's mechanics and
make Fortitude rolls to resist the effects. Success buys gameplay.
you another day without food or water and another
round without air. Partial success means the same, but
you have disadvantage on rolls while under any of these
The Adventurers
Finn, Sia, Nori, and Victor gather together to play. As the
conditions. Failure means you gain one level of fatigue game's creator and guide, Victor naturally takes on the
and must immediately roll again. role of the game master when no one else volunteers.
Sleep Deprivation
When a character spends 24 hours without at least 6
Finn is playing as Aric, a valiant Hylian knight skilled
in swordsmanship. Sia created Keilin, a wise and
resourceful Sheikah researcher. Nori assumes the role of
hours of uninterrupted sleep, they must make a Self- Ezal, a mischievous Kokiri archer who excels in stealth
Control roll or risk falling asleep. On a success, they stay and marksmanship.
awake without any repercussions. On a partial success,
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* GM (Victor): As you focus on scanning the
The Story surroundings, a sudden gust of wind causes the
An ancient sheikah artifact has been stolen from Kakariko
village, plunging the place into chaos. Keilin, guided by branches to sway, obstructing your view. You're
Paya, assembles a team of brave heroes to retrieve the unable to spot any enemies or points of interest.
artifact and restore peace to the town. Aric and Ezal, However, you notice a small, glittering object within
answering the call to adventure, embark on a perilous the treetop foliage. It might be worth investigating.
journey with Keilin to recover the stolen relic. We join What will you do?
the group as they traverse the treacherous Faron Woods, * Finn (Aric): We can't afford any distractions
seeking clues to the whereabouts of the stolen artifact...
right now. Let's prioritize the mission. We'll have to
* GM (Victor): After venturing through the dense
remember to check it out on our way back.
forests and winding paths of the Faron Woods
* Sia (Keilin): Aric is right. We need to stay focused.
following the tracks of the culprits, you finally
Now that we've turned off the pressure plate let's
arrive at a clearing where you see an ancient
enter the temple and search for clues about the
temple partially concealed by overgrown vines and
stolen artifact.
shadows. What do you do?
* GM (Victor): As you step inside the hidden
* Finn (Aric): I cautiously draw my sword and
entrance, the atmosphere changes drastically. The
approach the temple. Can I search for hidden
eerie silence is broken by a low, sinister laughter that
entrances or traps?
echoes through the ancient walls. The dust particles
* GM (Victor): Absolutely. Roll Detect + Wisdom to
no longer dance in the sunlight, but instead seem to
investigate the surroundings.
be suspended in the air, as if time itself has stopped.
* Finn (Aric): Great, a success! What do I find?
With a sinking feeling, you realize that this temple
* GM (Victor): As you carefully examine the area,
serves as a secret hideout for the nefarious Yiga
your keen eyes spot a subtle glimmer of light
Clan, a group of deadly assassins sworn to Ganon's
reflecting off a hidden switch near the temple
cause. What do you do?
entrance. It seems to be connected to a concealed
* Finn (Aric): I grip my sword tightly and take a
door. Additionally, you notice a faint pressure plate
defensive stance. I scan the room for any signs
on the ground, partially covered by fallen leaves,
of movement or hidden enemies. Can I make a
just a few steps away. What do you do next?
Perception check?
* Sia (Keilin): I move closer to Aric and examine
* GM (Victor): Absolutely. Roll Detect + Wisdom to
the pressure plate more closely. Is there a way to
survey the room and detect any potential threats.
disable it without triggering any traps?
* Finn (Aric): Yes! I rolled a success! What do I see?
* GM (Victor): You can certainly try. Roll Handle +
* GM (Victor): Aric, your vigilant eyes pierce
Wisdom to carefully disarm the pressure plate.
through the shadows, and you spot several cloaked
* Sia (Keilin): Alright, here goes nothing. Yes! A
figures lurking in the chamber's corners. They wear
success!
the telltale uniform of the Yiga Clan. They have yet
* GM (Victor): Keilin, your nimble fingers expertly
to notice your presence. What do you do next?
manipulate the mechanism, deactivating the
* Sia (Keilin): We need to find a way to neutralize
pressure plate without triggering any traps. The
the threat silently.
path to the hidden entrance is now clear. What's
* Nori (Ezal): I agree. Can I use my stealth skills
your next move, adventurers?
to climb the walls and get a closer look at their
* Nori (Ezal): While they were investigating, I
positions?
climbed up a nearby tree to get a better view of the
* GM (Victor): Certainly. Roll Move + Wisdom.
temple. Can I spot any enemies or other points of
* Nori (Ezal): rolls dice Yes! It's a success!
interest?
* GM (Victor): With impressive agility, Ezal
* GM (Victor): Of course, Nori. Roll Detect +
effortlessly scales the decrepit walls, finding a hidden
Courage to survey the forest from your vantage
perch that grants a clear view of the four Yiga Clan
point.
members. What's your next move, adventurers?
* Nori (Ezal): Oh, no... It's a failure.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
1 4
2 3 5
6 7 8
12
10
9 11
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
8. If you have any weapons, you write them down in their wounds. These downtime activities may vary in
this area along with their properties and the amount duration, depending on what you are doing and how.
of ammo you have. Some activities can be accomplished in a day, while
others can take several days or weeks. It is up to the GM
9. As the name suggests, here you can write down
to determine how long each activity will take. Below you
your materials. will find some activities your character can engage in
10. You write the name of your origin and the traits during downtime.
it gives you. Whenever your character learns a new
language, there is a space below traits for you to write Crafting
them in. Some perks open the possibility of crafting things such
11. Any other equipment you have, you put it down in as weapons, brewing potions, building technological
wonders, or weaving a basket. Characters can craft
this section. This area also facilitates the tracking of anything as long as they acquire the right perk, have the
the most commonly used items by placing them at the proper tools, a safe place, and sufficient time to finish
top of the gear list as well as your rupees. the job.
12. You can write down your perks, powers, or notes
about your character, companions, and the campaign. Exercise a Profession
If you need to increase your income while you wait for
Character Development
As your character progresses, they will learn new perks
your next adventure, you can exercise a profession.
Tell the GM what your career is, and they will pick the
and powers. They will also undergo a series of ordeals appropriate approach for the task. You make rupees
that might change how they view the world and others. equal to the ranks of the chosen approach in a period
You can develop your character in the following ways. determined by the GM. The time taken to earn resources
varies from profession to profession, whether you are
Experience Points & Milestones
You track your character's development using experience
playing in a at the peek of Hyrule, during the Calamity, or
the Upheaval. Usually, these resources are gained daily
points and milestones. Milestones measure what your but may be paid to you weekly, biweekly, or monthly.
character has learned and the challenges they achieved Some professions may require you to be trained in an
to overcome during a gaming session. When you action to make any money.
complete seven milestones, you erase your accumulated
milestones from your character sheet and add 1 XP to Increasing Actions & Approaches
your pool of unspent XP. Experience points represent Actions and approaches advanced at a slower pace than
the amount of experience your character has collected perks or powers. When you reach the heroic tier, you can
(abbreviated as XP) during their adventures. When you increase an action or approach that has no training or
have some downtime, you can use 1 XP to learn a new ranks by one. You repeat this process one last time when
perk or power. You increase your abilities by reaching the you reach the champion tier; actions and approaches
heroic and champion tiers (see Downtime). don't improve after that.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Tiers of Play
Characters go through three stages as they gain
Bold Merchant
The Bold Merchant is a charismatic
experience. Tiers help players and GM track the and enterprising character
competence level of characters, indicate if a character archetype. Skilled in negotiation
qualifies for a perk or power, and determine a character's and trade, they navigate the
starting XP in the event of character death. Characters world of commerce, seeking
with 0 to 5 spent XP are considered adventurers. An lucrative deals and maximizing profits. With a network
adventuring character is already capable, but it is just of contacts, they acquire rare items and bring economic
starting to develop its abilities. Characters with 6 to influence to the party. Though not combat-focused,
10 spent XP are considered heroes. A heroic character their wit and resourcefulness help overcome challenges.
is proficient with a large number of skills and perks. Whether establishing trade routes or managing a shop,
Characters with 11 spent XP and beyond are considered the Bold Merchant shapes the world through their
champions and should contemplate retiring soon entrepreneurial spirit.
afterward. * Actions: Detect, Fight, Talk.
* Approaches: Wisdom 1, Courage 2.
* Origin: Any.
Veteran Tier Rules * Perks: Artisan (Crafter), Personality (Wealthy),
As an optional rule, the GM can rule that
Rogue (I know A Guy).
characters that reach the champion tier cannot
spend XP to learn new perks or powers. Instead,
whenever they would gain 1 XP, they would increase
Burgeoning Scholar
The Burgeoning Scholar has a strong will,
their maximum health or stamina by 1. With this
deep insight, and vast knowledge. They
variant rule, champion characters can still learn new
possess a keen intellect and a desire to
perks or powers, but they do it by retraining.
learn, which drives them to explore the
mysteries of Hyrule, uncover its hidden
Experienced Characters, Death, and Retirement secrets, and solve its enigmas. With
their leadership qualities and strong
Not all campaigns start with your character being a
novice with zero experience. Sometimes your character will, they guide their companions through challenges
dies, or you might want to retire your character to try and motivate others to unlock their own potential.
something new. The GM will choose the amount of XP you * Actions: Detect, Recall, Talk.
begin with in campaigns above 0 XP. These campaigns * Approaches: Wisdom 2, Courage 1.
customarily start with 6 XP for expert characters or 11 * Origin: Hylian, Gerudo, Shiekah.
for veteran characters. In the event of character death, * Perks: Leader (Leadership I), Scholar (Bookworm I,
retirement, or joining a game mid-campaign, you begin
Researcher).
with XP equal to the character with the lowest spent
and unspent XP. Unless the GM decides otherwise, all
characters start with 1000 rupees regardless of their
Daring Smithy
The Daring Smithy is a versatile hero,
play tier.
skilled in both crafting and combat. Their
Character Archetypes
Sometimes you have an idea of how you want your
unwavering strength and bravery have
led them to become a formidable
warrior, fearlessly wielding their
character to be but don't know how to build it. Sometimes own crafted weapons. With a deep
you don't have time to sit down and think about all the dedication to protecting their allies,
details of your character. For such occasions, we have they leave a lasting impact on Hyrule. The Daring Smithy's
some of the most common archetypes built as starting unique blend of craftsmanship and combat skills, along
characters for you. Please note that the archetypes with their selflessness, make them a true hero in the eyes
do not have gear, traits, principles, nor goals of many.
selected to give you some room to customize your * Actions: Handle, Fight, Detect.
character as you see fit. The same with some actions
and perks. * Approaches: Power 1, Wisdom 1, Courage 1.
* Origin: Goron, Gerudo, Hylian, Zora.
* Perks: Artisan (Crafter, Manufacturer I, Wright I).
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
47
Origins & Traits
Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Overview
Hyrule is a magnificent land full of wonder and excitement.
desert sun. Traditionally, they wear colorful, lightweight
fabrics that allow their skin to breathe in the heat. They
accent their look with golden jewelry and brightly colored
Its diverse peoples and cultures bring richness and depth gemstones, which tend to shimmer in the desert sun.
to the kingdom, creating a vibrant tapestry of history and With vibrant red hair and a commanding personality,
tradition. Everyone has something valuable to offer, from Gerudo have a way of capturing the room's attention.
those who live in harmony with nature to those who seek
to harness its power. In this chapter, you will learn about
Hyrule's major peoples and cultures, their origins, their
Proud Warriors
Gerudo have a commanding presence and aren't shy
lifestyles, their relationships, and their role in the world. about expressing their desires. Loyal and dedicated, a
Gerudo's number one priority is the safety and prosperity
Origins
Origins in this game have prepackaged traits and perks
of her tribe. As such, they are frequently found
training, hunting, or working within the city's walls.
representing suitable TLoZ tropes. Each origin Most Gerudo are in peak physical condition, even
follows this format: name, description, starting into the later years in life, and would gladly give their
health and stamina, inherent traits shared by lives to ensure their tribe's future.
all members, optional traits possessed by some, Gerudo are very proud and tend to be
and perks available for XP expenditure. hard on themselves when faced with
Some traits and perks allow spending failure. They believe in taking personal
stamina for benefits, independent of responsibility, and it is considered the
the manifest power perk. These traits ultimate shame to attempt to pass the
and perks follow the rules of powers blame onto someone else. A failed
but don't require a power source, hunting party or a defeated battalion
group, or roll unless specified. is an especially gloomy sight, as each
Origins may have a perks section, member puts the burden squarely
offering exclusive choices when upon themselves.
learning new perks with XP.
Gerudo Society
Gerudo
“Gerudo. A resilient desert
Gerudo societies have many
strict laws that govern all
flower, facing the sun's gaze. residents and visitors,
Gerudo grows brilliant, while others but perhaps the most
fade.” notable law is that men
are not allowed within
The Gerudo are a proud race of female the city walls. Even the King of Hyrule
warriors that thrive in the deserts at is denied entry. Other races send
the edge of Hyrule. At times, they have female diplomats to the Gerudo for
been staunch allies of the Hyrulian negotiations and treaties. Gerudo
people, but the history between them operate outposts near their cities
has been filled with tension and strife. which are less restrictive and allow
Gerudo are born almost exclusively men to come and go as they please,
female and have rigid rules about allowing allowing for more straightforward trade
men into their midst. Once every 100 years, and opportunities for companionship. The
a male Gerudo is born into the tribe. His birth Gerudo maintain a fierce military force
is treated as a momentous occasion, and it is composed of powerful warriors and wise
believed that he will play an important role in sages. They've harnessed the power of the
the tribe's future in years to come. arid desert storms, gaining the ability to
channel lightning into their weaponry to
Brawn and Beauty enhance their destructive capabilities.
Gerudo resemble humans in their anatomy While they originally stood behind
but tower over them at an average of 7 Ganon in the Great War, they switched
feet tall. Their muscles are powerful and sides partway through and were
toned, and their athletic prowess on land is Health: 25 Stamina: 11
unmatched. Their skin has been darkened Size* + Power** Size* + Courage**
critical for turning the tide in Hyrule's
favor. After serving the tribe for many
by generations of living in the scorching years, adult Gerudo are freed from all
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
responsibilities and allowed to leave their city and live a ❏ Gerudo Lorekeeper: You have dedicated your
life of their own. It is then they focus on fulfilling personal life to preserving the ancient history and legends
ambitions, exploring the land of Hyrule to their heart's of the Gerudo. As a Lorekeeper, you possess
content. An adventuring Gerudo is a person filled with
deep knowledge of Gerudo heritage, rituals, and
ambition and passion, letting loose from the restrictive
laws that have governed their life thus far. They are traditions. You have advantage on recall knowledge
bold and tend to seek out adventure at every turn, often rolls about gerudo lore, even obscure facts and
prioritizing themselves over others. stories about Gerudo culture.
* Characteristics: Alluring, ancestral, ❏ Guerudo Merchant: As a Gerudo Merchant,
completionists, focused, imposing, independent, your mastery of trade and commerce grants you
insular, limber, matriarchal, muscular, passionate, advantage in business negotiations, persuading
resourceful, secretive, tough, traditional, sellers to lower prices or offer rare or illegal items.
wanderers. ❏ Gerudo Nomad: Growing up in the vast Gerudo
* Female Names: Aisha, Aktis, Bosa, Dorka, desert, you traveled extensively with your nomadic
Fasori, Karasha, Lebis, Molori, Mirfu, Nabora, Gerudo tribe. You advantage on survive rolls in
Pyrenia, Risa, Rubba, Rukos, Saroka, Sifer. deserts. You also have connections with other
nomadic groups and can find shelter and assistance
Inherent Traits among them when needed.
You start with the following traits: ❏ Gerudo Outcast: You have been banished from
* Medium*: As an adult gerudo, you have 15 health, your tribe for breaking a sacred law or dishonoring
8 stamina, you stand between 6'5'' to 7'5'' feet (1.9 your people. Through your exile and desire for
to 2.2 meters), and weigh between 200 to 300
redemption, you have developed an unwavering will
pounds ( 90 to 136 kilograms).
to make amends for past transgressions. Whenever
* Approaches**: +1 Courage, +1 Power.
you or your allies suffer a setback or failure, as an
* Speed: Fast (7 squares).
action, you can take -1 stamina (lingering) and offer
* Resistance: You have resistance against burning
damage and hot environmental hazards. words of encouragement that grant advantage on
* Vulnerability: You are vulnerable to cold their next roll during the encounter to attempt the
environmental hazards. same or a similar task.
❏ Gerudo Treasure Hunter: Guided by a thirst
Optional Traits for adventure and to uncover lost treasures of the
Choose one of the following traits: Gerudo, you have become a skilled explorer and relic
❏ Sand-Walker: You do not consider sand difficult seeker. You have advantage on notice rolls made in
terrain, even while wearing heels. desert environments and when identifying the value
❏ Towering: You are exceptionally tall, about 8 feet and significance of ancient Gerudo artifacts.
(2.4 meters). You are considered a large creature
with +5 health, +2 stamina, and reach, but your Gerudo Perks
speed is regular (6 squares). You can spend 1 XP to gain one of the following perks:
Choose one of the following background traits: ❏ Gerudo Desert Tracker: You do not have
❏ Gerudo Ambassador: Chosen by your tribe for disadvantage while tracking or surviving in sandy
your diplomatic skills and knowledge of Gerudo environments.
customs, you were appointed as an official ❏ Gerudo Dune Dancer: Your movement speed
representative of the Gerudo people. You start the increases by 1 square when you are in desert or
game with +1 contacts (see the Of Many Friends sandy environments.
perk). ❏ Gerudo Weapon Training: You deal +1 damage
❏ Gerudo Guardian: Sworn to protect the sacred with Gerudo weapons.
lands and people of the Gerudo, you have trained ❏ Sandstorm Resilience: Your body has adapted
extensively in combat and defense. Increase your to the harsh conditions of sandstorms. You have
maximum health by + or 4, whichever us higher. resistance to shocking and sonic damage and to
natural sand and wind-based phenomena.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Inherent Traits
You start with the following traits:
behaviors and needs. You have advantage on handle
animal rolls and you possess a dog or mountain
goat as an animal companion.
* Medium*: As an adult hylian, you have 15 health, ❏ Hylian Tempered Hunter: As a Hylian Hunter,
8 stamina, you stand between 5'5” to 6'5” feet (1.7 your years of experience in the wild have forged
to 2 meters) and weigh between 150 to 250 pounds you into a skilled tracker and proficient hunter. You
( 68 to 113 kilograms). possess a deep understanding of the natural world
* Approaches: +1 Any. and harbor a profound respect for the creatures
* Speed: Regular (6 squares). that dwell within it. You have advantage on survive
* Focused: You start the game trained in an rolls in the wild.
additional action. ❏ Hylian Treasure Hunter: A nimble and
* Talented: You start the game with +1 perks. adventurous soul driven by the thrill of uncovering
Optional Traits hidden riches and priceless artifacts through
exploration and keen observation. Once per session,
Choose one of the following background traits:
❏ Hylian Farmer: As a farmer, you possess a deep your keen senses and honed treasure hunting
understanding of the land, crops, and the art of instincts allow you to sense the general direction of
agriculture. Your expertise in farming techniques the most valuable treasure within a mile (1.6 km) of
and agricultural practices is unmatched. Once per your location.
session, you can take some downtime to have ❏ Hylian Village Elder: As a respected elder in a
cooking ingredients be delivered to you from your Hylian village, you embody wisdom and guidance.
farm. Your years of experience and knowledge have earned
❏ Hylian Knight: As a Hylian Knight, you embody you the respect of your fellow villagers. People seek
the ideals of honor, chivalry, bravery, and justice, your counsel, relying on your insights for important
standing as a symbol of strength in Hyrule. Increase decisions. Once per session, If a player character
your maximum health by + or 2, whichever us seeks your advice on a complex task within your
higher. You also start with a horse, and status and area of expertise, they gain advantage on their roll
reputation as a Hylian Knight, which opens doors to complete the task by adhering to your advice.
and commands respect in social interactions. As a respected member of the village, you have a
❏ Hylian Merchant: You are a Hylian merchant network of contacts and resources at your disposal.
who has traveled all over Hyrule in search of rare This allows you to gather information, acquire
and valuable items. You are familiar with the ins mundane items, or request assistance from villagers
and outs of the trade business, you have a keen eye there once per session.
for spotting a good deal, and you're familiar with
a wide range of people and places. You start the
Hylian Perks
You can spend 1 XP to gain one of the following perks:
game with +300 rupees, a cart pulled by a donkey, ❏ Hylian Cooperation: When you aid someone
and a map of Hyrule. while making a group roll, you can take -1 stamina
❏ Hylian Researcher: You are a Hylian researcher (lingering) to not roll with disadvantage.
who is driven by a thirst for knowledge. You are ❏ Hylian Perseverance: Once per encounter, you
skilled in the use of a variety of academic tools and can reroll a missed roll with disadvantage when you
techniques, and you are always looking for new are wounded.
information to learn. You start the game with an ❏ Hylian Vigor: You increase your initiative by 1.
ancient gear or you can use the fuse option of the ❏ Hylian Weapon Training: You deal +1 damage
Transmute Object power as if you had the zonai with Hylian weapons.
tech power source (see the powers chapter).
❏ Hylian Shepherd: As a Hylian Shepherd, your
expertise lies in caring for and herding animals,
making you a natural at understanding their
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Rito
"As you can see, we of the Rito tribe are profoundly
Hylians, whose favor with the goddess Hylia can seem
unearned. While they travel often and have no issues
moving on foot, the Rito prefer to fly whenever possible.
connected to the sky. We make our livings on the airways." A windy day brings a smile to a Rito's face and usually
signifies that it is time to move on. The thrill of soaring
Rito are a colorful race of birdlike people found in every through the sky is unmatched in the eyes of a Rito.
corner of Hyrule. These nomads travel from town to town,
exchanging news and stories with the locals. Their lively Winged Wanderers
spirits and a thirst for adventure bring excitement and Because of their extensive travel, Rito often brings news
exhilaration wherever they roam. from one town to the next, sometimes trading information
for favors or supplies. Some Rito hire themselves out as
Feathered Fighters couriers, able to deliver small packages to the opposite
Rito are tall, feathered humanoids with large wings, corner of Hyrule at great haste. Other Rito act as
beaks, and talons. They come in a variety of forms that traveling minstrels, embellishing stories from across
closely resemble different bird species, such as the realm and performing for crowds. Because of their
hawks, owls, parrots, and swans. services, Rito are welcomed into most towns with
They walk upright open arms. There are a few established Rito villages
on two legs and near the bases of mountains that act as safe havens
have dexterous, for wandering Rito. These villages also are where
feathered fingers Rito children are usually raised,
at the tips of their giving them a chance to grow and
wings that allow train in a place of relative safety.
them to wield Rito houses and shops are simple,
weapons and wooden structures integrated
operate tools with naturally among tall trees and rock
ease. Their large outcroppings. They provide
but lightweight, little shelter against the
smooth feathers and elements, as a Rito's thick
pneumatized bones coat of feathers offers ample
enable them to fly and glide protection against the rain and
effortlessly through the air, but not for cold. Each village is run by a
long periods. village chieftain, which tends
to be one of the oldest and
Thrillseekers wisest Rito in the village.
Rito are independent, free-spirited
individuals that enjoy roaming the To the Open Skies
fields and hills of Hyrule. They enjoy For many Rito,
meeting new people and making adventuring is second
fast friends, knowing that their time with nature. It allows them
strangers is short. If they stay in one place to see new places, meet
for too long, they grow restless. Always itching new people, and revel in
for excitement, Rito frequently hunt dangerous the thrill of the moment.
prey and have been known to challenge Rito frequently take up
other travelers on the road to one-on-one quests to hunt monsters
combat or feats of skill as a way to pass or seek out missing persons
the time. but are less fond of delving
Rito are highly competitive, always into cramped tombs or dark
trying to outdo other members of their dungeons. Nevertheless, the
flock. They will endure long hours of
training just to gain a slight edge over
Health: 15 Stamina: 14
Size* Size* + Courage**
glory as their lives are relatively short, Rito
aim to experience as much as possible
a rival and tend to get upset when their before they become too old to travel and
efforts go unnoticed. Their competitive nature can lead are forced to settle down.
to spurts of jealousy and condescension, especially when * Characteristics: Boastful, Competitive,
they are outdone by someone who has put in less effort Conceited, Driven, Free-spirited, Lecturers,
than them. For this reason, many Rito look down upon Pompous, Talkative, Songful.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* Female Names: Aje, Albaha, Areki, Bolla, Casia, an audience through song or musical performance.
Ceyenne, Enebri, Eneis, Cilantra, Laure, Maca, If this is your profession, you make +1 rupee per day
Nigela, Regana, Sativ, Selvie, Shida, Tamari, Zoti. when you exercise your profession.
* Male Names: Achiote, Bakali, Carave, Cilan, * Rito Chef: As a Rito Chef, your culinary skills soar
Cuma, Eneldo, Estrag, Kanelo, Lantro, Nogreco, as high as your wings. The duration of effects from
Oregani, Pimenti, Prika, Rindo, Wabbi, Zafra. meals you cook last +1 hour.
Inherent Traits * Rito Courier: Your experience as a traveler and
information gatherer has honed your communication
You start with the following traits:
* Medium*: As an adult rito, you have 15 health, 8 skills. You have advantage on persuade rolls made
stamina, you stand between 5'10'' to 6'5'' feet (1.55 to negotiate with others for information, favors, or
to 2 meters), and weigh between 100 to 170 pounds resources. Additionally, your flight spend increases
( 45 to 77 kilograms). by +1.
* Approaches**: +2 Courage. * Rito Guardian: Your sense of duty drives you to
* Speed: Fast (air, 7 squares), Slow (land, 5 squares). protect your Rito home and its inhabitants. Increase
* Flight: You have bird-like wings that allow you to your maximum health by + or 2, whichever
fly. us higher. Once per session, you can take some
* Resistance: Your insulating feathers give you downtime to request aid from a Rito village to
resistance to freezing damage. You also have receive food, shelter, and basic supplies without
advantage on rolls to resist cold environmental cost.
hazards. * Rito Shopkeeper: Your keen business sense
* Vulnerability: You are vulnerable to burning and knack for trade have made you a skilled Rito
damage, but not hot environments. shopkeeper, and your connections and widespread
travels allow you to acquire rare and exotic
Optional Traits merchandise. Once per session, you can take some
Choose one of the following traits: downtime to arrange for materials worth 50 rupees
* Aquatic-Flightless: You are rare offshoot or less to be delivered to you from your shop.
between the rito that resembles a penguin. You * Rito Whisperer: Your innate connection to the
cannot fly, but you can hold your breath underwater avian world allows you to communicate and send
up to 1 hour. Your wings have adapted to be more messages through birds. Once per session, you can
flipper-like to aide in aquatic locomotion. You do not send a concise message through a bird messenger
have disadvantage on swimming and on attacks within 10 miles (16 km). Guided by its instincts, the
made underwater. bird delivers the message accurately and returns
* Darkvision: You resemble a nocturnal bird, such with any response or confirmation.
as an owl, bat hawk, frogmouth or nightjars. You
can see in complete darkness. Rito Perks
* Keen Senses: You resemble a bird of pray such You can spend 1 XP to gain one of the following perks:
as a hawk. You have advantage on notice rolls that * Fast Flight: You have advantage on rolls to dodge,
rely on sight. catch up and outrun someone while flying.
* Mimicry: You resemble songbirds, parrots, * Rito Linguist: You learn an additional language.
magpies, lyrebirds, bowerbirds, or any other bird Furthermore, it takes you half the time to learn a
that can mimic sounds. You can mimic sounds and language, and you do not need tutelage to do so.
voices you have heard before. You have advantage * Rito-Style Archery: You deal +1 damage with
on Talk rolls made to fool someone with your bows and you can use your legs instead of your
imitations. wings to shoot while flying without disadvantage.
Choose one of the following background traits: * Strong Talons: You can carry creatures and
* Rito Bard: Your natural affinity for music and objects twice your weight. You also possess razor
performance is a gift to be shared. You have sharp talons that deal +5 slashing damage at close
advantage on rolls made to entertain or captivate range.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
For the Kingdom session, when faced with a situation where you can
demonstrate your allegiance to the Sheikah clan or
Sheikah are always willing to put their life on the line for
protect their interests, you can roll with advantage
the safety of the Hyrule, frequently accepting dangerous
on that roll.
assassination and infiltration missions. Some Sheikah
* Shiekah Eccentric Genius: our unorthodox
are given leave to become long-term adventurers, but
methods and inventive spirit may occasionally bring
they are expected to stay in contact with their home
unexpected results or unintended consequences.
and often receive secret missions to accomplish on their
However, your brilliance also allows you to come up
journey. Rebel Sheikah, who have abandoned their clan,
with innovative solutions to challenges and uncover
see adventuring to seize control of their destiny and
hidden paths others might overlook. You start with
chase their dreams.
the Jury-Rigger perk, but all your creations have the
* Characteristics: Mysterious, stealthy, disciplined,
dangerous property.
intelligent, resourceful, loyal, agile, spiritual,
* Shiekah Farmer: You have dedicated yourself
enigmatic, adaptable.
to the art of cultivation and sustainable farming
* Female Names: Adish, Arli, Citri, Coli, Emu, Fava,
practices, ensuring the prosperity of your crops and
Inger, Kima, Kinka, Lome, Nanashi, Necta, Rasbe,
the well-being of your community. Once per session,
Saku, Shina, Tange.
you can take some downtime to arrange for food
* Male Names: Arrot, Bude, Cado, Chidasu, Chigo,
ingridients worth 50 rupees or less to be delivered
Dasu, Gorin, Ion, Jiku, Kasui, Okre, Ragus, Rugu,
to you from your farm.
Shru, Tichok, Yuzo.
* Shiekah Monk: You have dedicated your life to
Inherent Traits the study of Sheikah history and philosophy. You
are well-versed in the ancient Sheikah language
You start with the following traits:
* Medium: As an adult sheikah, you have 15 health, and can read and write in it. You are also skilled in
8 stamina, you stand between 5 to 6'5'' feet (1.5 to meditation and can use your mental focus to resist
2 meters), and weigh between 120 to 200 pounds ( harmful magic. You have advantage on self-control
54 to 91 kilograms). rolls and your unarmed attacks deal +1 damage.
* Approaches: +1 Courage, +1 Wisdom. * Shiekah Warrior: You were trained from a
* Speed: Regular (6 squares). young age in the ancient martial techniques of the
* Sheikah Training: You start the game with a Sheikah, you are a force to be reckoned with on the
Shiekah perk. battlefield. Increase your maximum health by +
or 2, whichever us higher. You also deal +1 damage
Optional Traits with light weapons.
Choose one of the following background traits:
* Shiekah Artist: Your artistic talents blend Shiekah Perks
seamlessly with your Sheikah heritage, allowing You can spend 1 XP to gain one of the following perks:
you to create captivating works of art. Your artwork * Sheikah Jump: You can spend 1 stamina to jump
often carries subtle messages or hidden symbols twice as high as you normally could.
that only those initiated in Sheikah culture can * Sheikah Landing: When you take falling damage,
fully comprehend. This allows you to convey secret you can take -1 stamina (lingering) to reduce that
information or communicate with other Sheikah damage by half rounded down, and you do not
discreetly. In addition, when you exercise your make any noise when you land. You can also spend
profession as an artist, you make +1 rupee per day. 1 stamina to always land on your feet when you are
* Sheikah Deserter: you have turned your back knocked prone, or you fall.
on the treacherous path of the Yiga Clan and are * Sheikah Light-Step: You do not trigger pressure
determined to reclaim your honor and reconnect plate traps, and you ignore the effects of difficult
with your true Sheikah heritage. Your journey is terrain in natural environments.
one of self-discovery, seeking to restore trust and * Sheikah Training: You deal +1 damage with
find acceptance among your people. Once per unarmed attacks and light weapons.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Zora
"Like the mighty currents that shape our existence,
rivers and seas they call home. Younger Zora constantly
push their limits, attempting dangerous aquatic stunts
or tracking down vicious monsters to prove their combat
we Zora flow with grace and strength. Our lives are prowess. Honor is of great importance to a Zora, and
intertwined with the ebb and flow of the waters, reflecting backing down from a challenge is said to put a stain on
our unwavering spirit and enduring nature." their reputation that takes years to wash off.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Saku, Shina, Tange. restoration. Through ancient Zora techniques and
* Male Names: Arrot, Bude, Cado, Chidasu, Chigo, the power of water, you possess the ability to mend
Dasu, Gorin, Ion, Jiku, Kasui, Okre, Ragus, Rugu, wounds and soothe ailments. Whenever you heal a
Shru, Tichok, Yuzo. creature, they heal + health.
* Zora Lorekeeper: As a Lorekeeper of the
Inherent Traits Depths, you have devoted yourself to preserving
You start with the following traits: the ancient knowledge and history of the Zora.
* Medium: As an adult zora, you have 15 health, 8 Your understanding of Zora traditions, legends, and
stamina, you stand between 5 to 6 feet (1.5 to 1.8 sacred rituals is unparalleled. You have advantage
meters), and weigh between 100 to 200 pounds ( on rolls made to recall information about Zora
45 to 90 kilograms). legends, myths, or historical events.
* Approaches**: +2 Wisdom. * Zora Noble: As a Zora Noble, you hail from an
* Speed: Fast (water, 7 squares), Regular (land, 6 esteemed lineage within the Zora society, blessed
squares). with the responsibilities and privileges that come
* Amphibious: As an amphibious creature, you can with your noble heritage. You are a prominent
breathe underwater and have advantage on rolls figure in Zora society, expected to uphold traditions,
made to swim (even up waterfalls). You do not have maintain diplomatic relations, and ensure the
disadvantage on attacks made underwater, and you prosperity of your people. As a Zora Noble, you have
can also survive on land indefinitely. access to certain resources and connections within
* Dehydration: If you spend more than one day Zora society. Once per session, you take some
without submerging yourself in water for at least an downtime to call upon your family's influence and
hour. You gain one level of fatigue until you do. connections to gain information or assistance from
* Slippery: You have advantage on rolls made to other Zora individuals or institutions. This could
escape restraints. include access to rare items, the ability to request
* Resistances: You are resistant to cold damage. favors, or gaining insight into Zora politics or events.
You also have advantage on rolls to resist cold * Zora Smith: Your deep connection to water
environmental hazards. and your mastery of the forge make you a highly
* Vulnerabilities: You are vulnerable to shocking respected member of the Zora community, providing
damage and cant wield items with electricity such vital equipment and contributing to the strength
as shock arrows or swords. of your people. Your expertise with metalworking
Optional Traits allows you to craft and repair zora gear.
Choose one of the following traits:
* Armor: Your skin is hardy and scaly. You have +1
Zora Perks
You can spend 1 XP to gain one of the following perks:
armor that protects against any type of damage. * Zora Bubble: As an action, spend 2 stamina to
* Darkvision: Thanks to your life underwater, you create a large bubble around you filled with air
can see in complete darkness. (ongoing). All creatures in a burst close to you can
* Sharp Teeth: You possess sharp teeth that deal breathe normally while inside the bubble.
3 damage and have the Range (adjacent, close) * Zora Grudge-Bearer: If you have the resentful
property. trait, You have advantage on rolls made during
Choose one of the following background traits:
combat against members of the race or organization
* Zora Guardian: As a river guardian, your duty
you have a grudge against.
is to protect the waterways and the creatures that
* Zora Maritime Bond: Once per session while
inhabit them. Increase your maximum health by +
at sea, river, or lake, you can call forth an aquatic
or 2, whichever us higher. You can also communicate
animal to aid you in battle or help you with petty
with the fish and other creatures that live in the
tasks.
water.
* Zora Weapon Training: You deal +1 damage
* Zora Healer: As a tidal healer, your affinity
with polearms.
for water extends to the realm of healing and
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Paths & Perks
Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Culinarian
While renowned cooks and skilled chefs
Defender
Defenders are the protectors of their group,
shine among their ranks, this path also serving as both physical and emotional
welcomes those who find solace in shield-bearers who are highly perceptive
adventuring and exploring. and quick to act in the face of potential
Requires: Wisdom 1a, Cook. peril. Defenders prioritize protecting those
close to them, whether by risking their own
Adventurer Perks safety or using their abilities to redirect
❏ Cook: You can bake, brew, danger.
and cook any elixir or food * Requires: Fighta, Courage 1a,
recipe. In addition, when Guardianp.
you spend downtime to
exercise your profession, Adventurer Perks
❏ Guardian: On a success, if you
you make +1 rupee per day.
defend someone, you can spend 1
❏ Glutton I: You can ingest an
stamina to choose one of the following.
additional elixir or dish per day
* Create an opening for an ally that
and receive its benefits.
gives them advantage on their next roll to
❏ Gourmet Cook: Your deep
act against the attacker. They also deal +1
understanding of ingredients
damage.
grants you the ability to
* Deal your damage to the attacker.
extend the duration of dishes you cook by
❏ Armored: You ignore the
50%.
cumbersome property of armor you wear.
❏ Hash Slinger: You deal +1 damage with
❏ Imposing Shield I: If you roll to defend a creature
improvised weapons from kitchen utensils such as
and fail, you can iuse your shield as a partial success,
a soup ladle. In addition, pod lids you wield as a
reducing its durability by 1 per monster rank until
shield count as having +1 durability.
repaired..
❏ Iron Stomach: You can eat almost anything
❏ Protector: When you defend someone, on a
without getting sick; be it raw meat or vegetables,
partial success or miss, they have +2 armor.
rock roast, or dubious food.
❏ Shield Bearer: You ignore the cumbersome
Hero Perks property on shields you wield.
❏ Chef I: You can add an additional ingredient to
a dish and add its benefit to the meal beyond the Hero Perks
❏ Imposing Shield II: The roll is treated as a
maximum.
success instead.
❏ Glutton II: You can ingest an additional elixir or
❏ Perfect Guard I: Once per encounter, as an
dish per day and receive its benefits.
action, you can take -1 stamina (lingering) to defend
❏ Sous Chef: Your mastery extends beyond the
someone as if you had rolled a success.
kitchen as you excel in providing assistance to other
❏ Take The Hit: On a partial success, whenever you
cooks and chefs. When aiding someone in their
defend someone else and redirect the attack to
cooking endeavors, the time required to prepare the
yourself. For that attack, you have +2 armor.
dish is reduced by half.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
creature ignore the effects of a condition until the
end of the encounter.
Hero Perks
❏ Soothing Medicine II: Patients regain stamina ❏ Beast Companion II: Your beast companion has
by instead. the stats of a skillful hireling.
❏ Surgeon: You can perform complex operations, ❏ Danger Sense II: Gain +1 stress to act normally
such as placing implants on other creatures. Tell during a surprise round, even when surprised.
the GM what sort of surgery you want to achieve, ❏ Investigator II: On a success, you can ask up to
and they will tell you how long it will take, what you 3 questions.
need, and any risks, rolls, side effects, or limitations. ❏ Lay The Path: When you scout ahead and return
safely, you can take longer than expected to prepare
Champion Perks the path for the rest of your group. They have an
❏ Healer III: They heal + health instead. advantage on their next roll related to traversing
❏ Improvised Medicine II: You can use the perk the area you scouted as long as they can see or hear
twice per session. you.
❏ Soothing Medicine III: You can use the perk ❏ Safe Place: When you try to find a safe place to
twice per session. make camp, on a success, you find a place, and
allies have advantage on notice rolls to stand watch.
Hunter
Hunters are adept at exploring, investigating, observing, Champion Perks
navigating, and searching. They can quickly detect
❏ Beast Companion III: Your beast companion
danger, read leaps from afar, and follow the tracks of
their enemies and their game. has the stats of a seasoned hireling.
* Requires: Courage 1a Wisdom 1a, Detecta ❏ Danger Sense III: Allies close to you that can
hear or see you don't have disadvantage to react
Adventurer Perks while surprised.
❏ Beast Companion I: You gain the service of a beast
loyal to you with which you share a unique bond.
It follows the same rules as a greenhorn hireling
except that they have no cost other than the food
and water it might need to survive. You can only
have one beast companion at a time.
❏ Danger Sense I: You don't have disadvantage to
react while surprised, and you have +1 initiative.
❏ Forager: When you try to forage for food, you
always find +1 rations even on a miss.
❏ Investigator I: When you make a notice roll, on a
partial success, you can take -1 stamina (lingering)
to ask up to 2 questions.
❏ Pathfinder: When making Perilous Journey rolls as
a group, if you choose to have disadvantage on your
roll to give another character advantage on theirs,
all other participating characters have advantage
as well.
❏ Tracker: When you make a notice roll to track, on
a success, you can take -1 stamina (lingering) to
gain useful information about your quarry, and if
the tracks end, you know the cause.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
❏ Lead by Example I: When you act, you can select
Leader
Leaders stand
an ally that's watching, and they have advantage
on their next roll to attempt the same action as you.
out from the ❏ Leadership II: Increase the starting and maximum
crowd thanks
loyalty score of hirelings you hire by 1.
to their adeptness in
dealing with people and ❏ Negotiator II: Once per session, when an ally
situations; they can makes a convince or intimidate roll and fail. They can
motivate their followers, treat a failure as a partial success if you intervene.
take the helm in combat, What do you say to fix the situation?
and gauge people's
intentions. They are also Champion Perks
known for their strong
determination and ❏ Commander III: You can use commander twice per
unwavering leadership turn as long as you have actions left.
qualities, inspiring ❏ Coordinator: When you use the commander perk,
others to follow them on even the most challenging your ally has advantage to follow your command.
adventures. ❏Lead by Example II: You can choose up to two allies.
* Requires: Courage 1a Wisdom 1a, Talka ❏ Leadership III: Hirelings you hire start with an
Adventurer Perks additional perk.
❏ Planner II: Allies also increase their maximum
❏ Commander I: Once per turn, you can spend 2 stamina by 1 if they take downtime with you to plan.
stamina as an action to choose an ally that can hear
or see you, give them a command, and have them Personality
Personalities are individuals who have gained fame and
take an action during your turn to carry out your
order. recognition for their exceptional talents, skills, or actions.
This fame can stem from various professions,
❏ Fearless: While conscious, allies near you deal +1 such as actors, singers, and performers
damage and have advantage on self-control rolls. captivate audiences with their magnetic
❏ Leadership I: You start the game with a greenhorn personalities and exceptional abilities.
hireling. Also, the hirelings you hire cost one less Athletes, aristocrats, and even notorious
(minimum 1). criminals can become personalities due
❏ Negotiator I: Once per session, when you make a to their charisma, leadership, or audacity,
which earns them recognition and adoration
convince or intimidate roll and f ail .
from fans.
You can take -1 stamina
* Requires: Courage 2a.
(lingering) to treat it as
a partial success. Adventurer Perks
❏ Planner I: When you
❏ Entertainer: You have a knack
take downtime to plan
for entertaining a crowd with your
your next mission, raise
talent. What sort of entertainer
your maximum stamina by
are you? You could perform music,
one for the length of the mission
and acrobatic stunts or are good at
or until the end of the following session,
theatrical performances. You can always
whichever ends first.
find a place to perform in return for rupees
Hero Perks or food and lodging. When you spend
downtime exercising your profession as an
❏ Commander II: You only need to spend 1
entertainer, you make +1 rupee per day.
stamina to use the perk.
❏ Famous: You are widely recognized wherever
❏ Empathizer: When you make a notice
you go and get special treatment where your
roll to gain insight, You can ask up to 2
reputation is known. What are you known for?
questions on a partial success.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Once per session, you can use your fame to acquire
something you need. It could be a big favor Rogue
Rogues are agile, dishonest, sly, swindlers, and thieves
from fans or goons on the streets, rupees,
with connections of questionable reputation. They
a place to stay, special treatment, or
can talk their way out of almost any situation, steal
getting away with minor offenses. without being noticed, adapt to any situation, forge
❏ Of Many Friends: You know people papers, pass as other people, and they always know
in many places and of different someone who can get them the good stuff.
backgrounds. You start with 3 contacts. * Requires: Wisdom 1a, Movea, Handlea.
When you are in a settlement and
require the aid of one of your contacts, Adventurer Perks
spend 1 contact and tell the GM what ❏ Burglar: Once per session, when you
sort of help you need. The GM will make a thieving roll, you can turn a failure
describe what kind of connection you into a partial success.
have there and how they can aid. It ❏ Con Artist: You create three different
is best to see contacts as recurring identities with their documentation and
NPCs and potential companions. disguises for you to assume their persona.
Contacts can provide information, If one of your identities is blown, you can
have influence over others, or provide craft a new identity when you have time, a safe
some service. When you run out of place, and materials.
contacts, you can use your downtime to ❏ Forger: You can forge any document. Tell the
make a new acquaintance. On a success, GM what you want to reproduce, and they will
you increase your contacts by 1. tell you how long it will take, what you need,
❏ Wealthy: You recently acquired a large and any risks, rolls, side effects, or limitations.
amount of wealth. How did you gain all ❏ Husher: When making sneak rolls as a
this wealth? Perhaps you recently inherited group, if you choose to have disadvantage on
this from a wealthy family member or a your roll to give another character advantage on
business you conducted a while ago and finally theirs, an additional character also gets advantage.
paid off. You have +2000 rupees that you can ❏ I Know A Guy: Once per session, when you make
immediately spend during character creation. a gather information roll, you can turn a failure into
a partial success, but only if you take the time to
Hero Perks contact a local guy you know that can help you out.
❏ Big Talker I: Once per session, when you make If you do, it will cost you extra; the GM will tell you
a Talk roll addressing a crowd and fail, you can how much.
take -1 stamina (lingering) to dismiss the failure ❏ Sneakstrike I: When you deal damage to a
as a playful comment. You can roll again, but with creature with a light melee weapon that is surprised,
disadvantage. unaware, or being attacked by another creature,
❏ Rumor Has It: Once per session, you can spend 1 you deal +2 damage.
contact from your of many friends perk to instantly
recall a piece of juicy gossip that can serve as Hero Perks
leverage against someone you are trying to convince ❏ Quick Hands: When you make a melee attack
or intimidate. with a light weapon and have a free hand, as a
minor action, you can spend 1 stamina to make a
Champion Perks thieving roll as part of your attack.
❏ Trendsetter: Once per session, your eccentric ❏ Underworld Connections I: When you need
fashion sense allows you to wear any attire— to purchase illegal goods or services, you have a
including formal events—without any negative contact who can get them for you. The GM will
impacts on your rolls in social encounters during determine the cost, risks, and availability.
the event.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Champion Perks the task with advantage if they follow your advice to
the letter.
❏ Sneakstrike II: You deal +3 damage instead. ❏ Knowledge Broker II: Once per session, you can
❏ Underworld Connections II: You can sell stolen contact your network to have a piece of information
items for 25% more than their normal value. delivered to you in half the time.
❏ Linguist II: You learn up to three different languages.
Scholar
Scholars are knowledgeable individuals with a passion
❏ Savant: Once per session, treat a failure on a recall
for learning, sharp memories, and the ability to knowledge roll as a partial success.
recall vast amounts of information. They apply their ❏ Lecturer: When you try to recall information, you still
understanding to problem-solving and guiding others get interesting facts even on a miss.
and are characterized by their wisdom, patience, and
thoughtful nature. They consider all sides of a situation Champion Perks
before making decisions and offering opinions. ❏ Encyclopedist: You have a deep understanding
Requires: Wisdom 1 , Recall .
a a and appreciation of different cultures, customs, and
traditions. You never have disadvantage on Talk rolls
Adventurer Perks made against locals of a settlement to pass as one
❏ Bookworm I: You can read books and conduct of them as long as you know their language.
research in half the time. ❏ Knowledge Broker III: Twice per session, you can
❏ Brainstormer: When you do research as a group, contact your network to have a piece of information
if you choose to have disadvantage on your roll delivered to you in half the time.
to give another character advantage on theirs, all ❏ Linguist III: You learn up to three different languages.
other participating characters have advantage as
well.
❏ Educator: You have made a career educating
others. When you spend downtime to exercise your
profession as an educator, you make +1 rupee per
day.
❏ Knowledge Broker I: You have a network of
contacts and resources that allow you to access
information quickly and easily. When you fail to
recall knowledge you know who knows the answers
or where the information you require can be sought.
❏ Linguist I: You learn up to three different languages.
You can decide which languages you know when
you take this perk, or you can decide along the way
as you come in contact with members of different
cultures or origins in the game.
❏ Researcher: When you research a subject, you
have advantage on your next roll while acting on
your research.
Hero Perks
❏ Bookworm II: You have advantage on recall
knowledge rolls.
❏ Counselor: When a player character has a
complex task and asks you for advice on a subject
you are an expert in, they make their roll to complete
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Sharpshooter
Sharpshooters are experts in using ranged weapons like
Champion Perks
❏ Deadly Aim III: Your ranged attacks against the
bows, crossbows, and boomerangs. Their unparalleled target have +1 penetrating.
accuracy makes them dangerous from a distance, and
they know various types of ammunition and tactics. ❏ Marksman III: Choose another weapon group.
They are known for their steady hand, sharp focus, and ❏ Trick Shot: As an action, spend 1 stamina and
relaxed demeanor, and their precision and aim gives spend one use of your adventuring gear or repair kit
them confidence and self-assuredness in high-pressure to give your next ranged attack a property suitable
situations. for your ranged weapon.
♦ Requires: Wisdom 1a, Fighta.
Novice Perks
❏ Assassin: When you make a ranged attack
from a concealed location, your attack does not
automatically reveal your position.
❏ Deadly Aim I: When you take two actions to aim
at a creature with a ranged weapon, as long as
nothing breaks your concentration, your ranged
attacks against the target have +2 penetrating.
❏ Marksman I: Choose a ranged weapon type such
as bows, crossbows, slingshot, or boomerangs. You
deal +1 damage with that weapon group.
❏ Rapid Reload: The reload time of ranged weapons
is reduced by 1 (minimum a minor action).
❏ Rapid Shot: You can make a second ranged attack
without having disadvantage on your roll (see the
How Many Actions? section on page 28).
❏ Sniper: You don't have disadvantage on ranged
attacks at long range.
Hero Perks
❏ Cover Fire: As two actions, spend 1 stamina to
make a ranged attack that provides cover for an
ally and allows them to take an action in your turn
to move.
❏ Deadly Aim II: Your ranged attacks against the
target have +1 penetrating.
❏ Marksman II: Choose another weapon group.
❏ Ricochet Shot: You can spend 1 stamina to make
a ranged attack with a slingshot, boomerang, or
energy weapon that bounces off surfaces to hit a
target you can see.
❏ Snap Shot: When surprised or ambushed, you can
take 1 stamina (lingering) to make a ranged attack
before the surprised round starts.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Warrior
Warriors are highly trained in hand-to-hand combat,
Hero Perks
❏ Diehard: When you're dying, you can spend
relying on their physical strength and martial prowess 1 stamina to roll your next face death roll with
to defeat their enemies. They can specialize in different
areas of melee combat, such as taking more damage, advantage.
fighting with bare hands, or wielding one or two-handed ❏ Heroic Leap: As an action, you can spend 1
weapons. stamina to leap into the air and come crashing
♦ Requires: Fighta, Power 1a. down on your enemies, knocking prone all creatures
in a close burst.
Adventurer Perks ❏ Second Wind I: Once per encounter, as an
action, you can catch your breath and regain
❏ Blind-Fighter: While blinded or under dim
health.
lighting, you don't have disadvantage on rolls that
❏ Sundering Blow: When you hit with
require sight against creatures close to you, and
a melee attack, you can choose to deal half
they don't have advantage against you.
damage rounded down to reduce a target's
❏ Cleaver: When you kill or knock out an enemy
armor or weapon durability by 1.
with a melee attack, you deal half of that damage
❏ Weaponmaster II: Choose another
rounded down to another creature within your
weapon group.
reach.
❏ Whirlwind Attack I: As two
❏ Combat Awareness: As an action,
actions, you can spend 2 stamina and
spend 1 stamina to observe a
make a single melee attack against
creature fighting. You know the
all creatures within your reach. You
target's armor, maximum health,
must be using two melee weapons
and how much damage they do
or a two-handed melee weapon. On a
with weapons used during the fight.
success, all creatures within your reach take
Your attacks against the target deal +1
damage, or they take half damage on a
damage during the encounter.
partial success instead.
❏ Duelist: Once per round, When you
successfully parry with a melee weapon
or dodge an attack in melee, you can
Champion Perks
immediately make a melee attack ❏ Second Wind II: You regain
against the attacker. health instead.
❏ Rapid Strikes: Your unarmed ❏ Walk it Off: When you gain a
attacks are considered light weapons. condition during an encounter, you
As such, you can make melee attack can take -1 stamina (lingering) to
rolls using Courage instead of Power. ignore its effects until the end of the
❏ Two-Weapon Fighter: You can make encounter.
a second melee attack using another ❏ Weaponmaster III: Choose
one-handed weapon you are currently another weapon group.
holding without having disadvantage ❏ Whirlwind Attack II: If
on your roll (see the How Many Actions? you use the extra action stamina
section on page 28). Unarmed attacks maneuver to attack again, you can
count as one-handed weapons. use whirlwind attack as part of
❏ Weaponmaster I: Choose a melee that action instead.
weapon group such as axes, blades,
bludgeons, picks, polearms, unarmed, or
a special weapon. You deal +2 damage
with that weapon group.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Wielder
Wielders are individuals who possess the
Hero Perks
❏ Excluding Power: Add this
unique ability to harness and manipulate to your list of options for your
mystical energies. Whether it be through
their ancestral lineage or the discovery stamina maneuvers.
of powerful ancient artifacts, they have ♦ You can exclude any number
unlocked the secrets of magic or technology. of creatures or objects from your
Wielders exhibit unwavering determination power's effect.
and focus, earning them a reputation for ❏ Overchannel: When you
their steadfastness and persistence. With spend one round overtaxing
their mastery over supernatural powers, your body to fuel your powers, you
they exude a calm confidence and an air of regain stamina, or stamina,
superiority. While often reserved, wielders and gain one level of fatigue.
harbor a deep passion for their goals and
❏ Power Focus II: Choose another
will employ their extraordinary abilities
without hesitation to accomplish them. power you know. The cost of that power
is reduced by 1 (minimum 1).
♦ Requires: Manifest Powerp. ❏ Power Slinger: You can manifest a second
Adventurer Perks power without having disadvantage on your
roll (see the How Many Actions? section on
❏ Amplify Power: Once per page 28).
encounter, you can select an effect ❏ Quicken Power: Add this to your list of
from the stamina maneuvers list options for your stamina maneuvers.
and apply it to your power without ♦ As a minor action, you automatically use
paying its cost. a power that only affects you as if you had
❏ Implement Mastery: Choose an succeeded.
implement to channel your powers ❏ Summoner I: When you manifest a
through, such as an instrument, orb, power to summon a creature or raise it from
rod, staff, or wand. Whenever you the dead with the stats of a greenhorn hireling,
manifest a power while wielding an implement you can take -1 stamina (lingering) to summon a
of the chosen type, choose one of the following. skillful hireling instead.
* You deal +1 damage of the same damage
type as the power. Champion Perks
* You can exclude one creature or object ❏ Power Swap: Once per session, you can take -1
affected by the power. stamina (lingering) to switch a power you know
* Let the power destroy the implement to gain for another power you do not know from the same
advantage on your roll. power group until the end of the encounter.
A rod or staff functions as a light or medium, bludgeon, ❏ Reaching Power: Add this to your list of options
or polearm weapon, respectively, and has the same for your stamina maneuvers.
cost. Have a power reach a target you know is near
❏ Manifest Power: You have access to a vast regardless of obstacles or if they are hidden from
repertoire of powerful abilities that you translate your senses.
into effects that you can manifest. See the Powers ❏ Summoner II: You can summon a seasoned
chapter for rules on how to use and gain powers. hireling instead.
❏ Prodigy I: Increase your maximum stamina by 1. ❏ Transfer Power: Once per session, as an action,
❏ Power Focus I: Choose a power, you know. The you can take -1 stamina (lingering) to transfer one
cost of that power is reduced by 1 (minimum 1). power you know to an ally you touch until the end of
the session (ongoing). For as long as this effect lasts,
you cannot manifest the chosen power, but they can
manifest it as if they had the manifest power perk.
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Powers & Songs
Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Overview
Powers represent extraordinary abilities that characters
How Many Powers?
In Breath of the Wild, we see scarcity when it
can wield. They can be in the form of arcane or divine comes to people wielding magic. The champions,
magic, shadow magic powered by Twilight, or by renowned among their people, only wielded
harnessing the flow of vital energy through your body, a single magical technique. In contrast, Link mainly
mind, and soul. It can even be the intricate gadgets of utilized magical power employing magic items and the
a genius eccentric, as we have seen in Breath of the abilities he borrowed from the champion's spirits. In
Wild and Age of Calamity. As a player, it is up to you to my opinion, this was done for balancing purposes and
determine what is the source of your power. Click on this not to have players solely relying on magic. That said,
link to read more about magic in the Legend of Zelda if you wish to restrict magic, you could do it like this:
games. The power groups presented above do not match
* Master Mode: Players can get a single power
anything seen in any Zelda series before, and some of
the powers might have little to no use in your games. during their lifetime.
I brought the powers precisely as seen in the original * Heroic Mode: Players can learn one power at
system I based this one on, which makes sense for a each tier of play. One while being a novice, one at
generic tabletop RPG, but not necessarily in a Legend of expert, and one at veteran tier.
Zelda game.
Cost
Each power has a cost in stamina, which you must spend
in other to manifest it. Otherwise, the power won't work.
If a power is ongoing or sustained, you don't need to pay
the cost each round that you concentrate on it to keep
the effect going.
Roll
Most powers require a roll to be manifested. A power with
a "roll" section will show the most common combination
of abilities. The GM can readjust the abilities used for the
power to suit the situation better. You don't need to roll to
manifest the power if it doesn't have this section.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Special Ancestral
Some powers have special notes that dictate how the You are a chosen descendant of one of the ancient
power is used, how certain aspects work, whether the sages or a lineage tied to a powerful entity. As such,
power can be chosen multiple times, and what the you possess a unique connection to the mystical forces
condition is. that shape the world of Hyrule. Your lineage grants you
special abilities, knowledge, or a divine mission that sets
Rolling For Powers you apart from ordinary adventurers.
The default assumption is that you must roll to manifest * Gerudo: Choose powers that involve the
powers, but this rule only applies if there is an imminent manipulation of fire, lightning, or sand.
threat or significant risk of failure. Healing someone * Goron: Take powers that involve the manipulation
in combat, for example, poses a risk, but if there is no
of fire, lava, and stone.
danger and the healer has time, there's no need to call
for a roll. * Hylian: Choose powers that include divination
magic.
Minor Effects
Sometimes all you want to do is a minor trick with no
* Rito: Choose powers that manipulate the wind.
* Shiakah: Choose powers that create illusions,
relevant consequences during an encounter, such as martial prowess, and teleportation.
healing a tiny scratch from the knee of a child that just * Zora: Choose powers that manipulate water and
fell, conjuring a flower, or performing some small illusory
trick to impress a crowd. When you want to do such a ice.
trick, first talk it over with your GM; if it falls within the * Deku/Kokiri: Take powers that involve animals
description of a power group you have access to, the GM and plants.
will let you know if you can do it without any issues, and * Twili: Take powers that create illusions and
if rolls are involved. For more complex effects, look into manipulate shadows.
the ritual manifestation perk.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* Zonai Tech: The Zonai were an advanced civilization the GM will assign you a task from your patron. Until you
with unique technology that remains a mystery to complete this task, you have disadvantage when using
all. Their technology relies on energy cells and the pact magic. If you delay too long, your matro may take
your powers away. When you finish the task, gain 1 XP.
mineral zonite and can create various effects, such
as creating barriers, launching projectiles, or even
makeshift vehicles and battle turrets. You use an
Sheikah Techniques
Sheikah technique wielders are highly skilled individuals
energy cell, worth 6 battery points, to power your who have attained a state of perfect equilibrium
zonai abilities instead of relying on stamina. You'll between their body, mind, and soul. Through disciplined
need appropriate raw materials or zonai devices training and deep introspection, they have unlocked the
found throughout Hyrule to activate these powers. potential within themselves to harness their inner energy
in remarkable ways. These adept individuals can channel
Zonai devices have a greenish appearance and their energy to achieve extraordinary feats that defy
count as 2 zonite for the purpose of power costs. conventional limits.
If you lack raw materials, you can use zonite as
an alternative payment equal to the power's cost.
Ongoing powers require 1 battery point for every 5
Power Groups
We have thematically grouped powers for your
minutes or per encounter. You can choose powers convenience below. Novice, expert, and veteran
from any power group. Zonai Charges equal characters can each choose from a list of powers within
to 1 extra battery point while large zonai charges each power group. You may notice that some groups have
a more extensive list than others or share powers with
are worth 2 battery points. another group; this is intentional. The GM can adjust the
Divine
Divine wielders are devout followers of benevolent
power groups below to include other powers or create
new power groups that better suit their world, as the
power groups are only meant to serve as guidelines.
deities such as Hylia, the Goddess of Hyrule, or the
Three Golden Goddesses—Din, Nayru, and Farore—who
shaped the land. These divine entities bestow upon their
Charm
Charm powers affect the mind and emotions of others,
chosen followers the sacred power of divine magic. By which help you to befriend or deceive them quickly.
embodying the doctrines and precepts of their faith, Charm powers gone wrong could bounce back on you
these wielders can channel the essence of their deity, or someone else unintentionally. An ally could fall asleep
performing miraculous feats and bringing light to the instead of or in addition to your intended target, you fill
world of Hyrule. What are the doctrines of your patron? a target with uncontrolled hatred towards you instead of
Change one of your principles to one that reflects their befriending them, or a creature finds its courage to face
precepts. you with renewed might instead of fearing you, and so
Pact on. Some bosses may be immune to charming effects.
A pact wielder is an individual who has entered into a
binding agreement with a powerful spirit or entity, such as
Adventurer Powers
the Great Faeries, Bargaining Statues, or Horned Statue. * Blank Mind
By tapping into the otherworldly connection forged * Charm
by their pact, these individuals can unleash mystical * Enhance
powers upon the world of Hyrule. However, the terms * Harm (psychic)
and conditions of each pact vary, and the Bearer must * Telepathy
adhere to the demands and desires of their enigmatic
patron. In exchange for their loyalty and adherence to
the pact's precepts, the Bearer is granted extraordinary
Hero Powers
* Impair
abilities and insights that set them apart from ordinary
* Read Thoughts
mortals.What is your entity's name? Why did you make
a deal with it? Do you know what its goals are? How can * Truth
you free yourself from this bargain? Do you even want to?
What other entity opposes your patron? What does your Champion Powers
magic look like? * Alter Memory
When you attempt to use a power related to your pact * Dominate
and fail, add 1 to your Debt. Once your Debt reaches 3, * Mind Switch
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Conjuring
Conjuring powers consist of summoning creatures or
Hero Powers
* Commune (Spirits)*
objects, teleportation, time manipulation, and creating
effects out of nothing. Conjuration powers that go Champion Powers
wrong could have serious consequences, especially * Foresight
when summoning creatures. A wielder could summon an * True Seeing
uncontrollable version of a beast it wanted, or another * Vision
entity could use the portal created to enter this world.
Failing to conjure objects or structures could mean that
whatever comes out is terrible, broken, or doesn't behave
Healing
Healing powers are all about curing and invigorating
as expected. Consequently, something that is conjured organic creatures. Healing powers gone wrong could
poorly could refuse to leave, forcing the wilder to keep have severe consequences for both the wielder of such
the ongoing effect until the target finally leaves on its power and the recipient. An effect that fails to restore
own or is neutralized. health could deal the same amount it heals as damage
Adventurer Powers back to the wielder instead. You could inadvertently
transfer wounds, diseases, or any other condition to
* Armor* yourself or a nearby ally or worsen the illness instead of
* Darkness / Light removing it.
* Harm
Adventurer Powers
Hero Powers * Decay / Preserve
* Impair* * Diagnose
* Shield* * Heal*
* Summon Ally* * Purify
* Summon Object
* Teleport Creature* Hero Powers
* Teleport Object* * Remove Affliction
*
*
Time Stop
Wall
Champion Powers
* Regenerate
Champion Powers * Revive
* Portal of Holding
* Time Hop
* Time Regression
Divination
Divination powers consist of revealing long-forgotten
secrets, peeking into the future, scrying, and discerning
what's real. A failed divination power can lead a group of
adventurers astray. Something magical may appear as it
is not, and vice versa; discerning if a particular action is
good or bad may yield wrong or no results, revealing the
general direction of a target may prove true, but it could
be the most dangerous road leading towards the target.
Adventurer Powers
* Comprehend*
* Detect
* Divinate
* Enhance*
* Know Direction*
* Psychometry
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Illusion
Illusion powers are a power group focused on creating
Champion Powers
* Immunity
These illusions can range from hiding objects that would Necromancy
impressions designed to deceive the senses of others.
otherwise be visible to the naked eye, creating false Necromantic powers are unique abilities that allow
sounds, or even making people see things that are not wielders to manipulate the energies of life and death. With
there. Illusion powers could go wrong when you least these powers, they can drain energy from living creatures,
expect them; an invisibility power could end before it is heal wounds at the expense of others, communicate with
intended, and the illusion doesn't appear or behave as the dead, and even bring them back to life. However,
planned. necromantic powers can be dangerous, and if wielded
carelessly, they can have severe consequences for their
Adventurer Powers user. For instance, an animated undead could turn on its
* Illusion wielder or remain reanimated for longer than intended,
* Invisibility* leading to unforeseen circumstances. Additionally, a
failed manifestation could take a heavy toll on the body,
* Mask Power leaving the wielder permanently scarred.
Hero Powers Adventurer Powers
* Disguise* * Decay / Preserve
* Impair* * Harm (Dark)
* Mirror Image
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Read Thoughts but incorporeal. It can float around freely, but it cannot
take any actions other than moving until it returns to
Alt Names: Sheikah Mindread, Rauru's Revelations, its body or you release the effect, whichever comes first
Impa's Prophecy. (ongoing).
Cost: 2. Downgrade: You can learn this power as a novice tier
Roll: Detect + Wisdom. power; it only works on yourself.
Effect: You know the surface thoughts of a creature
near you. You can pose a question in the target's mind
about something you think they know and receive an
Summon Ally
Alt Names: Malanya's Companion, Hilda's Dark
honest answer (concentration, ongoing, sustained). Acolyte, Kaepora Gaebora's Wise Guide.
You have advantage to manifest this power against a Cost: 2.
sleeping character. Roll: Talk + Courage.
Effect: You conjure a creature of your size or smaller
Remove Affliction to help you. You have the freedom to describe its
Alt Names: Sheikah's Rejuvenation, Great Fairy's appearance however you'd like. The creature follows the
Blessing, Ruto's Healing Waters, Saria's Renewal. same rules as a greenhorn hireling, and the GM will set
Cost: 2. the cost and up to two useful traits depending on the
Roll: Handle + Wisdom. type of creature you want to summon (ongoing).
Effect: During a short rest, remove a poison, points Downgrade: You can learn this power as a novice tier
of gloom, a curse, or a disease currently affecting a power; the power cannot be augmented.
living creature you touch. Some curses and diseases
may require an extended rest or cannot be removed with
a simple power manifestation.
Summon Object
Alt Names: Agitha's Deal, Lana's Recall, Midna's
Resistance Grasp, Three Witche's Summons.
Cost: 2.
Alt Names: Daruk's Endurance, Deku's Barkskin, Fairy's Roll: Handle + Wisdom.
Barrier, Gerudo's Sand Veil, Sheikah's Shadow Cloak. Effect: Conjure a mundane object, armor, or weapon, a
Cost: 2. piece of equipment, or any item you could pull out from
Roll: Fight + Power. an adventuring gear with a cost equal to or less than 5
Effect: Choose a damage type, effect, or disease. A resources (ongoing).
creature you touch has resistance against it (ongoing).
Shield Telekinesis
Alt Names: Ghirahim's Grasp, Fi's Manipulation,
Alt Names: Daruk's Protection, Fi's Guardian Shield, Sheikah Levitation, Tingle's Balloon Lifting.
Urbosa's Barrier. Cost: 2.
Cost: 2. Roll: Handle + Wisdom.
Roll: Fight + Courage. Effect: You can mentally manipulate a creature or
Effect: You create a shield to defend creatures close to object you can see of your size or smaller and slowly
you. When you roll to defend, you roll with advantage move the target in any direction in an area near you
and can use Power instead (ongoing). Describe what (ongoing, sustained). You roll with disadvantage to move
your shield looks like—is it made of arcane or telekinetic a target bigger than you. You can hurl the target, making
energy? Do you use air or chunks of earth to protect ranged attacks using Handle instead of Fight, dealing
others? +3 damage to a nearby target.
Downgrade: You can learn this power as a novice tier Downgrade: You can learn this power as a novice
power; it only works on yourself, and you don't need to tier power; it cannot be augmented and only works on
roll to manifest it. creatures or objects one category size smaller than you.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Portal of Holding the stasis ends, the target continues its trajectory as
normal. You can spend 1 stamina to use this power as a
Alt Names: Hestu's Expanding Bag, Midna's Twilight reaction instead.
Portal, Sheikah's Dimensional Gate, Tingle's Infinite Downgrade: You can learn this power as an expert tier
Vault. power; the power cannot be augmented.
Cost: 3.
Roll: Handle + Wisdom
Effect: You conjure a small portal near you that can
Syphon Soul
Alt Names: Ganon's Grasp, Sheikah's Shadow Aura.
store an infinite number of objects the same size as you Cost: 3.
or smaller (ongoing). Whenever you need to retrieve an Roll: Fight + Wisdom.
item you've stored within the portal, it takes a round to Effect: Whenever a living creature near you of small size
appear, but you will always receive exactly what you or larger dies, you immediately gain TH (ongoing).
were looking for.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
*
Songs
The kingdom of Hyrule is a vast and storied land with its
*
Ballad of Gales
Ballad of the Goddess
* Ballad of the Wind Fish
accounts passed down in the form of ballads, melodies, * Bolero of Fire
and songs, some of them with powerful magical effects
* Command Melody
that heroes throughout the ages have wielded and
performed. But Hyrule is oft grasped in the palm of a * Din's Power
villainous hand, and many of those songs have been lost, * Earth God's Lyric
deluded, or changed through time. Fortunately, some of * Eclipse of the Moon
them have survived despite all the calamities that have * Eclipse of the Sun
befallen Hyrule. A few exceptional individuals can still * Eclipse of the World
wield the mystical power of songs and use their magic * Elegy of Emptiness
to some extend. * Epona's Song
Powers As Songs * Farewell to Gibdos
If you have the entertainer and manifest power perks, * Ferore's Courage
you can choose one of your powers known and turn them * Fire Dragon's Song
into a song. If you do, you can only learn powers from * Frenetic Dance of the Firefly
the ones listed in the chosen song. A character must play * Frog's Song of Soul
all songs with an instrument such as an accordion, flute,
* Hammer of Stones
harp, maracas, ocarina, or violin. You can turn a power
into a song for each tier of play. When you manifest a * Inverted Song of Time
power from your selected song, you can do one of the * Light Spirit's Elegy
following: * Live Long, Love Long
* For each turn you spend concentrating on playing, * Manbo's Mambo
you reduce the cost of the power by 1 . * Midna's Lament
* Minuet of Forest
* If you spend a turn concentrating on playing, you
* Nayru's Wisdom
can manifest the power with advantage.
* Nocturne of Shadow
* If you spend a considerable amount of time playing * Omen of the Blood Moon
(5 minutes or more), you can create an effect * Prelude of Light
related to that song that is outside of the scope of * Remnant of the Twilight
the chosen power. In addition, the GM will tell you * Requiem of Spirit
what you might need, how long it will take, and any * Saria's Song
limitations, risks, or side effects the new effect may * Scarecrow's Song
have, such as you gaining one level of fatigue if the * Serenade of Water
effect you are trying to achieve is too potent. * Sonata of Awakening
* Song of Awakening
Learning More Songs
No one can purchase magical songs; instead, they are
* Song of Birds
* Song of Discovery
passed down from one bard, hero, or magician to another. * Song of Double Time
Some songs are only given to those worthy enough after * Song of Healing
completing a quest for the person or entity that knows it * Song of Light
and they often serve a specific purpose such as granting * Song of Passing
entrance to sealed areas or teleporting to specific areas
* Song of Restoration
of the world. The GM has more information on giving
songs as Boons. * Song of Soaring
* Song of Storms
Composing Songs *
*
Song of the Hero
Song of Time
Part of the process of turning a power into a song is
giving it an appropriate name and a melody. If you feel * Sun's Song
confident enough, you can create names and melodies * Tune of Echoes
from scratch or use the name of existing Zelda songs for * Tune of Currents
inspiration, such as the ones listed here: * Tune of Ages
* Attendant of the Sacred Spring * Wind Requiem
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Wealth & Equipment
Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Overview get damaged and repairs usually cost half its total value
in resources (rounded down), with more modifications
While the game handles certain equipment abstractly, making repairs more expensive. If you have multiple
your character is handling real money in the world they items you want to sell, which half of their value rounded
inhabit. All Legend of Zelda games deals in a currency down would mean it's 0, you can sell them in pairs to
called Rupees which have distinctive colors and values. receive 1 rupee.
Through the course of a campaign, you will be rewarded
with treasures in the form of rupees and, in some cases, Equipment & Services
with gear. These rewards may come as payment for a Abilities and Perks are vital for survival, but the right
mission you accomplished, loot you found on an enemy, weapon or gear could mean life or death. This section
the profits of exercising your profession during some provides everything your character needs for their perilous
downtime, or merely by chance. journey. To save time and keep track of equipment, most
items and services are presented abstractly. Grouped
The Power of Rupees thematically, each category has a brief description and
may contain rules governing its entries. Subcategories
"Rupees are otherwise identical gems of various colors,
each color marking a specific denomination. The follow the same format. Entries begin with the equipment
association between colors and values varies somewhat or service name, followed by a description. Details include
from game to game. Although Rupees are used most cost in rupees, requirements, and properties.
often to buy items in shops, occasionally they have other
uses. In the original Legend of Zelda, one Rupee is used
Equipment Modification
There are different ways to enhance equipment. They can
up every time Link fires from his Bow. In A Link to the Past, be made from different materials, possess other gadgets
if a set amount of Rupees is thrown into a certain Fairy to increase versatility, and refined craftsmanship to
Fountain, a fairy will appear and increase Link's carrying strengthen protection or resist different types of damage,
capacity for bombs or arrows at the player's choice. In such as ballistic and energy. Each piece of equipment
Ocarina of Time, collecting all the Silver Rupees in a can receive one major, one moderate, and one minor
particular dungeon room unlocks the locked doors. In the modification. You can exchange one major modification
for a moderate or minor modification or trade a moderate
magic-absent Twilight Princess, Rupees are used to fuel
modification for a minor one.
the Magic Armor."
Some theories suggest rupees are magical. You can
watch a video here and here.
Equipment Properties
Each piece of equipment will have a certain quantity of
A single rupee. Its soft green glow puts a smile on properties that help describe what they do. Some of the
your face. properties have a mechanical function, while others are
Five rupees. Its shiny blue facets make you weak in there to give players and the GM cues.
the knees. ♦ Adjacent: Besides being a measuring distance, a
20 rupees. Its red luster tickles your heartstrings weapon with this property does not give its wielder
enticingly. disadvantage while used in close quarters or while
50 rupees. Its violet glow fills your heart with being grappled or overwhelmed.
generosity.
♦ Agonizing: The pain caused by this weapon is
100 Rupees. Its dazzling silver light reflects your
excruciating. If your attack lands successfully on a
beaming smile.
300 Rupees! Its radiant golden shine illuminates creature, it becomes debilitated for one round.
your soul. ♦ Accurate: It deals +1 damage with ranged attacks.
♦ Ammo: This is an abstract way to keep track of
Buying, Selling & Repairing ammunition for certain ranged weapons. If you lose
ammo, you need to reload your weapon. See the
When purchasing an item, you'll pay its cost in rupees.
Some equipment may have additional costs based on Attack (Ranged) move to see how you lose ammo.
availability, legal restrictions, or modifications. If you're ♦ Area: This affects a small area within a range
selling an item in good condition, you can get half its value determined in parenthesis. E.g., area (close, near).
in rupees (rounded down, minimum 0). Equipment can * Armor: It protects you from damage, and you
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
subtract the armor value indicated in front of this or far range.
property from the damage you take. If the armor * Durability: Durability reflects the wear and tear
value does not have a "+" sign, it does not stack with on a character's equipment with repeated use. When
other types of armor. an item's durability reaches 0, it shatters. Durability
* Blast: This effect extends forward from you without can decrease due to special attacks, failed rolls, or
affecting you in the shape of a cone. The blast damage determined by the GM based on the fiction
extends within a range determined in parenthesis. * Energy: Damage dealt with this weapon is
E.g., blast (close). considered energy damage. Energy damage has
* Blazing: On your command, the weapon can deal +2 penetrating unless the armor is modified to
burning damage instead of its normal type. On a withstand energy damage. Weapons with the
successful attack, the target takes ongoing burning energy property usually require 1 or more energy
damage that ignores armor equal to the numeric cells to function. Weapons that deal damage to a
value of this property until the target takes a round user wearing armor with the energy property don't
to put it out. E.g., "1 blazing" deals 1 ongoing have +2 penetrating.
burning damage. * Forceful: It pushes the target away or knocks them
* Brutal: A brutal weapon deals more minimum prone.
damage than a normal weapon. If you roll a 1 on * Freezing: On your command, the weapon can
the damage die, keep rolling until you get a higher deal freezing damage instead of its normal type.
value. On a successful attack, the target is slowed for one
* Burst: This effect extends in every direction from round.
you without affecting you directly. The burst extends * Genetic Tag: It only works when you wield it or
within a range determined in parenthesis. E.g., burst when a member of your species wields it. The item's
(close). creator decides upon this trigger during its creation.
* Cloaked: You do not have disadvantage on sneak * Glow: It illuminates it's surroundings like a torch.
rolls. * Grip: A medium creature wielding this weapon two-
* Corrosive: On your command, the weapon can handed deals +1 damage.
deal acid damage instead of its normal type. On a * Hover: You hover a few feet above the ground,
successful attack, the target reduces its armor by 1. bypassing difficult terrain and pressure plate traps
* Cumbersome: It's challenging to carry or use, or reducing falling damage by half
and it slows you down. * Ignores Armor: It forgoes all or a specific type of
* Cushioned: It reduces falling damage by half armor described in the item's description.
rounded down (minimum 0). * Immunity: It is immune—or makes you immune—to
* Damage: Indicates how much damage a creature a specific type of damage or effect.
takes from an attack with this weapon and the * Implant: You must graft it to your body.
damage type. * Light: You can make melee rolls using Courage
* Dangerous: Mishandling may have severe instead of Power.
consequences, such as suddenly exploding or * Messy: It does damage in a particularly destructive
affecting you instead. way, ripping people and things apart.
* Defensive: A trait for shields. It helps you defend * Mod: Describes a type of modification done to a
against attacks. Defensive means you do not have piece of equipment.
disadvantage on defend rolls. * Motion-Assist: It provides advantage on Power
* Deflective: It bounces back an attack against you rolls to pull, push, grapple, or smash through objects.
with an energy weapon. When you make a defend * Penetrating: It goes through armor, and you
roll against an energy-based attack or effect, you subtract the numeric value from it.
can deflect that same attack to its source on a * Poison: It is poisonous. Poisons can affect creatures
success. by contact, inhalation, ingestion, or through injuries.
* Displacement: It gives you advantage on dodge * Range: Suggests the distances the weapon can
rolls against ranged attacks, whether from a near reach or propel projectiles.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* Reach: It helps attack something several as far
as 10 feet (3 meters), which makes it perfect for
Armor (Heavy)
Heavy armor possesses thick plates, usually made out of
attacking creatures charging you before they reach.
metal that protects the body.
* Rechargeable: Periodic recharging through an
Cost: 500 rupees.
energy source or refueling is necessary for it to
Properties: 3 armor, cumbersome, durability 4, worn.
function.
* Reload: It takes rounds to reload equally to the
numeric value of this property.
Armor Modifications
Here are common armor modifications, some explained
* Resistance: It is resistant—or makes you resistant— by magic or sheikah tech, while others might not be
to a specific type of damage or effect. available on the market unless you make them.
* Shocking: On your command, the weapon can
deal shocking damage instead of its normal type. Burning Resistance
On a successful attack, the target is debilitated for This modification coats the armor with special plating
one round. and devices that allow your armor to make you resistant
* Sticky: You do not have disadvantage while to burning damage.
climbing wet surfaces. Cost: 500 rupees.
Properties: +resistance (burning), mod (moderate).
* Thrown: It can reach a certain distance when
thrown. A thrown item does not count as ammo. Cloaked
* Worn: You must wear it to receive the benefits. This special fabric suppresses the rustling of clothes
even when moving quickly.
Armor & Shields
Below you will find examples of the various types of
Cost: 500 rupees, 1 ancient part.
Properties: +cloaked, mod (moderate).
armor you can don and shields you can carry.
Cushioned
Armor This modification adds hydraulic systems and lightweight
materials that absorb falling damage to power armor.
Armor helps you protect yourself from harm by reducing
the amount of damage you take from a blow. Cost: 500 rupees, 1 ancient part.
Properties: +cushioned, mod (minor).
Armor (Cloth) Displacement
Cloth armor includes boots, coats, This modification distorts the view around you at
loincloths, trousers, robes, and shirts. They long range.
do not have any armor bonus, but they can Cost: 500 rupees, 1 ancient part.
be upgraded. Properties: +displacement, mod (major).
Cost: 50 rupees.
Properties: durability 1, worn. Durable
This armor was forged with durable materials.
Armor (Light) Cost: 500 rupees.
Properties: +1 durability, mod (minor).
Light armor includes brigandine armor,
hide armor, tough leather, and protective
gear made out from bones.
Energy Resistance
This modification coats the armor with special plating
Cost: 150 rupees. and devices that allow your armor to protect you against
Properties: 1 armor, durability 2, worn. energy damage without any issues.
Cost: 500 rupees, 3 ancient parts.
Armor (Medium) Properties: +energy, mod (major).
Medium armor includes chainmail, soldier armor, and
scale mail. Fortified
This armor was forged or upgraded with materials of
Cost: 300 rupees. better quality than those regularly used for such armor.
Properties: 2 armor, cumbersome, durability 3, worn. Cost: 500 rupees.
Properties: +1 armor, mod (moderate).
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Whip Durable
The long, braided tail of a whip, made from elastic This equipment was forged with durable materials.
materials like leather, is useful for restraining cattle and, Cost: 500 rupees.
in the hands of an expert, as a lethal weapon. Properties: +1 durability, mod (minor).
Cost: 20 rupees.
Properties: +2 slashing damage, light, range (close, Energized
reach). The designers have created this weapon to deal energy
damage instead of its typical type. While blades are a
Melee Weapon Modification
These are the most common modifications for melee
common choice, anyone can apply this modification to
any weapon.
weapons. Some of them could be justified with magic or Cost: 1000 rupees, 3 ancient parts.
ancient sheikah tech while others might not be available Properties: +energy, mod (major).
on the market unless you make them.
Freezing
Blazing This weapon can freeze things besides dealing its normal
This weapon can set targets on fire as well as deal its damage.
normal damage. You can buy this modification multiple Cost: 500 rupees.
times, increasing the property's value by 1 each time, up Properties: +freezing, mod (major).
to a maximum of +5.
Cost: 500 rupees. Genetic Tag
Properties: +1 blazing, mod (major). This weapon can only be used by you or members of your
species. Your choice.
Chained Cost: 500 rupees, 3 ancient parts.
This heavy object or light weapon has been attached Properties: +genetic tag, mod (minor).
to a chain or a rope to extend its reach and make it
easier to retrieve the weapon by pulling it back. Bolas, Integrated Equipment
kusarigamas, kyoketsu-shoges, and surujins are perfect You can combine equipment and weapons, but decide if
examples of chained weapons. they're detachable or permanently combined first. You
Cost: 100 rupees. can turn two one-handed weapons into a double weapon
Properties: +reach, mod (minor). or combine a weapon with gear or a vehicle.
Cost: 200 rupees.
Collapsible Properties: +integrated, mod (moderate).
You can easily break down this weapon into several parts
and put them back together. This feature allows you to Masterwork
store and conceal the weapon in unconventional places. This weapon is made with the finest materials by one of
Usually, it only takes a round to collapse or assemble the the best craftsman.
weapon. Cost: 1000 rupees.
Cost: 300 rupees, 1 ancient part. Properties: +1 damage, mod (moderate).
Properties: +collapsible, -1 damage, mod (minor).
Motorized
Concealable The weapon's wounding capabilities have been improved
This weapon can easily be disguised as another object or significantly by modifying it to include a rotating system.
hidden inside an object of similar size. Sword canes and This system could involve vibration at a high rate or the
small, spring-loaded weapons are perfect examples of addition of a motorized chainsaw to a bladed weapon.
concealable weapons. Cost: 1000 rupees.
Cost: 300 rupees. Properties: +agonizing, +messy, mod (major).
Properties: +concealable, mod (minor).
Shocking
Corrosive This weapon can shock creatures besides dealing its
This weapon can deal acid damage as deal its normal normal damage.
damage. On a successful attack, the target reduces its Cost: 500 rupees.
armor by 1. Properties: +shocking, mod (major).
Cost: 1000 rupees.
Properties: corrosive, mod (major).
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Crossbow Sling
Slings are two large cords with a small pouch in the
Crossbows are horizontal-like bows mounted on a shaft middle that can hurl small stones.
with a simple mechanism that holds the bowstring in Cost: 25 rupees.
place. Properties: +2 damage (type depends on ammo),
Cost: 150 rupees. range (close, near), reload.
Properties: +4 piercing damage, +1 penetrating,
reload 1, two-handed, range (close, near). Ranged Weapon Modifications
These are the most common modifications for ranged
Hand Crossbow weapons. Some of them could be justified with magic or
Hand crossbows are similar to regular crossbows, but ancient sheikah tech while others might not be available
anyone can hold them in one hand. on the market unless you make them.
Cost: 100 rupees.
Properties: +3 piercing damage, +1 penetrating,
reload 1, range (close, near).
Accurate
From something simple that allows you to aim better
to a scope with an integrated laser, this modification
Repeating Crossbow increases your accuracy.
Repeating crossbows function similarly to crossbows, but Cost: 500 rupees.
they have a chamber mounted on top of the crossbow Properties: +accurate, mod (minor).
where the bolts are stored, and a mechanism drops and
loads the bolts as they are shot.
Cost: 200 rupees.
Collapsible
You can easily break down this weapon into several parts
Properties: +4 piercing damage, +1 penetrating, two- and put them back together. This feature allows you to
handed, range (close, near). store and conceal the weapon in unconventional places.
Usually, it only takes a round to collapse or assemble the
Longbow weapon.
Longbows are a type of sizable bow that shoots arrows Cost: 300 rupees.
over great distances. Properties: +collapsible, -1 damage, mod (minor).
Cost: 150 rupees.
Properties: +3 piercing damage, range (close, near,
far), two-handed.
Concealable
This weapon can easily pose as another object or is hidden
inside another object of its size. The perfect example of
Shortbow concealable weapons is sword canes and weapons small
Shortbows are a type of bow that don't cover great enough to be spring-loaded.
distances but are good for hunting game. Cost: 300 rupees.
Cost: 100 rupees. Properties: +collapsible, mod (minor).
Properties: +2 piercing damage, range (close, near),
two-handed. Durable
This equipment was forged with durable materials.
Cost: 500 rupees
Properties: +1 durability, mod (minor).
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Gear Rations
Besides weapons and armor, you will often need to When you are about to undertake a perilous journey, it
gear up for situations where a sword or a gun can't is best to stack up on a fixed amount of provisions for
get the job done. Below is a comprehensive list of items the road. Rations usually include dried and salted meat,
your character may find helpful while adventuring or and water. Each use is good to feed a medium or small
completing a mission. creature for at least a day.
Cost: 50 rupees.
Adventuring
This section has a wide range of essential gear to equip
Properties: 6 uses.
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Chuchu Jelly (Blue) see as a trusted ally for an hour or until they prove
otherwise.
This flask contains a processed blue liquid extracted Cost: 100 rupees.
from regular chuchus that will burst into a splash of Properties: 1 use, dangerous, poison (touch).
flame-dousing water upon impact. You can throw this
flask and make a ranged attack with it.
Cost: 15 rupees.
Fairy's Titter
Until cured, whenever the target of this
Properties: 1 use, thrown (close, near) poison hears a joke or a funny word, it
area (close). laughs uncontrollably for one round.
Cost: 100 rupees.
Chuchu Jelly (Green) Properties: 1 use, dangerous, poison
This acidic flask completely rusts 10 feet (touch).
(0.3 meters) of mundane metal and other
organic materials when poured. You can
throw this flask and make a ranged attack
Fairy's Whispers
When ingested, this potion allows the
with it. On a success, any armor the target drinker to understand and speak any language
is wearing that is not resistant to corrosive damage is for one hour.
reduced by 1 until fixed. Cost: 50 rupees.
Cost: 50 rupees. Properties: 1 use.
Properties: 1 use, +3 corrosive damage, dangerous,
ignores armor, thrown (close, near), area (close). Kosher's Slip
Chuchu Jelly (Red) The target of this poison answers the following question
they are asked truthfully.
When the red liquid in this flask makes contact with a Cost: 100 rupees.
target, it deals burning damage. You can throw this flask Properties: 1 use, dangerous, poison (inhaled,
and make a ranged attack with it. ingested).
Cost: 15.
Properties: 1 use, +3 burning damage, 3 blazing,
dangerous, thrown (close, near).
Onyx Sight
The target of this poison becomes blind after a round of
Chuchu Jelly (White) becoming in contact with it.
Cost: 50 rupees.
This flask contains a processed silvery liquid extracted Properties: 1 use, dangerous, poison (touch).
from ice chuchus that deals freezing damage when it
comes in contact with its target. You can throw this flask
and make a ranged attack with it.
Purifying Drops
A drop from this flask can purify up to 5 gallons of water
Cost: 50 rupees. or a single meal.
Properties: 1 use, +4 freezing damage, dangerous, Cost: 25 rupees.
freezing, thrown (close, near), area (close). Properties: 2 uses.
Chuchu Jelly (Yellow) Rageroot
When the red liquid in this flask makes contact with a The target of this poison enters a blinding rage attacking
target, it deals burning damage. You can throw this flask everything randomly on sight for two rounds.
and make a ranged attack with it. Cost: 100 rupees.
Cost: 50 rupees. Properties: 1 use, dangerous, poison (touch).
Properties: 1 use, +3 shocking damage, shocking,
dangerous, thrown (close, near). Smoke Bomb
Curare When you throw this bomb, on impact it immediately
explodes and releases a thick dark cloud that impairs
The target of this poison becomes restrained for the vision of everyone caught in the area. The fog
rounds. disappears after about a minute or after a few seconds
Cost: 50 rupees. if the wind is strong.
Properties: 1 use, dangerous, poison (ingested, injury). Cost: 50 rupees.
Properties: 1 use, thrown, area (close, near).
Fairy' Kiss
The target of this poison treats the next creature they
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Snoozer Prosthesis
The target of this poison falls into a deep sleep after a This implant replaces a lost limb. Depending on the level
round of coming in contact with it and is incapacitated of technology or how advanced is the use of alchemy or
until it is woken up. magic, a prosthesis could function as well as the original
Cost: 100 rupees. limb. Prosthesis made out of ancient parts makes the
Properties: 1 use, dangerous, poison (touch). owner of the prosthetic vulnerable to shocking damage.
You can gain this implant multiple times.
Stalfos Walking Cost: 300 rupees.
Unless cured, the target of this poison falls terribly ill Properties: implant.
after 3 days, and then it has the dying condition, its
death appearing of natural causes. Wheelchair
Cost: 100 rupees. A wheelchair is a mobility aid that consists of a chair
Properties: 1 use, dangerous, poison (ingested, injury). with wheels.
Cost: 100 rupees.
Wizrobe's Bane Properties: cumbersome.
Until cured, if the poison was applied the target cannot
use magic. If the poison touches the target, magical
effects or attacks are diminished or halved, the GM will
describe how.
Wheelchair Modifications
Like weapons and armor, wheelchairs can be enhanced
Cost: 100 rupees. one way or another. They can be made from different
Properties: 1 use, dangerous, poison (touch). materials. They can possess different gadgets to
increase versatility, refined craftsmanship to strengthen
Medical
This section includes medical gear needed to heal
protection or resist different types of damage such as
burning and energy. A wheelchair can have up to three
damage, treat wounds, perform surgeries, preserve life, minor modifications.
and certain disabilities.
Integrated Equipment
Combined Implant You have integrated or mounted a piece of equipment
Like weapon modifications, you can combine another such as a weapon, armor, or shield on a
piece of equipment with an implant. The implant shares wheelchair. The equipment shares the same
the same benefits and limitations of the integrated piece benefits and limitations of the wheelchair.
of equipment. Before making the modification, you must Before modifying, you must decide if the
decide if the gear and the implant can be detached wheelchair and the equipment can be
from one another or if they are permanently combined. detached from one another or if
You must first buy a piece of equipment you wish to they are permanently combined.
combine and an advanced prosthesis. If you wish to You must first buy the piece of
combine an implant with a weapon, then the weapon equipment you wish to combine.
follows the same rules for weapon modifications. Cost: 100 rupees.
Cost: 100 rupees. Properties: +integrated,
Properties: implant, mod (moderate). mod (minor).
Medical Kit
This kit has almost everything needed to save
a life. This includes antivenoms and antitoxins,
bandages, and instruments to perform a proper surgery.
It also includes painkillers, and burn ointments. Where
technology is advanced, this kit also includes diagnostic
scanners and antidote synthesizers. In settings with less
technology, it may come in the form of poultices and
herbs. You can spend one use of your medical kit to heal
health during a short rest. Treating wounds takes
two uses, while severe wounds and surgeries take three.
Cost: 200 rupees.
Properties: 5 uses.
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Electro Elixir
This potion grants remarkable resistance to Hasty Elixir
electricity, making it highly useful against This potion boosts your movement speed while
enemies with electrical attacks. running, swimming, or climbing by 1 square
Cost: 50 rupees. and your overland speed is increased by 2
Properties: 1 use, +resistance (shocking). miles (3.2 kilometers).
Cost: 50 rupees.
Properties: 1 use.
Enduring Elixir
This magical elixir bestows a temporary
extension to your stamina, allowing you to Hearty Elixir
push your physical limits and engage in This flask contains a crimson red liquid that
tasks that require prolonged endurance. rapidly heals damage and removes wounds.
Cost: 100 rupees. When you or another creature drinks this
Properties: 1 use, +2 TS. flask, choose one:
* The target's health is restored up to their
wound value.
Energizing Elixir * They remove the effects of one poison.
A magical elixir that restores stamina, vital
for physical and mental actions. Chug it for * They heal one wound by the order of its
renewed energy during arduous adventures, severity.
climbing, battling, or solving puzzles. Cost: 100 rupees.
Cost: 50 rupees. Properties: 1 use.
Properties: 1 use, +1 stamina.
Mighty Elixir
Fairy Tonic This empowering elixir strengthens your body
and mind, elevating your attack power
This extraordinary recovery elixir harnesses
the enchanting essence of fairies. A with all weapons. Unleash its magic for
delicate yet potent concoction, it exudes a unmatched combat prowess.
sweet fragrance that tantalizes the senses, Cost: 50 rupees.
inviting you to partake in its restorative Properties: 1 use, +1 damage.
magic. This tonic applies the effects of a
hearty elixir all at once.
Cost: 200 rupees. Sneaky Elixir
Properties: 1 use. This potion calms the nerves and silences
footfalls. Allows you to move about
undetected by monsters and animals.
Fireproof Elixir Cost: 150 rupees.
Properties: 1 use, +cushioned,
Grants a fireproof effect, which prevents your
body from catching fire. Be sure to pack +advantage on sneak rolls.
this when venturing out to explore Death
Mountain.
Cost: 100 rupees.
Properties: 1 use, +immunity (burning
damage and heat hazards, but not lava).
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Spicy Elixir the character at the time when food is consumed. Most
of these effects have a time limit before they run out or
Warms your body from its core, increasing are instantaneous. Unless otherwise noted, food effects
your resistance to cold environments. Very have a value of 25 rupees.
useful in the snow-covered mountains.
Cost: 100 rupees.
Properties: 1 use, +resistance (freezing
Breathy
Properties: You can hold your breath for hours
damage). equal to your ranks in Power (minimum 1).
Food Examples: Ludin Seaweed, Sighfin Carp,
Sticky Elixir Wheezegill Salmon.
Critter Examples: Dipbell Spider, Gulp Frog, Water
This extraordinary elixir grants slip resistance
to keep you from slipping on wet surfaces. Salamander.
Its highly absorptive ingredients make it a
must-have for sudden rainfalls. Chilly
Cost: 50 rupees. Properties: +resistance (burning).
Properties: 1 use, +sticky. Food Examples: Chillfin Trout, Chillshroom,
Cool Safflina, Hydromelon.
Critter Examples: Cold Darner, Winterwing Butterfly.
Tough Elixir Electro
This elixir fortifies your bones to strengthen
your defense. Best to use before facing off Properties: +Resistance (shocking).
against hard-hitting enemies. Food Examples: Electric Safflina, Voltfruit,
Cost: 100 rupees. Voltfin Trout, Zapshroom.
Properties: 1 use, +1 armor. Critter Examples: Electric Darner, Thunderwing
Butterfly.
Enduring
Wary Elixir Properties: +2 TS.
This eye-opening elixir sharpens your senses Food Examples: Endura Carrot, Endura
and keeps you awake no matter what. You Shroom, Stambulb.
are immune to sleep-inducing effects. Critter Examples: Tireless Frog.
Cost: 50 rupees.
Properties: 1 use. Energizing
Properties: +1 stamina.
Food Examples: Stamella Shroom, Courser
Bee Honey, Staminoka Bass, Bright-Eyed Crab.
Brewing & Cooking
Players with the Cook perk in the game can create meals
Critter Examples: Energetic Rhino Beetle, Restless
Cricket.
or elixirs by brewing and roasting the right ingredients
to bring out their latent effects. They can combine up to Fireproof
five individual materials to cook a dish or make an elixir. Properties: +Immunity (burning damage, but
There are four types of ingredients: dish ingredients, not lava).
critters, monster parts, and dish enhancers. Using dish Critter Examples: Smotherwing Butterfly,
ingredients and enhancers will result in dishes, while Fireproof Lizard.
critters and monster parts will create elixirs. However,
using improper ingredients or combining two effect- Glow
imparting elements of opposing types will always Properties: +glow.
produce Dubious Food or Rock-Hard Food. These foods Food Examples: Brightcap, Glowing Cave
have no effect other than serving as a ration for a day, Fish.
provided the player's stomach can handle it (refer to the Critter Examples: Deep Firefly.
Iron Stomach perk for more information).
Food Effects
Certain ingredients carry different effects that are applied
to food when it is cooked. These effects are granted to
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Hardy Sunny
Properties: +10 TH. Properties: +2 health lost to gloom.
Food Examples: Hardy Crab, Hardy Bass, Hardy Food Examples: Sun Pumpkin, Sundelion,
Lobster Sunshroom.
Critter Examples: Hardy Rhino Beetle, Hardy Lizard,
Hardy Tarantula, Hardy Chilopoda. Tough
Properties: +1 Armor.
Hasty Food Examples: Ironshroom, Fortified
Properties: Your movement speed while Pumpkin, Armoranth, Armored Carp, Armored
running, swimming, or climbing increases by 1 Porgy, Ironshell Crab.
square and your overland speed is increases by 2 miles Critter Examples: Rugged Rhino Beetle.
(3.2 kilometers).
Food Examples: Fleet-Lotus Seeds, Rushroom, Swift Wary
Violet, Swift Carrot. Properties: You have advantage on Notice
Critter Examples: Hightail Lizard, Hot-Footed Frog. rolls and are immune to sleep-inducing effects.
Food Examples: Rouseshroom, Wary Crab, Stirperilla,
Hearty Wakeyam.
Properties: Add a benefit to choose from Critter Examples: Wary Lizard, Wary Cricket, Wary
top to bottom from the hearty elixir list for each Bullfrog.
hearty ingredient used.
Food Examples: Hearty Durian, Hearty Truffle, Big
Hearty Truffle, Hearty Radish, Big Hearty Radish, Hearty
Dish Enhancers & Monster Parts
To increase the duration of food by one hour, add
Salmon, Hearty Blueshell Snail, Hearty Bass. ingredients like acorns and rice to dishes, and bokoblin
Critter Examples: Hearty Lizard. guts and keese wings for elixirs. It is essential to include
at least one enhancer or monster part in each dish or
Mighty elixir to make them work. Dish enhancers and monster
Properties: +1 damage. parts have a standard value of 25 rupees, unless stated
Food Examples: Mighty Bananas, otherwise.
Razorshroom, Mighty Thistle, Mighty Carp, Mighty
Porgy, Razorclaw Crab. Dish Enhancer
Critter Examples: Bladed Rhino Beetle, Mighty Common dish enhancers include:
Hornet. apples, cheese, oil, palm fruits,
wildberry, hylian mushrooms, raw,
Sneaky prime, or gourmet meat, hyrule bass,
Properties: Add a benefit to choose from top to acorn, bird egg, chickaloo tree nut, goat
bottom from the sneaky elixir list for each sneaky butter, hylian rice, goron spice, tabantha
ingredient used. wheat, fresh milk, cane sugar, hyrule herb, and rock salt.
Food Examples: Silent Shroom, Blue Nightshade, * Each enhancer adds +1 hour to the duration of the
Silent Princess, Stealthfin Trout, Sneaky River Snail dish.
Critter Examples: Sunset Firefly, Sneaky Spider.
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Crafting
Any character with the Crafter perk can create armor,
Ancient Parts
Ancient parts can be obtained by
weapons, and some types of gear if they have the proper defeating Guardians, finding them
materials and place to do the job. This means choosing in treasure chests, and with certain
metals like iron to build armor or swords, using a type of merchants and stores. Despite
ore, or specific monster parts to add unique benefits to being incredibly old, its build quality
what's being crafted. is leaps and bounds above anything built using current
technology. Ancient parts include gears, screws, shafts,
Choosing Materials
After you have a safe place with the proper equipment
and cores of various sizes and shapes.
Value: 500 rupees.
to start crafting, you need suitable materials to get
the job done. First, you need to choose the item's main Secondary Components
Below you will find common secondary components you
component. For armor, shields, and weapons, this means
choosing between ancient parts, bone, metal, or wood. can use while crafting.
For chemicals such as beastmusk or snoozer, you need
to select monster parts (the same ones you would use Miscellaneous Parts
to make elixirs). Secondary components include ore and Miscellaneous parts include what's
other required materials that can be bought with rupees. salvageable from rusty equipment,
store-bought components, useful items
The number of materials needed depends on the cost of you can pull out from an adventuring
the item you are trying to craft. Each material presented gear or kit, and even rupees. The value of
below has a value, which is the amount in rupees it covers miscellaneous parts depends on what you
of the cost. If you want to sell any of the material you are using; if you cannibalize a full adventuring
have, you can do it at half its cost (just like every other gear for parts, you add the adventuring gear's cost as a
piece of equipment you wish to sell.) value. Rusty equipment usually has a value of 25% of the
original item. You can also fuse items to give weapons a
Primary Components
Below you will find common primary components you
property from the ammo or melee weapon modification
lists. For example, you can fuse a large boulder or a talus
can use while crafting. heart to increase the durability of your weapon by 1 or
the tier of creature, whichever is higher.
Bones Value: -
This includes the bones of strong creatures
such as a hinox, lynel, fossilized bones Monster Parts
(also known as dragonbone) and great- Common monster parts to fuse or craft into
horned rhinoceroses. weapons include monster claws, horns, chuchu
Value: 100 rupees. jelly and all its variants, keese parts and all its
Properties: -1 durability (minimum 1). variants, octorok parts, and so on. Some monster
Special: Reduces the overall production cost parts have special properties while fusing or crafting
by 15%. weapons. Claws, eyes, fangs, horns, etc deal +1 damage
per monster tier (+1 minion, +2 elite, +3 boss), to weapons
Metals when fused. If it deals ongoing damage, it deals +1
damage. If a monster inherently deals an elemental type
Metals used for crafting include bronze, copper, of damage, such as burning, corrosive, freezing, and
gold, iron, silver, and steel. shocking, it becomes the arrow's or weapon's default
Value: 150 rupees. damage type
Properties: -. Value: 25 rupees.
Wood Monster Parts By Type
* Balloon: When you fuse an Octo balloon to
Wood good enough for crafting includes
basswood, fir, pine, or spruce. an item or creature of medium size or smaller,
Value: 50 rupees. it makes them float upwards by 1 square (5ft
Properties: -1 Durability (minimum 1), /152cm) per round for 3 rounds.
+Flammable. * Eyeballs: When you fuse Aerocudas, Keeses, or
Special: Reduces the overall production cost Octoroks eyeballs to an arrow, it gains the ability
by 25%. to seek out nearby targets without hindrance. The
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eyeball arrow can track and hit them, overcoming * Mushrooms: 1 use, +forceful.
any obstacles or cover in its path. * Puffshroom: 1 use, on impact it immediately
* Wings: Increases the thrown distance of melee explodes and releases a thick dark cloud that
weapons and the range of ranged weapons by one impairs the vision of everyone caught in the area.
step per monster tier. The fog disappears after two rounds or after a few
* Tails: It gives melee weapons the +reach property seconds (one round) if the wind is strong.
like a whip. * Shock Fruit: 1 use, +shocking.
* Splash Fruit: 1 use, It will burst into a splash of
Ores flame-dousing water upon impact.
Ores usually contain magical properties
that help when crafting equipment.
Value: 300 rupees.
Special Components
Some components have special
Ores By Type properties that enhance crafting in
* Amber: +sonic. a unique way. Special components
* Amethyst: +psychic. such as a dragon's claw or scale, or star
* Diamond: +1 damage for melee weapons and fragments are considered to have a value of
arrows. Counts as a value of 500 rupees for the 500 for crafting purposes only.
deflective property of shields. Special Components By Type
* Emerald: +corrosive. * Ancient Blade: Turns an arrow into an ancient
* Luminous Stone: Shines as bright as a torch. arrow.
* Opal: It will create splash of flame-dousing water * Dark Clump: +dark.
upon impact. * Dragon: Dinraal (+3 blazing), Farosh (+shocking),
* Ruby: +blazing. Light Dragon (heal + health on a critical success),
* Sapphire: +freezing. Naydra (+freezing).
* Serpentine: +poison. * Fairy: If a Fairy is used as a "component", it will use
* Topaz: +shocking. its magic to aid the crafting process by reducing the
* Zonite: A special mineral used for the creation of time to craft the item by half.
zonai devices and powers. * King's Scales: Increases the thrown distance of
melee weapons by one step. Arrows and shields will
Perishables create splash of flame-dousing water upon impact.
Some fruits and fungi have properties that * Star Fragment: +light. On your command,
when tossed or fused provide an effect. They weapon, armor, or shield shines twice as bright as
usually can be Fused with weapons and a torch.
shields, and can be attached to arrows.
Value: 25 rupees. Examples
Let's try to recreate an ancient armor using the above
* Bomb Flower: 1 use, +2 damage, 2 blazing, area
(close), loud. mentioned rules and see how close we can get to the
* Brightbloom Seed: 1 use, shines bright as a original items.
torch. The giant kind shines twice as bright.
* Courser Bee Honey: 1 use, target is weakened
Ancient Armor
The ancient set comprises a helm, cuirass,
(ongoing) as a swarm of bees attack it. and greaves, placing it in the heavy
* Dazzlefruit: 1 use, target is blinded for one round armor category (500 rupees). To enhance
and deals double damage to undead creatures. our armor against guardian attacks, we
* Fire Fruit: 1 use, +blazing. require Energy Resistance (500 rupees
* Hylian Pine Cone: Burning Hylian Pine Cone in and 3 ancient parts). As Energy Resistance already
a fire will cause the fire to grow twice as big and includes ancient parts in its cost, there's no need to
cause an updraft. add more ancient parts unless desired. For additional
* Ice Fruit: 1 use, +freezing. personalization, we can buy fine fabrics, dye, and other
* Korok Frond: 1 use, +forceful. materials, but it's optional. The total cost, including
* Muddle Bud: 1 use, dangerous, poison (touch). optional items, amounts to 2000 rupees. The final result
Creatures in a small area enter a blinding rage will be:
Properties: 3 Armor, Cumbersome, Energy (major),
attacking everything randomly on sight for two
Worn.
rounds.
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Services
In addition to gear, characters require food, rest,
Modest Dwelling
You own a small abode with modest accommodations.
transport, hirelings, horses, and medical aid. Examples Modest dwellings include houses of reasonable size.
of essential services are provided below. Cost: 5000 rupees.
Dwellings Dining
This
& contains
section
Lodgingpricing for food and drinks per meal
This section contains pricing for different structures where
your characters can reside in. Dwellings you own should and lodging. Most towns, villages, and settlements offer
match your lifestyle in order to sustain their upkeep. You basic inn where characters can sleep in a bed. Some offer
must pay 10% in rupees of the total amount the building softer beds, while some will only offer standard beds.
cost every month. While stables also function as Inns, it is just an additional
function of stables as they are primarily meant as places
Cheap Dwelling to register, board, and access a character's horses.
You own a squalid dwelling somewhere. Probably in a
bad or vulnerable part of town. Cheap dwellings include Modest Dining or Lodging
hovels. A single meal from an ambulant seller or food stand in
Cost: 3000 rupees. poor conditions, or a crummy room for a day in a modest
inn.
Comfortable Dwelling Cost: 20 rupees.
You own a cozy dwelling with very comfortable
accommodations. Comfortable dwellings include very Comfortable Dining or Lodging
large houses and mansions. A single meal on a decent food stand in modest conditions
Cost: 10000 rupees. and a comfortable room with a soft bed for a day in an
acceptable inn.
Fortified Dwelling Cost: 40 rupees.
Benefit: +5 TH after waking up.
You own a defendable dwelling with decent
accommodations. Fortified dwellings include castles,
keeps, and towers.
Cost: 20000 rupees.
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* Medium: 15 health.
Origin * Large: 20 health.
Players cannot simply choose an origin to gain their traits
when creating a companion. Instead, they must actively
select the appropriate descriptors, skills, and perks to
Companion Rank
A companion's rank is the same as the three types of
emulate the companion's origin traits and abilities.
hirelings (greenhorn, skillful, and seasoned), but with
Cost minor differences. A companion's rank determines their
bonus HP, their descriptors, skills trained, and what
Companions can use the standard hireling cost, or the
perks they begin with.
GM can modify it to reflect the companion's goals and
principles better. Alternative costs could be fame and Greenhorn
glory, accomplishing good or evil deeds, tasting revenge, Greenhorn hirelings are new or inexperienced
exploring mysterious places, uncovering ancient lore, companions that possess the following attributes:
etc. * +10 health.
* Up to 3 favorable descriptors.
Loyalty * Training in 1 skill.
The loyalty mechanic of hirelings also applies to
* 1 companion perk.
companions. Below we expand on what each loyalty
score means. Skillful
♦ Hatred: When a companion's loyalty is 0, they have Skillful hirelings are fairly proficient companions that
possess the following attributes:
developed an intense aversion against their masters
* +15 health.
and might become hostile.
* Up to 4 favorable descriptors.
* Dislike: When a companion's loyalty is 1, they
* Training in 2 skills.
regard their masters with antipathy and displeasure.
* 2 companion perks.
They are likely to show resistance against most
orders they receive. Seasoned
* Neutral: When a companion's loyalty is 2, they Seasoned companions have been around for a while,
doing what they do and doing it well. They possess the
behave with no particular interest or disdain towards following attributes:
their masters. * +20 health.
* Courteous: When a companion's loyalty is 3, they * Up to 5 favorable descriptors.
are polite and show good manners to their masters. * Training in 3 skills.
* Amiable: When a companion's loyalty is 4, they * 3 companion perks.
feel comfortable around their masters and are
friendly and agreeable. Companion Descriptors
* Love: When a companion's loyalty is 5 or 6, they Descriptors help you define the capabilities and features
are attached to their masters and show affection a companion has. Since companions don't have a
and deep respect. resolution mechanic that involves dice, it falls onto the
GM to choose the outcome of a companion's actions,
Companion Creation Process and descriptors are here to help them make that
decision. When selecting descriptors for a companion,
The process to stat up a companion consists of four steps.
players must choose between favorable and unfavorable
* Choose Companion size and rank.
descriptors. It is crucial to avoid choosing contradictory
* Choose Companion descriptors. descriptors, as they can create conflicts in the
* Choose Companion goals, principles, & drives. companion's characterization. A companion's rank sets
* Choose Companion skills and perks. the number of favorable descriptors they can have, and
the GM can choose one unfavorable for them. At your
Companion Size the GM's discretion, you can add another unfavorable
Choosing a companion's size determines their HP. descriptor in exchange for another favorable one.
Larger companions have more HP, while smaller ones Favorable Descriptor Examples
have fewer, affecting their survivability in combat and
other dangerous scenarios. * Adaptable: Has useful adaptations like seeing in
* Tiny: 10 health. the dark, flying, breathing underwater, or swimming.
* Small: 12 health. * Brave: Rarely falters in the face of danger.
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* Cautious: Always alert and handles things with and difficult to handle.
care. * Suspicious: Inclined to suspect and question
* Charismatic: Has a magnetic personality, quickly everything and everyone.
attracting and influencing others. * Talkative: Prone to talk a great deal, perhaps too
* Enduring: Able to withstand physical and mental much for their own good.
stress with impressive stamina and endurance. * Unfriendly: They inevitably cause a general bad
* Energetic: High-spirited and enthusiastic, with an reaction from others due to being unsympathetic.
infectious zest for life.
* Fast: Moves and finishes tasks relatively quickly. Companion Goals, Principles, & Drives
If a companion sticks around with the group for a
* Friendly: Kind, helpful, amiable, and supports
prolonged period, the GM can give them goals and
others. principles as if they were a player character. The GM
* Graceful: Elegant and refined in their movements, can use what they choose to flesh out a companion's
with an innate sense of balance and poise. personality further. If the companion is an animal, the GM
* Intelligent: Smart enough to have complex can give them as many drives as possible to understand
thoughts and quick comprehension. A descriptor for their behavior. The GM has more information on drives
cunning or magical animals. in the Enemies chapter.
* Inquisitive: Curious and eager to explore, seeking
new knowledge and experiences.
Companion Skills
Consider the areas where the companion stands out and
* Resourceful: Ingenious and able to adapt skillfully pick a number of skills that correspond to their companion
to new situations. rank. These skills should reflect their proficiency in those
* Stealthy: Good at hiding and sneaking around. areas. A companion can aid a character in tasks related
* Strong: Exerts exceptional muscular power to to their skills (which gives your character advantage on
their roll).
carry, move, crush, or destroy things others usually
couldn't.
* Wise: Prudent and perceptive. Others come to
Companion Perks
Companions can exclusively take these perks, which
them for advice. provide a mechanical benefit for the player characters.
Unfavorable Descriptor Examples The perks chosen will determine the companion's role in
the group.
* Aggressive: Bold, pushy, and quarrelsome. Prone * Adept: The companion has a trim level of
to behave negatively. apprenticeship in manifesting powers. When you
* Clumsy: Awkward and ungraceful, both in action manifest a power with your companion's aid, on
and movement. a success, you can choose an augment from the
* Distracted: They need to be more mindful, and stamina maneuvers list and apply it at no cost.
their attention can be easily diverted. When manifesting a power as a song, you can
* Dumb: They lack good judgment. They are dull and reduce the cost by 1 (minimum 1) or decrease the
foolish, and they speak in simple words. time required.
* Frail: They cannot exert much strength and get sick * Bodyguard: When someone attacks you and your
often. companion is close by, your companion can position
* Indecisive: Lacking confidence in oneself or one's themselves between you and the attacker to take
abilities and needing help to make firm or clear the brunt of the attack. Treat the companion as
decisions. having +1 armor.
* Melancholic: Tending to feel sad or depressed * Combatant: When you attack an enemy with your
without apparent cause. companion's aid, you deal +2 damage. If the attack
* Obsessive: Overly particular or fastidious about fails or is partially successful, any consequences you
minor details. might suffer, the companion bears instead.
* Slow: They take a long time to move or complete * Crafter: Choose a profession that requires
tasks. some craftsmanship, such as blacksmith, brewer,
* Stubborn: They can be unreasonably obstinate carpenter, cook, or gunsmith. The companion can
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brew, craft, modify, or repair anything related to recovering.
their craft, provided they have time, the needed Cost: 300 rupees.
materials, and a safe place to do their work.
* Healer: The companion can heal others and treat Surgeon ���
Surgeons assist the characters with any surgical needs,
their wounds. They can be medics, nurses, shamans, such as an operation to implant a prosthesis, amputating
magical bards, or priests with some knowledge of a rotten limb before it affects the entire body, or making
medicine. During a short rest, those treated by the cosmetic changes. The initial cost represents one day
companion heal + health. If treating a wound, the under their care, and if the surgery will take more than
companion reduces the time needed to recover by a day, then the price needs to be accommodated to
half. include the extra time.
Cost: 200 rupees.
* Performer: Choose a form of entertainment the
companion can do. You have advantage on Talk
rolls if the companion is performing to entertain the
Transportation
This section provides pricing for buying modes of
subjects of the negotiation if they are receptive to transport as well as fare rates through different areas.
the performance. You can rent modes of transportation for a day at half
* Navigator: Once per session, if the companion is of their listed cost. If travel isn't safe, increase the cost of
fares by 50 rupees more. Courier services use the same
aiding you on a Perilous Journey roll, they can turn a
price as transportation fares, but cost increases by 5
failure into a partial success. rupees or more resources depending on the size of the
* Spotter: Once per session, if the companion is package.
aiding you on a Detect roll, they can turn a failure
into a partial success. Airfare
* Technician: Once per session, if the companion is Have a message or package delivered by a bird or rito
aiding you on a roll to deal with ancient tech, they courier.
Cost: 50 rupees.
can turn a failure into a partial success.
* Thief: Once per session, if the companion is aiding
you on a Thieving roll, they can turn a failure into a
Boat Fare
Below you will find the average rate for riding on a floating
partial success. transport such as a boat or a willing Zora through rivers
* Trapper: Once per session, if the companion is or the sea.
aiding you on a Survive roll, they can turn a failure Cost: 15 rupees per day of travel.
into a partial success.
Land Fare
Medical Care
This section provides pricing for various medical services,
Below you will find the average rate for riding on land
transport such as a carriage or wagon.
Cost: 10 rupees per day of travel.
such as doctors or surgeons.
Mounts
Mounts follow the same rules as companions. Their
in self-defense if threatened. Deer are cautious by
nature so it can be tricky getting close, but if you
can capture one, you may be able to take it for a
species and the chosen rank, descriptors, and skills ride. 10 squares.
determine what they can and cannot do, reflecting the * Mountain Doe: These female deer are often
edges and limitations of the selected mount. Since not all found alongside a male. They're very timid animals
perks apply to mounts, you could trade a perk to choose
by nature, but they tend to let their guard down
an additional descriptor that fits your mount or increase
their health by 5. You can also buy or make saddles when eating apples, a favorite food. This tidbit of
and bridles for your mount, following the same rules for information can be useful to hunters. 10 squares.
buying and modifying armor for regular characters. * Sand Seal: These seals use their large flippers to
move through the sand as if swimming. They were
once wild animals but have since been domesticated
Common Mounts by the Gerudo. They rely on their excellent hearing
* Donkeys: Smaller than horses, these are raised to find their way while submerged in the sand. Their
as livestock in the countryside, so they don't exist in large, distinct tusks look pretty ferocious, but their
the wild. They're more powerful than they look and favorite food is actually fruit. 8 squares.
specialize in transporting baggage. This has made
them popular with traveling merchants. 8 squares. Rare Mounts
* Horse: These can most often be found on plains. * Eldin Ostrich: Popular among small-folk, This
Their usefulness as transportation has made large bird makes its home in the volcanic region
them valuable since ancient times. That said, wild of Eldin. Their heat-resistant feathers and skin
horses do tend to get spooked on and run off when are evolutionary traits produced by the harsh
approached, so if you're looking to snag one, it's environment. Their wings are too small to facilitate
best to sneak up on it. 10 squares. flight, but their long legs make them pretty speedy
* Giant Horse: This giant horse is the last of its kind. runners. 8 squares.
Its physical capabilities completely overshadow * Mountain Goat: Popular among small-folk, these
those of regular horses, but its temperament is herbivores make their homes in meadows and
extremely wild. Only a truly skilled rider can train, rock areas. Their characteristically strong legs and
or even catch, these beasts of a mount. These are hooves facilitate easy climbing over rocks. Goats
horses that choose its rider. 12 squares. aren't very quick, so they make good targets for
beginning hunters. 8 squares.
Uncommon Mounts * Stalhorse: This skeletal horse is ridden by
* Honeyvore Bear: This king among animals monsters. It was once a regular horse, but Ganon's
is dangerous game for even the most seasoned power revived it from death. It cannot maintain its
hunters. They'll attack anyone who wanders into their bone structure in the daytime. 12 squares.
territory regardless of the wanderer's weaponry. * Water Buffalo: These wild cows come equipped
As their name implies, they have a natural love of with big, strong horns. They live off grass that grows
honey. Extreme caution is advised when you spot near the waterfront. Their meat is considered to be
one, but if you're sneaky enough and maybe just a high quality, so they're a common target among
little bit crazy... you may just be able to ride one. 8 hunters. Fun fact: the domesticated Hateno Cow,
squares. often raised in villages, was bred through selected
* Grizzlemaw Bear: This breed of honeyvore bear breeding using these. 8 squares.
is distinguished by its grey fur. Even more ferocious * Woodland Boar: Popular among small-folk, these
than their relatives, they're commonly believed to medium-sized beasts can be found all throughout
be the most dangerous wild animal. They live in Hyrule. You can most often find them foraging for
deep snow away from villages, so it's uncommon to food in forests or meadows. Although usually docile,
encounter one. That said, if you do find one, you'd they won't hesitate to charge you full force if you get
be better off not picking a fight with it. 8 squares. too close. 8 squares.
* Mountain Buck: These male deer are usually
found deep in the forest. They're well known for
their huge, branching antlers, which they'll swing
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Integrated Equipment
You have integrated or mounted a piece of equipment,
such as a weapon, on a vehicle. The equipment shares the
same benefits and limitations as the vehicle. To modify
your vehicle, you must decide whether the equipment
and the vehicle can be detached or are permanently
combined. You need to purchase the equipment first
before combining it with the vehicle.
Cost: 200 rupees.
Properties: +integrated, mod (moderate).
Jump Jets
This modification adds short-burn jets that allow you to
make Athletics rolls with a ground vehicle to jump as
if it had a dice pool of . However, if you
want to add one more die to the pool,
increase the price by one step.
Cost: 500 rupees, 2 ancient parts.
Properties: +ballistic, mod (minor).
Mobile Workshop
This modification equips the vehicle with a workshop
that allows for quick repairs and maintenance on the go.
The workshop can repair minor damage to the vehicle
and equipment.
Cost: 1000 rupees.
Properties: mod (moderate).
Shocking Resistance
This modification coats the vehicle with special plating
and devices, making it resistant to shocking damage.
Cost: 500 rupees.
Properties: +Resistance (shocking), mod (moderate).
Smoke Screen
This modification releases a cloud of smoke that
obscures the vehicle from sight, making it harder
to target.
Cost: 500 rupees.
Properties: 5 uses, burst (close), mod
(minor).
Spiked
This modification adds thick spikes to a vehicle,
making it a weapon.
Cost: 100 rupees.
Properties: +3 piercing damage, mod (minor).
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Game Mastering
Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Overview
Welcome to the exciting role of Game Master! By
During our sessions, I pay attention to any rules that the
players find challenging and review them again before
our next game. This approach helps us maintain a good
exploring this chapter, you're showing you're ready pace during gameplay and prevents interruptions for
to take on the thrilling challenge ahead. Creating this rule discussions. As a GM, it's important to understand
chapter was quite a task. With so many games and online the rules and have a clear plan for the campaign and
resources available, each offering great advice for game adventures you want to create for your players.
masters, I had to consider the best approach. Instead of
overwhelming you with numerous options, I will provide
practical definitions and insights that have served me well
Know Your Players
The kind of players you play with will significantly impact
throughout my years of running games. These valuable the types of games you should run. It's important to learn
pieces of wisdom will be beneficial as you dive into the about their interests, such as their favorite games, movies,
realms of adventure using the amazing Triforce System. books, comics, etc., so that you can craft campaigns that
Get ready to unlock a world of storytelling possibilities will appeal to them. If any of them have played tabletop
and skillfully shape the destiny of your players. RPG games before, ask them what aspects of those
games they like the most. Also, remember how they are
What Is A Game Master?
To put it simply, the GM embodies a blend of
likely to react to certain situations and how they interact
with one another. This information will help you detect
various roles. As the GM, you take on the role of disruptive players and may shed some light on how to
a referee, painting a vivid picture of the players' handle them. If a player is troublesome, take them aside
surroundings within the game world. Your and try to defuse the situation by speaking to them
responsibilities include: about their behavior. If it continues, involving
* Enforcing the rules. the entire group to discuss such issues
would be best.
* Presenting obstacles.
* Offering insights into the environment.
* Narrating the unfolding adventure.
Be Respectful
Before starting to plan your campaign,
As a GM, you are also a supporting it's important to have a conversation with
actor; you portray every non-playable your players to determine any topics that
character your players encounter, may make them uncomfortable during
such as guards, clerks, and kings. the game. It's crucial to gain their consent
Even the beggar they sometimes talk and ensure everyone is comfortable and
to in the corner next to the bakery every enjoying the game. Since you got to know
time they walk by. It is a tough job, but your players, you should have a rough idea
it is also one of the most gratifying roles of what makes them uneasy. However,
in the game. Are you concerned that the talk it over if you intend to include
game may be too complicated? No need themes that could be sensible. If, after
to worry. We have designed the game as discussing sensitive topics, you are
straightforward as possible, enabling you still trying to figure out if you have
to run it with minimal preparation. their consent, assume the answer is
no. Don't force players to explain
The Game Master's why they aren't giving consent if
Agenda
Behold, the realm of the GM holds countless paths
they don't feel comfortable. Be
respectful.
to greatness. Within its boundless expanse, I
have gleaned invaluable principles from diverse
Plan Ahead
To ensure a smooth gaming session,
games, which I now carry as beacons of wisdom preparing notes and materials beforehand is
while orchestrating my own adventures. Let these helpful. I understand that life can be busy, so
sacred tenets guide your spirit as you embark upon your prepare whenever you can at your own pace. I set
own epic journey. aside thirty minutes before each game to review notes
Know the Rules
To ensure a smooth and enjoyable game, I take the time
and character sheets and track player advancement. If
necessary, I'll even draft a quick adventure on the spot.
to learn the rules of any game before we start playing.
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as powerful weapons and rare artifacts, can serve as scratch or meticulously crafting every creature's name
tangible symbols of achievements, but it's important and motivations, consider involving the players in the
to consider their narrative significance. For instance, a process. You tap into their creativity and enrich the
legendary sword with a rich history adds depth to the game by encouraging their participation. By inviting
reward. Unique boons and abilities tailored to a player's players to participate, you can ask them to contribute
character build or playstyle provide personalization and in various ways, such as suggesting names for non-
growth. Expanding rewards beyond items, introducing playable characters or sharing their expertise on specific
loyal companions who contribute to the narrative, creates creatures, items, or locations.
deep relationships. Companions with their own storylines This collaborative approach eases your workload
and character arcs evolve alongside players, fostering and empowers the players, granting them a sense of
emotional attachment. By intertwining the story's ownership and agency within the game world they
progression and companions' growth, players witness are exploring. Moreover, by asking thought-provoking
the impact of their choices and actions, experiencing a questions, you can uncover potential storylines, gain
genuine sense of accomplishment. insights into character motivations, and discover how
they perceive the game world. Building upon their
Play To Find Out
Planning every detail in advance or micromanaging
answers allows for collaborative storytelling, where
the players' contributions shape the narrative and
your players' choices for their characters is unnecessary. surprise you with their imaginative ideas. Through this
Instead, allow the characters to respond to the events collaborative approach, the game truly comes alive,
unfolding in the game. When faced with uncertain creating a memorable and engaging experience for
outcomes, using dice rolls introduces an element of everyone involved.
chance and unpredictability, adding excitement and
suspense to the gameplay. It also reinforces the idea
that the game world is alive and responsive. Embracing
Challenge Your Players
Whatever genre you choose for your campaign, you must
uncertainty and the possibilities of dice rolls keeps the fill the character's world with adventure and challenges.
game fresh and encourages creativity and strategic Each character should have some Goals and Principles
thinking. written down that will give you clues as to what the
players expect and how they wish to be challenged. You
Be Fair
Sometimes the players make clever decisions that thwart
can also identify their strengths and weaknesses and
challenge them in areas where they need improvement
everything you had prepared. Don't punish them if to test their skills.
this happens, and compensate them according to the
challenge they overcame, regardless of the methods
used. If the characters do not succeed, rewarding them
Set The Pace
Telling stories with a good sense of pacing can be
as compensation for their failure is not advisable, which challenging. If you talk too much, listeners may become
might make the reward feel hollow. Instead, ensure that bored or feel excluded, while speaking too fast may
the story moves forward regardless of their success or cause them to struggle to keep up. To master pacing, you
failure. must pay attention to your audience and the cues they
provide, consciously and unconsciously, as you describe
Be Flexible
A player's cleverness sometimes has no limit. If a player
details and progress the story. If the characters engage
in conversation with the main villain and your players
comes up with an unorthodox character concept or an are excited to begin the forthcoming battle, keeping the
outrageous plan to remove the magical gauntlet from dialogue brief and moving the story forward as they
the demigod's hand using devious tricks, don't say no anticipate is best. Conversely, if the situation is reversed,
outright; try to listen to what they have to say and then do the opposite. If you see the players want to try and
make a decision. If what they are trying to pull off is talk their way out of the fight rather than facing the
possible and consistent with the world they are playing enemy head-on, give them a chance to do so. Remember
in, talk with them and reach an agreement on how it to involve your players and ask questions if you are still
might work or offer them alternatives that align with determining where the story should go.
what they are trying to achieve.
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their environment following their drives. Objects wither
or malfunction with time, and locations crumble when Running The Game
As a GM, one of your key responsibilities is to create a
not in care or find themselves with new inhabitants as
time passes. What do the enemies do when they hear a captivating environment for the player characters. The
fight in the next room where the characters are in? What game's success relies on your ability to strike a balance
happens to that key item the characters left untended between providing enough description to engage the
a while back, or what is going on in that dungeon the players' imagination, interpreting what your players do,
characters cleared of bokoblins a few months back? and narrating the outcome of their actions.
Remember these things while playing and even outside
the game when you have the time. Step 1: The Gm Describes The Environment
Part of being a GM is describing what the player characters
Be Prepared
If their actions deviate from your plans, don't panic. It's
encounter. The game relies on your descriptions and the
player's imagination to set the scene and keep them (the
okay to take a break to gather your thoughts. Taking players) invested in what's happening in-game. If you
a moment to relax and recharge is crucial for players describe too much, players may not get all the details
after encountering a difficult challenge in the game. you give and disconnect from what's happening. If you
This pause provides a chance to make any necessary convey too little, players will ask lots of questions or
adjustments to the storyline and helps avoid frustration make assumptions about what is happening, leading
and burnout. As a fellow gamer, I understand this is a to misinformed decisions that could halt the game and
common occurrence, but with practice and experience, it disrupt the player's immersion in the story.
will become easier to handle.
Set the Tone
Be Inclusive
To be inclusive means creating a safe place where your
Establish the tone and atmosphere of the game through
your descriptions. Choose your words and details
players feel comfortable playing regardless of their sexual thoughtfully to establish the desired mood, be it a
orientation, religious beliefs, background, worldview, lighthearted adventure, a dark and gritty campaign, or a
ethnicity, etc. It also means adding representations of suspenseful mystery. You don't need to use fancy words
such characters in the world you intend to play in. or complex sentences when describing the environment,
but you should use vivid and specific language that
Use Props
Using colorful descriptions and paying close attention to
appeals to the senses and emotions. For example, instead
of saying, "The forest is dark and scary," you could say,
the details you give your players is exceptional. However, "The forest is shrouded in shadows and mist, and you
some players enjoy visual aids or even listening to music hear ominous sounds of rustling leaves and snapping
appropriate for the campaign in which you are currently branches."
playing. Some also enjoy having a map to look at when When describing environments in your game, using
their characters travel the countryside or from one planet the same level of detail or tone for every location is
to the other, while others like to receive handouts such as unnecessary. It's fundamental to consider the mood,
letters, keys, or a card describing what the magic item genre, and familiarity of each setting. For instance, if
they just found does. Lowering the lights in the room can your game is set in version of Hyrule with a light tone,
improve your players' immersion in the game. You can you can use more imaginative language to describe
also use props to enhance the experience, but it's okay if magical places and natural language for common areas.
your players prefer not to. For example, instead of venturing into a mere dark and
foreboding forest, you could say, "You find yourself
Have Fun
Lastly, remember to have fun and ensure your players
immersed in a mysterious realm. The veil of twilight
descends upon the ancient woodland, casting ethereal
enjoy the game too! If you need clarification on their shadows that dance among the towering trees."
experience, periodically ask them how they're finding
the game and if they're having a good time. If their Show, Don't Tell
responses aren't clear or you sense something might Instead of directly telling players what they see or
be bothering them, gently inquire to understand better. experience, engage their senses by showing them
And if all else fails, remind them that they are always through descriptive language. For example, instead of
welcome to approach you before or after a session to saying, "You see a tall tower," you could say, "Before you
have a conversation. stands a towering structure that seems to scrape the
heavens, its shadow casting a long silhouette across the
land."
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Step 2: The Players Describe What Their ♦ Offer guidance when needed: If players need
clarification on the best course of action, offer
Characters Do
Now that you have described the scene, it's time for your
suggestions to help them navigate their decisions
effectively.
players to respond. Here are some tips to encourage ♦ Adapt to different play styles: Recognize that
effective player communication: players may have varying communication styles and
preferences. Adapt your approach to accommodate
* Encourage concise and detailed
different personalities, ensuring everyone feels
descriptions: Encourage players to provide clear
included and understood.
and brief descriptions of their characters' actions,
ensuring they include enough details for you and
other players to visualize the scene.
Step 3: GM Chooses Abilities, Players Roll
As the GM, it's your responsibility to ask players to roll the
* Foster open communication: Create a dice when there's uncertainty about the outcome of their
welcoming environment where players feel actions. You can find details about abilities in the Learn
comfortable asking questions or seeking to Play chapter and suggestions about combining them
clarification. Encourage them to voice any doubts or under Player Moves. Still, we'll go over the essentials and
provide some tips for choosing abilities.
uncertainties they may have.
* Emphasize clear intentions: Encourage Understand the Role of Abilities
players to clearly articulate their characters' choices Abilities go beyond mere attributes or statistics; they
and objectives. This way, you can better understand represent a character's entire repertoire of knowledge,
their desired outcomes and determine the right physical prowess, and innate talents. From combat skills
resolution. to intellectual prowess, from social finesse to dexterity and
perception, abilities provide the foundation upon which
* Request method clarification: Prompt players
characters interact with the game world. When players
to describe the methods and strategies their leverage their abilities, they draw upon a combination
characters plan to employ. This information helps of their character's training, natural aptitude, and the
you evaluate the feasibility of their actions and various skills they have acquired along their journey.
determine any necessary rolls. These abilities allow characters to overcome challenges,
* Actively listen: Pay close attention to players' solve problems, and leave their mark on the unfolding
descriptions and actively listen to ensure you grasp story. As a GM, you must familiarize yourself with the
abilities available within the game.
their intended actions accurately. This helps prevent
miscommunication and allows for a smoother * Actions: They represent the overall capabilities of
gameplay experience. a character. Encourage players to choose the most
* Seek feedback: Encourage players to provide suitable action based on the story's events and their
feedback on their understanding of the situation. This character's possible reactions.
collaborative approach enhances communication * Approaches: They define how characters
and promotes a shared understanding of the game's accomplish tasks. Different situations may call for
events. different approaches.
* Clarify outcomes: After players describe their
actions, provide clear and concise feedback on the
Player Moves
Player moves provide a mechanical structure for
potential consequences, including whether their character actions. They determine what triggers them,
actions require rolls, are impossible, or can be which abilities to use, and the potential consequences of
resolved without additional mechanics. success, partial success, or failure. As a GM, be open to
* Maintain consistency: Strive to maintain adjusting the abilities used based on the situation and
consistency in resolving player actions throughout player suggestions.
the game. By applying consistent rules and
guidelines, you foster a sense of fairness and
Encourage Creativity and Adaptability
When players want to take action, ask them to clarify
predictability for the players. three things: what their character is trying to do, how
they plan to do it, and what their goal is. This information
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helps determine the appropriate abilities to use. Having you set forth to navigate the arcane interface, seeking
some predefined combinations of abilities is good, but to unlock the tower's magical safeguards and unveil
flexibility's crucial when needed. Allowing players to its hidden secrets. Yet, the defenses on this level prove
suggest alternative combinations that suit the specific more formidable than expected, and your attempts
task at hand can make all the difference. This way, inadvertently trigger an age-old alarm. The tower's
they can adapt and develop the best approach for the ancient energies respond, sealing all pathways to the
situation. Let's say a rogue wants to eliminate an enemy inner sanctum. The sound of approaching sentinels
quietly. The typical melee attack abilities are Fight + grows louder, urging a decision: How will you escape and
Power, but that doesn't align with the player's objective. pursue the coveted scroll?"
We can opt for a more suitable approach like Wisdom to
achieve their goal, rather than using Power. Adjudicating The Outcome
Step 4: The Player Rolls...
Once you have specified the abilities required for your
Rules are essential tools that help you shape the game
you and your players want to play and the stories you
want to create. The rules possess the necessary flexibility
player's roll, they simply need to roll their dice pool. If to accommodate interpretation according to the ongoing
you are aware of any perks or powers that could enhance narrative. Consequently, when determining the outcome
their roll, feel free to mention them. Your players will be of any action, it is essential to consider the unfolding
grateful for the assistance. events within the game. For instance, if gibdos in your
Step 5: Gm Narrates The Outcome Of game are impervious to mundane weapons like arrows
and swords, it doesn't matter how many times a character
Character's Actions
Dear GM, you've arrived at the pivotal final stage.
attacks them—they won't cause any damage.
Suppose a creature falls from a significant height and
gets hurt. In that case, you have the authority to rule that
Similar to the initial step, but with a delightful twist, you'll it becomes disoriented or even injured in addition to the
gracefully unfold the narrative of the character's outcome damage it took until it takes a short rest to recover from
rather than describing their actions. It's a smooth process the impact. Although the rules do not explicitly address
that you can beautifully encapsulate in just a line or two. this situation, you can devise a ruling for such scenarios
Can you recall what your player informed you about their independently. It's important to note that the game is not
character's intentions? You can incorporate a portion designed to simulate every specific detail or challenge.
of their statement into your narration and conclude by Instead, it relies on your role as the GM to make decisions
describing the consequences of their chosen method in based on the proposed rules or create your own when
achieving their objective (as outlined in 'The What and the rules don't cover a particular subject or fail to make
the How' section). sense in the given circumstances. Regardless of your
choice, strive for consistency in your rulings and ensure
E.g., After you set a scenario in which the objective is that the consequences of success or failure align with the
to reach the top floor of a tower and retrieve a scroll approaches taken by the player characters.
containing valuable information (step 1), a player
makes a decision: their character will attempt to
disable the magical guardians of the tower by using
The WHAT & The HOW
When your players have their characters take action, you
an ancient terminal filled with runes (step 2). While need to be on the lookout for two things. WHAT they
their companions divert the attention of the personnel are telling you their character is doing, and HOW their
in that area (step 2), the character proceeds with their character is trying to accomplish this. The "what" will help
intended plan, and you instruct them to roll Handle you decide if an action is possible—and might require a
+ Wisdom (step 3). After the player rolls the dice and roll to determine the outcome—or not, while the "how" is
shares the outcome with you (step 4), you determine what will help you figure out the consequences of that
that they did not obtain any 4s or 3s, resulting in a action. For example, a player might tell you that they
failure (step 5). manifest a gust of wind to attack a creature, surely the
power might deal damage, and that might be all there
Now, it's time for you to narrate the outcome of the is to it, but what if the target is close to a cliff or near a
preceding events (step 5). Consider something like: "In fire pit? Maybe they are trying to push the target instead
the heart of the ancient tower, your companions skillfully of—or in addition to—dealing damage.
divert the watchful guardians as you slip into a concealed
alcove. There, you encounter a mystic chamber adorned
with glowing runes, harboring an enchanted artifact of
otherworldly design. With determination in your heart,
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Creating Dungeons
The Zelda franchise is a masterclass in dungeon design,
dungeon. Use maps, sketches, or images to illustrate the
dungeon's layout and key features. Incorporate music
and sound effects from Zelda games or other sources
gifting us timeless principles that thread through every to enhance the mood and evoke the feeling of a Zelda
game. Dungeons are an essential part of any Zelda adventure.
game, providing players with a sense of discovery and
adventure. They challenge players to explore, solve For instance, as players step through the towering stone
puzzles, and overcome enemies in order to progress and archway into the heart of the forest temple, they're
reach the final boss. As a GM, you have the power to greeted by a dimly lit expanse. Shafts of pale sunlight
create exciting and unforgettable dungeon experiences filter through gaps in the ancient, vine-covered walls,
for your players. This section will explore the fundamental casting intricate patterns on the mossy stone floor. The air
dungeon design principles found in Zelda games and is cool and slightly damp, carrying the scent of earth and
how they can be adapted for tabletop adventures. decaying leaves. A faint rustling stirs from the shadows,
Themes and Atmosphere
When creating a dungeon for a tabletop RPG inspired
as unseen creatures scurry through the undergrowth.
The distant echo of water dripping adds a subtle rhythm
to the hushed atmosphere. From deep within the temple,
by Zelda, it is crucial to approach each step thoughtfully, a mournful flute melody intertwines with the sounds
just like an adventurer navigating a complex maze. One of distant winds, evoking a sense of mystery and long-
of the first things that captures players' attention is forgotten secrets waiting to be unraveled. Every step
the dungeon's theme and the immersive vibe it brings. forward beckons players deeper into the heart of this
Each dungeon has a unique identity that sets it apart - enchanted forest.
whether it be a mystical forest sanctuary, a mysterious
underwater palace, or a blazing volcano hideout. This
theme serves as a thread that weaves into the story and
Branching Paths and Dungeon Maps
Zelda dungeons are intricate mazes that offer branching
fits into the game's world, guiding the layout, puzzles, paths and options for players to choose from. Some
foes, music, and sounds of the dungeon, adding depth to paths are mandatory, leading to key items or areas for
your campaign. progression. Others are optional, rewarding players with
To create an immersive atmosphere for your dungeon, you treasures or secrets. Branching paths can enhance player
should use descriptive language, visual aids, and sound engagement in a TTRPG by giving them more agency and
cues. Describe the sights, sounds, smells, and feelings freedom. However, they require careful preparation and
that players encounter as they enter and navigate the
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balance from the GM. A detailed dungeon map should scrolls, and secrets. The library is divided into four
show the relationships between rooms and paths and the sections: the Entrance Hall, the Reading Room, the
locations of keys, items, puzzles, enemies, and treasures. Archive, and the Tower.
The dungeon should be solvable and accessible by * Atmosphere: The library is dark and dusty, with
providing enough keys or clues for players to open all
relevant doors or paths. Excessive backtracking or cobwebs and candles everywhere. The sound of
dead ends should be avoided to prevent frustration or pages turning and whispers can be heard in the
boredom. background.
* Key Item: The Book of Secrets, a magical tome that
Key Items
One of the most iconic features of Zelda dungeons is the
can reveal hidden passages, clues, and messages in
the library. The book can also be used as a weapon
acquisition of key items that change how players interact
to shoot fireballs or stun enemies with a flash of
with their surroundings. These items are usually found in
treasure chests guarded by mini-bosses or puzzles. They light.
offer reusable solutions to overcome obstacles or access * Puzzle: The dungeon’s puzzles revolve around
new areas in the dungeon. For example, a boomerang finding and using books, scrolls, and other items
can activate switches from afar or retrieve items from related to the library’s theme. Some examples are:
unreachable places; a hookshot can pull players across * A bookshelf that can be rotated to reveal a
gaps or onto ledges; a hammer can smash rocks or lower hidden door or switch.
pegs.
* A scroll that contains a riddle or a code that
Key items can add variety and depth to a dungeon by needs to be solved or deciphered.
introducing new mechanics and possibilities for players * A book that can be opened to activate a
to explore. However, they also require careful balance mechanism or trigger an event.
and consideration from the GM. You should design key * A map that shows the layout of the library and
items that make sense thematically and mechanically its secrets.
for your dungeon theme and setting. You should also
* Branching Paths: The dungeon has multiple
ensure that they provide utility without disrupting game
balance or overshadowing other items or abilities that paths and options for players to explore.
players have. One way to do this is to design key items * Entrance Hall: The library's main entrance with
specific to the dungeon area that lose their effectiveness locked doors to the Reading Room and optional
or relevance outside of it. side doors leading to a storage room with rupees
Puzzle-Box Design
Zelda dungeons are not just about combat; they are
and arrows, and a secret passage to the Archive.
* Reading Room: The library's central area
also about puzzles that require logic, observation, housing books and scrolls, with movable
and creativity from players. Puzzles can range from bookshelves revealing hidden paths, enemies like
simple riddles or lock-and-key mechanisms to complex aches and stalfos, and a treasure chest guarded
navigation-based or transformation-based challenges by a skulltula containing the Book of Secrets.
that require keys or items to alter the dungeon's state * Archive: The library's secondary section,
or layout. Puzzles can test players' knowledge, skills, featuring rare books and scrolls, puzzles, secrets,
memory, or teamwork as they try to find solutions.
a scroll with a code to unlock a door in the Reading
Puzzles can add challenge and fun to a dungeon by
encouraging players to think outside the box and use Room, a book activating a hidden staircase to
their resources wisely. You should design puzzles that the Tower, and a map displaying library layout
are clear, fair, and solvable by providing enough clues or and secrets.
hints for players to figure them out. You should also avoid * Tower: The library's top floor where the boss,
puzzles that are too easy or too hard that can undermine an evil wizzrobe, awaits. The tower has multiple
player satisfaction or enjoyment. levels connected by stairs/ladders, traps, enemies
Example Dungeon
Here is one possible example of a dungeon:
like spikes/fireballs/armos. The wizzrobe uses
spells, summons flying books/scrolls, illusions,
* Dungeon Name: The Lost Library and curses. Players must employ the Book of
* Theme: A hidden library filled with ancient books, Secrets to unveil weaknesses and counter spells
for victory.
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Adventure Structure middle needs to build towards the end of the adventure.
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or other organization are great examples. Whatever offer enough hints to guide them towards the exciting
you decide to use for your adventures, make sure parts. Pacing also involves knowing when to conclude
you have a clear list of motivations and goals for a gaming session. If you're nearing the end, try to wrap
up naturally. For instance, you might finish if they're
the non playable characters that your players will
resting or if it leaves the story on a suspenseful note.
be interacting with. Avoid ending sessions amid combat unless absolutely
Hooks necessary—resuming in the middle of a battle gets
chaotic, trust me on that one.
An adventure doesn't start until the characters become
interested in it. You need to give them at least one
reason for them to commit to an adventure. Something
Tropes
Zelda games are packed with storytelling tricks that can
compelling like a hefty reward, something that speaks jazz up your adventures with elements and ideas that
directly to a character's principles or goals, or something players recognize. For instance, in many Zelda games,
directly personal might do the trick. When writing an you'll see the classic "hero's journey." This means the main
adventure, have at least three hooks prepared that you character, like Link, travels around, defeats enemies, and
feel your players would dig and use them to lure them collects important things to rescue Princess Zelda from
into your adventure. the bad guy, Ganondorf. Even though players have seen
Inspiration this before, it can still be exciting if you do it in a cool
way.
Do you ever play a video game, read a book or comic,
or watch a TV series or movie and think, “I wonder how But here's the fun part: you can mix things up and make
would it be to live in this setting” or “this would make your adventures more unique and thrilling. Take The
a good adventure”? Well, if you have, then why not use Legend of Zelda: Breath of the Wild as an example. It
that on your adventures? Being original is fine, but from does things differently. Instead of giving Link the powerful
time to time, if something you see or read inspires you Master Sword right away, players need to go on a tricky
to use a particular location, plot, or character as part of quest to find it. This adds an extra layer of challenge and
an adventure, don't be afraid to use it. exploration to the game. Plus, Breath of the Wild breaks
Locations the usual rules by letting you explore a gigantic world
without a set path. You can go wherever you want and
An adventure can span multiple areas rather than just play the game your way.
one location. Unlike movies or TV shows, you're not
constrained by budgets, so your imagination is your only Another example, the “Damsel in Distress” trope, where
limit. Picture how the setting would appear in a high- the hero rescues a captured princess, is prevalent in Zelda
quality film and think about the sounds and scents that games. However, you could twist this trope by having the
might be present. Consider who lives there and what might princess escape on her own and join forces with the hero,
matter to the characters. Infuse interactive elements into or by having the hero be captured instead and need the
your locations, and if combat is likely, ponder on what princess’s help. This way, you can portray the princess as
could aid or hinder the characters during the fight. a strong and capable character who contributes to the
Meaning story, rather than a passive victim who waits for the hero.
In life, so many tasks can feel meaningless and By putting your own spin on these familiar ideas, you
unrewarding. But when it comes to adventures, the make your adventures more surprising and interesting.
opposite should be true. Every action a character takes It's like adding your own special ingredient to a classic
should have a purpose and impact the outcome, with recipe. So, when you're crafting your own adventures,
clear consequences if they fail. And when the risks are remember that borrowing some tricks from Zelda can
high, the rewards should be appropriate and satisfying. bring a fresh and exciting twist to your stories.
Pace Villains
Mastering pacing as a GM can be quite challenging. What is an adventure (or series of adventures) without
Deciding when to transition between scenes or when to a memorable villain? Not all adventures need a villain,
slow down and take breaks is vital. The key to handling mind you, but they are a staple in almost every form of
this lies in being perceptive. If a scene or encounter feels fiction, especially in fantasy.
like it's dragging or becoming mundane, it's time to
speed things up or swiftly move to the next scene. When
players seem unsure of where to go during exploration,
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Rewards Information
While some characters go on adventures to gain fame, The characters need to find out where the hidden forest
glory, knowledge, revenge, justice, or even just for the temple is. They want to know how they can repair the
thrill it provides, some characters need more palpable abandoned airship they found. Or they want to know how
rewards. This section goes over the various types of they can destroy a powerful artifact, but the information
rewards you can give the characters. is so esoteric that an Academics roll won't reveal it.
Perhaps the information can be found somewhere or
Types of Rewards
Besides what the characters can gain by buying gear
through someone who might need a favor or two from
the characters before they disclose what they need to
or looting their enemies' corpses, rewards can come in know.
many forms.
Milestones
Allies Milestones are rewards that characters gain by
completing goals, defeating opponents, or learning
Allies can provide information, equipment, have influence
over others, serve as hirelings, or provide some service new information. They can be awarded in addition to
to the characters. Sometimes having a recurring ally or instead of resources if a character does something
that has your back is better than gaining a few bucks. extraordinary.
Artifacts Properties
Artifacts are unique items that allow characters to do Properties, such as houses or keeps, can be rewarding,
things beyond the scope of what is possible for them. especially if the characters need a base of operations.
Artifacts as rewards should be seldom given since they
could make characters too powerful. Resources
Rupees are the most common form of reward, but they
Boons do not always have to be. Valuable objects, elixirs, or
services can also be given. You can present resources in
Boons are helpful abilities that a powerful being can
give to the characters. They either enhance the use of the form of gems, paintings, ancient scrolls, statuettes,
an ability, grant a perk, or provide them with a power and any other valuable object you can think of.
they normally wouldn't have. Such powers include
allowing them to give the blazing property to weapons
or even heal other creatures they touch. Boons could be
permanent or temporary in the case of powerful ones.
Equipment
Rewards can be presented in the
form of armor, weapons, or even
gear. If you see the players speaking
about a type of equipment
they've been trying to get
their hands on but lack the
resources, keep it in mind the
next time they embark on
an adventure. You could let
them know beforehand or
give it as a surprise if they
do an excellent job on their
next mission.
Favors
Favors can be more valuable
than money, as having a
powerful figure in one's debt
can be advantageous.
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* An ally that will remain indefinitely.
Services * A service or services provided temporarily or
Characters may need medical attention, food and
lodging for a couple of days, a vehicle, or any other form permanently for free.
of transport, especially for those who travel to distant * A base of operations such as a keep or bunker.
places quite often. None playable characters seeking * A rare or legendary Artifact.
the character's aid could offer these types of services * A series of big favors.
instead of paying them outright. * Between500 and 1000 rupees (for the entire group).
Handing Out Rewards
Rewarding players can be a tricky balance - how often
Character Options
If the character options presented in this book do not
should you give them out, and when is it too much or
cover everything you need to run your campaign, you can
too little? Unfortunately, there's no one-size-fits-all
use this section as a guideline to create new content.
answer. The best approach will depend on the specific
campaign and adventures you're running, as well as how
your players use the rewards. However, I've created a
Artifacts
In the world of Zelda, artifacts are extraordinary items
guideline for the types of rewards that may work well
that empower characters to surpass their inherent
based on the adventure's complexity. Ultimately, it's up
abilities. These enchanted treasures might comprise
to you to decide when and how to give out rewards.
potent magical relics, rare and mystical items, or
Easy Adventure Rewards even sentient objects capable of achieving feats that
challenge reality. These artifacts are categorized into
An easy adventure is one where the risks in participating
four tiers: Common, Uncommon, Rare, and Legendary,
in it are minimal. Delivering a package, gathering
each signifying their rarity and magical potency.
information, dealing with a small group of thugs,
and finding a missing object are examples of easy
adventures.
Common Artifacts
The most common magic items or ancient tech are listed
* One or two small favors. as modifications under the Wealth & Equipment chapter.
* A service provided once for free. It's up to you, the GM, to decide what modifications your
* Between100 and 300 rupees (for the entire group). players can acquire on their own or present such items
* Valuable information. as rewards. Let your players know beforehand what
modifications cannot be bought and lump them under
Moderate Adventure Rewards uncommon or rare artifacts.
A moderate adventure is one where there is an obvious
risk, and the stakes may be high, but with a well-thought Uncommon Artifacts
plan, it could be done. Protecting a caravan or package These are items that are more rare or difficult to find or
through dangerous roads, rescuing a kidnapped person, obtain, and have more powerful or versatile effects. Below
confronting a crime lord or influential political figure, you will find some examples of uncommon artifacts you
and fighting a dangerous monster or smart villain are could use in your game or use as a guideline to make
examples of moderate adventures. your own.
* An ally that will remain for a couple of adventures. Chuchu Gummy Drops
* A temporal boon. These colorful drops temporarily give you
* A service or services provided temporarily for free. the properties of a slime creature.
* An uncommon Artifact. * Properties: 5 uses.
* One or two small favors or a big favor. * Trigger: When you consume one of
* Between200 and 500 rupees (for the entire group). these drops.
* Benefit: Your skin becomes slimy, and you gain the
Hard Adventure Rewards following traits until the end of the encounter:
A hard adventure puts the stakes high, the characters ❏ You can see in complete darkness.
will be in great danger, or the consequences of them ❏ You are immune to diseases and poisons.
failing could be catastrophic. Slaying a gleeok, rescuing
❏ You are bouncy and only take half damage
a kidnapped political figure or royalty, facing a powerful
organization, putting together a broken artifact, and from falls.
overthrowing a king or a political figure are examples of
hard adventures.
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Next, you will find two examples of legendary artifacts this race? How do they interact with other races in your
you could use in your game or use as a guideline to make game? Lastly, what's their name?
your own:
Master Sword An Origin's Anatomy
It is also known as the Blade of Evil’s Bane, the Sword Below you will find all the components that make up an
of Time, the Sword of Resurrection, and the Sword that origin.
Seals the Darkness. The Master Sword has a distinctive Name
appearance and design. It has a long and slender blade Give your origin a compelling name that suits your
with a blue hue. It has a golden crossguard with two campaign. There are tons of online generators that
wings that curve upward. It has a purple or blue hilt with create proper names for a new Zelda race or just choose
a yellow gem in the center. It has a cylindrical pommel one from the many games.
with a gold cap. The Master Sword also has a scabbard Description
that matches its color scheme and has a triforce symbol Write a small description of your origin to let your players
on it. The Master Sword’s design has changed slightly know what they are all about.
over the course of the series, but it has always maintained
its iconic look. Traits
Instinct: To protect the world from evil and to be An origin has two types of traits, inherent and
wielded by a worthy and courageous hero who can save optional. Inherent traits are the characteristics that all
Hyrule from the threat of Ganon or other dark forces. members of that race share, while optional traits are
Properties: +5 slashing damage, 5 durability, grip, those characteristics that are common among that
range (close), thrown (two-handed, reach). culture, but not every member has them. The inherent
Benefits: When the sword runs out of durability, it traits section must include a size entry for the race
returns to its pedestal where it needs to recharge for and up to two good traits. If the race has three good
one day per durability lost. traits, think about adding a bad trait to compensate.
If it goes beyond three good traits, then consider
Master Sword Improvements reducing the number of optional traits by one. The
* Spend 1 stamina to make your next melee attack a optional traits section usually lets the player choose
sword beam with a range of near. two or three optional traits from a list of four. There are
* The sword deals +1 damage. exceptions, of course, such as hylians and sheikahs, all of
* The sword has +1 durability. which have a slightly different method to give the origin's
* You have advantage on melee attack rolls. traits. You can use those origins as inspiration as well.
* You can use the Whirlwind Attack I perk from the
warrior path even if you don't have it. Origin perks are benefits tailored for a specific race that
Once you have taken all of the previous does not conform to the norm of traits and that any
improvements, you can choose from the member of that race can learn at any time.
following list:
* You can manifest the Know Direction power Deku Scrub
"The Lost Woods is our birthplace! If you wander
by paying its cost, to create the dowsing lost here for too long, you too can become a
effect. Deku Scrub!"
* The sword deals +1 damage.
* The sword has +1 durability. Deku Scrubs are small, plant-based creatures
* You can manifest the Banish power on that inhabit the forests, swamps, and
defeated truly evil creatures by paying its grasslands of Hyrule. Though little is known
of their true origin, legend has it they the
cost.
original Deku scrubs were Hylian children who
New Origins
Before you begin describing your new origin,
wandered into a dark forest and were cursed
to live out their remaining days as a twisted,
plant-like beings. Other tales say they were
consider some key questions. What's the
awoken by Ganon's power. Depending on the era
background story of your new race? How do
of play, they may be a populous and integrated
they appear physically? What makes
race of Hyrule that can be found in
them different from other races in your
campaign? Describe their culture. Are Health: 12 Stamina: 9
Size Size* + Courage**
most towns throughout the land, or
they are creatures scarcely found in
there any ongoing or past conflicts for
remote areas of a forest.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Plant People
They are covered in plants and plant-like materials, the In some worlds, deep in a swamp, many Deku Scrubs
appearance of which depends on the environment that have established their monarchy, appointing a Deku
the Scrub was born in. Their skin appears wood-like, King and erecting a Deku Palace. Members of the court,
and their hair and clothing are made from leaves and and the royal Deku guards that support them, hole up
flowers. All scrubs have bright red eyes and a signature in their palace and hoard treasures to themselves. They
circular mouth that stores nuts, seeds, and other small lack a true understanding of how to govern properly. They
objects. When in danger, a scrub can use their mouth to focus most of their time on hosting lavish feasts, putting
spit these objects forcefully and accurately as a means on performances, or judging criminals who wander into
of self-defense. their territory. Those who do visit their court are expected
to treat them with the proper respect owed to royalty.
Suspicious Individuals * Characteristics: A Cautious, daring, devious,
An inherently rash and paranoid personality marks Deku
Scrubs. They are always wary of danger and are slow foolish, jumpy, greedy, grouchy, shy, stubborn.
to trust others, especially those of other races. When * Female Names: Dedmi, Dekki, Dekmi, Dekri,
approached by strangers, Deku Scrubs will attempt to Dekrub, Deppi, Dewpi, Duku, Kudu, Kurub, Middu,
hide in grassy shrubs or flower beds, using their natural Scrubu.
camouflage to conceal themselves.
Inherent Traits
Deku Scrubs are quick to jump to conclusions but slow You start with the following traits:
to abandon them. Once convinced of something, it can * Medium*: As a deku scrub, you have 12 health, 6
be challenging to change their minds, even if you have stamina, and you stand between 2 and 3 feet (0.6
abundant evidence to back up your viewpoint. This also to 0.9 meters) and weigh between 30 to 60 pounds
makes it difficult to negotiate with them, causing them (13 to 27 kilograms). As a small character, you need
to develop a reputation as savvy merchants, further to wield weapons and wear armor appropriate for
reinforced by their greedy, hoarding nature. your size.
* Approaches**: +1 Courage, +1 Wisdom.
Deku tend to be dedicated and focused, sometimes to a
* Speed: Slow (5 squares).
fault. Often, a Deku scrub will get a goal in mind, then
spend their entire life attempting to reach it, unable to * Darkvision: You can see in complete darkness.
be discouraged away from it. Woe be to the person who * Seed Spitter: You have a snout that functions
makes a Deku Scrub their sworn enemy, for they will stop like a sling; it can shoot nuts, rocks, and any other
at nothing to achieve their revenge. kind of ammunition fitting of a slingshot. Sling: +2
damage (type depends on ammo), range (close,
Treasure and Tall Tales near), reload.
Because of their active imaginations, legends in Deku
folklore often get stretched to absurd proportions, with * Vulnerability: You are vulnerable to burning
each retelling becoming more ridiculous than the last. damage.
Deku Scrubs, children and adults alike, cling to every word Optional Traits
of the legend as truth. Many Deku Scrub adventurer’s Choose one of the following traits:
set out into the world in hopes of reliving such tales. ❏ Armor: Your skin is as sturdy as tree-bark. You have
In contrast, others recall the promises of treasure and +1 armor that protects against any type of damage.
hoards of rupees that supposedly await adventurers
brave enough to seek them out. ❏ Sneaky: You have advantage on Sneak rolls.
Deku Society Choose one of the following background traits:
Deku Scrubs rarely raise their offspring, often leaving ❏ Brisker Scrub: You once served as a soldier for
them to learn and grow on their own. Those outside the
your people. Increase your maximum health by +
palace walls do not live with nearly as much structure.
Some may band together for protection, forming small or 2, whichever us higher. You deal +1 damage with
villages where they live and trade with each other. Others small or light weapons such as daggers, short bows,
act as bandits that ambush travelers who wander into and slings.
the woods. Some ambitious Deku Scrubs choose to leave ❏ Business Scrub: You have advantage on Talk
their homes in search of their own fortune, be it through rolls to haggle prices and you make you make +1
adventure or entrepreneurial endeavors. Once gone, rupee per day when you exercise your profession.
they retain little nostalgia for their old home and usually
embrace their new lives in the greater land of Hyrule. You also speak an additional language.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
❏ Greedy Scrub: A cunning deku scrub merchant not born in the traditional sense; Some legends speak of
with an insatiable greed for rare artifacts and an a great tree that willed them into existence. Other stories
uncanny knack for making advantageous trades. suggest that the Kokiri were originally Hylians that chose
to live closer to nature and distanced themselves from
You have advantage on detect rolls made to find
the growing cities. Some scholars have even theorised it
things of value or determine the value and basic could be possible that Kokiri were Hylian children who
properties of mundane items. You also start the got lost in the woods near the Great Deku Tree while the
game with +300 rupees. Skull Kids were Hylian children who got lost and/or died
❏ Stubborn Scrub: A stubborn deku scrub in the Lost Woods.
wanderer driven by an unyielding desire for Eternal Children
exploration, traversing the land with an unwavering Kokiri are whimsical and playful, always looking to bring
determination to uncover its secrets. Choose a out the fun in any situation. They are incredibly curious
principle you have that reflects your stubbornness. and love meeting strangers but are also quite shy and
cautious of letting people get too close to their village.
If you stuck to your principle this session, you start
When a new face wanders into the forests, the Kokiri
next session with +2 TS that remains until spent or will hide in the trees and play tricks on the stranger
until the session ends. in hopes of learning more about them. If they like the
Deku Scrub Perks stranger, they may stick around and hope to befriend
You can spend 1 XP to gain one of the following perks: them. Otherwise, their mischievous tricks may turn into
❏ Deku Camouflage: You can spend 1 stamina to nasty and sometimes dangerous pranks.
sprout out bush-like leaves to hide and pass as a
While they don't grow taller, Kokiri do grow wiser with
bush as long as you don't move (ongoing). age. Experienced Kokiri are very skilled at sensing the
❏ Deku Glider: You can spend 1 stamina to glide intentions of other creatures. While they still speak
down when you fall as long as you start your glide with childlike innocence, a Kokiri's advice can often be
from any terrain containing grass, flowers, or trees deceptively insightful and is always worth listening to.
adjacent you. Kokiri also share their every thought with their fairy
❏ Deku Photosynthesis: You don't need to eat or companion, learning and growing together.
drink water as long as you take a short rest under Kokiri always try to maintain an optimistic demeanor,
direct sunlight. but they tend to grow suddenly quiet and cold when
❏ Deku Water Hopper: You can spend 1 stamina faced with grave news. It is said that
to skip across water. You do not fall in the water as the mood of the Kokiri controls the
long as you end your turn somewhere solid. mood of the room. People you can't
help but smile when in the presence of
Kokiri a laughing Kokiri, but even the most
cheerful person feels glum when in the
“I know I appear to you as a child, but the eyes can oft
deceive.” presence of a somber Kokiri.
Kokiri Society
Known as Children of the Forest, Kokiri are an innocent Kokiri find instant kinship with fellow
and playful race that dwells deep within Hyrule's forests. Kokiri, forming small villages that
Protected initially by the powers of the Great Deku Tree, live symbiotically with nature.
they now have begun to venture out into the world at Kokiri work small gardens
large, bringing laughter and mischief to all they meet. and farms to grow food for
Forest Folk themselves and not hunt
No matter how old they get, Kokiri always look like Hylian wild creatures for meat.
children; While they do learn and grow wiser as the years They can defend their
pass, they keep their childlike bodies and playful nature. village from monsters
They are usually garbed in simple, green tunics, floppy with rudimentary
green, or donning green headbands. They otherwise weapons and
avoid jewelry and other accessories, preferring to keep sometimes
a natural appearance. Kokiri are accompanied by their rely on the
personal fairies, which they consider to be their closest
friend and companion. As spirits of the forest, Kokiri are
forest's
magic
Health: 12 Stamina: 9
Size Size* + Courage**
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
to keep more significant threats from ever finding * Friend Of The Forest: You can understand and
their village in the first place. If they aren't working or speak to trees, natural beasts and animals such as
protecting, Kokiri can almost always be found playing birds, hounds, felines, etc. You also have advantage
games, singing, or practicing musical instruments. on handle animal rolls.
Kokiri were originally bound to the Deku Forest by the Optional Traits
magic of the Great Deku Tree. While it lived on this plane, Choose one of the following traits:
it was said that Kokiri would never die. After his death, ❏ Forest Walker: You have advantage on Perilous
however, The Kokiri's sudden mortality turned out to be a Journey rolls made in forests.
blessing in disguise. Left with nothing to lose, some Kokiri ❏ Hide & Seek: as two actions, you can spend 1
began to leave the Deku Forest and venture across the stamina to become invisible until you move or take
planes of Hyrule. Depending on the era, Kokiri can be some sort of action (ongoing).
found in almost every forest, big or small, and frequently
visit small towns in order to meet new strangers and Choose one of the following background traits:
learn more about the world.
❏ Kokiri Caretaker: A nurturing Kokiri dedicated to
Kokiri in Breath Of The Wild the well-being of the forest's creatures, using their
The Kokiri are notoriously absent from the video game,
but that does not mean they couldn't be present in your gentle touch and deep connection with nature to
campaign. Perhaps they exist along the Korok the same tend to the needs of animals both big and small. You
way both Ritos and Zoras do. Or maybe your character gain an animal greenhorn companion.
was a Korok that wished to experience the world as their ❏ Kokiri Herbalist: A knowledgeable Kokiri skilled
kind once did, or you have been sent with an important in the ancient art of herbology, gathering and
mission by the Great Deku Tree. Perhaps it is your duty cultivating plants with innate magical properties to
to restore crenel hills, an area that suspiciously looks like
create potent potions and remedies that aid both
the Kokiri Village from OOT.
Kokiri and travelers alike. You start the game with
Adventure Awaits the Naturist perk from the Healer path.
The life of an adventurer suits Kokiri quite well. While
they have little need for treasure and glory, Kokiri love ❏ Kokiri Woodweaver: A skilled Kokiri artisan
experiencing new things and meeting new people, even if specializing in shaping and crafting wood into
it can be a little bit scary sometimes. Together with their intricate creations, from functional tools and
fairy and the friends they've met along the way, Kokiri weapons to beautifully carved ornaments. You can
rise to meet challenges that comes their way. craft, modify, or repair anything purely made out of
* Characteristics: Cheerful, childish, bold, cunning, wood. Tell the GM what you want to craft, or modify,
inquisitive, insightful, playful, secretive. and they will tell you how long it will take, what you
* Female Names: Ara, Bara, Daka, Dikia, Gikia, need, and any risks, rolls, side effects, or limitations.
Kihi, Mifa, Nana, Nono, Peppi, Pora, Sare, Viha, Kokiri Perks
Wafa, Wema, Zofie. You can spend 1 XP to gain one of the following perks:
* Male Names: Ava, Basco, Bok, Boki, Bufi, Chini, ❏ Kokiri Bond: Once per day, you can call forth a
Falfa, Geta, Hafa, Kale, Likgar, Lokkar, Maka, Mun, small, local creature to help you with a petty task
Osu, Rabi, Zose. for that day.
Inherent Traits ❏ Kokiri Camouflage: You have advantage on
You start with the following traits: Sneak rolls made in forests.
* Medium*: As a kokiri, you have 12 health, 6 ❏ Kokiri Guardian: You deal +1 damage with
stamina, and you stand between 3 and 4 feet (0.9 weapons made out of wood.
to 1.2 meters) and weigh between 40 to 60 pounds ❏ Kokiri Resilience: You have advantage on all
(18 to 27 kilograms). As a small character, you need Endurance Moves made while in a forest.
to wield weapons and wear armor appropriate for ❏ Kokiri Woodlander: You and friends near you
your size.
can’t be tracked except by magical means while
* Approaches**: +1 Courage, +1 Wisdom.
moving through a forest.
* Speed: Slow (5 squares).
* Fairy Friend: You gain a fairy greenhorn
companion.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* Resistances: As a phantom armor, you have
advantage on rolls to resist extreme environmental Twili
“The people of our tribe...a tribe that mastered the
hazards.
arts of magic...were locked away in this world like
* Vulnerability: You are vulnerable to shocking insects in a cage. In the shadows we regressed,
damage. so much so that we soon knew neither anger nor
Optional Traits hatred...nor even the faintest bloom of desire.”
Choose one of the following traits:
❏ Reminiscing Phantom: You are an The Twili descended from a tribe of
purple-armored Phantom that sorcerers known as the Interlopers,
who attempted to seize control of
remembers some aspects of their the Sacred Realm after the creation
past life. Choose a background trait of the Triforce. Their efforts failed,
from another origin. and the Interlopers were banished to a
❏ Swift Phantom: You are an carmine- land known as the Twilight Realm. Over
armored Phantom which can run fast. a long period of time, the vastly different
You have a regular speed (6 squares) and +1 environment within the Twilight Realm
caused the descendants of the Interlopers
initiative.
to evolve into a unique, gentle-looking race
❏ Torch Phantom: You are a red-armored called Twili.
Phantom that can spend 1 stamina to
give the flaming property to weapons
Alien Appearance
Twili have muted, black and white skin
you wield. tones and vibrant orange hair that
❏ Warp Phantom: You are a blue or almost glows in low light. They tend to
golden-armored Phantom that can have tall, elongated bodies with slender
spend 3 stamina to safely teleport limbs and necks. Some Twili cover their
yourself to a location near you. limbs in eerie, glowing tattoos, which
are thought to increase their magical
❏ Wrecker Phantom: You are a black-
capabilities. Their deep red eyes are
armored Phantom that has +1 armor and reminiscent of Gerudo and Sheikah, and
deals +1 damage. it is possible that the original Interlopers
Phantom Armor Perks were themselves members of one of these
You can spend 1 XP to gain one of the following tribes. Twili prefer to wear dark, flowing
perks: robes, often accented by ornaments
❏ Nested Creature: A tiny creature and markings that resemble the
strange architecture found only in the
has nested somewhere in your body,
which you can call forth to help you
Health: 15 Stamina: 8
Size Size
Twilight Realm. While they leave their
faces uncovered at nighttime, they
with petty tasks. What sort of creature are forced to wear masks and hoods
is nesting in you? Common choices include rodents, during the daytime to protect themselves from direct
insects, and birds such as owls or ravens. sunlight, which is otherwise highly toxic to a Twili.
❏ Phantom Eye: You can spend 2 stamina to send Eons Apart
forth a compact and airborne eye that can see in all A vast cultural chasm separates Twili from the rest of
directions (ongoing). It can move to any distance as the races of Hyrule, who often find Twili mannerism to
long as it is near you and it telepathically informs be strange and confusing. While Twili are not shy around
strangers, their nocturnal nature has earned them a
you of anything they see.
reputation for being somewhat reclusive. Those who
❏ Tough Soul: Increase your starting and maximum venture out late at night quickly realize how wrong this
Health by 5. is, as a Twili's inquisitive nature and strange mannerisms
are quick to capture the attention of those around them.
Thanks to the doldrums of the Twilight Realm, Twili
emotions have been repressed for thousands of years.
They can struggle to read the room and often miss the
subtleties of everyday social interactions. Their feelings
are often difficult to control, making them prone to
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
intense excitement or rage outbursts. Burned deep inside * Darkvision: You can see in complete darkness.
the soul of many Twili are intense feelings of hatred and * Resistances: You are resistant to dark damage.
despair - lingering resentment from their ancestors. * Vulnerabilities: You are vulnerable against
In times past, dark forces were able to tap into these light damage. For every minute you are exposed to
emotions and transform Twili into terrifying monsters
called Shadow Beasts. direct sunlight, you take 1 light damage (lingering).
As all Twili are descended from powerful spellcasters, For every hour under direct sunlight while covered
they all possess an inherent knack for magic. They are requires a Fortitude roll, or you take 1 light
skilled inventors and have managed to unlock many damage (lingering).
secrets of the Twilight Realm and repurpose them for the Optional Traits
benefit of their people. Curiosity is a huge driving force Choose two of the following traits:
of the Twili, which prompts them to investigate anything
* Protective Shadow: You have +1 Armor at night
new that interests them - sometimes with no regard to
the privacy of others. and in heavily obscured areas.
* Twili Arrogance: You are known for your
Resettlement into Hyrule
Twili have no town or lands of their own. - at least in overbearing pride. If you possess no wounds, you
Hyrule. Instead, the refugees have integrated themselves deal +2 damage.
into various communities across the realm. While * Twili Frenzy: You deal +1 damage at night and in
many citizens of Hyrule try to welcome them, the steep heavily obscured areas.
cultural barriers can sometimes cause conflict within a * Twili Stalker: You have a fast speed (7 squares)
community. Some Twili have chosen to remain in their and +1 initiative at night or in heavily obscured
palaces in the Twilight Realm, prevailing uninvolved in
the affairs of Hyrule. The resettlement of Twili brought areas.
back many strange and wonderful inventions from the
Realm of Darkness. Their most notable contributions Twili Perks
have been Twilight portals, which can transport people You can spend 1 XP to gain one of the following perks:
between dimensions. Working together with Sheikan * Become Shadow: When you can spend 3 stamina
scholars, the technology continues to advance by the to merge your shadow with a willing creature, your
day and promises to bring the land of Hyrule into a new, body and gear melds perfectly with their shadow.
brighter future.
While in this form your body moves and acts in
Finding Their Place unison with the target. You can't take actions of your
Many Twili adventurers lack a strong motivation for
own and cannot be targeted by attacks or abilities
their way of life. They are often overwhelmed by their
surroundings and are simply hoping to learn as much (ongoing).
as they can. Some Twili have latched firmly onto specific * Shadow Jump: You can spend 2 stamina to
emotions, such as anger or love, and use this as their safely teleport yourself to a location near you that
driving force. is dark, dim-lighted, or has a shadow big enough to
* Characteristics: Ambitious, empathic, enigmatic, cover you.
magical, nostalgic, observant, peaceful, powerful, * Twilight Magic: As an action, you can spend 1
shadowy, shy, wise. stamina to do one of the following:
* Female Names: Dimra, Duska, Erebe, Lila, * Engulf a light source with darkness (ongoing).
Nocturna, Nisha, Opati, Shadowa, Umbraline. * Conceal or reveal an item you can wield (ongoing).
* Male Names: Ater, Caliginos, Duskon, Evren, * Make a shadow twice as big or half as small.
Murk, Nocto, Nyxen, Sombro, Vesper, Zohar. * Distract someone with shadows.
Inherent Traits * Veiled Meditation: When you recover in place
You start with the following traits: of total darkness, you can remove 1 light damage
* Medium*: As a twili, you have 15 health, 8 stamina, (lingering) have per day spent recovering.
and you stand between 5'5'' to 7 feet (1.7 to 2.1
meters) and weigh between 150 to 250 pounds ( 68
to 113 kilograms).
* Approaches**: +2 Wisdom.
* Speed: Regular (6 squares).
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Encumbrance
The game purposely ignores how much objects weigh
Initiate / Recruit
This is the rank a character gains when they first join an
and how many items a character can carry, relying organization. As initiates, their mettle and commitment
more on the GM's judgment and what makes sense to the organization will be put to the test. An initiate can
for a particular character to carry. However, if you, as spend renown to gain one of the following benefits:
the GM, find yourself in need of a way to control what * 1 Renown: Requisition equipment or services that
characters can carry, you can use the following rulings
aren't worth more than 50 rupees.
as a guideline.
* 2 Renown: Requisition equipment or services that
* Each character has a maximum Load of 7 +
aren't worth more than 150 rupees.
Power. This represents how many items they can
carry. When they reach their maximum Load, they Agent
When a character has proven their worth within an
are considered to have the encumbered property.
organization, they get promoted to agents. As agents,
If they exceed their maximum Load, then they have they get more insight into how the organization works
to drop an item that would bring them to their from the inside and their responsibilities increase. An
maximum Load or below or suffer the consequences agent can spend renown to gain one of the following
of carrying too much weight. benefits:
* Each item has a Weight value between 0 and 3. * 1 Renown: Requisition equipment or services that
Tiny items such as keys or a few coins have a Weight aren't worth more than 150 rupees.
value of 0, multiple tiny items (about 5) may sum up * 2 Renown: Requisition equipment or services that
to 1 Weight. Small items such as rations or potions aren't worth more than 300 rupees.
have a Weight value of 1. Medium items such as * 3 Renown: They can request for a mentor to reduce
medical-kits or one-handed weapons have a Weight the time of a downtime activity by half.
value of 2, while large items such as two-handed * 3 Renown: Replenish one contact if they have the
weapons and heavy shields have a Weight value of Of Many Friends perk.
3. Anything beyond this is up to your discretion * 3 Renown: Ask for a small favor such as gaining
entrance to an important event or bailing someone
Renown
Renown is an excellent optional rule to use if your game
out of jail that committed a small offense.
has organizations or factions that are prominent in your Officer
world, and the player characters belong or want to be When a seasoned character has consistently proven their
part of one. As the characters complete missions for the worth and loyalty to the organization, they get promoted
organization, they move up in ranks and gain renown to officers. As officers, they are entrusted with difficult
points, which they can exchange for favors or requisition missions (and secrets), but their rewards are increased
equipment. Use the following rules as guidelines to exponentially. An officer can spend renown to gain one
implement renown in your game. of the following benefits:
* 1 Renown: They can requisition equipment or
Gaining Renown services that are not worth more than 300 rupees.
To gain renown a character needs to complete missions * 2 Renown: They can requisition equipment or
for the organization. If they complete the mission 100% services that are not worth more than 500 rupees.
as instructed, they gain 2 Renown. If they complete the * 2 Renown: They can request for a mentor to reduce
mission but deviate from the parameters established
the time of a downtime activity by half.
to complete it or cause collateral damage, they gain 1
Renown. * 2 Renown: Replenish one contact if they have the
Of Many Friends perk.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* 2 Renown: Ask for a small favor such as gaining and ancient documents of the Zonai through the
entrance to an important event or bailing someone lens of archaeological understanding, as Princess
out of jail that committed a small offense. Zelda hopes that they will learn more about the
* 3 Renown: Ask for a small favor such as gaining history of Hyrule.
entrance to an exclusive event or bailing someone * Leader: The leader of the Zonai Survey Team is
out of jail that committed a moderate offense. Tauro, who specializes in ancient Zonai writing. He
* 3 Renown: Requisition equipment or services that was the first individual in the world to find a clue to
aren't worth more than 1000 rupees. deciphering Zonai scripts.
* Location: The location of the Zonai Survey Team
Losing Ranks and Renown is Kakariko Village, a peaceful town in Hyrule where
When a character commits an act against the ideals they have their base. They also travel to different
of an organization, tarnishes their image, or fails to
complete a critical mission, they lose between 1 and 3 locations where the Zonai ruins, shrines and chasms
Renown. Major offenses such as widely discrediting the are located.
name of the organization, getting one of its leaders in
trouble, or outright murdering an important member Specialized Knowledge
may result in losing ranks in the organization, being The current rules to recall knowledge state that a player
banished from it, or revenge or persecution. character might need to be trained in Recall to remember
. esoteric information about specialized subjects, but it
purposely leaves out what topics the character knows.
Example Organization As a result, Recall is a catch-all skill for all those specific
subjects, which depending on the campaign world,
The Zonai Survey Team is a group of experts who
work for Princess Zelda to investigate the ancient Zonai might be too many for one character to know them all. If
civilization and its ruins. The Zonai were a mysterious you want to be more precise, you can use the following
people who lived in the sky and left behind shrines and rules instead. At character creation, a player character
chasms that appeared after a cataclysmic event called trained in Recall can choose a number of subjects equal
the Upheaval. The shrines are dome-like structures that to 1 + their ranks in Wisdom such as:
contain secrets of the Zonai culture, while the chasms ❏ History: This skill would cover knowledge of the
are dark holes that emit a harmful substance called history of Hyrule, including its people, places, and
gloom. The Zonai Survey Team has different members events.
who specialize in different fields, such as Zonai writing, ❏ Geography: This skill would cover knowledge of
Hyrulean history, and chasm exploration. They collaborate the geography of Hyrule, including its mountains,
with the Sheikah, a tribe of advanced technology users,
forests, and deserts.
and report their findings to their base in Kakariko Village,
a peaceful town in Hyrule. Their goal is to uncover the ❏ Botany: This skill would cover knowledge of plants
secrets of the Zonai and their connection to Hyrule’s and vegetation in Hyrule.
past. The leader of the Zonai Survey Team is Tauro, who ❏ Zoology: This skill would cover knowledge of
was the first person to find a clue to deciphering Zonai animals in Hyrule.
scripts. He is assisted by Wortsworth, who is an expert ❏ Archaeology: This skill would cover knowledge of
in ancient Hyrulean language and history. The leader ancient ruins and artifacts in Hyrule.
of the chasm surveys is Josha, who oversees the safety
and permission of entering the chasms. The Zonai Survey ❏ Cooking: This skill would cover knowledge of
Team is a task force created by Princess Zelda, who hopes cooking and food preparation in Hyrule.
that by studying the ruins and ancient documents of the ❏ Engineering: This skill would cover knowledge of
Zonai, they will learn more about the history of Hyrule engineering and technology in Hyrule.
and its destiny. ❏ Magic: This skill would cover knowledge of magic
* Goal: Their goal is to uncover the secrets of the and the supernatural in Hyrule.
Zonai and their connection to Hyrule’s past and ❏ Survival: This skill would cover knowledge of
destiny. survival skills in the wild.
* Motivation: They are motivated by their curiosity They can choose an extra subject once they reach the
and interest in the ancient Zonai civilization and its heroic tier, and then one more when they reach the
ruins. champion tier.
* Philosophy: Their philosophy is to study the ruins
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Gloom Enemies
Enemies that are infected with gloom behave like normal
carry with its claws and restraints them (ongoing).
Special Traits
enemies of their kind except for the following: * Darkvision: The aerocuda can see in complete
Gloom enemies do not need to eat, drink, or sleep and darkness.
are immune to the effects of dehydration, starvation, Variants
and sleep effects. * It is carrying a bokoblin.
They deal dark damage (lingering) in addition to their * It is carrying a bomb barrel; 1 use, +6 burning
normal damage type.
damage, 1 blazing, area (reach).
Special Traits
Some special traits such as Mighty or Seasoned are
Beast Beast is a category that
applied to enemies, but they do not appear listed under
contains animals as you
their entries. This is done intentionally to save space
would find them in the natural
and to avoid those traits being applied twice to the
world of Hyrule.
enemy. However, whenever
you make your enemies,
you can list them
Bear, Honeyvore
Large ♦ Beast ♦ Minion
under special traits
These medium-sized beasts can be found all
if you'd like.
throughout Hyrule. You can most often find
The Enemies
Below you will find all enemies in alphabetical order.
them foraging for food in forests or
meadows. Although usually docile,
they won't hesitate to charge you full
Please note that animals such as bears and boars are all force if you get too close.
listed under beasts; every other type of enemy is listed
under its own section. Health: 25 Wound: 12 Armor: 0
Aerocuda
Medium ♦ Aerocuda ♦ Minion
Initiative: 3
l Power: 3
Speed: Fast (land, 7 squares)
n Wisdom: 0 m Courage: 0
Aerocudas are wyvern-like creatures with bat-like wings. Outline
Its body is long and has a tail, plus two legs with claws. * Drive: To defend themselves when threatened.
The wings are purple and orange, and its body is gray
with orange spots. Aerocudas fly towards enemies * Environment: Forests or meadows.
and dive-bomb them if they spot them. They can carry * Loot: raw gourmet meat (hearty), or 1 Hearty
monsters like Bokoblins and objects like Bomb Barrels Salmon or Courser Bee Honey.
and Snowballs to drop on enemies. They alert the entire Actions
camp if they spot enemies while patrolling. * Bite: +4 piercing damage, range (adjacent, close).
Health: 15 Wound: 7 Armor: 1 * Claw: +4 slashing damage, forceful, range (close,
Speed: Very Slow (land, 1 square), reach).
Initiative: 3 Fast (air, 7 squares) Special Traits
l Power: 0 n Wisdom: 2 m Courage: 1 * Keen Smell: The bear has advantage on actions
to Detect that rely on smell.
Outline
* Drive: To guard its nest and alert the camp. Variants
Grizzlemaw : elite (+15 health, +2 damage, +multi-
* Environment: attacker). This breed of honeyvore bear is distinguished
* Loot: 1 eyeball, 1 wing. by its grey fur. Even more ferocious than their relatives,
Actions they're commonly believed to be the most dangerous
* Bite, Claw: +3 piercing damage, range (adjacent, wild animal. They live in deep snow away from villages,
close). so it's uncommon to encounter one. That said, if you do
find one, you'd be better off not picking a fight with it.
* Dive-bomb (2E): The aerocuda moves its speed,
headbutt its target, and deals +6 piercing damage.
* Snatch: The aerocuda snatches a creature it could
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Wolf Blin
Medium ♦ Beast ♦ Minion In The Legend of Zelda series, the suffix "Blin" is commonly
These wolves are not only carnivores by can also be used to describe various enemies that typically share
downright fierce. They're highly aggressive and aren't goblin-esque appearances and serve as formidable foes
afraid to attack people. They hunt in groups and surround encountered by players on their adventures.
their prey as a means of bringing it down. That said,
if one of their own is injured, the rest are wise enough
to run away. They communicate via howls, so if you're
Bokoblin
Medium ♦ Blin ♦ Minion
wandering the forest and hear their call, you had best This common species is a nuisance all over Hyrule. Some
take care. have unified in the time following the Great Calamity and
Health: 15 Wound: 7 Armor: 0 have formed factions of bandits. While not very clever,
they are at least intelligent enough to hunt beasts and
Initiative: 3 Speed: Fast (land, 8 squares) grill the meat for food. Though they're typically ferocious
l Power: 1 n Wisdom: 1 m Courage: 1 carnivores, they actually enjoy fruit as well.
Outline Health: 15 Wound: 7 Armor: 0
* Drive: To defend themselves when threatened. Initiative: 2 Speed: Regular (land, 6 squares)
* Environment: Forests or meadows.
* Loot: raw prime meat (hearty) .
l Power: 1 n Wisdom: 0 m Courage: 2
Actions Outline
* Drive: To scavenge for resources, serve their
* Bite: +3 piercing damage, range (adjacent, close).
stronger leaders, and protect their territory.
Special Traits * Environment: Any
* Darkvision: The wolf can see in complete darkness. * Loot: 1 fang, horn, and guts.
* Keen Smell: The wolf has advantage on actions to
Detect that rely on smell.
Actions
* Club: +3 crushing damage, range (close).
* Pack Tactics: The wolf deals +1 damage for every
* Throw Rock: +3 crushing damage, thrown (close,
ally attacking the target in melee.
near).
Special Traits
* Weakness: Snout.
Variants
* Black Bokoblin: +Mighty (+10 health).
* Blue Bokoblin: +Powerful (+2 damage).
* Bokoblin Archer: Bow; +3 piercing damage,
range (close, near).
* Silver Bokoblin: Elite (+15 health, +3 initiative, +2
damage, approaches (+1 power) ).
* Bokoblin Fire Fruit Collector: Fire fruit basket;
+3 burning damage, 1 blazing, thrown (close, near).
* Bokoblin Ice Fruit Collector: Ice fruit basket;
+3 freezing damage, freezing, thrown (close, near).
* Bokoblin Shock Fruit Collector: Shock fruit
basket; +3 shocking damage, shocking, thrown
(close, near).
* Rock Armor: 10 armor, 1 durability. The armor
can be broken by dealing 10 crushing damage to it.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Moblin Chuchu
Large ♦ Blin ♦ Elite Small ♦ Chuchu ♦ Minion
This heavyweight species of monster can be found all over This low-level, gel-based monster can be found all over
Hyrule. They're physically very strong, with a horn hard Hyrule. It tends to spring its attacks on unsuspecting
enough to crush a rock. With their incredibly powerful prey from the ground or from trees. Its strength varies
arms, Moblins have been known to pick up Bokoblins and by size, and the type of jelly it drops varies depending
throw them as makeshift projectile weapons. on whether the Chuchu was heated up, cooled down, or
Health: 40 Wound: 20 Armor: 0 shocked.
Initiative: 5 Speed: regular (land, 6 squares) Health: 10 Wound: 5 Armor: 0
l Power: 2 n Wisdom: 1 m Courage: 2 Initiative: 2 Speed: Very Slow (land, 3 squares)
Outline l Power: 1 n Wisdom: 1 m Courage: 1
* Drive: To patrol and guard their camp or lair. Outline
* Environment: Forests, mountains, or dungeons. * Drive: To ambush its prey and absorb them.
* Loot: 1 fang, horn, and guts. * Environment: Any.
Actions * Loot: Chuchu Jelly.
* Claw: +6 slashing damage, range (adjacent, close), Actions
thrown (close, near). * Slam: +3 crushing damage, range (adjacent, close).
* Horn: +6 piercing damage, range (close), thrown * Engulf (1E): The chuchu enters the creature's
(close, near). space, and the target is overwhelmed (ongoing).
* Spear: +6 piercing damage, range (close, reach) Special Traits
thrown (close, near). * Darkvision: The chuchu can see in complete
* Throw Bokoblin: +6 crushing damage, thrown darkness.
(close, near) and the bokoblin takes 3 damage. * Explosion: The chuchu bursts into a splash of
Special Traits flame-dousing water upon impact when it reaches
* Keen Smell: The moblin has advantage on actions 0 health.
to Detect that rely on smell. Variants
* Weakness: Snout. * Acid Chuchu: Swap slam with acidic slam; +1
Variants acid damage (ignores armor). Swap explosion with
* Black Moblin: +Defender (It's attacks can halt an acidic explosion; +3 acid damage and the durability
enemy on their tracks. When it defends an object or of all armor and weapons caught in the close burst
place, attackers have disadvantage while trying to is reduced by 1.
get through it.), +powerful (+2 damage). * Electric Chuchu: Swap slam with electric slam;
* Blue Moblin: +Powerful (+2 damage). +3 shocking damage, shocking. Swap explosion with
* Silver Moblin: +Defender, +powerful, +forceful. electric explosion; +3 shocking damage and the
* Bow: +6 piercing damage, range (close, near, far). targets are paralyzed for one round.
* Fire Chuchu: Swap slam with fire slam; +3
burning damage, 1 blazing. Swap explosion with fire
explosion; +3 burning damage, 2 blazing.
* Ice Chuchu: Swap slam with ice slam; +3 freezing
damage, freezing Swap explosion with ice explosion;
+3 freezing damage and the targets are frozen for
one round.
* Medium Chuchu: +5 health.
* Large Chuchu: +10 health, +1 damage, +reach.
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* Loot: Brightbloom Seeds, or 1 Giant Brightbloom
Evermean
Large ♦ Ever ♦ Elite
Seed, or 1 ore.
A monster that mimics a tree, found throughout the Actions
forests of Hyrule. These impostors are hard to differentiate * Bite: +3 piercing damage, range (adjacent, close).
from the genuine article, making it easy for them to team * Leap Slam (2E): The frox jumps and covers a
up and pounce on unsuspecting passersby. Because distance equal to its speed either vertically or
the species shares characteristics with trees, it can be horizontally and deals +3 crushing damage.
chopped down in much the same way.
Special Traits
Health: 40 Wound: 20 Armor: 2 * Darkvision: The little frox can see in complete
Initiative: 2 Speed: Slow (land, 4 squares) darkness.
l Power: 2 n Wisdom: 1 m Courage: 2 Frox
Outline Huge ♦ Frox ♦ Boss
* Drive: To wait motionless until its prey is close. A large monster that dwells in the Depths. Despite its
* Environment: Caves & forests. unwieldy body, it has incredibly powerful legs that it can
use to leap from afar to capture prey. Its large mouth
* Loot: Choose 1; Acorn, Bladed Rhino Beetle, allows it to swallow whatever it hungers for in one gulp
Chickaloo Tree Nut, Energetic Rhino Beetle, Golden
Apple, Hightail Lizard, Monster Extract, Rugged Health: 80 Wound: 40 Armor: 4
Rhino Beetle. Initiative: 3 Speed: Slow (land, 5 squares)
Actions l Power: 1 n Wisdom: 0 m Courage: 1
* Slam: +6 crushing damage, range (adjacent, close, Outline
reach). * Drive: To lure its prey with the ore on its back.
* Entangling Roots (): The target is restrained * Environment: Depths.
(ongoing), burst (close, reach). * Loot: 2 Zonaite and 1 Brightbloom Seed, Frox Fang,
Special Traits Frox Fingernail, Frox Guts.
* Resistances: Crushing and piercing damage. Actions
* Tremorsense: The evergreen can sense vibrations * Bite: +9 piercing damage, forceful, reach, and if the
in the ground and locate objects in contact with it. target is large or smaller, the frox swallows it (see
* Vulnerability: Burning damage. inhale).
Variants * Inhale (): The crox opens its mouth and inhales
* Huge: +10 health, +1 damage, + forceful. everything within reach in a blast. Any swallowed
Frox
Froxes are frog-like creatures with one eye, tusks, and
creatures are restrained (ongoing) and take 3
ongoing acid damage until they exit.
proportionately stubby legs. They usually have ore * Leap Slam (): The frox jumps and covers a
deposits growing out of their backs, similar to a Talus. distance equal to its speed either vertically or
horizontally and deals +9 crushing damage.
Little Frox Special Traits
Small ♦ Frox ♦ Minion
* Darkvision: The little frox can see in complete
A very young Frox. Makes up for its diminutive size with
powerful legs and by attacking in large numbers. darkness.
* Resistances: Slashing and piercing damage.
Health: 15 Wound: 7 Armor: 1 * Weakness: Eyes (knocks it prone).
Initiative: 3 Speed: Slow (land, 5 squares) Variants
l Power: 1 n Wisdom: 0 m Courage: 1 * Obsidian Frox: 10 armor, except for 4 ore deposits
Outline on its back (20 health each).
* Drive: To devour plants, especially brightblooms.
* Environment: Depths.
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Kees
Small ♦ Kees ♦ Minion
Actions
* Bite: +5 piercing damage, range (adjacent,
The unpredictable flight pattern of this close), and the target is overwhelmed
nocturnal, bat-like species can make fighting (ongoing).
them a nuisance, but they're weak enough to * Claw: +5 slashing damage range
fell with few attacks. Sometimes they like to form (adjacent, close, reach).
packs, and they have been seen swarming out of Special Traits
caves together.
* Darkvision: The gibdo can see in
Health: 15 Wound: 7 Armor: 0 complete darkness.
Initiative: 3 Speed: Regular (air, 6 squares) * Gibdo Crawl: When the gibdo is
wounded, it begins to crawl on the floor,
l Power: 0 n Wisdom: 2 m Courage: 1 increasing its land speed to regular (6
Outline squares). It also deals +1 damage.
* Drive: To hunt for food. * Resistances: non-elemental and
* Environment: Depths. non-magical damage.
* Loot: 1 Keese Wing and Keese
Eyeball.
Variants
* Moth Gibdo: Speed; regular
Actions (air, 6 squares). Swap bite with
* Bite: +3 piercing damage, venomous fumes; +5 poison damage
range (adjacent, close). (ignoring armor) and 2 ongoing
Special Traits poison damage, blast (close).
* Echolocation: The keese can
perceive its surroundings without relying on Gleeok, Flame
Huge ♦ Gleeok ♦ Boss
sigh.
Fighting this three-headed monster alone is inadvisable,
Variants as its three heads will attack you all at once. It creates
* Electric Keese: +shocking. powerful flames within its body. When someone sets foot
* Fire Keese: +burning damage, +1 blaze. upon its turf, this beast will engulf the intruder and their
* Ice Keese: +freezing. surroundings in a fierce blaze.
* Swarm: Immunities; Effects that only target a Health: 90 Wound: 45 Armor: 4
single creature. Resistances; To non-area, blast, and
burst damage. Swarming; The target is slowed as Initiative: 7 Speed: Slow (land, 5 squares),
regular (air, 6 squares)
long as the swarm keeps attacking it.
l Power: 3 n Wisdom: 1 m Courage: 2
Gibdo
Medium ♦ Gibdo ♦ Elite
Outline
* Drive: To destroy and wreak havoc.
A monster that appeared along with the sand shroud.
Though slow to move, they can fight without faltering * Environment: Any suitable for its element.
to physical attacks thanks to their tough outer skin. On * Loot: 1 Gleeok Horn, Gleeok Wing, Gleeok Guts.
the other hand, they are vulnerable to fire and lightning, Actions
which can turn them white and brittle. * Bite: +9 piercing damage, range (adjacent, close,
Health: 30 Wound: 15 Armor: 2 reach).
* Claws: +9 slashing damage, forceful, range (close).
Initiative: 5 Speed: Very Slow (land, 3 squares)
* Tail: +9 crushing damage, range (adjacent, close,
l Power: 2 n Wisdom: 2 m Courage: 1 reach).
Outline * Wings: forceful, blast (close, reach).
* Drive: To devour its prey. * Elemental Ray (): As an action per head, the
* Environment: Gerudo desert. gleeok deals +11 burning damage and 3 blazing,
* Loot: 1 Gibdo Guts or Gibdo Bone. range (close, near).
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* Fireball (): Replace elemental ray with this is grappled until they break free (ongoing).
when the gleeok is wounded. As 2 actions, deal Special Traits
+11 burning damage, range (close, near, far), area * Gloom Sight: The gloom spawn can see in
(close) and 3 blazing. complete darkness and has advantage on actions
Special Traits to Detect that rely on sight, but automatically fails
* Darkvision: The gleeok can see in complete to detect anything solely by sound.
darkness. * Respawn: At the end of each round, 1 hand that
* Heat Aura: Creatures that start their turn within reached 0 health respawns at full health if at least
reach of the gleeok must make a fortitude roll or another hand still has health.
gain one level of exhaustion. * Resistances: Non-magical damage.
* Multi-Attacker: The gleeok can take up to 3 * Vulnerabilities: Light damage.
actions in a turn.
* Resistances: Burning damage. Hinox
Huge ♦ Hinox ♦ Elite
* Vulnerabilities: Freezing damage.
These giant, one-eyed monsters live mostly in the woods
* Weaknesses: The gleeok falls prone if all three and have large, thick horns. Hinox are known for tearing
eyes are dealt 10 points of damage each (armor entire trees from the ground and using them as weapons.
applies). Occasionally, they fall asleep on roads, presenting
Variants terrifying roadblocks for travelers. A deft hand can steal
* Frost Gleeok: -burning, -blazing, +freezing, -heat weapons from the necklaces they wear.
aura. Resistances; freezing damage. Vulnerabilities; Health: 50 Wound: 25 Armor:2
burning damage. Cold aura; Creatures that start Initiative: 4 Speed: Slow (land, 5 squares).
their turn within reach of the gleeok must make a
fortitude roll or take 9 freezing damage. l Power: 3 n Wisdom: 1 m Courage: 2
* Thunder Gleeok: -burning, -blazing, +shocking, Outline
-heat aura, vulnerabilities. Resistances; shocking * Drive: To satiate its hunger.
damage. Shock aura; Creatures that start their turn * Environment: Forests and caves.
within reach of the gleeok must make a fortitude roll * Loot: 1 Hinox Toenail, Hinox Tooth, Hinox Guts,
or be debilitated until they are out of reach. Hinox Horn and hearty materials.
Actions
Gloom Spawn
Large ♦ Gloom ♦ Elite
* Bite: +7 piercing damage, range (adjacent, close,
reach).
Gloom Spawn are creepy beings composed entirely of
gloom. They look like huge, clawed hands with a ghastly * Body Slam (): As two actions, the hinox drops
appearance, complete with a menacing eye on each on top of every target in a blast within its reach. The
palm. If multiple Gloom Spawn survive together, they targets take 11 damage, are knocked prone, and
have the remarkable ability to regenerate. overwhelmed until they break free (ongoing).
Health: 10 for Wound: 5 Armor: 4 * Slam: +7 crushing damage, forceful, range
each hand (4). (adjacent, close, reach).
* Throw Tree: +7 crushing damage, forceful, thrown
Initiative: 6 Speed: Very Fast (land, 8 squares) (close, near).
l Power: 2 n Wisdom: 1 m Courage: 2 Special Traits
Outline * Weakness: Its eye. After the first hit, the hinox has
* Drive: To destroy the living. advantage on actions to protect it's eyes.
* Environment: Depths and ruins. Variants
* Loot: 1 dark clump. * Black Hinox: +Powerful (+2 damage), +mighty
Actions (+10 health). Tree Swing (2E); 2 actions; +10 crushing
* Claw: +6 slashing damage and 1 dark damage damage, forceful, blast (close, reach).
(toxic), range (adjacent, close, reach), and the target * Blue Hinox: +Mighty (+10 health).
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Like Like
Large ♦ Like ♦ Elite
Lizalfos
Medium ♦ Lizalfos ♦ Elite
These voracious and gelatinous beings known as Like These quick-witted, lizard-like monsters can be found all
Likes possess tube-like bodies. They have gained notoriety over Hyrule. They're a sly species that lurk underwater
for their peculiar habit of engulfing their prey with their or use camouflage to blend in with the environment to
wide mouths, stripping them of their equipment, and launch ambushes. Moreover, they never sleep. And even
then spitting them out. This unique feeding behavior when they have no weapons, they'll come at you swinging
makes them both fascinating and fearsome creatures. their sword-like horn.
Health: 40 Wound: 20 Armor: 4 Health: 30 Wound: 15 Armor: 2
Initiative: 6 Speed: Very Slow (land, 1 square) Initiative: 6 Speed: Very Fast (land, water, 8
squares)
l Power: 2 n Wisdom: 2 m Courage: 1
Outline l Power: 1 n Wisdom: 2 m Courage: 2
* Drive: To eat the best of treasures. Outline
* Environment: Caverns, Depths. * Drive: To ambush its prey or take it
* Loot: 1 Like Like Stone and 1 down from a distance.
random treasure. * Environment: Any.
Actions * Loot: 1 Lizalfos Horn, Lizalfos Tail,
* Bite: +6 piercing damage, range (close, Lizalfos Talon.
reach) and the target is swallowed Actions
until the end of the target's next * Lizal Boomerang: +6 slashing
turn. damage, returning, range (close, near).
Special Traits * Tail: +6 crushing damage, range
* Darkvision: The like like can (adjacent, close).
see in complete darkness. * Tongue: +6 crushing damage,
* Swallow Equipment: When range (close, reach), and if the target
a like like spits out a creature it is of a category size smaller than the
swallowed, roll . On a 3 or 4, the lizalfos, it can pull the target adjacent
like like keeps a piece of equipment to it.
in its stomach. * Hit & Run (1E): +6 crushing damage, and the lizalfos
safely jumps back up to half its speed.
Variants * Water-Breath: +6 piercing damage, range (close,
* Fire Like: +Fireball (); +9 burning damage,
near, far).
range (close, near), area (close) and 1 blazing. Special Traits
Vulnerabilities; freezing damage. * Camouflage: The lizalfos blends with its
* Ice Like: +Icy Breath (); +9 freezing damage, environment and remains hidden until it takes
freezing damage, blast (near), and the target action.
is frozen for one round. Vulnerabilities; burning * Darkvision: The lizalfos can see in complete
damage. darkness.
* Rock Like: 10 armor, 1 durability. The armor can
be broken by dealing 10 crushing damage to it. Hurl
Variants
* Black Lizalfos: +Powerful (+2 damage), +mighty
rock; +6 crushing damage, forceful, thrown (close,
(+10 health).
near), area (close).
* Blue Lizalfos: +mighty (+10 health).
* Shock Like: +Lightning Ball (); +9 shocking
* Silver Lizalfos: +Powerful (+2 damage), +mighty
damage, range (close, near), area (close), and the
(+10 health). Hit & Run ().
target drops an item it is holding.
* Electric Lizalfos: -Water-breath. Shocking Horn;
+6 shocking damage, range (adjacent, close).
Shocking Rebuke (); +9 shocking damage, burst
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
(close, reach). Immunities; shocking damage. Variants
* Fire-Breath Lizalfos: -Water-breath. Fire-breath; * Black Lynel: +Powerful (+2 damage), +mighty
+6 burning damage, 2 blazing, blast (close, reach). (+10 health). Bow; +extreme range.
Immunities; burning damage. Vulnerabilities; * Blue Lynel: +mighty (+10 health).
freezing damage. * Silver Lynel: +Powerful (+2 damage), +mighty (+10
* Ice-Breath Lizalfos: -Water-breath. Ice-breath; health), +1 penetrating, +messy. Bow; +extreme
+6 freezing damage, blast (close, reach), and the range.
target is slowed until the end of their next turn.
Immunities; freezing damage. Vulnerabilities; Molduga
Huge ♦ Molduga ♦ Boss
burning damage.
This massive monster swims beneath the desert's sand.
Lynel
Large ♦ Lynel ♦ Boss
It spends most of its time submerged, but if it senses
sound, it will breach the surface to feast on whatever it
These fearsome monsters have lived in Hyrule since can grab. Running around carelessly can be dangerous
ancient times. They possess intense intelligence and if you suspect there may be one in the area.
resilience, as well as a piercing horn, making them Health: 80 Wound: 40 Armor: 4
among the most dangerous monsters in all the land.
This is compounded by their natural resistance to all Initiative: 7 Speed: Very Fast (burrow, sand, 8
elements. squares)
Health: 70 Wound: 35 Armor: 4 l Power: 3 n Wisdom: 2 m Courage: 1
Initiative: 7 Speed: Very Fast (land, 8 squares) Outline
* Drive: Patrol their territory in search of prey.
l Power: 2 n Wisdom: 2 m Courage: 2 * Environment: Deserts.
Outline * Loot: 1 Molduga Guts, Molduga Fin, Molduga Jaw.
* Drive: To guard its territory. 1 treasure chest.
* Environment: Any. Actions
* Loot: 1 Lynel Horn, Lynel Hoof, Lynel Guts, +2 * Bite: +9 piercing damage, range (close, reach) and
arrows. the target restrained.
Actions * Swallow: The Molduga swallows any creature it
* Bow: +8 piercing damage, range (close, near, far). has restrained with its teeth (ongoing) and take 3
* Sword: +8 slashing damage, range (close, reach). ongoing acid damage until they exit.
* Stomp (): +11 crushing damage, burst (close), Special Traits
and all targets fall prone. * Multi-Attacker: The molduga can take up to 3
* Fire-breath (); +11 burning damage, 2 blazing, actions in a turn.
blast (close, reach). * Tremorsense: The molduga can sense
Special Traits vibrations in the sand and locate objects in
* Darkvision: The lizalfos can see in complete contact with it.
darkness. * Weaknesses: Belly.
* Furious Charge: When the lynel charges an * Vulnerabilities:
enemy at least 10 feet (3 meters) away, it deals Shocking damage.
+3 of damage with its attack.
* Multi-Attacker: The lynel can take up to 3
actions in a turn.
* Teleport (1E): The lynel safely teleports
to a nearby location.
* Resistances: Elemental and magic
damage.
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Octorok
Small ♦ Octorok ♦ Minion
Sheikah Guardians
Guardians, those ancient mechanical creations crafted
An Octorok is a squat, spherical creature with tough, by the Sheikah, were initially designed to assist in the
mottled, and usually brownish-green skin. It has two fight against Calamity Ganon. However, in the events
octopus-like eyes positioned in the center of its body, of Breath of the Wild, most Guardians have fallen
lending it a unique appearance. Surrounding each under Calamity Ganon's control and are now spread
eye are several short, fleshy, and flexible appendages throughout Hyrule.
resembling tentacles. These tentacles serve dual
purposes, facilitating both mobility and offense. Guardian Stalker
Huge ♦ Guardian ♦ Elite
Health: 15 Wound: 7 Armor: 0 The Sheikah of ancient Hyrule developed this as a weapon
Initiative: 3 Speed: Regular (land, water, 6 to combat Ganon. Its six legs give it extraordinary
squares) mobility compared to most current vehicles, and its
powerful laser provides far greater offensive capability
l Power: 1 n Wisdom: 1 m Courage: 1 than conventional weaponry. Destroying the legs severely
Outline reduces its mobility.
* Drive: To ambush its prey. Health: 50 Wound: 25 Armor: 4
* Environment: Any.
* Loot: 1 Octorok Tentacle, Octo Balloon, Octorok Initiative: 6 Speed: Fast (land, 7 squares)
Eyeball. l Power: 3 n Wisdom: 1 m Courage: 1
Actions Outline
* Slam: +3 crushing damage, range (adjacent, close). * Drive: To patrol its assigned territory.
* Spit Rock: +3 crushing damage, range (close, * Environment: Any.
near). * Loot: Ancient Parts.
* Ambusher: The octorok becomes indistinguishable Actions
from plant or object that's natural to its environment * Clawed Legs: +7 slashing damage, forceful, range
until it takes another action. (adjacent, close, reach).
Special Traits * Energy Beam (): As two actions, +10 energy
* Amphibious: The octorok can breathe underwater damage, range (close, near, far, extreme), area
and has advantage on actions made to swim. (close).
Variants Special Traits
* Big Octo: Large (+10 health, +1 damage, +reach). * Darkvision: The guardian can see in complete
* Forest Octorok: Although they spend most of darkness.
their time in water, they burst out when they sense * Immunities: Charm, exhaustion, paralyzing,
someone. petrifying, and poisoning effects.
* Rock Octorok: This octopus-like species of * Multi-Attacker: The guardian can take up to 3
monster lives in volcanic regions. -Amphibious, actions in a turn.
+Spit Fire Rock; +3 burning damage, 1 blazing, * Weaknesses: Eyes, Clawed Legs (10 health each).
range (close, near). +Resistances; burning damage. Each lost leg reduces its speed by 1. If it has no legs,
Vulnerabilities; freezing damage. its speed is 0.
* Snow Octorok: These octopus-like monsters live in * Resistances: Slashing, piercing, and crushing
snowy fields and disguise themselves as grass. -Spit damage.
Rock, + Spit Snowball; 3 freezing damage, freezing, Variants
range (close, near). * Decayed Guardian: No clawed legs (speed 0).
* Treasure Octorok: These particularly clever * Guardian Skywatcher: Energy Beam; As two
monsters bury themselves in deep sand or snow and actions, +7 energy damage, range (close, near,
disguise themselves as treasure chests. -Amphibious, far, extreme), area (close). Weaknesses; Propeller
+1 treasure chest. +Resistances; burning and (20 health). Resistances; Slashing, piercing, and
freezing damage. crushing damage. Speed; Fast (air, 7 squares)
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Stone Pebblit
Small ♦ Talus ♦ Minion
Special Traits
* Repair Arms: As an action, the talus places a side
A very young Stone Talus. Their bodies toughen as they with a missing boulder arm on the ground to make
mature, becoming as tough as boulders by adulthood. it grow back.
* Weaknesses: Ore deposit.
Health: 15 Wound: 7 Armor: 4 * Resistances: All damage except crushing.
Initiative: 4 Speed: Very Slow (land, 3 squares) Variants
l Power: 3 n Wisdom: 0 m Courage: 0 * Battle Talus: Monsters have built structures onto
Outline this Talus to create what might be called a moving
* Drive: To patiently lay in wait for its prey to pass by. fort. Usually bokoblins with bows.
* Environment: Any. * Frost Talus: +Freezing. Resistances; -burning. Loot;
* Loot: 1 Opal, Amber, Flint. + Diamond, +Sapphire, -Amber.
Actions * Igneo Talus: +2 blazing. Resistances; -freezing.
* Slam: +5 crushing damage, forceful, range Loot; + Diamond, +Ruby, -Amber.
(adjacent, close, reach). * Luminous Talus: +Glow, +mighty (+10 health).
Loot; +Diamond, +Topaz, +Luminous Stone.
Special Traits
* Resistances: All damage except crushing. Wizzrobe
Variants Medium ♦ Wizzrobe ♦ Elite
* Frost Pebblit: +Freezing. Resistances; -burning. Wizzrobes are a common sight across the vast and
Loot; +Sapphire, -Amber. magical land of Hyrule. These spell-casting monsters are
usually undead wizards that possess incredible powers
* Igneo Pebblit: +1 blazing. Resistances; -freezing. and are notorious for casting beams of magical energy.
Loot; +Ruby, -Amber.
Health: 30 Wound: 15 Armor: 1
Stone Talus
Huge ♦ Talus ♦ Elite
Initiative: 5 Speed: Regular (air, land, 6 squares)
This enormous monster is naturally camouflaged as a l Power: 1 n Wisdom: 3 m Courage: 1
rock formation. Neither sword nor arrow can pierce its Outline
stony form, but a cunning adventurer knows to scale its * Drive: To patiently lay in wait for its prey to pass by.
body and attack the ore sprouting from its peak. Lives
* Environment: Any.
not only in meadows and rocky areas but also plains.
* Loot: 1 magic rod.
Health: 50 Wound: 25 Armor: 4 Actions
Initiative: 4 Speed: Very Slow (land, 3 squares) * Magic Rod: +5 damage, range (adjacent, close,
l Power: 3 n Wisdom: 1 m Courage: 1 near). Damage type will depend the variant.
* Invisibility (): The wizzrobe turns invisible for
Outline
one round or until it attacks.
* Drive: To patiently lay in wait for its prey to pass by.
* Summon (1E): The wizzrobe summons creatures
* Environment: Any.
of its tier or lower with a matching elemental affinity.
* Loot: 1 Ruby, Opal, Amber, Flint.
Actions Variants
* Electric Wizzrobe: +shocking. Shock aura; Within
* Body Slam (): As two actions; +11 crushing
wizzrobe's reach, creatures must roll fortitude or
damage, blast (close, reach), and the targets are
become debilitated until they are out of reach.
overwhelmed.
* Fire Wizzrobe: +2 blazing. Heat aura; Creatures
* Slam: +7 crushing damage, forceful, range
that start their turn within reach of the wizzrobe must
(adjacent, close, reach).
make a fortitude roll or gain one level of exhaustion.
* Throw Boulder Arms (2E): +10 crushing
* Ice Wizzrobe: +freezing. Cold aura; Creatures that
damage, thrown (close, near), area (close). Each
start their turn within reach of the wizzrobe must
arm has 15 health.
make a fortitude roll or take 9 freezing damage.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* Blizzrobe, Meteo, Thunder: +mighty (+10
health), +multi-attacker. Aura range; +near.
Yiga Footsoldier
Medium ♦ Sheikah ♦ Minion
Yiga
They are a secretive and villainous organization led by
The lowest-ranked members of the Yiga Clan. They're a
crafty bunch, sometimes disguising themselves as simple
travelers or villagers to get the jump on you.
Master Kohga. Their primary goal is to aid their master,
Calamity Ganon, in his quest for power and destruction. Health: 15 Wound: 7 Armor: 2
Yiga Blademasters Initiative: 3 Speed: Regular (land, 6 squares)
Medium ♦ Sheikah ♦ Elite l Power: 2 n Wisdom: 1 m Courage: 0
These are the elite soldiers of the Yiga Clan. Equipped Outline
with blades of wind-cleaving power, they are extremely
agile despite their bulky build. * Drive: To lure their target to them.
* Environment: Any.
Health: 30 Wound: 15 Armor: 2 * Loot: 1 light blade, bow, Mighty Bananas, Green
Initiative: 6 Speed: Regular (land, 6 squares) Rupee, Blue Rupee, Red Rupee, Purple Rupee.
l Power: 2 n Wisdom: 2 m Courage: 1 Actions
Outline * Blade: +5 slashing damage, range (adjacent,
* Drive: To ambush their target. close).
* Environment: Any. * Bow: +5 piercing damage, range (close, near).
* Loot: 1 Eightfold Longblade, Sundelion, Mighty * Hit & Run (2E): +6 slashing damage, and the
Bananas, Green Rupee, Blue Rupee, Red Rupee, footsoldier safely jumps back up to half its speed.
Purple Rupee. * Disguise (1E): The footsoldier can make
themselves and their belongings look like someone
Actions or something else between medium and large size
* Windcleaver: +7 slashing damage, forceful,
(ongoing).
range (adjacent, close).
* Teleport (): The footsoldier safely teleports to a
* Earthwake (2E): As two actions; +10 crushing
nearby location.
damage, forceful, blast (close, near).
* Disguise (1E): The blademaster can make Special Traits
themselves and their belongings look like someone * Darkvision: The footsoldier can see in complete
or something else between medium and large size darkness.
(ongoing). * Multi-Attacker: The footsoldier can take up to 3
* Teleport (): The blademaster safely teleports actions in a turn.
to a nearby location.
Special Traits
* Darkvision: The blademaster can
see in complete darkness.
* Multi-Attacker: The blademaster
can take up to 3 actions in a turn.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Zonai Constructs
Zonai Constructs, with their captivating design, are
(3E). Commanding Presence; All allies that can hear
the captain construct deal +1 damage and have
multi-attack.
crafted from green-blue or beige stone. These enigmatic
beings feature a unique composition—a central green-blue
energy core encircled by rings. They possess distinctive
Flux Construct
Huge ♦ Construct ♦ Elite
traits such as two arms and a striking, oversized red eye. A construct composed of interconnected blocks, made
Captain Construct by the Zonai with advanced techniques and magic. It can
rearrange the blocks to change its shape at will. .
Medium ♦ Construct ♦ Elite
An elite Soldier Construct, hence its "captain" title. Made Health: 50 Wound: 25 Armor: 4
by the Zonai with advanced techniques and magic. As a Initiative: 5 Speed: Slow (land, 5 squares)
standard-rank member of the captain class, its combat
functions are more sophisticated than those of Soldier l Power: 2 n Wisdom: 2 m Courage: 1
Constructs. It can use Fuse to enhance its weapons. Outline
Health: 30 Wound: 15 Armor: 4 * Drive: To survey and protect its territory.
Initiative: 5 Speed: Regular (land, 6 squares) * Environment: Sky Islands, ruins.
* Loot: 1 Flux Core (+agonizing), Zonai Charges,
l Power: 2 n Wisdom: 2 m Courage: 1 1 Zonai Device.
Outline Actions
* Drive: To efficiently command its troops and defend * Slam: +7 crushing damage, forceful, blast (close,
their territory. reach).
* Environment: Sky Islands, ruins. * Reassemble (): The construct breaks into
* Loot: 1 Captain Construct Horn, Zonai Charge. hovering cubes and safely moves to a nearby
Actions location.
* Blade: +5 energy damage, range (close). * Cube Mode: The construct takes the shape of a 3
* Bow: +5 slashing damage, range (close, near, far). x3 cube (ongoing). -Reassemble. Speed; very slow (3
* Spin Attack (1E): +7 damage, blast (close). squares). Resistances; all damage.
Damage type will depend on current melee weapon * Platform Mode: The construct rearranges into
attached. a floating platform (ongoing). -Reassemble, -slam.
Special Traits Speed: Slow (fly, 5 squares). Hurl Cube; +7 crushing
* Commanding Presence: All allies that can hear damage, forceful, range (close, near).
the captain construct deal +1 damage. Special Traits
* Darkvision: The construct can see in complete * Darkvision: The construct can see in complete
darkness. darkness.
* Immunities: Charm, exhaustion, paralyzing, * Immunities: Charm, exhaustion, paralyzing,
petrifying, and poisoning effects. petrifying, and poisoning effects.
* Fuse : The construct can fuse one of its arms with * Weakness: Flux Core (knocks it prone and breaks
any materials available to it to acquire or change ongoing effect if you deal 10+ damage to it).
the properties of a weapon it wields appropriately or Variants
create another piece of equipment, such as a shield. * Captain Construct II: +Powerful (+2 damage),
Variants multi-attacker.
* Captain Construct II: +Powerful (+2 damage), * Captain Construct III: +Powerful (+2 damage),
multi-attacker. +mighty (+10 health), multi-attacker.
* Captain Construct III: +Powerful (+2 damage), * Captain Construct IV: Boss (+30 health, +2
+mighty (+10 health) multi-attacker, +spin attack damage).
(2E).
* Captain Construct IV: +Powerful (+2 damage),
+mighty (+10 health) multi-attacker, +spin attack
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
Soldier Construct
Medium ♦ Construct ♦ Minion
A standard-issue combat construct made by the Zonai
with ancient techniques and magic. It faithfully obeys
commands and tries to root out any being it deems to
be an enemy. The decoration on its head is sharp and
cuts like a blade.
Health: 15 Wound: 7 Armor: 4
Initiative: 3 Speed: Regular (land, 6 squares)
l Power: 2 n Wisdom: 1 m Courage: 0
Outline
* Drive: To defend their territory.
* Environment: Sky Islands, ruins.
* Loot: 1 Soldier Construct Horn, Zonai Charge.
Actions
* Blade: +3 slashing damage, range (close).
* Defender: The construct's attacks can halt an
enemy on their tracks on a success. When it defends
an object or place, attackers have disadvantage
while trying to get through it.
Special Traits
* Darkvision: The construct can see in complete
darkness.
* Immunities: Charm, exhaustion, paralyzing,
petrifying, and poisoning effects.
Variants
* Soldier Construct II: +Powerful (+2 damage),
multi-attacker.
* Soldier Construct III: +Powerful (+2 damage),
+mighty (+10 health), multi- attacker.
* Captain Construct
IV: Elite (+15
health, +2
damage, 2
blazing).
* Flame Emitter:
+3 burning
damage and 1
blazing, range
(close, reach).
* Frost Emitter: +3
freezing damage, freezing,
range (close, reach).
* Shock Emitter: +3 shocking
damage, shocking, range (close,
reach).
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