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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

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.

What Is This Page?


Heroes of the Wild is a fan-made tabletop roleplaying Fonts
game aimed to run campaigns in the world of The Fonts used are Zelda Glyphs v2, dicefont, Medula
legend of Zelda: Breath of the Wild (or any other One, and Grotesk.
Zelda game, really). Heroes of the Wild uses The
Triforce System (dibs on the name), a rules-medium
roleplay engine derived from the rules created by Art
Most of the art and layout is done and derived by me
Victor Hurtado for Chimera: A Fantasy, Modern, &
Sci-Fi Roleplaying Engine, a system heavily inspired (Victor Hurtado). That said, Nintendo still holds the
by: rights since I did not do them entirely from scratch.
* Apocalypse World, by D. Vincent Baker. Some art would not have been possible without
* d20 System, by Jonathan Tweet, Monte Cook, Skip visual reference from mods by these users: lukinu_u,
lynard killer, ShrineFox, YamGaming, critopadolf,
Williams, and other contributors, such as Richard banan039, t3nka. Visit Gamebanana for more info.
Baker.
* Dungeon World, by Sage Latorra and Adam Koebel. "Bonk" (https://skfb.ly/6TtpW) by JobElfrink is
* Fate Core, by Leonard Balsera, Brian Engard, Jeremy licensed under Creative Commons Attribution-
Keller, Ryan, Macklin, and Mike Olson. NonCommercial (http://creativecommons.org/
licenses/by-nc/4.0/).
I highly recommend you check them out first!

I would also recommend checking Reclaiming The


Wild. This TTRPG inspired me to do Heroes of the
Wild.

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.

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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

Origins & Traits 49


Overview 50
Origins 50

Paths & Perks 63


Overview 64
Paths & Perks 64

Powers & Songs 75


Overview 76
Gaining Powers 76
Manifesting Powers 76
Power Sources 77
Power Groups 78
Power List 82
Songs 91

Wealth & Equipment 93


Overview 94
The Power of Rupees 94
Buying, Selling & Repairing 94
Equipment Properties 94
Armor & Shields 96
Melee Weapons 98
Ranged Weapons 101

3
Introduction
Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

It's Dangerous To Go Era Of Play


Will it be set during the Age of Calamity, Age of
Alone! Burning Fields, the Great Calamity, during or after
Welcome to Heroes of the Wild, a tabletop role- the Reawakening of the Hero, during the Upheaval,
playing game inspired by the Legend of Zelda or in a completely different dimension or timeline?
series, particularly Breath of the Wild and Tears Knowing the era of the game will help everyone to
of the Kingdom. In this game, you will create conceptualize their characters.
and play as brave adventurers who must
explore a vast and dangerous land, battle Realism
fearsome enemies, and solve challenging In Breath of the Wild, we see monsters
puzzles to save the world from evil. You disappear in a puff of smoke when killed,
will meet diverse, memorable individuals leaving behind body parts the hero can
throughout your adventure, including use as ingredients to make elixirs. We
courageous warriors, wise sages, and notice how Link swims while donning
cunning villains. heavy armor and carrying an unrealistic
amount of items. It is worth noting that some
Prepare to travel to distant places, such NPCs obstruct access to crucial locations
as the Gerudo desert, Hyrule's lush until a quest is completed, even though
forests, the snowy peaks of the Hebra relocating them would be much simpler.
Mountains, the floating islands of It is acceptable when we see these
the Zonai, and the ancient ruins situations through the lens of video
in the Depth. Get ready to game logic, but is
assume the role of this something
a hero, gather your you would like to
companions, and embark remain the same in
on an unforgettable quest. your game, or would you instead
Can you rescue Hyrule from the address these issues with a bit of
encroaching darkness, unravel realism? Here are a few questions to
ancient enigmas, and establish discuss:
yourself as a true champion of the wild? * What happens when a monster dies?
The fate of the land rests in your hands. Are you * Do characters need to harvest bodies for
prepared to heed the call? ingredients, or do they just appear?
Setting the Tone
Since the first Legend of Zelda game debuted in
* Can characters carry a large number of items
without issues?
1986, the series has evolved considerably, but there * Should dungeons, temples, and puzzles be
are common elements that pop up in every game designed for fun even if they defy logic, or should
that make a Zelda game, well, a Zelda game. The they be more realistic?
hero with humble beginnings, ancient civilizations * How common or powerful is magic in the hands of
long gone, mundane and mystical artifacts required
the heroes?
to progress the game, dungeons riddled with puzzles
that sometimes don't make sense but are fun to
solve, incorrigible evil, monsters with silly anatomy, Scale Of The World
quests, side quests, and so forth. How big is Hyrule in your game? Does it take only a
Some of these elements fit well in a tabletop RPG, few days to traverse the whole land, or could a trip
but other staples of the Zelda games do not have from Gerudo Town to Kakariko Village take weeks
that luxury. Heroes of the Wild takes most of the or even a month? According to these1 calculations2,
mechanics found in Breath of the Wild and Tears of Breath of the Wild's Hyrule should be somewhere
the Kingdom and adapts them in a way that works between 278 and 360 square miles in size. Use
better with the Triforce System while still being these numbers as a reference to scale the world you
recognizable. Both the players and GM need to will be playing in regardless of the era, timeline, or
discuss specific details and recurring themes of the dimension. Based on these figures, Kakariko village
video game to ensure that everyone is on the same spans several miles in length and boasts a population
page and knows what to expect from the game. larger than that depicted in the video game, which
brings us to our next point of discussion:
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

Populating Hyrule shape the fate of kingdoms. Yet another possibility


awaits: engaging in the chaos of war or embracing
Now that the group has agreed upon the scale of the creativity of constructing vibrant new towns.
the world, it is time to examine what sort of people, Unleash your strategic minds and lead armies
creatures, and monsters populate the world the into battle, making decisive choices to shape the
group will set the campaign in. Here are a few course of epic conflicts. Alternatively, channel your
questions to discuss: inner architects and become pioneers of progress,
* How many people live in each town or village? Does shaping the landscape with your imagination and
Kakariko only have about 20 villagers, or are there establishing thriving communities that leave a
dozens or even hundreds of people? lasting mark on the world.
* Are the only towns and villages available the ones The possibilities are boundless, limited only by your
that appear in the game, or are there more? If so, collective imagination. Explore these diverse themes
and let the spirit of adventure guide you.
where are they? What sort of people populates
them?
* What races will be available to play as? Will it be
Getting Started
To play using the Triforce Engine, you'll need a few
only Gerudos, Gorons, Hylians, Ritos, and Zoras, or other elements besides the core books to begin your
would anyone like to see other races, such as the adventure:
Kokiri, and Deku Scrubs, or make up their own?
* What about monsters? What enemies from other Game Master (GM)
The GM assumes the role of referee and
titles should populate this world? Is it okay if the GM
describes what the players perceive in the
takes some creative liberties?
world their characters are in. As a GM, you
* How important is language in your game? Does are there to arbitrate the rules, present challenges,
each culture has its own language, or does everyone provide details about the environment, and narrate
speaks Hylian? the adventure.
* Could characters come from different lands,
timelines, or dimensions? Could a character Players
You will need players to run the daring
originate from the mythical Koholit Island, other
characters. The players and their characters
countries like Holodrum, Hytopia, Labrynna? Or are the stars of the game since the
parallel worlds such as Termina, Lorule, the Twilight consequences of their actions will determine the
Realm, or the Dark World? outcome of any adventure they undertake as they
shape the world around them.
Campaign Themes
Campaign themes add a captivating essence to
the tales woven within the vast world of Zelda.
Dice
The Triforce System revolves around rolling
They can transport you and your group into realms one or multiple four-sided dice () to resolve
filled with thrilling adventures and the exploration most of the tasks in the game; this is sometimes
of enchanting, far-off lands. Picture embarking referred to as your dice pool or just your "pool." They
on heroic quests, vanquishing ancient evils, and will tell you if you succeeded in your task and how
experiencing spine-tingling encounters with eerie well you did it. For an ideal experience, have at least
characters, just like in the unforgettable journeys of three dice.
Ocarina of Time and Majora's Mask.

However, if your group seeks a different path, perhaps


Sheet
As a player, you must keep track of all the
the allure lies in unraveling perplexing puzzles and essential information about your character,
solving enigmatic mysteries. Delve into the depths of such as your abilities, perks, powers, and gear.
intricate riddles that require sharp minds and keen
problem-solving skills. Alternatively, venture into
the realm of diplomacy, espionage, and political
Miniatures (Optional)
Using miniatures and a battle mat can be
intrigue, where the secretive Sheikah clash with the helpful in combat situations with multiple
cunning Yiga clan or other organizations. Immerse enemies or obstacles. Regular items like dice
yourselves in the intricacies of negotiations, covert or bottle caps can work as miniatures.
operations, and reconnaissance missions that can
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

Using This Book


This book covers everything you need to know to run
epic tale with your friends, but it's still up to you as
a player to make decisions based on the strengths
and weaknesses of your character. Don't be afraid to
a game using Heroes of the Wild and the Triforce put yourself out there and take some risks; instead,
system. See below for a preview of the content inside make the most of every opportunity as it arrives.
this book. After all, this is a roleplaying game, and it's okay to
* Learn to Play: This chapter contains the core set be bold and challenge your character for the sake of
of rules for the Chimera Roleplaying Engine. Please returning home with a good story to tell.
take the time to read this before moving further.
* Characters: This chapter covers everything related Share The Spotlight
In a game where collaboration is vital to drive the
to character creation, character development,
story forward, it is only natural that you should help
filling a character sheet, and constructing common other players shine. Engage your teammates in
character archetypes. conversation about their stories, whether to learn
* Origins & Traits: In this chapter, you'll find more about their characters, get advice on handling
information on the five main cultures found a challenging scenario, or make a crucial decision.
throughout Hyrule. Likewise, if another player has been hugging the
* Paths & Perks: A character's talents can be spotlight for too long, discreetly remind them of
the other players who still need to act. Remember,
enhanced and augmented by acquiring perks everyone is playing to create a story together.
detailed in this chapter.
* Powers: This chapter contains all the rules about Be Decisive
Nothing to ask for; just do it! Most actions in Heroes of
powers and the individuals who can use them.
* Wealth: In this chapter, you will find all the the Wild need you to specify the steps your character
information you need about assets, including details will take to complete them and roll some dice when
the outcome is uncertain. Since only you know what
about rupees, equipment, and services.
* Game Mastering: This long chapter covers what
it is to be a GM, tips I have found useful throughout
my years as a GM, and a toolbox for creating
adventures, campaigns, dungeons, and character
options.
* Monsters: This chapter contains an assortment of
creatures to pit against the heroes in your game.

The Player's Code


If you want to get the most out of playing Heroes of
the Wild and allow the other players to do the same,
check out the recommendations we laid forth below
for you.

Discuss The Game


Whether it is before or after a gaming session,
sitting with your group to discuss expectations and
how the adventure is going can be extremely helpful,
especially if you are new to roleplaying games and
don't know what to expect. Good discussion topics
include what type of game you will play, character
traits and development options, and what each
player wants out of the game.

Portray A Heroic Character


Since this isn't real life, you're free to do whatever
it takes to look the part of a hero and construct an

8
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
9
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.
14
Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

Group Rolls Degrees of Success


The GM can call for a group roll when a group of three How well or poorly you do will depend on your result
characters or more tries to achieve the same goal when you roll to determine the consequences of a task.
together. A group roll could mean avoiding the dangers Typically, the higher you roll, the better the outcome.
of a thick, dangerous jungle in the Faron region, Each move has a list of possible degrees of success.
sneaking past a guardian, researching a subject in a
library, and so forth. Every player involved in a group Success
roll must make a roll using the appropriate abilities for It counts as a success when you roll to determine an
the task. outcome and have at least a four (4). If you succeed, then
* If more than half of the group succeeds, it counts as whatever you try to do comes to pass without difficulties.
a success.
* If half of the group succeeds, it counts as a partial Critical Success
Rolling two fours (4, 4) or more when determining an
success.
outcome is considered a critical success. If attack a
* If more than half of the group partially succeeds, it
specific area (see Combat) or if you have reached
also counts as a partial success.
the maximum ranks in an approach and you have
* If more than half of the group fails, it counts as a
advantage, you will also receive this benefit. Ultimately,
failure.
the Game Master (GM) should have some discretion
Aiding Another
Any character can aid or interfere with what another
in determining the exact outcome of a critical success,
taking into account the specific situation and the rules of
character is trying to do. If a character aids another, the game system. This is rare, but if it happens, count it
explain how your character tries to do it, and the GM will as a success and enjoy one of these benefits:
determine if your aid was effective. If it was effective, that * Combat: You deal + damage.
creature has advantage in its roll. Creatures that aid you * Exploration: You arrive at your destination earlier
might also suffer the consequences of your actions at than expected, find something extra, complete a
the GM's discretion. A character cannot aid another on
a task they couldn't attempt on their own or if their help task ahead of schedule, or perform an impressive
wouldn't be productive. acrobatic feat that impresses bystanders.
* Social: The NPC(s) may warmly accept your
E.g., if a character is trying to pick a lock or uses a requests or agreements they initially opposed. They
computer to try and hack a website, having someone might provide additional information or benefits or
over their shoulder trying to give them tips on what
improve attitudes significantly.
they should or shouldn't do while in a stressful situation
would be more of a distraction than anything. It sounds * Narrative Freedom: You can describe your
more like interfering than helping. character's actions creatively and with flair when
you achieve a critical success, adding depth to the
Aiding vs. Group Rolls storytelling aspect of the game.
When everyone's participation is crucial to finishing a
task, and they're working together to make sure that Partial Success
happens, the GM can call for a group roll. Aiding applies If the highest die from your roll is a three (3), it counts
when a task does not require more than one person to as a partial success. Achieving partial success indicates
get involved for it to succeed, but assistance can prove that you made progress toward your objective but
beneficial. encountered obstacles or received less-than-ideal results.
The GM may let you choose what happens on a partial
Aiding While Making Group Rolls success, or they decide for you.
It is possible to provide aid to another character while
you are also participating in completing the same task. Failure
In such cases, you can choose to roll with disadvantage If you roll and your result has no 3s or 4s, it is a failure.
to grant advantage to another character involved. Failure could mean you did not achieve what you were
trying to do, and there's nothing more to that. You
accomplished the opposite or failed, and there are severe
consequences for doing so. The GM decides the outcome
of all failures.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

Advantage & Disadvantage


Advantage represents favorable conditions while a
Abilities
Abilities are the bread and butter of all characters. They
character takes action. When you have advantage and define what a character can or can't do and how well
make a roll, you add a  to your dice pool. Advantages they can do it. They combine your character's training,
don't stack. Advantage and disadvantage cancel each natural talents, and the things they have picked along the
other 1 for 1; if you have three advantages from multiple way. Most of the moves you can make, and the perks you
sources and two disadvantages from somewhere can use are associated with at least one of your abilities.
else, you still have advantage. When an NPC uses an As a player, you need to consider three things to voice to
effect that gives it advantage against a PC, the player the GM before doing something: what your character is
character has disadvantage instead. Additionally, if you trying to do, how they do it, and your goal. The “what”
have max ranks in the relevant approach for your roll will determine the use of an action and the “how” will
and you have advantage, you treat a success as a critical define your approach. The goal confirms the latter; it will
success instead. help the GM determine if you picked the right abilities
and readjust them accordingly.
Disadvantage Is the opposite of advantage; it
represents unfavorable conditions while a character takes
action. When you have disadvantage and make a roll, you
Actions
I want to...
remove a  from your dice pool. Disadvantage doesn't Actions represent the overall capabilities of your
stack. Advantage and disadvantage cancel each other 1 character to get things done. As a player, this is the first
for 1; if you have one advantage and two disadvantage thing you pick when you want to do something. When
from other sources, you still have disadvantage. An effect you want to take action, think about what is happening
that would grant disadvantage to an NPC against a PC, in the story and how your character might react. Then,
it gives advantage to that player character instead. choose what you want to do, and the GM will choose
which move triggers.
Advantage Examples
* Attacking a surprised or an unaware victim. Fight
* Attacking a prone enemy in melee. Fighting represents your ability to fend off physical and
* Defending someone with a towering shield. mental attacks, and it governs actions such as attacking
* Avoiding ranged attacks while having cover. in melee with axes, swords, and fists and making ranged
attacks with bows, boomerangs, and slings. This action
* Using a shovel for leverage to open something.
also covers enduring hazards, bad weather, mental
* Being invisible. assaults, and ill effects such as curses, diseases, poisons,
* Having the aid of a friend. and dying.
Disadvantage Examples Move
* Attacking with a ranged weapon at long range. Moving represents your ability to physically navigate your
* Climbing a slippery surface. surroundings and how fast you can get out of the way.
* Fighting underwater. It governs actions such as dodging incoming objects or
* Following tracks on solid ground. attacks, climbing, flying, running, and swimming.
*
*
Attacking someone in a dim-lighted room.
Attacking in melee from a prone position.
Detect
Detecting represents your ability to absorb your
* Manifesting a power under a raging storm. surroundings. It governs actions such as searching
* Wearing heavy armor. for clues, keeping watch, noticing hidden creatures or
* Making ranged attacks against a character objects, following tracks, navigating, sensing the motives
engaged in melee, with cover, or prone on the floor of others, reading body language, and avoiding getting
lost.
beyond close range.
* Reacting to danger while surprised.
* Navigating through a dark and treacherous dungeon
Handle
Handling represents your ability to tinker and interact
without a reliable light source, making it difficult to with objects and your environment. It governs actions
spot and anticipate traps. such as using computers, manipulating mechanical
devices and explosives, treating wounds, and moving
others.
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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

Manifest Power Notes


* If this is your first failure during the encounter, you
Trigger can roll again with disadvantage. If you don't get a
When you try to use one of your powers.
success on your second roll, you are dead. If you get
Roll a success, your condition doesn't change, and you
Varies.
continue rolling on your subsequent turns until you
Success succeed or fail.
You manifest the power without issues.
* The GM will choose the entity that appears to you
Partial Success based on your goals, principles, and actions during
Choose one that applies:
the game—Whatever the entity asks of you becomes
* The power has an undesired side effect.
your current personal goal, and in return, you will
* The power running through your body takes its toll;
get up to three boons chosen by the GM.
take -1 stamina or one level of fatigue if you cannot
lose anymore stamina. Fortitude
Notes Trigger
* Powers require one action to manifest unless noted When you push yourself beyond your physical limits,
otherwise. endure hazards, bad weather, and ill effects such as
* Each power lists which abilities are needed to curses, diseases, or poisons.
manifest it. Roll
Fight + Power.
Endurance Moves
Make use these moves when you
Success
Choose one that applies:
bear physical or mental hardship
* You resist, and if it's an ongoing effect, it ends.
and need to thrive.
* The affliction stage is reduced by one step or has no
Face Death effect.
Trigger Partial Success
When you are reduced to 0 Health or dying. Choose one that applies:
* You endure, but it is taking its toll; You take -1
Roll stamina (lingering).
Fight + Courage.
* You are safe, but your equipment suffers the brunt
Success of it.
You are stable, you regain  Health, and you are
* The hazard or effect is reduced by half.
conscious.
* The condition or affliction remains the same.
Partial Success
Choose one: Notes
* Your condition doesn't change. Roll again on your * A character in good physical condition can typically
next turn. walk for 8 hours or run or swim for 1 hour without
* You are stable but remain unconscious until your consequences; after that, the GM may require a roll
wounds are treated. to determine how far or fast they can go beyond
* Your death will be a heroic act. Discuss with the that time.
GM the final moments of your character and the * If the disease enters a new stage, the effects of the
sacrifice they will make. new stage usually stack with the effects of the old
* A bargainer statue or another entity requires one.
something of you in exchange for your life. See * Example uses of fortitude include: Climbing vertically
the notes below and speak to the GM about the quickly, resisting curse or poison effects, enduring
conditions of the bargain. extreme environments briefly, resisting drowning,
hunger, thirst, and suffocation effects, running fast
for 6 to 10 minutes, running comfortably for an hour.

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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

Self-Control Acrobatic stunts include; balancing yourself on a


rope or a slippery surface, somersaulting an obstacle,
Trigger swinging from a chandelier, slipping from physical
When you try to resist effects that impact your mental restraints, tumbling around to avoid an obstacle, and
capabilities. even attempting a controlled fall, provided that there
Roll are elements around you to do so. Results may vary
Fight + Courage. depending on the stunt.
Success
Choose one that applies:
Athletic Effort
* You resist, and if it's an ongoing effect, it ends.
Trigger
When you perform a physical activity that requires
* The affliction stage is reduced by one step or has no strength, effort, or brutal force, such as moving
effect. something heavy, grappling, breaking from restraints,
Partial Success climbing, jumping, running, and swimming.
Choose one that applies: Roll
* The effect is reduced by half. Move + Power for actions that require strength or brute
* You endure, but it is taking its toll; You have force. Replace Move with Handle when handling a
disadvantage on rolls until you take a short rest or creature or object.
you take -1 stamina (lingering). Success
* The affliction stage remains the same. You succeed in your effort.
Note Partial Success
Effect stages stack unless stated Choose one that applies:
otherwise. * You do it, but you lose something you are holding or
carrying. The GM chooses what.
Exploration Moves
This list contains a myriad of moves
* You do it, but it takes longer than expected.
* You do it, but you get hurt along the way.
that help you interact with the world,
* You do it, but you take -1 stamina (lingering) or gain
such as doing acrobatic stunts,
driving, treating wounds, going on one level of fatigue.
a perilous journey, surviving in the wild, and using a * You do it, but it makes a lot of noise.
computer. * You do it, but you, the target, or something else gets
damaged. The GM chooses what.
Acrobatic Stunt Note
Trigger Grappling a creature requires one action, and pinning
When you perform an acrobatic stunt, such as balancing, them requires another action. A pinned creature must
contorting, or somersaulting. first take an action to try and free themselves from the
Roll pin and then another action to escape the grapple.
Move + Power. Replace Power with Courage if trying to
overcome the fear of making a daring stunt.
Success
You perform your acrobatic stunt perfectly.
Partial Success
Choose one that applies:
* If you are controlled falling, you only reduce the
damage you take by half (rounded down).
* You do it, but you lose something you are holding or
carrying. The GM chooses what.
* You do it, but open yourself to an attack.
* You do it, but you stumble; take -1 stamina (lingering),
or you have disadvantage until you take a short rest.
Note
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

Drive, Pilot, Steer repair vehicles and mechanical creatures such as


guardians.
Trigger * How long a task will take and what tools are required
When you attempt to maneuver while driving, piloting, or for the job is determined by the GM.
steering a vehicle or paraglider.
* No roll needed for handling simple explosives. To
Roll throw at an enemy, make a ranged attack. Rolls
Handle + Wisdom. Replace Handle with Move if flying
with wings or magic. Replace Wisdom with Power if required for setting up explosives to increase
maneuvering a heavy vehicle. structure damage or for remote detonation
mechanisms.
Success
You perform your maneuver without issues. * Large mechanical structures such as guardians may
require other pieces besides what you could find in
Partial Success
Choose one that applies: a repair kit.
* The effect on the vehicle is reduced by half (minimum
1 damage even through armor).
* You do it, but you or the crew takes damage.
* You do it, but the vehicle sustains damage.
* You do it, but the vehicle has complications, such as
losing energy.
* You do it but hesitate, slip, or stumble; take -1
stamina (lingering).
Note
Ordinary driving does not require any rolls; only roll
when a character needs to conduct a maneuver under
extraordinary conditions.

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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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

Perilous Journey Recall Knowledge


Trigger Trigger
When you need to move through dangerous or unfamiliar When you try to remember and cite facts about a subject.
territory. Roll
Roll Recall + Wisdom. Replace Wisdom with Courage if trying
Move + Courage. Replace Courage with Wisdom if to remember something in a hurry or on the spot.
moving through the wild while avoiding detection. Success
Success You recall all the valuable and interesting facts.
Choose one that applies: Partial Success
* You safely arrive at your destination, and it doesn't You recall only interesting facts about a subject, and it is
take longer than expected. up to you to make them useful.
* You arrive at your destination faster than expected Notes
through a different route if you overcome a * The GM may require you to have training in Recall to
complication that will present itself while navigating. recall knowledge about esoteric information about a
The GM will tell you what. subject such as ancient tech or history.
Partial Success * When successfully recalling knowledge about a
Choose one that applies: creature, the GM reveals what type of creature
* It will take you longer than expected. The GM will tell it is, its properties, special qualities, immunities,
you how much. resistances, and vulnerabilities.
* You arrive at your destination on time if you can * A character cannot retry to recall knowledge again
overcome a complication that will present itself in about the same subject until the encounter ends or
your journey. The GM will tell you what. new information comes to light. Some information
* Travel was arduous and nerve-wracking, but you is beyond the scope of someone's memory and
made it safely to your destination on time. However, may require researching books related to the topic.
everyone traveling with you takes -1 stamina Research can be done alone or in groups, which
(lingering). should take less time.
Notes
* Moving from one location to another through known Sneak
roads that are very familiar to you or that you have Trigger
clear instructions (such as finding a local store or When you try to hide or move around stealthily.
street in a town) does not require a roll. Roll
* Encountering trouble includes bandit/pirate attacks, Move + Wisdom. Replace Wisdom with Courage when
navigating challenging terrain (mountains, swamps, traversing narrow, slippery, or uneven surfaces.
broken bridges, lava), gear and skill utilization, Success
exposure to diseases in hostile environments, and You hide or sneak around effectively.
unexpected vehicle repairs. Partial Success
* Failure might mean getting lost, the vehicle breaking Choose one that applies:
down until it is repaired, a storm or severe weather * You have been spotted, but you can act before they
preventing navigation until it passes, and so on. do.
* One roll should be made per day of travel, per type * You have yet to be fully seen or heard, but getting
of terrain, or for each waypoint reached, such as a where you need to go will take longer than you'd
village or dock between your final destination. like; sentries are suspicious, the number of watches
increases, doors are better guarded or locked, and
so on.
* You stumble or hesitate, but you hide or sneak
around. However, you and your allies witnessing
your act take -1 stamina (lingering).

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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

Gather Information Handle Animal


Trigger Trigger
When you take the time to gather information on the When you try to calm, domesticate, teach tricks, or
streets about ordinary people, criminals, illicit services, interact with an animal.
rumors of opportunity, shortcuts, or when you try to
blend in with the crowd. Roll
Handle + Courage. Replace Courage with Power if trying
Roll
Talk + Wisdom. to control a stubborn or strong creature.
Success Success
Choose one that applies: You handle the animal appropriately.
* You gain valuable information and have Partial Success
advantage on your next roll using the Choose one that applies:
information gathered. * You calm the animal, but it will run away
* You pick up regional the next time it gets spooked or upset.
slang and don't have * You do it, but you have disadvantage on
disadvantage on Talk rolls rolls against the same creature until you
made against locals for the take a short rest to calm it down.
duration of your stay to * You do it, but it takes longer than
pass as one of them. expected.
* Gain a contact (see the Of * You do it, but you lose something you
Many Friends perk). are holding or carrying. The GM chooses
what.
Partial Success * You do it, and the attack or
Choose one that applies:
effect on the animal is reduced
* Your poking around draws
by half (minimum 1 damage
unwanted attention.
even through armor).
* You do it, but someone suspects
* You do it, but you or the
something is amiss, which might
people riding with you take the
put you in a tight spot later.
brunt of it.
* You do it, but it will cost you extra;
* You do the maneuver, but the
the GM will tell you how much.
animal sustains damage.
Notes
* It takes time and effort to blend in by
Notes
* You should only attempt
watching the locals to catch up on their
rolls to ride during combat or
habits and language.
other dangerous situations.
* Gathering information or blending in on the
*Teaching an animal to
streets is often a dangerous task that might
sit, stay, roll over, and so forth
come with some strings attached on a
is part of the domestication
partial success, or you may raise suspicion
process.
among local criminals on a failure.
* Teaching an animal to attack
* Unless you have established contacts
certain people, guard a specific area, fetch
that can help you, gathering information
something, follow someone, or do any other
usually requires you to snoop around, greasing
complex activity must be taught after the animal is
palms and making discreet inquiries.
domesticated.
* The amount of resources required to gather certain
types of information is up to the GM. You can still
roll without spending resources, but you do so with
disadvantage.

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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

Persuade / Intimidate creatures are participating and everything is happening


in the theater of the mind. The following rules will help
Trigger you, as the GM, give some structure to combat without
When you try to bargain, convince, seduce, intimidate, bogging it down too much. A combat encounter should
incite a crowd, display grace, and etiquette. follow these steps:
Roll 1. The GM will figure out who, if anyone, is taken by
Talk + Wisdom. Replace Wisdom with Courage if surprise.
delivering an inspiring speech, or addressing a crowd of 2. The GM determines who goes first.
four people or more. Replace Wisdom with Power when
intimidating others with your physique. 3. If any characters are surprised, they do not act
during that round or scene and have disadvantage
Success while reacting to the danger.
You convince or intimidate your target.
4. When all participants have had the chance to
Partial Success take action, that round ends, and the next one begins.
Choose one that applies:
* You do it, but the target may require some
5. Repeat step four until one or all sides stop fighting
and the encounter ends.
reassurance or a token of good faith.
* You do it, but the target will show hostility later.
* You do it, but the stressful situation takes its toll.
When Does Combat Start?
When a creature becomes hostile against one or more
Take -1 stamina (lingering). characters and begins to take action against them,
* You convince the seller to reduce the price by a small then combat has started. As the GM, it is up to you to
amount. The GM will tell you how much and if there keep combat as part of the narrative with fast-paced
are any strings attached. exchanges between the characters and the enemies they
are currently fighting while keeping in mind that every
* You convince the seller to sell something that is not creature involved—especially the characters—should get
readily available or illegal at twice the price or with a chance to act.
strings attached.
* You convince someone to sell something they don't Surprise Round
If any number of characters notice other enemies before
want to or shouldn't.
they do, those aware get to act first, thus starting a
Notes surprise round. Surprised characters only get to act
* Asking, talking, or buying something readily once those who got the upper hand does, and they have
available does not require a roll. disadvantage to react to the actions taken by them.
* Once you've rolled, you can no longer use
intimidation or persuasion tactics on the target Who Goes First?
When combat starts, most players will likely want to
during this encounter unless the situation changes.
* If hiring help, you either need help finding someone jump into the action immediately, especially before the
enemy gets to act. Regardless of the method used, if you,
suited for the job or someone influential and unruly as the GM, use a linear order for combat, the players
comes along. It is up to you to take or turn away might start to feel safe as the action unfolds in front of
such individuals. their characters while they wait for their turn to act. A
character should never feel safe during a fight, danger
Combat
Sometimes there is no other way to get out of a conflict
is always around the corner, or at least they should feel
like it is. You can do this by presenting a threat out of
without using violence. Whether it is fighting against a order and asking them what their characters do. You
mighty Gleeok, staving off Yiga assassins, or clashing can always return to your established order when you
with a group of robbers in a store, in many ways, combat have stirred things quite enough. Below you will find two
is also part of the conversation. The GM describes the methods to help you deal with the chaos of combat as
environment and presents the danger in detail, asks a GM.
the players what they do, and the players declare their
character's actions. If the task has an uncertain outcome, Method 1: Free Style
that player rolls, the GM compares the result, and then With this method, combat does not follow a series of
the GM narrates what happens next. That being said, turns, nor does it divide what characters can do into a
combat can become chaotic, especially when many finite number of actions per turn. There is no need to

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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.

character can move across the terrain and pursue


enemies during combat. The standard unit of
Attacking, Defending, or Dodging
When reacting against an enemy's attack, it is best to
measurement for this is typically in feet (meters). This have a clear idea of what you want your character to
rule is applicable only when the group uses a grid and do against the threat. In most situations, you would like
miniatures instead of visualizing the scene in their to avoid the attack (usually done by dodging), especially
minds. Speed's exact amount and benefits depend on if you are the sole target. If an enemy tries to harm
the character's chosen origin. someone or something else, you should try to stop the

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.

Attacking Creatures or Objects Nonlethal Damage


When an attacker deals damage and
Without Stats knocks a creature to 0 Health, they can
knock them unconscious rather than kill
For creatures and objects without stats, the
GM will set their Health based on the them. A character remains unconscious
situation and how fragile the target of for  hours or minutes, depending
your attack is. Usually, weak creatures and on how tough the opponent is. The
fragile objects go down with one hit. Some GM decides.
creatures' power is beyond the scope of mortals, and it's
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* Light: Searing lights and extremely bright colors
Ongoing Damage such as that caused by magical effects might deal
When a character is under an effect that continually
damages them, such as being on fire or poisoned, they radiant damage. Sources that deal light damage
take ongoing damage. Ongoing damage persists for a usually blind those affected. Light damage is
specific amount of time or until some action is taken to generally associated with divine entities.
stop the effect. Unless specified, ongoing damage occurs * Piercing: Pointy objects such as arrows, daggers,
at the end of every round and ignores armor. spears, and the bite of a character with very sharp
Attacks or effects that deal ongoing damage do not teeth deal piercing damage.
benefit from effects that give a bonus to damage. This
means that if you have the weaponmaster perk and you * Poison: Poisonous substances such as toxins,
succeed in a melee attack with a weapon that deals 3 venoms, and certain viruses deal poison damage.
ongoing damage, the ongoing damage remains the Sources that deal poison damage are habitually
same. Only the melee attack carries the bonus to your accompanied with lingering side effects besides
damage. dealing damage.
* Psychic: Effects that deal psychic damage assault
Damage Types the mind of a character which could show physical
Many effects and weapons have properties in their
description that indicate a specific type of damage they symptoms such as odd, frantic behavior from the
deal. Most of the time, what deals which kind of damage assaulted character, and in extreme cases bleeding
isn't important; however, depending on the focus of the eyes and ears.
campaign, what genre you are playing, what type of *Shocking: Any source that discharges a surge of
creature you are facing, and what gear you have, the electrical energy strong enough to cause harm such
damage you or they receive could be doubled, halved, or as lightning deals shocking damage.
even prevented.
* Slashing: Objects with edges sharp enough to cut
* Acid: Corrosive substances such as acidic vapors
through flesh deal slashing damage. Weapons such
and liquids are considered corrosive damage. A
as swords and axes deal slashing damage.
source that deals corrosive damage tends to eat
* Sonic: Powerful shock waves and thundering sounds
away whatever it touches gradually, be it flesh,
that could burst ears deal sonic damage. Sources
wood, metal, or cloth.
that deal sonic damage tend to leave the target
* Burning: Any source hot enough to burn or cause
temporarily deafened.
ignition deals burning damage. Fire (magical or
otherwise) is the main source of burning damage.
Sources that deal burning damage tend to set
Immunity, Resistance, and Vulnerability
Some creatures are impervious to certain types
a target ablaze and leave it with horrific of damage and effects; others are more
burning wounds if untreated. susceptible, while some are immune.
* Crushing: Objects that can smash bones Being immune to something means
that you are unaffected by it and take no
deal crushing damage. Blunt weapons such
damage. Being resistant to a specific type
as clubs, maces, hammers, and even a well of damage means you only take half
landed punch could deal crushing damage. damage from that particular source.
* Dark: dark damage drains or corrupts the Being vulnerable to a specific kind of
life out of living creatures and rots the flesh damage means that the damage you
away. A demon's spell could deal dark take from that particular source is
damage. doubled.
* Energy: Energy damage often comes
from the beams of guardians. Some
Armor & Shields
Armor offers a degree of protection to a
powers and effects might deal energy damage as character by reducing the damage the character
well. would take by a specific amount. If a character would
* Freezing: Any source cold enough to cause lasting take damage while wearing armor, subtract their armor
harm deals freezing damage such as the bone- from it. Shields, on the other hand, help you block
incoming physical attacks.
shattering cold of a blizzard or a sage's magic.

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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

Health Death & Dying


Health measures a character's overall well-being and When a character is reduced to 0 Health or lower, the
ability to endure punishment while remaining functional. attacker can decide if it is dealing nonlethal damage.
The more Health a character has, the longer they can stay Otherwise, the creature falls unconscious, and it is dying.
on their feet during a fight without being incapacitated. As a norm, creatures other than player characters die if
* Health cannot go below 0. they are reduced to 0 Health with lethal damage.
* When a character takes damage, subtract that
amount from their Health. When a character drops
Stamina
In Breath of the Wild (and other Zelda games), there is
to 0 Health, they might be severely wounded or a mechanic called stamina. This mechanic requires the
dying (see Severe Wounds below). main character to use up stamina points to perform
* Some perks or gear might restore Health; if a certain actions. In the Triforce system, having more
character regains Health in this manner, add the stamina can enhance and fuel perks, items, magical
powers, and traits. Stamina serves as both an energy
amount healed to their current Health without
and magic meter, as your character uses physical and
exceeding its maximum Health. mental energy to perform extraordinary abilities. If a
Temporary Health perk or power has a cost, you must use up the required
amount of stamina. If a perk or power is ongoing or
Temporary Health (TH) functions like your character's sustained, you don't need to pay the cost each round
Health, but with some key differences: you concentrate on to keep the effect going.
* You don't add TH to your Health total; instead, you
keep track of it separately. Temporary Stamina Points
* TH is spent before your health. Temporary Stamina (TS) functions like your character's
* Damage removes TH before your Health. Stamina, but with some key differences:
* TH does not stack with new TH. If a character has * TS is not added to your stamina; you keep track of
TH and gains new TH, they keep their current TH or them separately.
the newer one, whichever is higher. * TS is spent before your stamina.
* Gaining TH is not considered healing for effects that * TS does not stack with new TS. If a character has TS
rely on it, such as wounds. and gets new TS, they keep their current TS or the
* Losing TH has no additional ill effects. newer one, whichever is higher.
* You do not recover TH while resting. * Losing TS has no additional ill effects.
* TH expires when you take an extended rest or are * You do not recover TS while resting.
recovering. * TS expires when you take an extended rest or are
recovering.
Wounds
Wounds are injuries that may cause swelling, cramps, Stamina Maneuvers
scars, or small fractures. Wounds can become deadly Each round, you can raise your stamina level up to your
if untreated and could lead to a character's death (the tier of play to select one of the following options:
GM has rules to deal with untreated wounds). When a * Extra Action: Take an additional action on your
character's Health is at ½ of its maximum Health or lower, turn, but mark the lost stamina as lingering.
that character has a wound. A wounded character's * Powerful Attack: Increase the damage of an
Health cannot go above it's wound value until the wound
attack or power by +.
is treated (see the Rest & Recovery section).

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

Mounts & Vehicles in Combat Exploration


A vehicle can withstand a certain amount of damage As a player, a big part of the fun is discovering and
determined by its threshold before it is disabled, ceases influencing the world your GM creates. Dangers
to function, or explodes if it takes further damage. Each encountered during exploration are usually the result of
point of threshold a vehicle possesses represents 10 the characters' choices, such as when characters enter
health and 1 armor. a mysterious mansion, venture into a deep dungeon,
or check ruins thoroughly for hidden treasure. Other
E.g., If a vehicle has a threshold of 3, it has 30 health exploration components include picking a lock, climbing
and has 3 armor. Vehicles also have a wound value a mountain, avoiding deadly traps in an ancient temple,
equal to half of their maximum health. researching a subject using books or the internet, meeting
and interacting with NPCs, and listening through a door.
Passengers in a wounded vehicle have disadvantage on Below you will find additional rules to use while exploring.
rolls until it is fixed (some modifications to a vehicle may
mitigate this effect) in addition to whatever the GM says
happens. Remember that the vehicle is not damaged
Time
Generally, timekeeping in-game is done the same way you
unless the attacker employs a weapon capable of doing usually would in real life—using seconds, minutes, hours,
so. days, weeks, etc. For example, chugging a healing potion
takes a few seconds, and it might take up to a minute
Vehicle Thresholds for a group of creatures to move across a long corridor.
Here are some examples of vehicles and their thresholds. An average person can walk 1 mile (1.6 Kilometers) in
1. Boats (small, canoes), donkeys, wheelchairs. 15 minutes and travel around 30 miles (48 kilometers)
2. Boats (medium, fishing), carriages, horse (wild), within 8 hours at a moderate pace with short breaks.
motorcycles, wagons. Steep terrain might double or triple the amount of time
it takes, depending on the type of terrain and weather
3. Dirigible, fan plane, hovercraft, horse (big stallions).
conditions. The GM has the final say on how much time
4. Assault cart, cargo carrier. has transpired or how long it takes to achieve a task.
5. Tank.

Attacking With A Vehicle Climbing & Jumping


The rules under the Athletic Effort move vaguely cover
If it's with an integrated melee weapon or ranged weapon what happens if a character tries to climb or jump. The
and you have control over it, you can make your attacks average person can climb vertically at about 1 mile (1.6
normally, but you roll with Handle instead. kilometers) per hour or about 2 miles (3 kilometers) per
hour if done at a fast pace. If you need more down-to-
Attacking Specific Vehicle Parts earth mechanics for jumping, you can use the following:
Whenever a creature targets specific vehicle parts, they An average person can perform a long jump and cover
roll with disadvantage. If the damage the vehicle has between 10 feet (3 meters) to 15 feet (4.5 meters) if
sustained passes a threshold, then the desired effect they have a running start. Otherwise, they cover half
passes as the GM describes it. Players might use tactics that distance. An average character can perform a high
to force a driver to stop or give up pursuit by destroying jump and cover between 4 feet (1.2 meters) to 6 feet
a battery or damaging a specific part. (1.8 meters) if they have a running start. Otherwise, they
cover half that distance.
Collision
When two vehicles collide at maximum speed, they deal
damage to each other equivalent to their threshold x
Running & Swimming
If time is of the essence and it's necessary to know
10. Any time a moving vehicle collides with a stationary how long it would take to cover a certain distance, the
object, the moving vehicle takes damage equal to average person can walk about 3 miles (5 kilometers) per
its threshold x 10, while the stationary object takes hour. Humans jog between 4 (7 kilometers) to 6 miles (10
damage equal to its threshold x 5. With enough force, kilometers) per hour and run about 7 (11 kilometers) to
an attacking vehicle can break through a thin wall. If the 14 miles (22 kilometers) per hour. When it comes down
wall is strong enough to cause damage, the vehicle takes to swimming, the average person can swim about 1 mile
damage equal to its threshold x 2. If the wall is thick, the (1.6 kilometers) per hour. The Athletic Effort move covers
vehicle takes damage equal to its threshold x 5, and if it general actions that require durability without going into
is practically impenetrable, it takes damage equal to its too much detail about distances.
threshold x 10 and stops.

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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.

37
Characters
Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

Overview Background Starter


Your character is often referred to as an avatar or alter Here you will find ten questions to ask yourself to help
ego, as it represents you and your choices within the you define your character's background.
game. As you play and guide your character through the 1. What type of personality do you have? How
game's story and activities, you will have the opportunity would others describe you? Any quirks, mannerisms,
to experience exciting adventures and learn about the
preferences, dislikes, vices, or strong beliefs?
game world and its inhabitants. This chapter goes over
creating characters to play using Heroes of the Wild. 2. What do you look like? Any particular physical
features worth mentioning? What do you usually
Character Creation
You can create a character following these ten easy steps:
wear? Any favorite apparel?
3. How was your upbringing and who were your
1. Create a Character Concept: Consider the creators or family members, if any? What is their
background and personality traits that would make current status?
your ideal character. 4. What is your occupation, and how did you acquire
2. Determine Abilities: Determine your the necessary skills for your trade?
character's starting level of strength, toughness, 5. Where were you born and raised, and what
agility, and intelligence and the specific areas in which
your character shines. notable events or experiences shaped your early life?
3. Choose Origin & Languages: Choose an 6. What led you to embark on an adventuring path
origin for your character and which languages they instead of pursuing a more conventional life?
dominate. 7. Have you encountered any significant mentors,
4. Choose Perks: Choose which extraordinary teachers, or role models who influenced your
abilities your character possesses. development?
5. Determine Health & Wounds: Determine
how much punishment your character can take.
8. Do you have any close friendships or alliances
6. Set Your Stamina Points: Write down the with other characters or individuals, and how did
number of fate and power points you start with. these relationships form?
7. Set Your Initiative & Speed: Write down your 9. Are there any personal goals or aspirations that
initiative and speed scores. drive you on your adventures?
8. Choose Your Principles: Choose your 10. Have you faced any major obstacles or hardships
character's inherent beliefs. in your past, and how did you overcome them?
9. Determine Goals: Write down statements to
establish your personal, relationship, and mission 11. Are there any significant possessions, heirlooms,
goals. or mementos that hold sentimental value to you?
10. Determine Wealth & Equipment: Set your 12. How do you feel about the current state of the
starting wealth and buy your equipment with it. world and its challenges, and what motivates you to

Step 1: Create a Character Concept take part in shaping its future?


13. Did you have any notable rivals or adversaries in
Before you go through the steps of making a character, your past, and what is your relationship with them
talk with your GM about the tone of the game. Will it be now?
set during the Age of Calamity, Age of Burning Fields, the 14. What cultural or societal norms from your
Great Calamity, during or after the Reawakening of the birthplace have shaped your values and worldview?
Hero, during the Upheaval, or in a completely different
15. Are you connected to any secret organizations or
dimension or timeline? Knowing the era of the game
groups, and what is your role within them?
will help you to conceptualize your character better and
16. Have you ever been involved in a significant
make the right choice of abilities, origin, perks, and gear
historical event or conflict, and how did it impact you?
for your character. Once you have talked with your GM,
start thinking about what type of character you would 17. What are your character's hobbies, interests, or
like to play. Think about what sort of background they passions outside of adventuring?
come from (birthplace, upbringing, occupation, etc.), 18. Are there any unresolved mysteries or unanswered
what is their age, height, weight, body build, and notable questions from your character's past that drive their
features. curiosity?

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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

Character Roles Languages


The game structure encourages you to tailor your Languages are essential in campaigns where elements
character to your vision but keeping in mind the function from the numerous civilizations from past games are
you hope to play in the team is important. It is vital to present, or the GM wants to make a clear cultural
have at least one character competent in combat, one difference between the races by giving them their
good at exploring, and another that knows its way language (official or not).
around social encounters. Discuss it with your group and You know a number of languages equal to your ranks
see which player can cover these roles. in Wisdom. You can decide which languages you know
* Combat characters are good at attacking in melee, from the start, or you can decide along the way as you
defending others, or experts with ranged weapons come in contact with members of different cultures or
races in the game. If your race inherently starts with
such as bows or crossbows. The defender, warrior,
a language or you grew up in a region that speaks a
and sharpshooter paths have excellent perk choices specific language, you can choose to add that language
for characters focusing on combat. to your list at no cost. In most Legend of Zelda games,
* Exploration characters focus on perks and there is one universal language that is spoken by almost
abilities that help them interact with the terrain and everyone, including your character, Hylian. You start
objects of the world, such as computers, machines, knowing these languages, and they do not count as part
and how to track a creature or climb over a wall. The of your starting languages. You can learn additional
languages by taking some downtime to do so or by
medic, the scholar, and the scout paths have good taking the Linguist perk under the Scholar path. If you
perk choices for characters focusing on exploration. want to read more about the languages in The Legend of
* Social characters feel at home, interacting with Zelda, visit this link.
other people. They focus on perks and abilities that Here are some possible languages that could be present
allow them to persuade others to see things their way in the game:
or fool others to get what they want. The leader, the
personality, and the scoundrel have good choices BTW & TotK Languages
for characters focusing on social encounters. * Gerudo
If you need help determining how to make a character * Hylian (ancient or modern)
that can fulfill such roles, look at the Character Archetype * Sheikah
section for ideas and examples. As soon as the concept * Zonai
for your character is clear, move towards the next step: Expanded Languages
Abilities.
* Goron (spoken)
Step 2: Determine Abilities
Much of what your character can do in the game
*
*
Rito (bird songs)
Sign Language of the Hyrulean Royal Guard
depends on their Abilities. Each ability starts at 0 and * Zoran
can be trained or increase in ranks, which you record on Other Languages
your character sheet. You then have...
* Deku
* 3 points to gain training in your actions.
* Gobu (a catch-all language that include blins, lizals,
* 3 points to increase the ranks of your approaches.
lynels, and other monstrous creatures)
Step 3: Choose Origin & Languages * Mudoran

Origin Step 4: Choose Perks


You start the game with 3 points, which you can use to
Choose an origin from the Origins & Traits chapter.
learn perks from origins or paths.
This chapter has a list of prepackaged traits and perks
that represent the different peoples of Hyrule. At the
beginning of the game, consult with your GM to see
Step 5: Determine Health & Wounds
Your starting health is determined by your origin, and
which origins are available and choose one appropriate
you get +10 health for each rank in Power. The more
for your character concept.
health a character has, the longer they can stay on their
feet during a fight. Your wound value will always be ½ of
your maximum health rounded down.

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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

Step 6: Set Your Stamina Points


Stamina is both an energy and magic meter; your
to do so. Some racial traits can be useful when writing
principles; take them into consideration when writing
them.
character spends both physical and mental energy to
perform extraordinary abilities. Your starting stamina is Starting Principles
set by your origin and you get +3 stamina for each rank You start the game with up to 3 principles that you can
in Courage. write on your own or choose from the list below. Always

Step 7: Set Your Initiative & Speed


Your initiative determines in what order you act during
consult with your GM before writing principles.
* I abide by the local laws.
* I always keep my word.
combat. Your initiative is always your ranks in Power
* I enact revenge on those who do me wrong.
+ Courage, this means that if you only have 1 rank in
Power and Wisdom, your initiative is 2. Your speed is * I bring criminals to justice.
determined by your origin. * I defend those weaker than me.
* I don't betray others.
Step 8: Choose Your Principles
Principles represent your character's inherent beliefs,
* I don't steal from others.
* I don't help those who aid criminals.
morals, and individual attitudes towards particular * I don't harm those who are defenseless.
situations. Principles are not meant to be a straining
jacket for your character. They are there to help you guide * I don't show mercy to criminals.
your character's actions and define what is important to * I help those less fortunate.
them and what isn't. However, principles * I am only loyal to my friends.
are also there to be challenged. In play, * I am fair, even to my enemies.
you get rewarded if you stick to your * I tell the truth, even if it puts me in danger.
principles by earning Milestones. * I put reason over emotions, even if it
Writing Principles places others in danger.
* I never allow others to take the blame
Principles make a statement about
what your character believes, wishes for things I've done.
to accept, or aspires to be (whether * I only steal to help those less fortunate.
your character admits it or not, or is * I only lie to help good people in need.
aware of). They are a tool for you to * I only break the law if it is unjust or
consult when you don't know how your to help those in real need.
character should act. Principles cannot contradict
one another. They cannot be too vague, they * I only help those in need if it
must be challengeable, and they must lead advances law and order.
to action or refrain from acting under certain * I value the ancient traditions
circumstances. and lore.
* I protect the natural world and
For example, you might choose to play a knight its creatures.
that is honorable to its core. You decide to write * I resist the temptation of greed
“I am always honorable” as a principle for your and power.
character, but it is not a good one because it is * I always put the safety of others
too vague. Instead, let's distill what it means to be before my own.
honorable. An honorable person is honest, just, and * I will not allow innocent people to
worthy of respect, so let's use these aspects to write be harmed.
down at least three principles for a noble character. * I always try to de-escalate conflicts before
resorting to violence.
I'll go with “I tell the truth, even if it puts me in
danger,” “I am fair, even to my enemies,” and “I Using Principles
always keep my word.” These statements have all Besides serving as guidelines, you also get
the requirements to be sound principles. They can be rewarded when you stick to your principles. At the
challenged during play, and they are not too vague as end of the session, if you stick to at least one of your
to encompass too many aspects. They also spring the principles, you get to mark one additional Milestone in
character into action, even when it is not advantageous your character sheet.

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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

Step 9: Determine Goals


Goals help you define the needs and wants of your
Personal Goals Examples
* I will amass enough wealth to build a _________.
character. They also help you establish how your character * I will amass enough wealth to retire.
relates to others in your group and the initial relationship * I will ascend to one of the top ranks in the
between them. A Good GM will consider your goals and organization I am in.
weave them into the current campaign, so keep your
* I will become a great ally to someone in power.
goals meaningful and challenging for your character.
They can be either personal, about relationships, or * I will better the living conditions of those who live in
related to your ongoing mission or quest. A character _________.
cannot have more than three goals at once. * I will bring _________ to justice.
* I will destroy _________ and all they stand for.
Writing Goals * I will discover who murdered my parents.
Gather with your group and talk about each character's * I will do a random good deed every day for a month.
principles and past experiences you have shared. Think
about something your character wishes to accomplish * I will find a piece of important lore and learn its
for itself through the course of the game. Write a short content.
statement about your goal in your character sheet and * I will make a name for myself.
let the GM and those you deem relevant in your group * I will restore the reputation of __________.
know about it. This will be your starting personal goal. * I will reveal the corruption that is eating away the
Then, think about how your character has connected city/town/village of __________.
with at least one of them in a meaningful way. Write
one statement about something you wish to accomplish Relationship Goals Examples
related to them. This will be your starting relationship * __________ didn't come through when I needed it
goal. Relationship goals are always about what another the most. I will make sure they atone for it.
character did or is capable of doing, how that made you * __________ doesn't trust me. I must change their
feel, and what you will do about it. You can use your perception of me.
principles as a guideline when determining how your * __________ fears my powers and for good reason.
character would feel about something another character
I will prove to them that I have it under control.
has done.
* __________ had my back in the last fight, and I
Finally, if you don't have a personal or relationship goal, feel indebted to them. I must find a way to pay them
and the nature of your first mission or quest is known, you back.
can write a short statement about something you wish to * __________ has much to teach me about
accomplish during the adventure. It could be related to
__________ . I must learn all I can.
the mission itself, such as “I will capture the bandit alive,”
or it could be related to someone in your group such as * __________ is cruel. I must teach them to be
“I will make sure the mission goes according to plan.” It compassionate.
could be something personal you want to achieve in the * __________ is destined for greatness. I will help
short term such as “I will make sure not to be a burden them achieve __________ goal.
to my teammates during this mission”. This will be your * __________ is impressed with my abilities and
starting mission goal. seems curious. I will teach them whatever I can.
For example, since Joanna's character is a researcher, * __________ is weak. I must teach them how to be
she decides that her character wishes to find strong.
something magical during the game. She writes, “I will
* __________ owes me __________ . I will make
find a piece of ancient lore and learn its content.” as
her starting personal goal. While speaking with her sure they pay me back.
group, she determines that one of the characters had * __________ seems capable. I will convince them to
her character's back in a recent pinch, and she feels do __________ for/with me.
she owes them for it. She discusses this with the other * I blame __________ for __________ . I will make
player, and after both agree that it's a good goal, she them pay.
writes, “Jirra had my back in the last fight, and I feel
indebted to him. I must find a way to pay him back.” as
her starting relationship goal.

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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

Quest Goals Examples Filling Your Character


*
*
I will capture __________ alive.
I will guard __________ with all I've got.
Sheet
You can record your character's information any way you
* I will keep ______ out of trouble during this mission. like, but it is a common practice to use a blank character
* I will make sure no civilians are harmed during this sheet to do so. Below you will find a half-sized character
mission. sheet detailing the various sections it contains and how
* I will make sure _______ sticks to the plan this time. to fill in all your character's details.
* I will make sure to not be a burden to my teammates 1. You fill the name of your character and physical
during this mission. characteristics your character has. You also record
your renown points and your rank (if you belong to an
Resolving Goals organization), your speed, and initiative.
At the end of a session, go over your goals and figure 2. Write down your personal, relationship, and
out if those goals are still relevant. If one of those goals mission goals here.
no longer applies, be it because you achieved your
goals during this session or your character's feelings 3. You record your ranks in your approaches,
have changed. You can erase that goal and write a training in actions, and your stamina.
new one based on recent events during the game. For 4. Record your pronouns and gender, your player
each resolved goal, you get to mark a milestone in your name, your milestones, xp, and spent XP.
character sheet. 5. Write the principles you have chosen for your
Step 10: Determine Wealth & Equipment
Rupees are the main units of currency in the Legend of
character.
6. This section is to keep track of your armor and
Zelda series. They are most often used to purchase items shield.
from shops of any sort, but are also used to fuel certain 7. Write down your character's maximum health.
magical effects. As a general rule, you start with 1000 Your wound value is always ½ of your health rounded
rupees to buy your starting gear. down. There is also a box to mark any conditions your
character is afflicted by such as curses and diseases.

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.

Earning Milestones Learn a New Perk, or Power


You mark 1 Milestone at the end of the session for each You can take some downtime and spend 1 XP to learn a
of the following: new perk or power. The GM will tell you how long it will
take and if tutelage or a quest is needed to complete the
* For each goal you have resolved or if you advanced training depending on the complexity of your learning.
significantly one of your goals. If you know beforehand what you are going to take, you
* If you stuck to at least one of your principles. can declare that your character is practicing or seeking
* If you overcame a significant challenge. tutelage whenever they can to reduce the time.
* If you or the group gained an unexpected or
memorable reward. Retraining
Sometimes a perk, skill, or power doesn't work as you
* If you or the group uncovered meaningful information
hoped. Instead of being stuck with a choice you don't
about the world or the current plot. like, you can spend downtime on replacing one perk, skill,
Downtime
There are things for the characters to do while they are
or power with another as long as it is not a requirement
for something else. This may also apply to an origin's
optional traits and abilities if it makes sense in-game and
not actively engaged in an adventure or resting to lick the GM gives you the okay.

45
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

Dashing Rogue Rito Warrior


The Dashing Rogue is a charismatic The Majestic Rito Warrior soars through
and agile individual skilled in stealth, the skies with grace and valor. With their
deception, and quick thinking. With avian heritage, they possess unmatched
their nimble fingers and sharp aerial prowess, utilizing their wings
mind, they excel in lock-picking and and sharp instincts to excel in both
subterfuge. Their resourcefulness ranged and close combat. Armed
allows them to navigate treacherous with bow and arrow, they rain down
situations with finesse, gathering information and precise and devastating attacks upon their foes from
uncovering secrets. The Dashing Rogue's elusive nature above.
and daring exploits make them a captivating presence * Actions: Fight, Move, Detect.
in Hyrule, adept at outmaneuvering adversaries and * Approaches: Wisdom 3.
blending into any environment. * Origin: Rito.
* Actions: Handle, Move, Talk. * Perks: Rito (Rito-Style Archery), Sharpshooter
* Approaches: Wisdom 2, Courage 1. (Marksman I, Rapid Shot).
* Origin: Hylian, Rito, Shiekah.
* Perks: Personality (Of Many Friends), Rogue Shiekah Warrior
(Sneakstrike I, Burglar). The Stealthy Shiekah Warrior embodies
the shadows with unparalleled finesse.
Gerudo Tempest Masters of espionage and martial
The Flashy Gerudo Tempest is a whirlwind of arts, they strike swiftly and silently,
unpredictability and style. With their leaving their enemies bewildered. Their
exceptional agility, quick reflexes, and commitment to justice and ancient
mastery of dual-wielding weapons, arts make them a formidable ally in
they command the battlefield with the ongoing battle against darkness.
grace and flair. Their lightning-fast * Actions: Fight, Move, Detect.
strikes and acrobatic maneuvers * Approaches: Power 1, Wisdom 1, Courage 1.
make them a formidable opponent, * Origin: Sheikah.
capable of overwhelming foes with a
dazzling display of skill. * Perks: Sheikah (Light Step), Rogue (Sneakstrike I),
* Actions: Fight, Move, Detect. Sharpshooter (Assassin).
* Approaches: Power 2, Courage 1.
* Origin: Gerudo.
Zora Wellspring
A beacon of healing and vitality,
* Perks: Warrior (Duelist, Two-Weapon Fighter). they possess the power to restore
and rejuvenate. Through their deep
Goron Stalwart connection to water and the life-giving
The Goron Stalwart stands as an forces it embodies, they channel healing
unyielding pillar of strength and energies to mend wounds and cure
resilience. With their massive ailments. With compassionate hearts
size and robust physique, and gentle touch, they bring solace to
they embody the epitome their allies, revitalizing spirits and bolstering strength.
of fortitude. Wielding heavy * Actions: Fight, Handle, Detect.
weapons, they excel in close-quarters combat, delivering * Approaches: Power 1, Wisdom 1, Courage 1.
bone-crushing blows that can shake the very earth.
* Origin: Zora.
* Actions: Fight, Handle, Talk.
* Perks: Warrior (Combat Awareness), Healer
* Approaches: Power 1, Courage 2.
(Healer I), Wielder (Manifest Power, Heal).
* Origin: Goron.
* Perks: Goron (Goron Stance, Goron Stonehide),
Warrior (Cleaver).

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

Goron Tribal Brothers


Groups of Gorons often live in close-knit communities
"Cheer up, brother! This too will pass!"
Gorons are hulking, rocklike people that dwell in the within their home mountains, often led by an elder leader
mountain ranges of Hyrule. They have long held close called a chief. Those who become chiefs are powerful
ties with the Hylian royal family. They can thrive in any and wise, uniting their people through respect and trust
environment and in times of crisis, adapting to the land rather than force. Gorons tend to live in relative isolation
around them and endure any hardships. To be called but will regularly trade with Hyruleans and other friendly
'Brother' by the Goron is to have a powerful ally on your races. Gorons thrive on a diet of rocks and minerals they
usually mine themselves. They can be quite selective
side. about the quality of their food. As a predominantly
Rock People mining culture, Gorons have also taken blacksmithing,
stonemasonry, and metalworking. Their creations, while
Gorons have round, durable bodies that greatly aesthetically crude, are extremely reliable. Because their
resemble boulders. bulky bodies make it tough to wear traditional armor,
They have hide-like Goron Warriors are often found wearing custom Goron
or ridged stones Made armors crafted by
on their backside their people.
and usually have a Gorons are very close and
light brown skin tone respectful to others of their
that matches the stone kind and often refer to each
environment around other as "brothers." Though
them. They have small the Gorons are a friendly
eyes and noticeable race, they can also be
lips that conceal slow to trust outsiders
unaligned, square and may come off as
teeth capable of biting cautious or aggressive
through stone. When depending on the
threatened, Gorons can situation. However,
also curl themselves into a ball if an outsider can
shape and roll like a boulder, prove their worth
ramming into enemies with (usually in a test
immense force. Despite of strength, skill, or
their preference to use male courage), the Goron
pronouns, Goron does not tribe will accept them
have an identifiable sex and as their own and refer
is allowed into Gerudo cities. to them as their Brother
Strong Bodies, Strong Slow Rolling
It takes a lot to get
Hearts a Goron to leave
Gorons possess immense their mountain,
strength, which many are proud as most are
of, and many groups of Gorons content to live their
like to hold competitions that test each other's physical lives among delicious
strength. Sumo Wrestling and Boulder minerals and hearty companionship.
racing are two such examples. These
boisterous events keep Gorons in high Health: 40 Stamina: 10 Thus, Goron adventurers usually have
specific motives for tackling the dangerous
spirits and build camaraderie among Size* + Power** Size*
problems in Hyrule, such as protecting
the clan. Gorons are loyal, loving folk loved ones or repaying a debt. However,
who would go to any lengths to help a friend in need. when pressed to help someone in need, a Goron can be
They never forget the kindness of a stranger and have relied on to roll into battle.
built powerful bonds with members of all races. They love * Characteristics: Aloof, brotherly, cheerful,
nothing more than to enjoy a hearty meal and a good
laugh and tend to stay positive even in dire circumstances. competitive, industrial, persistent, stalwart, strong,
stout, stubborn.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* Goron Names: Balok, Bolo, Bolon, Dagre, ❏ Goron Miner: You are a skilled miner, dedicated
Darmani, Dyspro, Flurut, Gor, Gorun, Kal, Kidro, to the pursuit of uncovering the precious resources
Kob, Koggu, Magnok, Molyb, Rhenum, Rugan, hidden within death mountain. Through your mining
Ruthe, Tanta. endeavors, you have developed a keen sense of
direction underground, granting you advantage on
Inherent Traits survive and perilous journey rolls made underground.
You start with the following traits: ❏ Goron Protector: You have taken up the mantle of
* Large*: As an adult goron, you have 20 health, a Goron Protector, dedicating your life to defending
10 stamina, stand between 7 to 9 feet (2.1 to 2.7 your tribe and its allies. As a Protector, you have
meters), and weigh between 300 to 400 pounds ( advantage on defend rolls made to defend other
136 to 181 kilograms). people.
* Approaches** +2 Power. ❏ Goron Rebel: You have a defiance for the
* Speed: Slow (5 squares). oppressive and the unjust, and you can resist or
* Heavy: Gorons move slightly slower than your fight against those who threaten your freedom or
average hylian. You have disadvantage on rolls to your people. Once per session, you can cancel an
dodge and run. You also cannot swim.
ongoing effect that is incapacitating or restraining
* Rocky Appetite: Your diet consists of rock-roast, you.
metals, minerals, and gems. You do not receive any ❏ Goron Smithy: You hail from a long line of skilled
benefits from drinking or eating other types of food Goron blacksmiths, carrying on the tradition of
except elixirs. You can read an interesting discussion forging exceptional weapons and armors. Your
about this here. expertise with metalworking allows you to craft and
* Reach: Your long limbs allow you to attack repair goron weapons. You can also identify the
creatures before they come close to you (unless they armor value of an enemy you see as an action.
also have reach). ❏ Goron Worker: Gifted with immense strength
* Resistance: You have resistance against burning and stone-like skin, you excel as a natural builder.
damage. You have advantage on athletic-effort and notice
* Immunity: You are immune to hot environmental rolls when performing construction-related tasks,
hazards, except to direct contact with lava. such as lifting heavy materials or shaping stone,
* Vulnerability: You are vulnerable to cold damage. examining architectural designs or identifying
Optional Traits structural weaknesses.
Choose one of the following traits:
❏ Armor: Your skin is as sturdy as bedrock. While
Goron Perks
You can spend 1 XP to gain one of the following perks:
wearing no armor, you have 2 armor that protects ❏ Goron Fist Bump: Treat your unarmed attacks as
against any type of damage. lethal weapons that deal
❏ Darkvision: Thanks to your life underground, you ❏ Goron Roll: You can spend 2 stamina to curl into
can see in complete darkness. a ball and charge into any direction as an action
Choose one of the following background traits:
(ongoing). While in this form, you have +1 armor and
❏ Goron Chef: You're a renowned chef known for
cancel the disadvantage to rolls from your Heavy
your love of food, affinity to fire, and exceptional
trait, but you cannot perform any other actions such
cooking skills. Your culinary expertise shines when
as attacking, jumping, or swimming. You can spend
serving up hearty and delicious dishes. Whenever
1 stamina while in this form to make a melee attack
you cook a meal with at least 1 hearty ingredient, it
by crashing into your target and deal 5 damage.
is considered to have a +1 hearty ingredient.
❏ Goron Stance: When an effect would forcefully
❏ Goron Merchant: As a Goron Merchant, you have
move you or knock you prone, you can spend 2
embraced the art of trade and entrepreneurship.
stamina to remain exactly where you are.
Your robust physique and keen eye for valuable
❏ Goron Stonehide: If you have the armor trait,
minerals allow you to source rare materials. You
increase your armor by +1.
start the game with +1000 rupees.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

Hylian Keepers of the Realm


"The sword has no strength unless the hand that holds it Hyrule was ruled by the Hylian Royal family, which
has courage." has kept watch over the people and the land since the
kingdom's inception. There have been many kings and
The Hylians, also known as the Hylia people (or simply the queens over the years, some better than others. In times
Hylia), are humanoid creatures that worship the goddess of crisis, however, the land turned to Hyrule Castle for
Hylia, from which their name derives and by whom they guidance. Two figures of destiny are reborn again and
were created. Hylians are the primary inhabitants of the again as Hylians: The princess Zelda and the Hero Link.
Hyrule and can be found in most towns and villages. Together, their incarnations have fended off countless
calamities that have threatened the land. In times of
Messengers of the Goddess lesser strife, Hylians aim to be the bridge between the
other races in the land. They have strong ties to each
Hylian greatly resemble humans from other lands, with
one notable exception: they have prominent, pointed of the other races' leaders and do their best to ensure
ears. It is said that these ears help them to hear messages lasting alliances and peaceful trade routes.
from the Goddess above. While Hylians have While Hylians are somewhat weaker in
a variety of skin tones and hair colors, hand-to-hand combat, their
the Royal Family tends to have golden large numbers guarantee
hair. It is said that their blood is rich that they can enforce the
with Hylia's power and that they law of the land.
are most capable of drawing
upon that power in times of A Destined Path
great need. Many hylians jump at the
chance of adventure, as
A Varied People they see it as a chance to
fill their calling as a Chosen
Hylians have spread out to the
corners of the realm and integrated of the Goddess. They tend to
themselves with many different revel in glory and aim to
cultures and backgrounds. As a result, be heroes of the realm.
they have a very little commonality Others reject this
in their personalities, quirks, and calling and take up a life of crime
tendencies. The one thing they do in protest, believing that only they
share is their connection to Hylia. As should control their fate. Either way,
such, Hylians are more prone than their bloodline provides the catalyst
other races to believe in destiny for adventure.
and will often look for signs from * Characteristics:
the heavens when they aren't Adventurous, adaptable,
sure what steps they should take courageous, curious, cunning,
next. Other races feel somewhat diverse, homely.
agitated at such behavior, as it
* Female Names: Anya, Bety,
can sometimes come off as quite
conceited. Brenn, Cava, Celtra, Civi, Hanne,
While most Hylians are Helda, Hilde, Ifei, Juala, Kaliza,
depicted as good, they can Loti, Myra, Nikkie, Odea, Sebie,
be greedy, cowardly, or mean- Sene, Shagessa, Talia, Tofa, Utya,
spirited, though often these Hylians Yanna, Zelmy, Zunola.
tend to be good people deep down
and can sometimes rise above their
Health: 15 Stamina: 8
Size* Size*
* Male Names: Addi, Azon, Borra,
negative traits. Hylian culture and Bulin, Disso, Fito, Grogi, Hako, Hikko,
architecture bear a strong resemblance to medieval Jonta, Khimul, Mafru, Noder, Oro, Ponn,
Europe. The capital of Hyrule Kingdom was a stone Ralah, Rhoa, Romon, Rune, Sishu, Shitak, Shogga,
castle with a town surrounding it. Many of their villages Wister.
are primitive and feature farms, windmills, and taverns.

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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

Shiekah quite inquisitive individuals. Many sheikah choose a


subject of study and become experts in their field. Their
"We of the Sheikah tribe have long been heralded as a diligence can sometimes turn into obsession, delving
people of great wisdom. Our technology became the key deep into research for days on end. Those who prove
to sealing Ganon away during the Great Calamity, some capable and trustworthy are given additional instruction
ten thousand years ago. At one point, our technology was in ancient, magical techniques. The grueling training
praised as the power of the gods . . . but eventually the process does end up breaking some Sheikah, who wish
people turned on it. Turned on us. Our creations came to abandon their clan's sacred duty. In the past, some
to be viewed as a threat to the kingdom. The Sheikah factions have splintered off to live as they see fit, taking
became outcasts, forced into exile. Some, dangerous secrets with them. To help avoid this fate,
like us, chose to cast off our technological Sheikah also emphasizes healthy recreation
advances and strove to live normal lives." and relaxation to balance out their stressful
Sheikah, or Shadow Folk, are a mysterious lives. Travelers will often encounter
tribe that inhabit the land of Hyrule. They Sheikah reading beside a tree, painting,
were originally the chosen guardians gardening, or playing music as a way
of Hylia, sent to protect and guide her to clear their minds.
incarnations in trouble. Their shadowy
magic, academic prowess, and refined
Spies and Scholars
When Sheikah neared
combat skills are at the service of the adulthood, they were put
Hylian Royal family. through the final tests of a
Silent Watchers grueling training program
to see if they could serve as
Sheikah are very similar in
appearance to Hylians, sharing guardians of the Royal Family.
their pointed ears that signify a divine Those who succeeded would
purpose. Shiekan eyes are said to be leave their family and friends
capable of seeing through deception behind to live at Hyrule Castle, where
of any kind. Their lean bodies are they joined an elite shadow force of
built for speed and stealth, and they trained bodyguards and assassins
excel at hand-to-hand combat. Those in known as the Shadow Guard. Very
service to the Royal Family wear few things escape the watchful eye
lightweight, form-fitting robes, of a trained Shiekan soldier.
often covering their faces to obscure They are frequently deployed to
problematic areas in the kingdom
their true identity. Shiekans employ
a combination of illusion magic and
Health: 15 Stamina: 11
Size* Size* + Courage**
to assess the situation, infiltrating criminal
advanced technological capabilities, organizations and gathering intelligence
both of which offer unique tools or abilities that enhance to send back home. Thanks to a Shiekan's
their physical capabilities. disguise magic and exceptional stealth, very few people
even realize that they are being watched. Sheikah who
Mind, Body, and Spirit don't join the Shadow Guard are most publicly seen
From a young age, Sheikah were taught that their most as scholars and engineers. Most modern inventions in
sacred duty was to protect and serve the royal family Hyrule have come about because of Shiekan tinkering.
of Hyrule. They devoted their whole being to this cause, They will accept students from all races to study under
working more diligently than most races can fathom. them, understanding that advancing the knowledge of
Those who would not meet the high standards required to the people will benefit the kingdom as a whole.
become guardians of the Royal Family were given other
opportunities to serve, often as scholars or researchers.
Because of the value placed on education, Shiekan are

58
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.

The fish-like Zora are an amphibious race of long-lived Aquatic Advisors


warriors, sages, and artisans. Keepers of tradition and Because they thrive in both land and sea, Zoran towns and
staunch allies of the Hylian Royal Family, the wise Zora cities are usually built in coastal regions or along large
have ruled over the waters of Hyrule for thousands of rivers. Control of the waterways makes them key trading
years. partners with many races in Hyrule. This gives them a
lot of leverage in diplomatic negotiations, which they
Water Wardens use to secure the safety and prosperity of their people.
The Zora are aquatic folk who possess fish and amphibian- While Zora tend to place themselves first, they recognize
like traits, including fins, webbed feet, and gills. Zoras their role in guiding the nation of
can come in many shapes and sizes but are generally Hyrule to a better future. The
humanoids with long-tail fins on their heads and finned Zoran have always offered
appendages on their arms and legs. their services to the Hylian
Their skin tone tends to be blue, royal family, honor-bound by
gray, or red. They range from the oaths of their ancestors.
5-8 feet tall, but Zoran royalty Women of the Zora royalty
can often grow much larger. are often given important
Zoran children mature roles as sages, guarding ancient
slowly, staying relatively aquatic artifacts or holy sites from
small until they hit a sudden dangerous foes.
growth spurt near adulthood. Zora are uncomfortable
spending too much time away
Honorable and Wise from the water, so they rarely
The Zora's uniquely long venture far from home. As
lifespan gives them a different such, their interaction
perspective on life than the with other races is
other races of Hyrule. They are somewhat limited.
methodical thinkers and slow Visiting a Zora settlement is considered a
to act, preferring to gather big responsibility, as your first impression
more information before speaks not only for yourself but also for
jumping to conclusions. your entire people.
A single King may serve
as an advisor for a dozen Fish out of Water
generations of Hylian rulers. Zora adventurers are quite rare, as roaming
Unfortunately, their age can the dry land is seen as unpleasant and foolish.
sometimes result in stubbornness, Yet even the stingiest of elders recognize the
as Zora slowly adapt to changing need to expand their influence beyond
times. Zoras put a great deal of the waterways and will encourage
importance on tradition and adventurous Zora to set out and make their mark on the
ceremony. Weddings, births, and world. If the Hylian royal family is ever in

with celebration and rituals. Outsiders


Health: 15 Stamina: 8
deaths are often multi-day affairs, filled
Size* Size*
great need, the strongest Zora warriors
have no issues venturing into dangerous
are rarely allowed to participate, and lands to fulfill their honor-bound oath.
those that do are closely watched to * Characteristics: Graceful, elegant, wise, fluid,
ensure they treat the event with the respect it deserves. empathetic, musical, mystical, intuitive, protective,
To make light of their traditions is often considered a
aquatic.
grave insult, and Zoran grudges can last for decades.
Though amphibious, Zora are much more comfortable * Female Names: Adish, Arli, Citri, Coli, Emu, Fava,
in the water and find great joy in swimming through the Inger, Kima, Kinka, Lome, Nanashi, Necta, Rasbe,

60
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

Overview Adventurer Perks


* Crafter: Choose a profession that requires some
While abilities encompass your overall capabilities while
taking action, perks and the benefits they provide help craftsmanship, such as a blacksmith, brewer,
improve and expand those talents. For example, someone carpenter, or cook. You can brew, craft, modify, or
with strong leadership skills might benefit from perks that repair anything related to your craft. Tell the GM
give access to exclusive networking opportunities such what you want to brew, craft, or modify, and they
as contacts. In some cases, perks can even provide the will tell you how long it will take, what you need,
ability to do things that are impossible to others, such and any risks, rolls, side effects, or limitations. In
as casting spells, crafting armor, or having an animal addition, when you spend downtime exercising your
companion. profession, you make +1 resources per week.
* Guildmember: You are a member of an artisan's
Paths & Perks guild. Who are they? You can request information
All perks are grouped thematically under a list known as or requisition materials from them once per session
a path. At character creation, you can choose as many during downtime. The GM will inform you how long
perks as possible from any path as long as you meet the it will take, what the guild expects from you, and
requirements. However, learning new perks from paths any dangers, rolls, or restrictions. If the GM is using
outside your expertise during the game may require the renown variant rule, increase the number of
time and tutelage at the GM's discretion. Right under a requisitions by +25 instead.
path's name, you will see a brief description of the theme * Manufacturer I: You can craft items from your
behind the path and what sort of perks you will expect chosen professions at 75% of their original price.
to see under it. Paths have requirements that are listed * Quick Craft: You can do it in half the time the GM
under the description. Requirements include: says it would usually take you.
* Taking a perk from its list before all others. * Mastercrafter I: Select a new trade.
* Perks from other paths. * Wright I: When you sit down to add a modification
* Having a rank in an ability. to a piece of equipment, you can add a minor
Some requirements are specific to a perk or a group modification that does not count towards the gear's
of perks. E.g., If you want the danger sense I perk limit.
from the hunter path, you need one rank in Wisdom
to take it. Afterward comes the perks section, Hero Perks
which allows you to use XP to learn new abilities ❏ Abundant Crafter: When you craft ammo,
associated with that path. Perks require being adventuring gear, chemicals, kits, and other items
in a particular tier of play for you to take them with more than one use, you create +1 use for that
and are listed accordingly. Some perks are item.
numbered, so you must have the previous ❏ Artisan's Touch: When you wield items
perk before taking it. E.g., You need you manufactured through your artisan's
manufacturer I before taking manufacturer II. trade that deal damage, they deal +1 damage.
❏ Manufacturer II: You can craft items from
Artisan your profession at 50% of their original price
An artisan is a person who has mastered their instead.
profession to an advanced level and who takes ❏ Mastercrafter II: Select a new trade.
great pride in their work. They are enthusiastic ❏ Wright II: You can add another minor
and insatiably inquisitive, constantly searching modification without exceeding the gear's limit.
for ways to further their skills and methods.
Alchemists, armorers, bakers, blacksmiths, Champion Perks
chemists, and poison and potion makers fall ❏ Mastercrafter III: Select a new trade.
within the category of artisans. ❏ Wright III: You can add another minor
* Requires: Crafterp, Handlea. modification without exceeding the gear's limit.

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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.

Champion Perks Champion Perks


❏ Perfect Guard II: You can use Perfect Guard
❏ Chef II: You can add an additional ingredient to
twice per encounter instead.
a dish and add its benefit to the meal beyond the
❏ Steadfast Defender: You are immune to any
maximum.
fear effects or attempts to intimidate or distract you
❏ Glutton III: You can ingest an additional elixir or
while defending an ally you have a relationship goal
dish per day and receive its benefits.
with.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

Genius usages, medium objects need five, large objects


need ten, and so forth.
Their passion for tinkering with intricate ❏ Techie II: You can add another minor modification
contraptions and deciphering the without exceeding the gear's limit.
secrets of ancient tech sets them
apart, making them invaluable
in unraveling mysteries and Champion Perks
solving complex problems. ❏ Techie III: You can add another minor modification
* Requires: Wisdom 2a, that does not count towards the gear's limit.
Handlea, Engineerp.
Healer
Adventurer Perks Healers are skilled individuals who specialize in medical
procedures, first-aid techniques, and healing arts. With
❏ Engineer: You can craft, extensive knowledge of anatomy, herbs, and magic,
modify, and repair ancient- healers can mend wounds, cure ailments, and restore
tech objects such as vitality to allies.
ancient armor, gadgets, and * Requires: Wisdom 1a, Handlea,.
weapons. Tell the GM what you
want to craft, and they will tell Adventurer Perks
you how long it will take, what ❏ Bandaging: You spend one less use of your medical
you need, and any risks, rolls, kit (minimum 1).
side effects, or limitations. This ❏ Healer I: When you help a creature treat a wound,
counts as a profession. In addition, when you spend disease, or poison, on a success, they make all rolls
downtime to exercise your profession, you make +1 to resist the ailment with advantage, not just the
rupees per day. next roll. Alternatively, when you spend one usage
❏ Inventor I: When you craft, modify or repair of a medical kit to heal health or stabilize a dying
anything related to ancient tech, you can craft items creature, they heal + health.
from your profession at 75% of its original price. ❏ Mender: Once per session, when you make a heal
❏ Techie I: When you sit down to add a modification roll, gain +1 stress turn a miss into a partial success.
to a piece of equipment, you can add a minor ❏ Naturist: Foraging in the wild allows you to search
modification that does not count towards for healing flora and fauna. These findings can be
the gear's limit. recorded as special usages in your medical kit for
treating wounds. The GM determines
Hero Perks the time required and the
❏ Inventor II: When you craft, modify number of usages you obtain.
or repair anything related to your craft ❏ Soothing Medicine I:
(demolitionist, engineer, gunsmith, or Once per session, a patient
hacker). You can craft items from you treat with a medical kit
your profession at 50% of its to heal health regains 
original price. stamina.
❏ Jury-Rigger: You can modify
ancient-tech objects on the Hero Perks
fly by spending usages from ❏ Combat Medic: As two actions, spend
adventuring gear and repair 1 stamina to treat a wound (but not a severe
kits, or by cannibalizing objects wound) or heal health using a medical kit.
for their parts. You can take ❏ Healer II: They heal + health instead.
one round to add a modification ❏ Improvised Medicine I: Once per
to weapons and armor that lasts until session, as an action, spend 1 stamina and
the end of the encounter. Small objects need three spend two uses of your medical kit to have a

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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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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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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.

Gaining Powers Learning


As your
New Power
character gains XP,
Groups
you can
&learnPowers
additional
You must first choose the manifest power perk under the
wielder path to gain powers. Once you have taken the powers from a power group you can access. If you do,
perk, you must make a few choices (see below). you add the power to your list of powers known. To learn
new powers or power groups, you need to spend some
Choose a Power Source
A power source indicates the origin of your powers, and
downtime researching and practicing in addition to
spending XP. The GM will tell you how long it will take. If
you find tutelage, the time is reduced by half, leaving you
this choice sets the tone of your abilities and is purely with leisure time to pursue other activities during your
cosmetic except for the divine power source. downtime but probably at a cost.
Choose a Power Group & a Power
All powers with a similar theme are put together under Manifesting Powers
a power group. When you initially select the manifest To manifest a power, you first must choose a power from
power perk, you choose a power group to add to your a power group you can access. Then you usually make a
list of available power groups. Then you get to select a roll to determine if the power has successfully manifested
power from that same power group and add that power or not. Wielders generally need to do something to trigger
to your list of powers known. At character creation, you the effects of a power. Trigger effects involve chanting
can spend perk points to learn a new power from any the proper incantations of a spell, invoking the entity
power group, including those your character can't access. responsible for your abilities, making choreographed
patterns of movements with your hands or your entire
body, triggering a device, and so on. Even those who
wield hereditary powers need their body free of restraints
to concentrate and use their abilities.

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

Effect Power Sources


All powers have a section that describes what the power Below are examples of what could be the source of your
does when properly manifested. The effects of a power powers. If the power sources presented do not fit your
happen on a success or partial success, and the latter character, feel free to develop your own and discuss it
may have unforeseen consequences depending on your with your GM to see how they can incorporate it into the
choice, as seen in the manifest power move. game.

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.

Powers Gone Wrong Ancient Tech


Raw power is difficult to contain and can sometimes In the world of Hyrule, there are those who wield the
produce unwelcome side effects. When a player chooses power of ancient technology. These individuals are often
to have their power have an undesired effect, or if they geniuses who have figured out how to harness the power
fail, this is your opportunity as the GM to show how of ancient machines and artifacts. They can create
unpredictable powers can sometimes be. Each power strange gadgets with powerful effects, such as bombs,
group has examples of what could happen if a power lasers, and even flying machines.
goes wrong, and the GM can come up with their own * Sheikah Tech: Sheikah technology is powered by
consequences as well.
a mysterious energy known as Ancient Energy and
Power Downgrade
Some powers allow characters to manifest weaker
harnessed. This energy, known as Ancient Energy, is
found throughout Hyrule, such as Hateno Village,
versions of themselves. These downgrades may reduce Tumlea Heights, and beneath Hyrule Castle. It glows
the cost of a power or will enable a character to take it at pale blue or orange when active. When Malice
an earlier tier of play. Downgrades are permanent until infects Sheikah tech, the Ancient Energy turns a hot
the character retrains the power at the appropriate tier. pink color. The exact nature of Ancient Energy is
unknown, but your own stamina fuels your powers.
You can choose powers from any power group, but
their original cost is +1 for you.

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* 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

Champion Powers Hero Powers


* Animate (Dead)*
* Living Nightmare* * Commune (Dead, Spirits)*
* Mirage * Impair*
Martial * Spirit Walk*
Martial powers allow you to unlock your potential to
achieve feats of strength no ordinary person could. With Champion Powers
these powers, individuals can endure damage without * Revive
needing armor, easily break through obstacles and * Syphon Soul
enemies, crawl up walls, leap incredible heights, and
harden their fists and body as if made of iron. These Negation
Negation powers focus on protective effects that cancel
abilities can be instrumental in combat, allowing martial
wielders to take down foes that would be impossible for or interfere with other forces, especially magical ones.
others to defeat. Failed negation powers tend to have the opposite effect;
a warded area could instead attract the attention of
Adventurer Powers nearby creatures. An attempt at dispelling a power's
* Armor* effect could augment it, and a failed banishment could
* Blank Mind banish the wrong creature or bind the target even more
to that plane, making it stronger. Below you will find the
* Heal (downgraded)* effects relevant to negation powers.
* Iron Fist*
* Leap* Adventurer Powers
* Rage* * Armor*
* Wall Walker* * Blank Mind
* Water Walker* * Mask Power
* Ward
Hero Powers
* Impair* Hero Powers
* Resistance * Banish
* Counter
* Impair*
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* Protection leave the wielder defenseless and vulnerable. Unforeseen
* Remove Affliction side effects can also occur, such as levitating or hurling
* Resistance more objects than intended, flying in the wrong direction,
or unintentionally harming innocent creatures.
* Shield*

Champion Powers Adventurer Powers


* Armor (telekinetic)*
* Dispel
* Harm (telekinetic)
* Forbiddance
* Hover*
* True Seeing

Primal Hero Powers


Primal powers allow one to tap into the raw energy * Counter
of nature, control and manipulate the natural world, * Fly*
including animals and plants, harness the elements and * Impair*
weather, and even communicate with the spirits in the * Shield*
natural world. However, using primal powers can be * Telekinesis*
unpredictable, and even a slight misstep can result in * Wall (telekinetic)
dire consequences. For instance, a simple attempt to
control the weather could result in a massive storm that
spirals out of control, causing destruction and chaos.
Champion Powers
Similarly, an effort to commune with the spirits of nature * Dominate
could result in angering them, leading to a backlash of * Stasis*
negative energy that turns the spirits against the wielder.
Transmutation
Adventurer Powers Transmutation powers change the properties of matter
and the environment, such as bolstering an ally by making
* Armor (plants, rocks)*
them more durable, creating an opening where there isn't
* Comprehend* one, flying, and even changing your appearance. Failed
* Harm (ice, fire, wind, earth) transmutation powers can have an opposite outcome
* Nature's Ally from what was intended, such as destroying an object
* Rage* instead of repairing it or turning a target into a chicken
instead of giving them wings.
Hero Powers
* Animate (plants, rocks)* Adventurer Powers
* Command Beast* * Armor*
* Commune (nature)* * Darkness / Light
* Food Growth* * Harm
* Impair* * Wall Walker*
* Summon Ally (beasts)* * Water Walker*
* Wall (rocks, thorns, vines)
* Wild Shape Hero Powers
* Animate*
Champion Powers * Impair*
* Control Weather* * Resistance
* Shapeshift* * Shield*
* Transmute Creature
Telekinesis
Telekinetic powers allow you to manipulate creatures and
* Transmute Object
* Wall
objects with your mind, such as moving your target from
one place to another, hurling things from a distance, or
even gaining the ability to fly. However, telekinetic powers
Champion Powers
* Dominate * Vulnerability
can be unpredictable and dangerous, especially when
they go wrong. A telekinetic power that fails outright can * Shapeshift*

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Power List Comprehend


The powers presented in the game offer a wide range Alt Names: Nayru's Insight, Teacher's Lesson, Rauru's
of abilities for your character, and their descriptions are Wisdom.
intentionally broad to allow for creative manifestations Cost: 1.
of your abilities. To find inspiration, consider your power Roll: Detect + Wisdom.
source and known power groups. For instance, if you Effect: You understand all languages, including animals
belong to the primal power group and have the armor and plants (ongoing).
power, imagine drawing rocks and wood to create an Downgrade: You don't need to roll to manifest the
armor. Similarly, if you possess the ancient technology power; it only works on yourself.
power source and the wall walker power, imagine
activating a gadget to make your boots sticky, enabling
you to walk on vertical surfaces.
Darkness / Light
Alt Names: DethI's Darkness / Hylia's Light, Fairy's

Novice Powers Light.


Cost: 1.
Roll: Handle + Wisdom.
Armor Effect: Choose one.
Alt Names: Biggoron's Buffer, Darknut Armor, Daruk's * The object you touch blocks all illumination near it
Aegis, Deku Bark. (ongoing).
Cost: 1. * An object you touch emanates bright light that
Roll: Handle + Wisdom. Replace Wisdom with Power illuminates anything near it (ongoing).
if pulling raw elements from a nearby location to make
your armor.
Effect: You have +1 armor or 2 armor if you aren't
Decay / Preserve
Alt Names: Farore's Caress, Nayru's Preservation, Din's
wearing any (ongoing). Describe what your armor looks Dissolution, Hylia's Desolation, Sheikah's Annihilation.
like—perhaps you conjure it out of thin air or pull chunks Cost: 1
of earth, stone, and rubble near you to form an armor? Roll: Handle + Wisdom.
Downgrade: You don't need to roll to manifest the Effect: Choose one.
power; it only works on yourself. * The remains of a dead creature or organic material
you touch do not decay and cannot be raised as an
Blank Mind undead creature for days equal to your XP spent
Alt Names: Babusu Mind, Bokoblin Mind, Chuchu (minimum 1).
Mind. * Instantly finish the decomposition process of a dead
Cost: 1. creature or organic material you touch, turning it to
Roll: Detect + Wisdom. dust.
Effect: As a minor action, creatures cannot sense your
emotions, read your thoughts, or detect brain activity
(ongoing).
Detect
Alt Names: Shiekah Sensor (for Science), Wizzrobe's
Downgrade: You don't need to roll to manifest the Intuition, Kaepora Gaebora's Keen Hunch.
power; it only works on yourself. Cost: 1
Charm Roll: Detect + Wisdom.
Effect: You detect and locate if anything near you is
Alt Names: Aryll's Innocence, Farore's Smile, Kass' magical, has powers, or is supernatural. If you spend one
Allure, Princess' Charm. round concentrating, you can also learn the properties of
Cost: 1. an object or subject detected this way.
Roll: Talk + Courage.
Effect: Choose one.
* A non-hostile creature near you treats you as a
Diagnose
Alt Names: Deku's Insight, Fairy's Revelation, Mipha's
friend until you prove otherwise (ongoing).You have Gaze, Rauru's Gaze.
advantage on rolls made against the target while Cost: 1
the charm lasts. Roll: Detect + Wisdom.
* A creature near you is frightened of another creature Effect: You detect what disease, poison, or other
ailments affect a living creature you touch. You have
or object near you (ongoing, sustained).
advantage on your next roll to try and cure the affliction.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* Penetrating: The attack has +1 penetrating.
Divinate * Slowing: The target is debilitated for one round.
Alt Names: Glimpse of Time, Cia's Foresight/Hindsight,
Special: Choose a harmful effect and its associated
Zelda's Prophetic Vision.
approach (refer to page 17). Examples include acid,
Cost: 1.
fire, ice, lightning, water, wind, wood splinters, sharp
Roll: Detect + Wisdom.
metal, crushing rocks, spiderwebs, necrotic touch, black
Effect: You spend an entire round divining past or future
tentacles, and more. You can select this power multiple
events. Choose one.
times, but each time must be a different harmful effect.
* You know if a particular action will bring good or
bad results in the immediate future. Heal
* You can see into the future and the past of your Alt Names: Fairy's Reprisal, Goddess's Revitalization,
current location. You can ask either what happened Great Fairy's Blessing, Mipha's Grace, Nayru's
here recently or what is about to happen. The Restoration, Ruto's Healing Touch, Sheikah's Renewal.
answer to your question will be literal as if you were Cost: 1.
Roll: Handle + Wisdom.
there to witness such an event. Effect: A living creature you touch heals  HP.
Harm Downgrade: You don't need to roll to manifest the
power; it only works on yourself.
Alt Names: Volvagia's Fire Breath or Din's Flaming
Arrow for a fire effect, Zant's Corrupting Touch or Dark
Phantom Blade for Darkness, Bombos, etc.
Hover
Alt Names: Fairy Lesser Flight, Aspect of Hoverboots,
Cost: 1. Poe/Dampe's Ghostly Levitation, Peahat Hover.
Roll: Fight + Approach (see special entry). Cost: 1.
Effect: Conjure a physical effect to Roll: Move + Courage.
harm an enemy you touch—describe Effect: You hover a few feet above the ground,
it and deal +4 of damage to it. The bypassing difficult terrain and pressure plate traps or
damage type depends on what kind reducing falling damage by half (ongoing). Alternatively,
of effect you unleash. You can spend you can use this to float on water.
+1 stamina to give the power an Downgrade: You don't need to roll to
additional effect depending on the manifest the power; it only works on
damage type: yourself.
* Blinding: The target is
blinded for one round. Illusion
* Bypassing: It ignores Alt Names: Majora's Madness, Bend Truth (in reference
armor but only deals half to the Lens/Mask of Truth), Phantom Image.
damage rounded down. Cost: 1.
Roll: Handle + Wisdom.
* Coiling: Deal half damage
Effect: Create a harmless sensory input such as a
rounded down to another target sound or image of large size or smaller in an area
near the first. nearby (ongoing).
* Deafening: The target is deafened for
one round. Invisibility
* Debilitating: The target is debilitated for Alt Names: Poe's Translucence, Lizalfos Skin,
one round. Magic Cape.
Cost: 1.
* Draining: You gain TH equal to half of the Roll: Handle + Wisdom.
damage dealt, rounded down. Effect: You become invisible until you take an
* Entangling: The target is restrained for one action (ongoing). You can spend +1 stamina
round. to stay invisible until you attack or manifest
* Eroding: The target has -1 armor until it is fixed. another power instead.
* Forceful: The attack gains the forceful property. Downgrade: You don't need to roll to
* Ongoing: The target takes 2 ongoing damage of manifest the power; it only works on yourself.
the same type that ignores armor until they take an
action to negate the damage.

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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

Iron Fist Psychometry


Alt Names: Goron's Fist, Fist Ring, Bliano's Fisticuffs. Alt Names: Great Deku Tree's Foresight, Madame
Cost: 1. Fanadi's Crystal Ball, Rauru's Third Eye, Sheikah's Insight,
Roll: Handle + Power. The Eye of Truth.
Effect: Your unarmed attacks are treated as lethal/ Cost: 1.
magical weapons with +1 penetrating (ongoing). Roll: Detect + Wisdom.
Downgrade: You don't need to roll to manifest the Effect: Touch an object. You can ask up to 3 questions
power; it only works on yourself. about the object's past, content, or what it can do. You
get your answers in the form of mental images.
Know Direction
Alt Names: Magic Map, Navi's Navigation, Shiekah Purify
Sensor, Stone of Agony. Alt Names: Great Fairy's Cleansing.
Cost: 1. Cost: 1.
Roll: Detect + Wisdom. Roll: Handle + Wisdom.
Effect: Sense the general direction of Effect: Choose one.
a creature, object, or location. You can * Purify any consumables you touch, such as food or
spend 1 stamina to make this power an water.
ongoing effect instead. * Clean a small object you touch.
Downgrade: You don't need to roll to manifest
the power; it only works on yourself. Rage
Alt Names: Calamity's
Leap hatred, Fierce Deity's Fury,
Alt Names: Roc's Leap, Dinofos Lunge, Ganon's Rage.
Geru's Jump. Cost: 1.
Cost: 1. Roll: Fight + Power.
Roll: Move + Power. Effect: You tap into your
Effect: You jump and cover twice the inner rage and unleash it
distance you normally could. (ongoing). While raging,
Downgrade: You don't need to roll to you have a disadvantage
manifest the power; it only works on on non-melee rolls, and you
yourself. cannot use abilities, perks, or other
powers that require concentration, such
Mask Power as defending others, using computers,
Alt Names: Aghanim's Guise, Shiek's treating wounds, etc. While
Ruse. raging, you can spend +1
Cost: 1. stamina once per turn to
Roll: Handle + Wisdom choose one of these effects.
Effect: Choose one. * You deal +2 damage
* A creature and items they are carrying on your next attack with a
do not appear to be magical (ongoing). melee or thrown weapon and
it has the forceful property.
* An object does not appear to be magical * You can smash through an
(ongoing). obstacle you usually couldn't overcome of one
* A creature or object is undetectable by category size larger than you or small.
divination (ongoing). * If reduced to 0 health by an attack while raging,
you stay conscious and functional until the end of
Nature's Ally your next turn or when your rage ends. Whichever
Alt Names: Grass Whistle (as used in Twilight Princess), comes first.
Farore's Companion. Downgrade: You don't need to roll to manifest the
Cost: 1. power; it only works on yourself.
Roll: Talk + Courage.
Effect: As an entire round, call forth a small, local
animal to help you with petty tasks (ongoing).

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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

Telepathy but with no cost, it is completely loyal to you, and it also


has up to two useful traits it had in life or that are proper
Alt Names: Hylia's Whisper, Nayru's Communion, to its form (ongoing).
Princess's Whisper, Sahasrahla's Insight, Sages' Mindlink, Special: When you choose this power, select between
Sheikah's Mental Link. objects, plants, or corpses. That's what you can animate.
Cost: 1. You can select this power multiple times; each time you
Roll: Talk + Wisdom. do, you must choose a different target type to animate.
Effect: You can communicate telepathically with any Downgrade: You can learn this power as a novice tier
intelligent creature near you, and they can communicate power; the power cannot be augmented.
back with you (ongoing).
Downgrade: You don't need to roll to manifest the
power; communication is only one way.
Banish
Alt Names: Nayru's Banishment, Sheikah's Vanishing,
Wall Walker Rauru's Veredict, Hylia's Expulsion, Great Fairy's
Banishment.
Alt Names: Wallmaster Walk, Skultulla's Climb. Cost: 2.
Cost: 1. Roll: Handle + Wisdom.
Roll: Move + Courage. Effect: Temporarily banish a creature you touch (ongoing,
Effect: You can crawl, walk, or run across any solid sustained) to another plane of existence, or you return a
surface (vertical or otherwise) (ongoing). summoned creature from whence it came for good. When the
Downgrade: You don't need to roll to manifest the ongoing effect ends, the creature returns to the exact spot
power; it only works on yourself. where they banished if it's safe or somewhere near it.
Ward Beast Skin
Alt Names: Nayru's Barrier, Ganon's Crystal Seal, Alt Names: Midna's Possession, Saria's Embrace,
Sage's Ward. Tingle's Transformation, Veran's Metamorphosis.
Cost: 1 Cost: 2.
Roll: Handle + Wisdom. Roll: Handle + Courage.
Effect: Ward a small area close to you against Effect: You link your mind with an animal you touch, and
intruders. Name what triggers the ward and how you your body becomes inert. As long as you remain doing
are notified (ongoing). You can also spend +1 stamina to nothing else but maintaining that link, you can control
seal or prevent the sealing of an object such as a door, its actions, hear, see, and taste everything the animal
a window, or coffin (ongoing). If something attempts or does (ongoing). When the animal dies or the effect ends,
somehow breaks the seal, you get a mental image of you regain the use of your body.
who did it. Downgrade: You can learn this power as a novice
Water Walker tier power; the power cannot be augmented, and you
can only link your mind to one type of animal, such as a
Alt Names: Deku Hop, Octorok Scuttle. feline or hound.
Cost: 1.
Roll: Move + Courage.
Effect: As long as you can continue moving, you can
Command Beast
Alt Names: Din's Presence, Medli's Tune, Midna's
run across liquid surfaces such as water (ongoing). Whispers, Saria's Command
Downgrade: You don't need to roll to manifest the Cost: 2.
power; it only works on yourself. Roll: Talk + Courage.
Expert Powers Effect: You can give a short command to an animal
or plant creature near you, such as "sit here," "leave,"
Animate "follow me," and "defend them," and it will follow your
commands to the best of their ability (ongoing). You
Alt Names: Deku Sprout's Mobilization, Impa's must sustain the power while commanding the creature
Puppetry, Ruto's Vitality, Sheikah's Resurrection, Zora's during combat.
Awakening.
Cost: 2.
Roll: Handle + Wisdom.
Effect: Animate an object, plant, or the corpse of a dead
creature you touch of one category size larger than you
or smaller. It follows the rules of a greenhorn hireling,

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Commune Food Growth


Alt Names: Kokiri Whispers, Sage's Channeling, Ears Alt Names: Deku Fruition, Kokiri Harvest, Gerudo
of the Goddess, Fairy Guidance, Gossip Stone. Oasis, Hylian's Feast.
Cost: 2. Cost: 2.
Roll: Talk + Wisdom. Roll: Handle + Wisdom.
Effect: During a short rest, you invoke an entity in a Effect: A plant or fungi you touch produces up to 5
location and can ask them up to 3 questions about their rations that somebody must consume before it withers
past life or the area they inhabit. or the power ends (ongoing).
Special: When you learn this power, choose between Downgrade: You can learn this power as a novice tier
calling forth the spirit of a recently deceased corpse, power; the power cannot be augmented.
invoking the spirits that inhabit a location, or connecting
with all available networks and devices of an area. That's Impair
the type of communing that you can do. You can choose Alt Names: Din's Wrath, Farore's Curse, Ganon's
this power multiple times; you must select a different Curse, Midna's Curse, Nayru's Binding, Vaati's Shackle,
aspect to communicate with each time you do. Yiga's Curse, Zant's Crippling Spell.
Downgrade: You can learn this power as a novice tier Cost: 2.
power; it cannot be augmented, and you can only learn Roll: Fight + Power.
it once until you retrain it. Effect: Conjure a physical effect to impair an enemy near
you — describe what you are trying to do, and the GM
Counter will apply a condition to the target that best represents
Alt Names: Deku Shield's Deflection, Mirror Shield, what you want (ongoing, sustained). Conditions that
Princess's Barrier, Rauru's Veredict. affect multiple targets or a large area for more than a
Cost: 2. round require concentration.
Roll: Fight + Wisdom or Power. Downgrade: You can learn this power as a novice tier
Effect: Negate an attack or effect currently being made power; the power cannot be augmented.
or manifested close to you. In addition, you can spend Special: The GM may rule that impairments are based
+1 stamina to redirect the attack or effect made against on the power groups you have access to or something
you to the attacker or another target within the attack's completely different (whichever makes more sense).
range instead.
Locate
Disguise Alt Names: Eye of Truth, Oracle's Sight, Sheikah Vision.
Alt Names: Great Fairy's Glamour, Majora's Mask's Cost: 2.
Masquerade, Midna's Illusion, Tingle's Disguise, Vaati's Roll: Detect + Wisdom.
Trickery. Effect: You get a mental image of the current
Cost: 2. surroundings of an object, creature, or location.
Roll: Handle + Wisdom.
Effect: A creature or object you touch slightly changes Mirror Image
its appearance, and you can also change how it feels Alt Names: Phantom Replicas, Shadow Mirage, Sheikah
to touch or smell. The effect cannot resemble a specific Mimicry, Skull Kid's Hallucination.
person (ongoing). Cost: 2.
Downgrade: You can learn this power as a novice tier Roll: Handle + Wisdom
power; it only works on yourself. Effect: You appear blurred and create three identical
copies that move in unison (ongoing). When attacked,
Fly roll . On a result of 1-3, the attack targets you. On a
Alt Names: Loftwing Soar, Roc's Ascend, Cucco Glide, result of 4, one of your copies is hit and disappears.
Revali's Gale, Valoo's Gift.
Cost: 2. Protection
Roll: Move + Courage. Alt Names: Divine Shield, Hero's Shield, Sheikah Veil,
Effect: You can fly in any direction (ongoing). Performing Goron Fortress.
complex maneuvers while flying may require training in Cost: 2.
the Move. Hovering or flying for long periods or at a fast Roll: Fight + Courage.
speed may require fortitude rolls to keep such a pace. Effect: Creatures or objects cannot come within arm's
Downgrade: You can learn this power as a novice tier reach of you or allies close to you unless you or your
power; it only works on yourself, and you don't need to allies attack first, which breaks the effect (concentration,
roll to manifest it. ongoing).
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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.

Spirit Walk Teleport Creature


Alt Names: Mineru's Stride, Fi's Ethereal Journey, Alt Names: Cyclos Cyclone, Gale's Seed, Sheikah Warp.
Kohga's Phantom Leap, Midna's Twilight Phase, Ravio's Cost: 2.
Astral Travel. Roll: Move + Wisdom.
Cost: 2. Effect: Safely teleport yourself to a location near you. If
Roll: Handle + Wisdom. you teleport another creature, roll with Handle instead.
Effect: When you touch a willing creature, its spirit Downgrade: You can learn this power as a novice tier
separates from its body, leaving the target alive yet inert. power; the power cannot be augmented.
While the target is in its spirit form, its spirit is visible
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

Teleport Object Wall


Alt Names: Cyclos Cyclone, Gale's Seed, Sheikah Warp. Alt Names: Darunia's Protection, Deku Tree's
Cost: 2. Protection, Rauru's Ward, Saria's Sanctuary.
Roll: Handle + Wisdom. Cost: 2.
Effect: Safely teleport an unattended object near you Roll: Handle + Power.
of your size or smaller to another location near you. You Effect: Create a wall with a height and width in feet
can attempt to teleport an object another creature holds (0.3 meters), and a thickness in inches (2.5 cm) equal to
but must roll with disadvantage. your XP spent.
Special: This power allows you to create a wall that
Time Stop can be made of fire, ice, earth, telekinetic force or other
Alt Names: Skull Kid's Ploy, Stylin' Scarecrow's Tune, materials. If the wall can cause damage, it deals +2
Nayru's Pause damage or 2 ongoing damage. You can choose this
Cost: 2. power multiple times, but each time you must choose a
Roll: Move + Wisdom. different material for your wall.
Effect: Time stops for one round for everything and
everyone except for you. You can move around and Wild Shape
interact with objects but not make attacks. Alt Names: Koume's Shapeshifting, Kotake's Mimicry,
Sheik's Wild Disguise, Twilight Transformation.
Transmute Creature Cost: 2.
Alt Names: Granny's Curse, Irene's Hex, Maple's Roll: Handle + Courage.
Miracle, Syrup's Swap, Twinrova's Fusion. Effect: You take the form of an animal or plant-
Cost: 2. like creature of your size or one category size smaller
Roll: Handle + Wisdom. (ongoing). Your equipment either falls, merges,
Effect: Give a creature you touch a useful adaptation, or is worn by your new form, and your stats
such as the ability to see in the dark, swim, breathe remain the same. You can choose two
underwater, and so on (ongoing). traits from the following list that make
sense for your new form.
Transmute Object * You can speak in your voice while
Alt Names: Irene's Enchantment, Sheikah in your form.
Transmutation, Syrup's Alchemy. * You possess a useful trait, such as
Cost: 2.
Roll: Handle + Wisdom seeing in the dark, swimming, or
Effect: Choose one. flying (you can choose this
* Repair, destroy, or rearrange a structure multiple times).
or object you touch with dimensions in * You have natural
feet (0.3 meters) equal to your XP spent. weapons that deal +3
* Give a weapon, armor, or object you touch damage at close range of
a property another item of its kind can the appropriate type, such
have (ongoing). as piercing for bites or
* Convert raw materials you touch into slashing for claws.
an item made from the same materials. * Your natural
* Fuse a weapon, armor, or shield with weapons have +1
a material (see the fuse rules on the penetrating.
Crafting section on page 112). * Your skin is tough.
You have +1 armor that
Truth protects you against the same
Alt Names: Princess's Wisdom, Ganon's type of damage as your
Bane, Sheikah Eye, Mirror of Truth, Oracle's worn armor, if any.
Insight.
Cost: 2.
Roll: Talk + Courage.
Effect: Have a creature you touch answer a
question honestly.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* The ward blocks all sound from within and prevents
Veteran Powers sound from entering, including sonic attacks.
* Nothing can scry or teleport into the ward or locate
Alter Memory anyone within using divination.
Alt Names: Midna's Memory Shroud, Rauru's Mind
Edit, Sheikah's Memory Veil.
Cost: 3.
Foresight
Alt Names: Fi's Wisdom, Fortune Teller's Sight,
Roll: Handle + Wisdom.
Ghirahim's Sight.
Effect: Remove or alter the memory of an event that
Cost: 3.
happened less than a day ago to a creature you touch.
Roll: Handle + Wisdom.
Control Weather Effect: Describe a general hypothetical situation that
could come to pass and an action you would take. If the
Alt Names: Zephos's Gale, Cyclos's Fury, Wind Fish's
situation is about to happen, you can take a reaction
Tears, Wizzrobes's Storm.
to do what you previously established, which ends the
Cost: 3.
power (ongoing).
Roll: Handle + Wisdom.
Effect: You change the weather within a 3-mile radius
during a short rest (ongoing). The current season limits
Immunity
Alt Names: Agitha's Barrier, Darunia's Stone Skin,
the changes and can affect climate, rainfall, and wind.
Midna's Barrier, Hero's Shield.
The new weather conditions take 10 minutes up to an
Cost: 3.
hour (your choice) to manifest each time, and when the
Roll: Fight + Wisdom.
power ends, the weather returns to normal gradually.
Effect: Choose a damage type, curse, effect, or disease.
If the weather has ripe conditions for lightning and you
A creature you touch is immune against it (ongoing,
know the harm (shocking damage) power, you deal +1
sustained).
damage with that power.
Downgrade: You can learn this power as an expert tier
power; the power cannot be augmented.
Living Nightmare
Alt Names: Shadow Beasts, Vaati's shadow, Wizzrobe
Dispel Horror, Yuga's Illusions.
Cost: 3.
Alt Names: Rauru's Seal.
Roll: Fight + Wisdom.
Cost: 3.
Effect: You generate an illusory representation of the
Roll: Fight + Wisdom.
most profound fears of a creature close to you that only
Effect: Cancel an active power's effect. Normal means
they can see (ongoing, sustained). The target is frightened
cannot dispel some strong power effects.
and takes psychic damage that ignores armor whenever
Dominate this power is sustained.
Downgrade: You can learn this power as an expert tier
Alt Names: Ganon's Grip, Puppet Master's Curse,
power; the power cannot be augmented.
Zora's Song of Submission
Cost: 3.
Roll: Talk + Courage.
Mind Switch
Alt Names: Poe Sister's Trick, Twinmold Coils,
Effect: You dominate a creature you touch, causing
Twinrova's Ploy.
them to obey your instructions for as long as they
Cost: 3.
remain simple and do not result in self-harm (ongoing,
Roll: Fight + Wisdom.
sustained).
Effect: You forcefully exchange your mind with a nearby
Forbiddance creature, resulting in you controlling their body while
they gain control of yours (ongoing, sustained).
Alt Names: Korok's Veil, Sheikah Sanctuary, Twilight
Seclusion.
Cost: 3.
Mirage
Alt Names: Floormaster's Illusionary Realm, Great
Roll: Handle + Wisdom.
Fairy's Enchantment, Ingo's Mirage, Wizzro's Phantasm.
Effect: You create a ward in a close area near you
Cost: 3.
(ongoing). Choose one.
Roll: Handle + Wisdom.
* No one can eavesdrop, and no outside sounds can Effect: Make the terrain and structures in an area near
penetrate the ward. you look, feel, and smell like another (ongoing).

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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.

Regenerate Time Hop


Alt Names: Sonia's Touch, Fairies' Temporal Grace.
Alt Names: Farore's Revitalizing Grace, Great Fairy's Cost: 3.
Healing Embrace, Mipha's Caresse, Saria's Growth. Roll: Handle + Wisdom.
Cost: 3. Effect: You send an object or creature close to you
Roll: Handle + Wisdom. forward in time and choose how long to send them
Effect: Instantaneously remove a level of fatigue from (up to 1 minute per XP spent). The target effortlessly
a living creature you touch, or restore a lost limb or leaps forward in time and reappears exactly when you
damaged vital organ during a short rest. intended them to.
Revive Time Regression
Alt Names: Fairy's Resurrection, Sheikah's Alt Names: Terrako's Temporal Retreat.
Reawakening, Ruto's Renewal, Daruk's Second Chance. Cost: 3.
Cost: 3. Roll: Handle + Wisdom.
Roll: Handle + Wisdom. Effect: You rewind time and gain any number of stress.
Effect: Bring back to life a living creature you touch that For each stress gained this way, you can regress time by
recently died (about three rounds) with  health, any up to 6 seconds or a round. All effects, damage taken,
previous wounds it had before dying, and one level of items consumed, milestones, or XP gained during that
fatigue if it doesn't have any. period are undone.
Shapeshift True Seeing
Alt Names: Kilton's Disguise, Kaepora's Alt Names: Lens of Truth, Sages' Sight, Sheikah Eye.
Transformation, Tatl's Metamorphosis. Cost: 3.
Cost: 3. Roll: Detect + Wisdom.
Roll: Handle + Wisdom. Effect: You perceive the true form of everything near you,
Effect: You transform your appearance to that of any including individuals under the influence of an illusion,
creature, one category size larger or smaller than you. such as invisibility or a disguise (ongoing, sustained).
The target has any inherent traits and weaknesses of the
form, and the GM will also tell them one or more traits
associated with their new form (ongoing).
Vision
Alt Names: Princess' Insight, Sheikah Vision.
Downgrade: You don't need to roll to manifest the Cost: 3.
power; it only works on yourself. Roll: Detect + Wisdom.
Effect: Think of an object, creature, or location you
Stasis know of. You can now see and hear around your target
Alt Names: Princess's Timeless Hold, Rauru's Seal, as if you were there (concentration, ongoing).
Sage's Imprisonment.
Cost: 3.
Roll: Fight + Wisdom.
Vulnerability
Alt Names: Majora's Curse, Skulltula's Poison.
Effect: A creature, object, or physical effect close to Cost: 3.
you of your size or smaller is put into stasis (ongoing, Roll: Fight + Wisdom.
sustained). A target in stasis is conscious (if it's a Effect: Choose a damage type, effect, or disease. A
creature) but incapacitated and cannot be moved. Once creature you touch has vulnerability against it (ongoing).

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*
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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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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* 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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Freezing Resistance Shields


This modification coats Shields help you repel attacks
the armor with special from aggressors and defend your
plating and devices that allow companions better.
your armor to make you
resistant to freezing
damage.
Shield (Light)
Light shields include
Cost: 500 rupees. buckler shields, kite
Properties: +resistance shields, and round shields.
(freezing), mod (moderate). Cost: 50 rupees.
Properties: defensive,
Integrated cumbersome, durability 1.
Equipment Shield (Medium)
With this modification, you Medium shields include
can combine equipment Traveler's Shield, Soldier's Shield,
such as a weapon or adventuring and Knight's Shield.
gear with this armor. The armor Cost: 150 rupees.
shares the same benefits and Properties: defensive,
limitations as the integrated
equipment. Before modifying, cumbersome, durability 2.
you must decide if the
equipment and armor can be Shield (Heavy)
detached from one another or are permanently Heavy shields include large lynel shields, large guardian
combined. Before combining it with the armor, you must shields, and tower shields.
first buy the equipment you wish to combine. Cost: 150 rupees.
Cost: 200 rupees. Properties: defensive, cumbersome, durability 3.
Properties: +integrated, mod (moderate).
Shield Modifications
Motion Assist These are the most common modifications for shields.
Some of them could be justified with magic or ancient
This modification adds a support system that assists
you while applying physical effort. sheikah tech while others might not be available on the
Cost: 500 rupees, 1 ancient part. market unless you make them.
Properties: motion-assist, mod (moderate).
Deflective
Shocking Resistance This modification allows you to bounce back an attack
made against you with an energy weapon. When you
This modification coats the armor with special plating
and devices that allow your armor to make you resistant make a Defend roll against an energy-based attack or
to shocking damage. effect, on a success, you can deflect that same attack to
Cost: 500 rupees. its source.
Properties: +resistance (shocking), mod (moderate). Cost: 500 rupees.
Requires: Energy Resistance.
Sticky Adhesive Properties: +deflective, mod (moderate).
This modification coats the armor with a special
substance that gives a good grip on wet, slippery Durable
surfaces. This equipment was forged with durable materials.
Cost: 500 rupees. Cost: 500 rupees
Properties: +sticky, mod (moderate). Properties: +1 durability, mod (minor).

Weightless Energy Resistance


This modification replaces the plating of any armor with This modification coats the shield with special materials
lightweight yet very resistant materials, removing the that allows you to make Defend rolls against energy
cumbersome property from the armor. weapons without destroying them.
Cost: 500 rupees. Cost: 500 rupees, 2 ancient parts.
Properties: -cumbersome, mod (minor). Properties: +energy, mod (minor).
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Integrated Equipment Axe/Blade (Medium)


With this modification, you can combine equipment Medium axes include broad axes and splitting axes.
such as a weapon or adventuring gear with this shield. Medium blades include khopeshes, longswords, and
The shield shares the same benefits and limitations as scimitars.
the integrated equipment. Before modifying, you must Cost: 200 rupees.
decide if the equipment and shield can be detached Properties: +4 slashing damage, durability 3, grip,
from one another or are permanently combined. Before range (close), thrown (two-handed, reach).
combining it with the shield, you must first buy the
equipment you wish to combine.
Cost: 500 rupees.
Axe/Blade (Heavy)
Heavy axes include any form of battleaxe that requires
Properties: +integrated, mod (moderate). two hands to wield. Heavy blades include broadswords,
claymores and any form of two-handed blade.
Returning Cost: 300 rupees.
This modification allows the shield to return to you like a Properties: +6 slashing damage, durability 4, two-
boomerang if it is thrown. handed, range (close).
Cost: 500 rupees.
Properties: +returning, mod (Major). Bludgeons
Bludgeon weapons are usually
Spiked club-like objects that rely on
This modification adds thick spikes to their mass and the wielder's
a shield, effectively making it into a Might to crush their targets.
weapon.
Cost: 100 rupees.
Properties: +3 damage, mod
Bludgeon (Light)
Light bludgeon weapons include
(minor). brick hammers, clubs, dead
blow hammers, gavels, and
Weightless warhammers.
This modification replaces the Cost: 150 rupees.
plating of any shield with lightweight Properties: +2 crushing
yet very resistant materials, removing the damage, durability 2, forceful,
cumbersome property from the shield. range (close), thrown (near).
Cost: 250 rupees.
Properties: -cumbersome, mod (minor). Bludgeon (Medium)
Melee Weapons
Below you will find typical melee weapons such as
Medium bludgeon weapons
include brick greatclubs,
flails, maces, quarterstaves, and
axes, hammers, and swords. sledgehammers.
Axes & Blades
Axes are wedged tools with an axehead and
Cost: 250 rupees.
Properties: +4 crushing damage,
durability 3, forceful, range (close).
a handle that can serve to cut, split wood, and
as a weapon. Blades have an edge tailored for
chopping, cutting, slashing, and in rare cases, for
Bludgeon (Heavy)
Heavy bludgeon weapons include
puncturing your target. greatclubs, heavy flails, heavy maces and
Axe/Blade (Light) sledgehammers.
Cost: 350 rupees.
Light axes include hand axes, hatchets, or
Properties: +6 crushing damage, durability 4, forceful,
any other light tool with an axehead. Light blades
two-handed, range (close).
include cleavers, machetes, rapiers, short swords,
sickles, sabers, and sword canes. Throwable blades
include daggers, knives, and kukris. Picks
Picks are tools with a sharp, spiky head often used to
Cost: 100 rupees.
break hard surfaces, agriculture, and warfare.
Properties: +2 slashing damage, durability 2,
light, range (adjacent, close), thrown (near).

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Pick (Light) Eightfold Blade


Light picks are often the size of a A single-edged sword traditional to the Sheikah tribe.
miner's pick. Forged using ancient technology, it's said to be among
Cost: 150 rupees. the sharpest conventional weapons ever made.
Properties: +2 piercing Cost: 500 rupees.
damage, durability 2, +1 Properties: +6 damage, durability 4, grip, light, range
penetrating, light, thrown (close).
(near), Range (close).
Improvised Weapons
Pick (Medium) Any item not originally intended for use as
Medium picks include ice pickaxes, a weapon, including broken bottles, bricks,
mattocks, and pickaxes. cinder blocks, chair legs, ceramics and pottery,
Cost: 250 rupees. chains, firewood, heavy lamps, rocks, rakes,
Properties: +4 piercing damage, and shovels, are considered an improvised
durability 3, +1 penetrating, range weapon. Some improvised weapons are
(close). fragile and break after one or several uses.
Cost: -.
Pick (Heavy) Properties (One-Handed): +1
damage, range (close).
Heavy picks are often the size of a
war pick. Properties (Two-Handed): +2
Cost: 350 rupees. damage, two-handed, range (close).
Properties: +6 piercing damage, +1, Properties (Thrown): +1 damage,
durability 4, penetrating, two-handed, thrown (near).
range (close).
Morningstar
Polearms
Polearms are composed of a long shaft,
Morningstars resemble maces with
numerous small spikes springing forth
which ends with the main fighting weapon, from its head.
usually an axe or blade. Cost: 500 rupees.
Properties: +2 piercing damage,
Polearms (Light) durability 3, +2 penetrating, range
(close).
Light polearms include javelins and short spears.
Cost: 150 rupees.
Properties: +2 piercing damage, durability 2, range Rapier
(close, reach) thrown (close, near). Rapiers are sharp, pointy swords made for thrusting
your opponents.
Polearms (Medium) Cost: 200 rupees.
Properties: +2 piercing damage, durability 2, light,
Medium polearms include long spears, pikes, and
tridents. range (close).
Cost: 250 rupees.
Properties: +4 piercing damage, durability 3, two- Spiked Gauntlet
handed, range (close, reach). Gauntlets are usually part of heavy armor but can be
modified to include spikes.
Polearms (Heavy) Cost: 50 rupees.
Properties: +1 piercing damage, durability 2, light,
Heavy polearms include halberds and glaives.
Cost: 350 rupees. range (close).
Properties: +6 piercing or slashing damage, durability
4, two-handed, range (close, reach). Unarmed
Not exactly a weapon, but as a person, you can headbutt,
kick, and punch to harm another creature.
Special Melee Weapons
Not all melee weapons fit under the categories shown
Cost: -.
Properties: +0 crushing damage, range (adjacent,
close).
above. Below you will find examples of such weapons.

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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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Silvered Special Ammunition


This weapon was coated with silver, which is especially These are special ammunition that can be found in the
effective against some supernatural creatures. world. Some of them could be justified with magic or
Cost: 300 rupees. ancient sheikah tech while others might not be available
Properties: +silvered, mod (moderate). on the market unless you make them.
Spring-Loaded Acidic Ammunition
This weapon has intricate springs, has a hydraulic or Acidic ammunition breaks apart on impact, corroding
rocket powered ram, integrated into it that pushes a away whatever it touches. Incredibly effective against
target back on a successful attack. If a weapon already armored things.
has the forceful property, it pushes the target twice as Cost: 30 rupees.
far. Properties: 1 Use, +2 damage, corrosive.
Cost: 500 rupees.
Properties: +forceful, reload, mod (moderate). Ancient Ammunition
An arrow created using ancient technology. To be struck
Thrown Distance with one is to be consigned to oblivion in an instant. It
This weapon was forged with light materials that allow it deals devastating damage—even against Guardians.
to travel further while throne. Cost: 20 rupees, 3 ancient parts.
Cost: 500 rupees. Properties: 1 use, +2 damage, energy, obliterate.
Properties: Increase throwing distance by one step,
mod (moderate). Bomb Ammunition
The explosive powder packed into the tips of these
Ranged Weapons
Below you will find typical ranged weapons such as
ammunitions ignites on impact, dealing big damage to
anything caught in the blast.
bows, crossbows, boomerangs, and a list of ammunition Cost: 30 rupees.
appropriate for each type of weapon. Ranged weapons Properties: 1 use, +2 damage, 2 blazing, area (close),
do not come with ammunition. You need to buy them loud.
separately.
Fire Ammunition
Ammunitions
From arrows to sling rocks, most ranged weapons
Fire ammunition breaks apart on impact,
igniting objects in the immediate
require some ammunition area. Incredibly effective against
in order to make them cold things.
effective weapons. Except Cost: 20 rupees.
for explosive ammo such as Properties: 1 Use, +2 damage, 3
grenades and missiles, you blazing.
will find examples of various
ammunitions below. Ice Ammunition
Ice ammunition break apart on
Arrows impact, freezing objects in the
Ammunition for longbows and immediate area. Incredibly
short bows. effective against hot things.
Cost: 25 rupees. Cost: 20 rupees.
Properties: +1 ammo (bows). Properties: 1 use, +2 damage,
Freezing.
Bolts
Ammunition for crossbows. Shocking Ammunition
Cost: 30 rupees. Shock ammunition break apart on
Properties: +1 ammo (crossbows). impact, channeling electricity into nearby objects. Very
effective against metals and moisture.
Sling Pellets Cost: 20 rupees.
Ammunition for slingshots. Properties: 1 use, +2 damage, shocking, area (close).
Cost: 5 rupees.
Properties: +1 ammo (slingshots).

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Thundering Ammunition Special Ranged Weapons


Thunder ammunition breaks apart on impact, sending a Not all ranged weapons fit under the categories shown
shockwave that immediately pushes away any creature above. Below you will find examples of such weapons.
hit by it.
Cost: 20 rupees.
Properties: 1 use, +2 damage, forceful, loud.
Boomerang
The design of boomerangs as hunting tools involves
Bows
A bow is a weapon or tool used for shooting arrows
creating a tool the hunter can throw and catch as it
returns to their hand. Boomerangs come in various
shapes and sizes.
or bolts, typically consisting of a flexible wooden arch Cost: 100 rupees.
carved with a string attached to its two ends, allowing Properties: +3 crushing damage, returning, range
it to launch the projectiles when tension is applied to the (close), Thrown (close, near).
string.

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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Genetic Tag Water Bomb


This weapon can only be used by you or members of A bomb created to effectively blow up underwater.
your species. Your choice. Cost: 150 rupees.
Cost: 500 rupees, 3 ancient parts. Properties: 1 Use, 6 burning damage, thrown (near),
Properties: +genetic tag, mod (minor). area (reach).

Integrated Equipment Weapons & Armor By


You can combine equipment, such as ranged weapons,
adventuring gear, or two one-handed weapons, to create Culture
The prices and properties of armor and items follow the
a double weapon using this modification. Additionally,
you can connect a weapon with a vehicle for added respected Hylian standard. However, different cultures,
functionality. The weapon shares the same benefits and such as the Gorons, Gerudos, Ritos, and Zoras, showcase
limitations as the integrated equipment. Before you start their unique craftsmanship, creating a diverse tapestry
modifying, you must determine whether the equipment of creations. Each culture imbues its gears with distinct
and weapon can be detached or permanently combined. properties, making them stand out. Below, discover the
Additionally, you must purchase the gear you want to notable property changes each culture offers to their
integrate with the weapon before beginning the process. designs.
Cost: 15.
Properties: +integrated, mod (moderate). Gerudo
The Gerudo craft exquisite weapons and lightweight,
Penetrating heat-resistant armor from desert materials and precious
metals, adorned with jewels and gold.
The weapon shoots with greater might.
Cost: 15. Armor Properties (light): -1 durability, +advantage
Properties: +1 penetrating, mod (moderate). on rolls to resist the effects of hot climates.
Weapon Properties: +1 damage, -1 durability.
Explosives
Explosives are substances or materials that can be Goron
The Gorons, renowned for their exceptional craftsmanship,
triggered by coming in contact with other substances or
materials to cause a sudden explosion. intricately fashion their armor and formidable weapons
by meticulously selecting the finest rocks and ore to
Bomb make durable gear.
Armor Properties: -1 armor, +1 durability.
The force of the blast can be used to damage monsters
or destroy objects. Weapon Properties: -1 damage, +1 durability.
Cost: 100 rupees.
Properties: 1 use, +6 burning damage, thrown (near), Rito
area (reach). Renowned for aerial prowess, Ritos masterfully craft
breathtaking bows and elegant armor, selecting
Bombchu lightweight, resilient materials and intricate patterns for
cold resistance. Weapons embody precision and beauty,
Bombchus are a type of mobile explosive that travels
along the ground, walls, and ceilings until they either showcasing their artisan skill.
self-destruct or touch an object or enemy. As an action, Armor Properties: -1 durability, +advantage on rolls
you can program the bomb to travel to a location near to resist the effects of cold climates.
you and explode there. Weapon Properties (bows): -1 durability, increase
Cost: 200 rupees, 1 ancient part. range by one step.
Properties: 1 use, 6 burning damage, rage (close,
near), burst (close). Zora
The Zora, adept in aquatic arts, craft stunning tridents
Remote Bomb and sleek armor. Their expertise in selecting water-
resistant materials ensures the armor's functionality.
Pressing the Remote Bomb's control mechanism while
near it can cause it to detonate, and damage enemies The tridents' elegant design reflects their artistic mastery
and blast certain obstacles, like cracked rocks. and deadly precision.
Cost: 150 rupees, 1 ancient part. Armor Properties: -1 durability, +advantage on rolls
Properties: 1 Use, 6 burning damage, thrown (reach), to swim.
area (reach). Weapon Properties: -1 durability, -disadvantage on
attacks underwater.
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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.

your character for dangerous adventures, including Repair Kit


jetpacks and surveillance equipment. This kit contains the necessary parts to repair objects
such as armor, weapons, wagons, saddles, and shields.
Adventuring Gear Advanced devices, such as ancient armor, require other
pieces besides what you could find in a repair kit.
This equipment includes valuable items like telescope,
chalk, ropes, lamps, and more, as well as grappling Cost: 100 rupees.
hooks, cloaks, small shovels, and more. When you go Properties: 5 uses.
through your adventuring gear, describe what you pull
out. You now have that item, and you mark off one use. Alchemical
Below you will find a vast array of alchemical items
Cost: 50 rupees.
Properties: 5 uses. available through the Fang & Bone, each holding mystical
properties that can aid or hinder your journey.
Disguise Kit Beastmusk
This kit contains all sorts of cosmetics and props to
help you create an effective disguise and change your If you apply this balm to your entire body, animals will
appearance. perceive you as one of their own and won't attack you
Cost: 100 rupees. unless you attack them first. The effect lasts a day or until
Properties: 5 uses. you remove or wash away the balm.
Cost: 50 rupees.
Properties: 1 use.

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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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of the elixir), the character takes an extended rest, or


Food & elixirs
Food & elixirs can be found throughout Hyrule, after
the effect is replaced by a similar effect. Elixir and food
effects do not stack with each other or other effects
defeating enemies, in treasure chests, or hunting. that provide similar benefits (like soft beds or luxurious
They cover a wide variety of items, and as such, have meals), meaning that when a player has one effect active
a wide variety of uses. Food can sometimes be eaten and eats food with a different or even the same effect,
raw but are best cooked together to create much more the player must choose which effect to keep (usually the
nourishing meal that restores more health and have strongest one out of the two).
other positive effects.

How Much Can I Eat? Elixirs


Elixirs are magical potions with various boosting,
The amount of boosting / magical food you can eat or soothing, and healing properties, available in a range of
drink will depend on the mode chosen by the GM: colors. They are crafted by combining small animals like
* Master Mode: A character can ingest boosting frogs, lizards, and bugs with monster parts, guardian
food in a day equal to their ranks in Power. parts, or dragon parts in a cauldron, cooking pot,
* Heroic Mode: A character can ingest up to 3 or other suitable containers for cooking.
boosting food in a day.
* Champion Mode: There are no limits to the
Breathy Elixir
A sip of this effervescent potion helps you
amount of boosting food a character can eat. breathe with ease. You can hold your breath
Duration & Effects
To maintain timekeeping straightforward, unless
for as long as the effect lasts.
Cost: 75 rupees.
Properties: 1 use.
otherwise specified, all store-bought meals and elixirs
have an effect duration of 2 hours. The effect ends when
the time is up or the character takes an extended rest
Bright Elixir
It grants glow effect, illuminating your
or is recovering, whichever comes first. If a character immediate surroundings as bright as a torch
is brewing elixirs or making dishes, the duration is set (20 squares bright and 20 squares dim). This
by the monster parts for elixirs, and the dish enhancer faint luminescence is a boon in dark places.
for dishes. Temporal Health and Stamina granted by Cost: 50 rupees.
an elixir stays until used (regardless of the duration Properties: 1 use, +glow.
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Chilly Elixir Hardy Elixir


It significantly raises your body's resistance This magical potion grants a temporary
to heat, crucial for enduring long journeys boost to your health, becoming a crucial
through the desert. advantage during intense battles and
Cost: 100 rupees. challenging encounters.
Properties: 1 use, +resistance (burning). Cost: 50 rupees.
Properties: 1 use, +10 TH.

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.

Spicy Monster Parts


Common monster parts include: Bokoblin
Properties: +resistance (freezing damage). and moblin horns, fangs, and guts, lizalfo
Food Examples: Spicy Pepper, Sunshroom, horns, talons, and tail, lynel horns, hoofs,
Warm Safflina, Sizzlefin Trout. and gots, chuchu jelly, keese eyeballs
Critter Examples: Summerwing Butterfly, Warm and wings, octorok eyes, tentacles, and
Darner. octo balloons, moldugan fin and guts, hinox
toenail, teeth, and guts.
Sticky * Minion monster parts add +1 hour to elixir duration.
Properties: +sticky.
Critter Examples: Sticky Frog, Sticky Lizard. * Elite monster parts add +2 hour to elixir duration.
* Boss monster parts add +3 hour to elixir duration.

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Special Enhancers Rainbow Elixir


Some ingredients have special properties that This time around, our character is preparing
enhance dishes in a unique way. for a fight with a hinox and wishes to increase
* Courser Bee Honey: Serves as an their combat prowess as much as they
enhancer and also restores +1 stamina. can. They gather a tireless frog, a bladed
rhino beetle, and a rugged rhino beetle as
* Dark Clump: Gives Gloom Resistance.
the food effects, and a hinox toenail as the
* Fairy / Monster Extract: Should you use a Fairy monster part. We have created an elixir with
as a "magical ingredient," its enchanting power will these characteristics:
seamlessly infuse the cooking process. The result: a Cost: 100 rupees.
remarkable enhancement, tripling the duration or Duration: 1 hour (from the monster part).
doubling the effect of the food, depending on your Properties: +2 TS, +1 damage, +1 armor.
preference. This enchanting effect extends beyond
Fairies; other enhancers like dragon claws or scales,
Recipe List
Famous Meat Recipes: Biting Meaty Rice Balls,
and monster extract will bestow mystical properties, Copious Meat Skewers, Creamy Meat Soup, Glazed
elevating your culinary creations to extraordinary Meat, Meat and Rice Bowl, Meat and Seafood Fry, Meat
heights. Curry, Meat Stew, Poultry Curry, Poultry Pilaf, Spiced
* Golden Apple: Adds +2 hours to the dish's Meat Skewer, Meat and Mushroom Skewer, Meat and
duration or heals +  health, your choice. Rice Bowl, Meat Pie, Meat Skewer, Meat Stew, Meat-
Stuffed Pumpkin, Meaty Rice Balls, Pepper Steak, Salt-
* Ice Fruit: You deal +1 damage in cold environments.
Grilled Meat, Spicy Meat and Seafood Fry, Steamed
* Korok Frond: You deal +1 damage with ranged Meat, Biting Meaty Rice Balls, and Tough Meat-Stuffed
weapons. Pumpkin.
* Shock Fruit: You deal +1 damage in stormy Famous Seafood Recipes: Clam Chowder, Copious
weather. Fish Skewers, Crab Omelet with Rice, Crab Risotto, Crab
* Splash Fruit: You increase your swim speed by +1. Stir-Fry, Creamy Seafood Soup, Fish and Mushroom
* Star Fragment: You deal +2 damage. Skewer, Fish Pie, Fish Skewer, Glazed Seafood, Pepper
Seafood, Porgy Meuniere, Salmon Meuniere, Salmon
Examples
Let's make a custom dish and elixir following the rules
Risotto, Salt-Grilled Crab, Salt-Grilled Fish, Seafood
Curry, Seafood Fried Rice, Seafood Meuniere, Seafood
explained above. We can add up to 5 ingredients, Paella, Seafood Rice Balls, Seafood Skewer, and Steamed
with the dish needing at least one food effect and an Fish.
enhancer, and the elixir also requiring a food effect from Famous Veggie Recipes: Hylian Tomato Pizza,
a critter and a monster part instead of a dish enhancer. Carrot Stew, Copious Fried Wild Greens, Copious
Mushroom Skewers, Cream of Mushroom Soup, Cream
Spicy, Sneaky Monster Curry of Vegetable Soup, Creamy Heart Soup, Fragrant
Mushroom Soup, Fried Wild Greens, Fruit and Mushroom
Our character needs some cold
resistance to survive in the Hebra Mix, Glazed Mushrooms, Glazed Veggies, Hearty
region, but they also need to Steamed Mushrooms, Herb Sauté, Mushroom Omelet,
be extra stealthy to get where Mushroom Rice Balls, Mushroom Risotto, Mushroom
they are going. They decide to do Skewer, Pumpkin Pie, Pumpkin Stew, Salt-Grilled Greens,
something spicy with a strong flavor. Salt-Grilled Mushrooms, Sautéed Peppers, Simmered
They settle for curry. We chose some spicy pepper and Tomatoes, Steamed Mushrooms, Sunny Veggie Porridge,
a sneaky river snail we picked up earlier for our food Vegetable Curry, Vegetable Omelet, Vegetable Risotto,
effects. For our dish enhancer, we go with some Hylian Veggie Cream Soup, Veggie Rice Balls.
rice and goron spice, and then we add our last monster Famous Cake and Sweets Recipes: Apple Pie,
extract flask to double the duration of our dish. We have Carrot Cake, Cheesecake, Copious Simmered Fruit, Egg
created a dish with these characteristics: Pudding, Egg Tart, Fried Bananas, Fruit Pie, Fruitcake,
Cost: 125 rupees. Honey Candy, Honey Crepe, Honeyed Apple, Honeyed
Duration: 6 hours (2 from the rice and spice x 3 from Fruits, Hot Buttered Apple, Nutcake, Fruity Crepe,
the monster extract). Simmered Fruit, Steamed Fruit, Wildberry Crepe, and
Properties: +resistance (cold), +sneaky. Monster Cake.

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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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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
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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Luxurious Dining or Lodging Greenhorn


A single exquisite meal, a span plan, massages, or Greenhorn hirelings are new or inexperienced
waterbed in an extravagant room for a day in a companions that possess the following attributes:
distinguished inn. ♦ 2 point to increase the ranks of their Actions.
Cost: 80 rupees. ♦ 1 point to increase the ranks of their Approaches.
Benefit: +10 TH, +1 TS after waking up. Cost: 3 rupees.
Hirelings
Hirelings are there to provide a service
Skillful
Skillful hirelings are fairly proficient
and help the characters in their companions that possess the
adventures. They can lend their following attributes:
strength, their knowledge, and ♦ 1 perk.
their skills for a price, of course.
They can serve as assistants, ♦ 2 points to increase the ranks of
bodyguards, fellow warriors, your Actions.
lookouts, and personal thieves. All ♦ 1 points to increase the ranks of their
hirelings have the inherent traits of Approaches.
their origin, a starting loyalty score Cost: 5 rupees.
of 2, and their level of expertise
determines their ability ranks. You Seasoned
can pay for the hireling daily, but you Seasoned hirelings have been around for a
must agree on the payment frequency, while, doing what they do and doing it well.
whether weekly, monthly, or by other They possess the following attributes:
means, before enlisting them. Regarding ♦ 1 perk.
a hireling's equipment, the GM selects the ♦ 2 points to increase the ranks of your
gear worth 500 rupees + 50 rupees per
Actions.
level of expertise. If a hireling possesses
natural weapons, they deal +2 damage ♦ 2 points to increase the ranks of their
of the appropriate type +1 per level of Approaches.
expertise. Whenever you put a hireling in a Cost: 7 rupees.
risky situation, you must either convince,
deceive, or intimidate the hireling into VARIANT RULE: COMPANIONS
To make things easier for new players,
doing your bidding. A success means
they do it. A partial success means they do it, but they especially during combat, I introduce a
will resent you for it, reducing their loyalty by 1. Failure companion variant rule for the game. These
means they refuse to do it, and you reduce their loyalty rules simplify creating and managing hirelings and
by 1. When their loyalty score reaches 0, the hireling animal companions, allowing players to focus on the
will turn on you or leave, depending on the situation. game and their characters rather than keeping track of
At the end of the session, if you have done a significant numerous stats as if they were separate characters.
kindness towards them, increase their loyalty by 1. A
hireling's maximum loyalty is 6. Recruiting hirelings is a Using Companions
challenging task. Depending on the size of the settlement These alternate rules maintain how hirelings and
you are in, your reputation, and how many hirelings have animal companions behave. They continue to provide
returned safely from expeditions with your group, you assistance during your adventures, maintain a loyalty
might have access to only some types of hirelings. You score, and require a roll to follow your orders. However,
might find a greenhorn hireling in remote areas such as the approach to handling them and their benefits to a
villages or deserts at best. Some people will only dare group of player characters has changed. Companion
take a job with you if your hirelings return or payment capabilities are primarily passive and offer a boon to
is good. Sure, you could find a lunatic that would dare a character without using mechanics to determine an
to go for double the price or if you offer them something outcome. Instead, the GM chooses the outcome based
precious, but would it be wise to bring along someone on their descriptors, skills, and perks.
that crazy?

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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* 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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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* 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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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
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.

Caretaker Land Transport


You can acquire a mount such as a horse, mule, pony, or
Caretakers are there to assist you with ailments like
a sand seal by buying or catching one.
diseases, poison, and wounds. They can be medics,
Cost: 500 rupees.
nurses, local shamans, or priests with some knowledge
of medicine. The initial cost represents one day under
their care, which provides you with advantage on your Teletransportation
Instantly moving from one place to another is something
next roll to resist or overcome an ill effect. If treating a
that only magic and far-fetched technology could achieve.
wound, the caretaker reduces the time needed to recover
The cost is per person per trip.
by half. If recovery takes more than a day, then you must
Cost: 1000 rupees.
accommodate the cost to include the extra time.
Cost: 25 rupees.
Water Transportation
Rapid Healing You can acquire a water vehicle such as a boat
that can travel through rivers or at sea with simple
From a mage's powerful healing magic to a high-tech
accommodations.
healing tank, this service covers healing all wounds,
Cost: 200 rupees.
poisons, stress, and diseases by spending one day
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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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Mount Speed Cannon


In the real world, the speed of animals varies from creature A large, heavy artillery piece used for firing projectiles
to creature depending on the species and for how long over long distances. It is typically made of metal and
these speeds are held. For example, a bear could easily designed to shoot cannonballs, which are solid, round
catch up to a horse if it's running at full speed and the ammunition.
distance is very short. A deer could outrun a human in a Cost: 1000 rupees.
matter of seconds, but a human would eventually catch Properties: +6 crushing damage, area (close), range
up to it over long distances. (close, near, far, extreme), reload, mod (minor).
To simplify the mechanics of traveling speed for mounts,
assume that every mount that's not a horse can travel Cushioned
30 miles (48kilometers) within 8 hours at a moderate This modification adds a hydraulic system and lightweight
pace with short breaks. Greenhorn horses can travel 30 materials that absorb falling damage to the vehicle.
miles, skillful horses can travel 35 miles (56 kilometers), Cost: 500 rupees, 1 ancient part.
and seasoned horses can travel 40 miles (64 kilometers). Properties: +cushioned, mod (minor).
Mounts can sustain these speeds if they are not
encumbered with heavy bristles and saddles and are not Displacement
being used as beasts of burden. This modification distorts the view around the vehicle at
long range.
Transport Modifications
To enhance your transports, similar to weapons, you can
Cost: 500 rupees, 1 ancient part.
Properties: +displacement, mod (major).
use various means such as using different materials,
adding additional gadgets to improve versatility, refining Energy Resistance
craftsmanship to increase protection, or enabling the This modification coats the vehicle with special plating
vehicle to resist different types of damage such as fire and devices, making it resistant to energy damage
and energy. You can modify each vehicle with one major, without any issues.
one moderate, and one minor modification. You can Cost: 500 rupees, 3 ancient parts.
exchange one major modification for a moderate or Properties: +energy, mod (major).
minor modification or trade a moderate modification for
a minor one. Check out the list below to learn about the Fortified
modifications that you can make to your vehicles. This vehicle was forged or upgraded with materials of
better quality than those regularly used for such vehicles.
Armored Cost: 500 rupees.
This modification enhances the hull of a vehicle with Properties: +1 armor, mod (moderate).
special materials to make it more durable. The listed
price is for small vehicles only, and for each category Freezing Resistance
size larger, increase the price by one step. This modification coats the vehicle with special plating
Cost: 300 rupees. and devices that make the vehicle resistant to freezing
Properties: +1 threshold, mod (minor). damage.
Cost: 500 rupees.
Automated System Properties: +resistance (freezing), mod (moderate).
You can choose between two automated functions for
your vehicle - self-piloting or a weapon that can attack by Genetic Tag
itself. The automated system has a dice pool of  for This vehicle can only be used by you or members of your
all rolls related to its respective function. However, if you species, your choice.
want to add one more die to the pool, double the price. Cost: 500 rupees, 3 ancient parts.
Cost: 500, 2 ancient parts. Properties: +genetic tag, mod (minor).
Properties: Mod (major).
Grappling Hook
Burning Resistance This modification installs a retractable grappling hook
This modification coats the vehicle with special plating on the vehicle, which can be used to climb or latch onto
and devices, making it resistant to burning damage. other surfaces or vehicles.
Cost: 500 rupees. Cost: 300 rupees.
Properties: +resistance (burning), mod (moderate). Properties: ranged (close, near), mod (minor).

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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).

Turret (Repeating Crossbow)


This modification adds a turret that fires bolts
and requires to be manned.
Cost: 300 rupees.
Properties: +4 piercing damage, range (close,
near, far, extreme), mod (minor).

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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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Set Table Rules Describe Things


Once you are familiar with the game and your players, it As a game master, you must provide your players with
is time to set some rules at the table. Table rules actively clear and concise descriptions of their surroundings
outline the necessary actions to uphold the game's and the world around them. Use vivid language to
enjoyment and ensure its seamless flow during play. paint a picture of where they are and what's happening,
Here are some aspects to take into consideration while but avoid overwhelming them with too many details
making table rules: at once. Bullet points or a map can help highlight
* Character Names: How serious should a player important information, such as notable locations, items,
character's name be? Is it okay for someone to name and creatures. If you're short on time or materials, it's
important to be patient with your players. Stay calm if
their warrior Bob while playing or do you want your
you have to repeat yourself, and remember to give them
players to use naming conventions that go along time to make decisions about their characters. Asking
with the world you are building for them? them, "What do you do?" is an excellent way to keep
* Character Knowledge: Do player characters things moving.
only act on what they know, or is it okay to allow
players to have their characters act on the Address The Characters
When engrossed in the story with your players, referring
information they received outside of the game?
to the characters by their names and not the players
* Delegate Functions: Do you handle all the time themselves is vital. Doing so will enhance the experience
tracking, the HP of each enemy in an encounter, and encourage your players to fully embody their
going through the book to find a specific rule, or do characters rather than responding and reacting as
you allow one or more players to help you with these themselves.
activities?
* Distractions: Do you want your players to be Story First
The rules are there to help you and others play the
focused entirely on the game without distractions,
game with some consistency. Although the rules are
or are you open to occasional deviations during comprehensive, they do not account for every possible
casual gaming sessions? scenario the characters may encounter, particularly in
* Discussing Rules: When a game rule is in their day-to-day activities. Therefore, it is valuable to
question, should you pause the game to discuss it consider the situation and the established setting when
or make a quick decision to keep the game moving? determining the outcome of the characters' actions.
Any discrepancies in the rules can be addressed
and resolved at the end of the session.
Create Memorable NPCs
When crafting non-player characters (NPCs) for your
* Food: This is a vital subject to me. At my table, game, focusing on the small details that make them
everyone chips in for food and drinks. How are you stand out is essential. Think about quirks, mannerisms,
going to handle food and snacks at your game? or unique speech patterns that can set them apart.
Remember guests' dietary needs when hosting a Additionally, delve into their personal histories, creating
gaming session and offer easy-to-eat options like cut intricate backstories that add depth and intrigue to
their character. Through captivating dialogues, reveal
up fruits, dips, popcorn, salads, and pizza. Schedule
the NPCs' motivations, desires, and secrets. Doing so
breaks for socializing and clean up promptly after produces a sense of mystery and discovery that hooks
the event. Add some fun by incorporating themed players into the story. Finally, design quests and storylines
food as a reward for great gameplay. that revolve around the NPCs, allowing players to forge
* Missing Players: What happens to characters meaningful connections and make choices that shape
when their players miss a session? Do you, as the the characters' destinies. With these elements in place,
GM, control those characters, do other players your NPCs will become memorable and beloved parts of
the game world.
handle it, or do they fade into the background?
* Rolling Dice: Can players roll their dice one by
one, or should they roll them all at once? Is it okay
Offer Meaningful Rewards
Offering meaningful rewards is crucial in creating an
for you to roll the dice behind a screen, or should all engaging gameplay experience. Aligning rewards with
dice be rolled in the open where everyone can see players' goals and character motivations enhances the
them? sense of accomplishment and progression. Loot, such

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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.

Involve the Players Think Off-Screen


The world the player characters are in is not static;
To create a more engaging gaming experience, you creatures, objects, and even locations don't remain
don't have to shoulder the entire burden of world- motionless, waiting for the player characters to arrive
building alone. Instead of creating a whole world from for things to start happening. Beasts move and react to

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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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Be Brief need to understand what is going on rules-wise, but you


can spice it up by describing how the gleeok deals this
You don't need to describe every single detail of a scene, damage using your knowledge of the creature and the
and if you do, I guarantee that most of your players current scene. You could say, "The gleeok begins to recoil
will start to lose interest or get lost in the stream of from your last attack and swings wildly with its claws,
information. Keep your descriptions short but with hoping to keep you at bay. Unfortunately, your armor is
enough information to get your players excited and allow insufficient to protect you from its sharp claws! You take
them to make well-informed decisions. It's common for 14 slashing damage, and now you're staggering from
players to believe that detailed descriptions indicate the blow. What do you do now?"
something important. While it's okay to provide some
detail for minor things, it's crucial to inform players
about significant items, creatures, and terrain features
Enrich Your Portrayals
Enriching your portrayals of creatures in your game adds
that are easily noticeable. This way, when they need to depth and immersion to the encounters. By incorporating
take action, they clearly understand their surroundings their abilities and quirks into your descriptions, you can
and available options. "The ancient ruins loom before bring these creatures to life and make them memorable
you, their weathered stone pillars reaching toward the for your players. For example, when introducing a
sky. Vines creep along the cracked walls, hinting at the formidable gleeok, you can describe its mighty wingspan,
passage of time. A sense of mystery hangs in the air, shimmering scales reflecting the light, and intimidating
drawing your attention to the imposing double doors at presence. You might say, "The gleeok stands tall and
the entrance, covered in intricate carvings. Symbols of proud, its magnificent wings stretching wide as they
forgotten civilizations adorn the door, hinting at hidden catch the sunlight. Its scales glisten like burnished amber,
knowledge within. As you approach, you notice a faint casting a warm glow upon its massive form. With each
glow emanating from the keyhole, captivating your beat of its wings, gusts of wind buffet the surroundings,
curiosity." causing trees to sway and loose objects to tumble in its
In this example, the description provides enough wake."
information to set the scene and engage the players' In addition to physical attributes, incorporating
imagination without overwhelming them with excessive mannerisms into your portrayals adds authenticity and
details. The focus is on the key elements that establish character to the creatures. Consider a mischievous skull
the mood and capture the players' interest, such as the kid known for its playful antics. You can describe its
ancient ruins, weathered stone pillars, vines, and the incessant giggling and mischievous glint in its eyes. For
captivating glow of the keyhole. These details allow the example, you might say, "The skull kid crouches low, its
players to visualize the environment and make informed eyes darting around mischievously, and its high-pitched
decisions about their following actions. giggles fill the air. It hops from foot to foot, unable to
Be Cinematic contain its playful nature, a mischievous glint shining in
its eyes. You can't help but sense that trouble is not far
Your narration will make your players stay invested in behind when this imp is near."
what's happening, encouraging them to explore and
interact with the environment you describe. Each place
they visit contains exciting sensations you can use to
Be Prepared
It's unnecessary to remember every detail of each
illustrate their location. Imagine what sensory impressions environment you plan to use in your game. However,
they can get from the site, such as lighting, sounds, having some notes or references to help you when
smells, peculiar places, objects, or creatures nearby, needed is a good idea. You can organize and summarize
and use that information to create vivid descriptions. If each location's important features and aspects using
they find a creepy building that they might have to enter, maps, pictures, diagrams, or bullet points. Additionally,
don't just tell them, "They find a creepy building," think you can use online tools, books, or other sources to
of what makes this building so eerie. Is it the fact that generate or inspire your descriptions. For example, you
there is a moss building outside the structure? Are the can use a random dungeon generator to create a layout
trees surrounding the place dead or oddly shaped? Is the and add traps, monsters, and treasures. Alternatively,
weather outside making the building look more neglected you can use a fantasy name generator to concoct names
than it is? Is it the mist coming from a bog nearby? Is it for places, people, or things. Doing this saves time
the howl of a lone wolf in the distance? Or is it all of the and avoids getting stuck or repeating yourself when
above? Use this to establish the overall atmosphere of a describing the environment.
scene. Likewise, you can use this approach to describe
combat scenes. Avoid saying in combat, "The gleeok
attacks you and deals 14 slashing damage." The players

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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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Partial Success & Failures Adjudicating Without Rolls


When a character succeeds in their roll, it means they This passive adjudication offers a unique approach to
have accomplished their intended goal. However, handling outcomes that don't solely rely on dice rolls.
partial success means that the character has realized This intuitive method is handy for tasks frequently
their objective but may have to pay the price or not get occurring in the game, such as cracking codes, spotting
everything they wanted. The player moves list provides targets, performing maintenance work, detecting lies,
various examples of partial success outcomes, which you understanding intentions, verifying important documents,
can present as options for your players or decide on the and uncovering traps. Passive adjudication helps keep
outcome yourself. the game flowing smoothly, allowing players to handle
these tasks quickly without constant interruptions from
E.g., Depending on the abilities used for the roll, you dice rolls. To determine the outcome of an action, players
could allow players to choose something as simple as can check the number of dice in their dice pool. Generally,
"You do it but gain one level of fatigue until you take a 0-1 is a failure, 2 is a partial success, and 3 is a success.
short rest," which leaves little to no room for you as the
GM to improvise on the result. However, a player might
choose an option that will require some input from
Passive Adjudication Involving Agility & Stealth
your end, such as "You do it, but you lose something * 0: The character lacks any semblance of agility
you are holding or carrying. The GM chooses what," or and stealth, often making loud noises, stumbling
something as subtle as "You do it, but it takes longer clumsily, and is easily detected in any attempts to
than expected." remain unnoticed.
The first option lets you decide what the character * 1: The character possesses limited agility and
loses; it could be parts of their equipment, such as some stealth, occasionally struggling to move quietly and
rations or a healing potion, or they could lose something with finesse. They may be prone to accidental slips
they are holding on to, such as their bow, gun, or sword. or making slight noises that could give away their
The second option does not involve you directly in the presence.
outcome but gives you a golden opportunity to stir some
trouble. If the characters are trying to climb the walls * 2: The character maintains average agility and
of a building and choose this option, you could use this stealth, able to move with moderate silence
opportunity to introduce an enemy that could make the and coordination. They can navigate through
climb harder for that character or complicate things for moderately challenging terrain without attracting
the others that already made it to the top. undue attention.
* 3: The character exhibits above-average agility and
If they try to help the struggling character, they risk being
stealth, effortlessly moving with grace and precision.
seen, or one of them will have to do their best to hold the
rope for the climbing character while the others fight off They can traverse difficult terrain without making a
whatever enemy they have encountered at the top. When sound and blend seamlessly into their surroundings,
a player fails a roll in the game, it can either mean that making detection unlikely.
nothing happens or that there are severe consequences
to their failure. Passive Adjudication Involving Awareness &
For example, if a player fails a roll to recall specific Caution
information, they can choose not to remember
* 0: The character is completely oblivious and lacks
anything without any further impact. However, if the
game comes to a standstill because of failed rolls, it any sense of awareness or caution, often caught off
is your responsibility as the game master to keep the guard by even the most obvious dangers.
game moving forward. When failing has significant * 1: The character has a limited sense of awareness
consequences, the punishment should be harsher than and caution, frequently missing important details
partial success. You can use these partial successes and failing to anticipate potential risks or hidden
as inspiration for creating harsher consequences for threats.
failed rolls.
* 2: The character maintains an average level of
awareness and caution, able to notice certain
details and exercise some caution in potentially
risky situations.
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* 3: The character possesses above-average * 2: The character possesses average strength and
awareness and caution, frequently spotting hidden endurance, able to handle most everyday activities
clues, detecting subtle dangers, and taking proactive without much difficulty.
measures to minimize risks. * 3: The character exhibits exceptional strength and
endurance, surpassing the capabilities of most
Passive Adjudication Involving Dexterity & individuals and excelling in physically demanding
Speed situations.

* 0: The character is extremely clumsy and lacks any


sense of dexterity or speed, often fumbling and
tripping over their own feet.
* 1: The character has limited dexterity and speed,
occasionally struggling to perform precise or quick
movements and falling behind in activities requiring
agility.
* 2: The character possesses an average level of
dexterity and speed, able to handle most basic
physical tasks and maintain a moderate pace in
activities that require swiftness.
* 3: The character exhibits above-average dexterity
and speed, effortlessly executing precise movements
and maintaining a fast pace in physical endeavors.

Passive Adjudication Involving Charm & Grace


* 0: The character lacks charm and grace, often
appearing awkward, clumsy, and socially inept.
* 1: The character possesses minimal charm and
grace, occasionally stumbling in social interactions
and struggling to maintain a smooth and graceful
demeanor.
* 2: The character demonstrates an average level of
charm and grace, able to navigate social situations
with moderate success, though occasional missteps
may still occur.
* 3: The character radiates exceptional charm and
grace, captivating others with their effortless poise,
impeccable manners, and magnetic presence. They
possess an extraordinary ability to charm and win
over people effortlessly.

Passive Adjudication Involving Strength &


Endurance
* 0: The character is feeble, can barely exert any force,
and is prone to sickness.
* 1: The character displays minimal strength
and endurance, often struggling with physically
demanding tasks.

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Creating Traps & Hazards


Traps and hazards are dangers the characters may
appropriate for the trap or hazard. It might deal 1
ongoing damage as well.
* It's meant to damage trespassers severely. It deals
encounter, either as standalone challenges or as part
of an overall encounter. Characters must stay vigilant  + 5 of a damage type appropriate for the trap
and cautious to uncover concealed traps while requiring or hazard. It might deal 3 ongoing damage as well.
quick thinking and nimble movements to avoid overt * It's meant to kill trespassers. It deals  + 10 of a
hazards. damage type appropriate for the trap or hazard. It

The Anatomy of Traps & Hazards


Let's go over how you could write your traps and hazards
might deal 5 ongoing damage as well.
Some traps that are magical or technological might
attack trespassers each round. If that's the case with
down. your trap, you can have it attack at the beginning of
each round if a boss or veteran character makes it. Have
Name & Description it attack at the end of each round if the creator is an
The first thing to do is give your trap or hazard a name; elite, expert, or lower tier.
it could be something as simple as a "Goron's Fire
Pit" or something more elegant like "Sheikah's Illusory
Mirror." Once you have a name, it's time to write a brief
Detection
Here, you will list ways the characters can perceive the
description of the trap or hazard and mention how it trap or hazard before falling victim to it. Will they sense
is hidden and what it does when triggered. How many it through touch? Will they hear a telltale sound? Or will
ways can the trap or hazard be disabled or circumvented they notice a subtle indentation on the floor or a broken
that you can think of? Your players will find more ways seal? Regardless of the method, it will likely involve the
than the ones you have thought of but write them Notice player move.
down, along with any rolls that might be involved. This
information could help you save time when dealing with
how the characters react to your trap or hazard.
Example Traps & Hazards
Below you will find some examples of traps and hazards
using the guidelines provided earlier.
Trigger
How does the trap or hazard trigger? Since they don't
have a mind, certain conditions need to be met for them
Explosion
This trap serves as a catch-all for any land, aerial, and
to attack or unleash their effects. Is it by stepping on underwater bomb. The explosives can be disabled by
a pressure plate? By walking over a concealed hole? someone trained in handle (see the handle device move).
Does it activate if you are a member of a specific race or
you're favored by a guardian spirit? Write this down in Trigger
the appropriate section. It varies. Bombs usually trigger when disturbed by
stepping on them, tripping on a wire, or getting too close
Attacks & Effects (if they have a proximity sensor).
It is time to think about how your trap or hazard works. Attacks & Effects
What they can do is only limited by the imagination of Explosion: The mine explodes and deals  + 10
the creator. Is it just a hole victims fall in? Does a large burning damage and 5 ongoing burning damage in a
boulder start rumbling down a narrow corridor? Is it burst (close) if the targets fail to avoid it. If the targets
some spikes that trust upwards from the ground? Is it a were not aware of the explosives before they triggered
sensor that activates a turret when someone walks by? it, they have disadvantage on their roll to avoid the
Does it set its victims on fire? Is it a magical mirror that explosion.
compulsively makes you do nothing but stare at your Detection
own reflection until someone moves you? Write that * The character notices the hidden mine.
down. You can look at the exploration section on Learn
to Play for ideas about environmental hazards. When it
comes to damage and effects, you can use the following
values as a guideline:
* It's meant to impair trespassers. It inflicts a
condition for some time.
* It's meant to discourage trespassers more than
killing them. It deals  + 3 of a damage type

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Goron Boulder Roll Detection


* The character notices the hidden pressure plates.
Carved deep within the ancient stone passageways,
the Goron Boulder Roll is a cunning trap that draws * The character notices the hidden control panel to
inspiration from the mighty Goron people. disable the trap.
Trigger
Tripped by a pressure-sensitive plate. Poisoned Darts
Darts with a potent poison fire from a wall, ceiling, or
Attacks & Effects floor. A character can disable the tripwire if they are next
Boulder: Once triggered, a massive Goron boulder is to it (see the Handle Device or Thieving move).
set loose, rolling down a narrow corridor. It deals  + 10
crushing damage to anything in its path and may knock Trigger
victims prone. When a creature activates the tripwire.
Detection Attacks & Effects
Characters notice the pressure plate. Poisoned Darts: The darts deal  + 1 poison damage
and 1 ongoing poison damage at the start of each round
Magic Fire Turret (see the Fortitude move) to everything in a Burst (near)
if the targets fail to avoid it. Alternatively, the targets
This trap is a medium-sized statue shaped like a dragon
with its mouth open. When it's activated, it breathes fire gain a condition until the poison is treated instead of the
upon intruders. The magic fire turret's pressure plate can ongoing poison damage.
be disabled to prevent the turret from activating (see the Detection
handle device or thieving move), or it could be destroyed * The character notices the small holes on the wall.
(30 health, 3 Armor). * The character notices the tripwire that activates the
Trigger darts.
When a creature steps on one of the hidden pressure
plates. Quicksand
Attacks & Effects A patch of quicksand appears as regular sand, dirt, or
Breath Weapon: At the start of each round, the fire debris to the untrained eye. This hazard slowly swallows
turret can breathe forth a cone of scorching fire that its victims whole. A character next to the target can aid
deals  + 3 burning damage and 1 ongoing burning the victim and give them advantage on their roll to get
damage in a blast (near) if the targets fail to avoid it. out. If the victim fails, the helping character also falls in.
Detection Trigger
* The character notices signs of tampering beneath When a creature steps into the quicksand.
the statue. Attacks & Effects
* The character notices a slight smell of smoke and tar Quicksand: The creature sinks ¼ of their height if they
fail to notice it. Each round the target must attempt to
emanating from the statue.
get out. On a success, it gets out, on a partial success
Mind Trap it remains where it is, on a failure the target sinks by
another ¼ of their height. When the target's head is
This trap activates by pressure plates hidden in the room.
submerged, it begins to suffocate.
When it's activated, it incapacitates its target. You can
disable the trap's pressure plate to prevent the turret Detection
from activating (see the handle device or thieving move) * The character notices the quicksand.
or destroy the trap itself after triggering it (15 health, 3 * The character notices a slight shift in the terrain.
Armor).
Trigger Rito Wind Gust
When a creature steps on one of the hidden pressure Crafted with precision, this trap draws inspiration from the
plates. avian grace of the Rito, imbued with the spirit of the wind.
Attacks & Effects Trigger
Mind Trap: The target is paralyzed (ongoing, sustained) Activated when a concealed tripwire is disturbed
if they fail to avoid it. See the self-control move for rules Attacks & Effects
on how the target can free themselves. The trap releases a powerful burst of air, propelling victims
toward a hidden ledge or chasm. Those caught in the gust
must make a fortitude roll to avoid falling.

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Detection ensure players have a means to combat the affliction.


Characters notice a faint draft or unusually strong wind in the
area where the trap is located. Effects
Outline effects of the curse, disease, or poison. It can last
Zora's Aquatic Grasp for rounds, minutes, or hours, with rolls to dispel. It might
progress through stages, starting at one, with zero as a
Description cure. Successful rolls decrease the stage; failure raises
This trap is a cunning homage to the aquatic prowess of it. After reaching the last stage and surviving, the effect
the Zora, masterfully engineered to ensnare unsuspecting becomes permanent until a remedy is found. Unless
intruders in a perilous embrace of water. stated otherwise, the effects of each stage stack with one
Trigger another
Disturbed when stepping on a pressure plate
Attacks & Effects Treatment
Water: Upon activation, water jets from hidden nozzles If the curse, disease, or poison offers potential remedies
quickly fill the room. The targets have 3 rounds to beyond simply treating the ailment and rolling dice,
deactivate the trap before the room fills with water and outline these alternative methods here.
they begin to drown.
Detection Example Curses, Diseases & Poisons
Below you will find some examples for these types of
Characters notice ripples in the water or strange dangers using the guidelines provided earlier.
markings on the floor that indicate the trap's presence.

Creating Curses, Diseases, Insanity Mist


This poison makes those who inhale it go temporarily
& Poisons insane.
In addition to facing enemies, traps, and hazards, player Method
characters may also find themselves contending with It can be delivered through incense, fire, or anything that
curses, diseases, and poisons. These afflictions can be produces vapors or heat.
inflicted by a witch's hex or the bite of a wolfos, exposing Effect
characters to dire consequences. They might encounter All creatures in a small area that inhale this poison
devastating diseases while interacting with sick creatures become frightened of the first person or thing they see
or exploring alien environments, or fall prey to the deadly and must do everything in their power to flee until it is
toxins concocted by cunning assassins. out of sight (ongoing). The effect lasts for a couple of
The Anatomy of Curses, Diseases, & minutes or until the end of the encounter.
Treatment
Poisons
These guidelines help you create impactful curses,
Besides medical treatment, this poison can be removed
with an antitoxin or by effects similar to the Remove
diseases, and poisons for player characters. Characters Affliction power.
can also use abilities and gear to harm enemies. Let's
explore crafting these afflictions. Gibdo Rot
This powerful curse slowly rots its victims from within.
Name & Description First, their lungs fill with dust, then as the curse
progresses, their skin and vital organs begin to rot until
Begin by assigning a name that captures the core nature
of the curse, disease, or poison—examples include "Gloom there is nothing left.
Doom," "Stal Plague," "Skull kid Fever," and "Gibdo Rot." Method
With the name established, provide a concise description This curse is delivered by the bite of a gibdo. At the end
of the affliction you're developing. of the encounter, the target makes their first roll to resist
this curse.
Transmission Method Effect
Detail how your curse, disease, or poison is contracted. This curse goes through various stages. The effect starts
Does it spread through contact, inhalation, ingestion, at stage 1.
or via injuries? Could it result from prolonged proximity
* Stage 0: The target is cured.
to an individual or a particular location? Alternatively,
might it stem from the aftermath of a potent spell or * Stage 1: The target has the scarred condition.
ritual? Your creative possibilities are expansive, but Their skin appears to be always dusty and exuding
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
a putrid smell. They also begin to sporadically cough to the curse until they take an extended rest.
dust or sand. * Stage 2: The target laughs uncontrollably for one
* Stage 2: The target has the debilitated condition. round whenever they hear or see a joke, word, or
Hair gradually starts to fall, and large necrotic tissue situation unless they succeed on their roll. On a
begins to appear at random spots in the body. success, they are immune to the curse until they take
* Stage 3: The target is wounded and it's HP is a short rest. This replaces stage 1.
reduced accordingly. * Stage 3: The target laughs uncontrollably for a few
* Stage 4: The target is dead. minutes or until the end of the encounter whenever
Treatment they hear or see a funny joke, word, or situation
This curse can only be removed by effects similar to the unless they succeed on their roll. On a success,
Remove Affliction power. they are immune to the curse until the end of the
encounter. This replaces stages 1 and 2.
Gloom Doom Treatment
This disease causes its victim to cough black mucus,
cover their skin with gloom, feel weak and feverish, and The curse can also be lifted by transferring it to a willing
eventually die. recipient, by killing or destroying what placed the curse,
or by an effect similar to the Remove Affliction power.
Method
This disease is contracted by coming in direct contact
with rats, creatures already infected, or by remaining in
Stal Curse
This curse leaves its victims weak, and if not treated, it
an infected area for a day or more. turns them into a mindless stalfos.
Effect Method
This disease goes through various stages. The effect This disease is contracted by coming in contact with a
starts at stage 1. rotting undead creature or by creatures already infected.
* Stage 0: The target is cured. Effect
* Stage 1: The target constantly coughs a black This disease goes through various stages. The effect
mucus and has the debilitated condition. starts at stage 1.
* Stage 2: The target feels exhausted, is feverish, * Stage 0: The target is cured.
and gains one level of fatigue. * Stage 1: The target exudes a rotting smell in
* Stage 3: The target feels exhausted, is feverish, places with little ventilation and has the debilitated
and gains one level of fatigue. condition.
* Stage 4: The target is dead. * Stage 2: The target's skin becomes saggy and
Treatment begins to ooze out blood whenever they sweat.
Besides medical treatment, this disease can be removed Whenever they are harmed, they take +1 damage.
by effects similar to the Remove Affliction power. * Stage 3: The target dies and turns into a stalfos,
Skull Kid Fever moving around mindlessly.
Treatment
This curse makes those affected by it break down into
a fever and uncontrollably laugh whenever they hear a Besides medical treatment, this curse can be removed by
funny or a silly sound. effects similar to the Remove Affliction power.
Method
This curse is usually inflicted by witches and mischievous Creating Enemies
Whether you're planning adversaries ahead of a gaming
spirits to those that annoy them.
session or conjuring them in the midst of
Effect gameplay (as is often my approach), it's
This curse goes through various stages. The effect starts crucial to have a crystal-clear conception
at stage 1. of the enemy you're crafting. Consider
* Stage 0: The target is cured. the enemy's appearance, nomenclature,
* Stage 1: The target laughs uncontrollably for one capabilities, habitat, and the influence it exerts
round whenever they hear or see a joke, word, or on its surroundings. Once you've accomplished that,
situation unless they succeed on their roll (see the the next step is to determine its role, which will define
its fundamental statistics. Subsequently, allocate 2 or 3
Self-Control move). On a success they are immune
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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
distinctive attributes to the creature if they align with
its nature, such as flight, aquatic prowess, or nocturnal Enemy Role
vision. Equip it with at least one mode of attack, and An enemy can be classified as a Minion, an Elite, or a Boss.
you're ready to roll. In this section, we'll delve into the Each role will give you suggestions for other statistics like
process of fashioning your adversaries. Fortunately, how much damage they do when they attack, or ongoing
enemies are presented in a user-friendly format that effects, the number of special traits it should have, and
allows for immediate utilization and provides ample the number of attacks. Choose an enemy role from the
inspiration for crafting or modifying your own foes. ones presented below:
However, it's important to note that not all adversaries Minion
adhere rigidly to this framework. Approach the following Minions are enemies that alone don't pose much of a
steps as guiding principles rather than an inflexible threat to a combat-oriented character and usually go
template for enemy creation. down with a well landed hit or two. However, in large
groups, minions can pose a danger towards characters
Enemy Name & Description
When creating enemies in your game, consider their
of any tier. Minions typically have the following statistics:
* Health: 15
name, origins, motivations, habitat, and appearance. * Wounded: 7
Assign a creature type like animal, dragon, elemental,
* Initiative: 1 to 3.
etc. for tagging and powers. Add descriptors, goals, and
principles for recurring enemies. * Special Traits: 1 or 2.
* Approaches: Up to 3 points to spend.
Enemy Outline *Attacks: 1 or 2 forms of attack.
Recall your musings regarding the motivations and * Damage: +3 of the weapon's type. 1 for ongoing
dwelling place of your enemy? In this phase of the damage.
process, we translate these concepts onto paper.
Elite
Drive Elite enemies are more robust than minions, and a single
elite enemy can be a significant threat to any character.
Each adversary possesses a distinct desire or objective.
Ponder what spurs it to take action (or refrain from it) Elite enemies are usually found in pairs or leading a
and write this down as a short sentence. Whenever small group of minion enemies. Elites typically have the
uncertainty arises regarding how the enemy might react following statistics:
in a given scenario, refer to its drive to garner insights on * Health: 30
how to navigate the situation. * Wounded: 15
* Initiative: 4 to 6.
Environment * Special Traits: Up to 4.
Where does your enemy live, or where can it be found? * Approaches: Up to 5 points to spend.
Does it travel alone? Enemies can be found anywhere
* Attacks: Up to 3 forms of attack.
from caves, dungeons, cities, the wilderness, and even
outer space. Write down what type of terrain it can * Damage: +5 of the weapon's type. 2 for ongoing
usually be found on. damage.
Boss
Loot Boss enemies are creatures capable of taking a group
If the enemy you are making has items that the players of player characters on their own. Boss enemies are
could take from them besides what is visibly apparent, tougher than all other enemies (save for other bosses)
write them down in this section. and have a large repertoire of traits and abilities. Bosses
usually have the following statistics:
Enemy Health * Health: 60
Their role sets the base health for an enemy. This
* Wounded: 30
increases depending on their size and traits.
* Initiative: 5 to 7.
Enemy Initiative & Speed * Special Traits: Up to 6.
This determines the order they go in combat. Depending * Approaches: Up to 6 points to spend.
on their role and size, you will have an option on their * Attacks: Up to 5 forms of attack.
initiative score. Make a choice based on how fast and * Damage: +7 of the weapon's type. 3 for ongoing
perceptive the enemy you are creating is. damage.

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Enemy Size Enemy Speed


How big is your enemy? Choose a size from the ones How fast is your enemy? Choose a speed from the ones
listed below: listed below:
Diminutive * Very Slow: Your enemy moves lethargically, barely
Diminutive creatures are only a few inches tall and making progress across the battlefield. It struggles
usually pose a thread when they group to form a swarm. to close the distance or escape quickly. 1 to 3
Diminutive creatures normally need to be on top of their squares.
targets to attack in melee. * Slow: Your enemy's movements are deliberate,
Tiny allowing you to react and strategize effectively. It
Tiny creatures usually don't stand above 1'5” feet (0.4 advances cautiously but can still pose a threat if
meters) and don't weigh that much. Tiny creatures are
underestimated. 4 to 5 squares.
generally unable to wield weapons not made for their
size, and carrying any object bigger or heavier than * Regular: Your enemy moves at a standard pace,
they are will prove highly tricky if not impossible. Tiny neither exceptionally quick nor slow. It maintains a
creatures normally need to be on top of their target to balance between offense and defense. 6 squares.
attack in melee. * Fast: Your enemy's speed gives it an edge, swiftly
Small maneuvering around the battlefield. It can close in
Small creatures usually don't stand above 4 feet (1.2 on you rapidly or make a tactical retreat. 7 squares.
meters) and barely weigh more than 100 pounds (45 * Very Fast: Your enemy moves with incredible
kilograms). Small creatures normally are not able to speed, making it a formidable and elusive opponent.
wield two-handed weapons.
It can cover large distances in the blink of an eye,
Medium catching you off guard if you're not prepared. 8 to
Medium creatures usually don't stand above 7 feet (2
10 squares.
meters) and can weigh up to 500 pounds (226 kilograms).
Large
Large creatures usually don't stand above 15 feet (4.5
Enemy Defense
What sort of protection does your enemy have? Choose
meters) and can weigh up to a ton or two. Large creatures one:
generally have the following traits: * Cloth or Flesh: 0 Armor.
* +reach (with their melee attacks against smaller * Light Armor: Includes brigandine armor, flak
creatures). jackets, hide armor, tough leather, and protective
* +10 health. gear made out from bones. +1 Armor.
* +1 damage. * Medium Armor: Includes minor protective magic,
Huge a young dragon's scales, chainmail, full riot gear,
Huge creatures usually don't stand above 30 feet (9 military combat armor, and scale mail. +2 Armor.
meters) and can weigh several tons. Huge creatures * Heavy armor: Includes full plate armor, moderate
generally have the following traits:
protective magic, advanced military combat armor,
* +reach (with their melee attacks against smaller
and an adult dragon's scales. +3 Armor.
creatures).
* Powerful Armor: Includes powerful protective
* +forceful
magic, an ancient dragon's scales, and power
* +20 health.
armor. +4 Armor.
* +2 damage. What can its armor protect it against? Choose all that
Colossal apply:
Colossal creatures can stand above 50 feet (12 meters) * It can stop conventional melee weapons and arrows:
and can weigh tens if not hundreds of tons. Colossal N/A.
creatures generally have the following traits:
* It can stop energy weapons: +energy.
* +reach (with their melee attacks against smaller
creatures).
* +forceful
* +30 health.
* +3 damage.
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Enemy Offense Enemy Traits


How does the enemy usually attack? Choose all that What is the enemy best known for? Choose all that
apply for each form of attack: apply or make up your own. You can choose a trait more
* It can make melee attacks: +Range (close). than once.
* It's melee attacks keep others at bay: * Adaptable: It has useful adaptations like seeing in
+reach. the dark, flying, or swimming. Choose as many as
* It can make ranged attacks (bows, the role suggests.
crossbows, powers): +range (near, far, or * Controller: It has a knack for crowd control. Write
extreme). a special attack that helps it hinder its opponents.
* It can harm a small area near it (automatic * Defender: It's attacks can halt an enemy on their
rifle, powers): +area ( close, near, far, or extreme) tracks. When it defends an object or place, attackers
* It emanates from the enemy (explosions, have disadvantage while trying to get through it.
breath weapons): +blast (close) or +burst (close). * Encounter (nE): It has a strong attack that it can
* It's attacks are vicious: +3 damage. use once or twice per encounter. The attack usually
* They can slice through rock: +1 penetrating, deals +3 damage and has a powerful effect.
+messy. * Immunity: It is immune to one or more types of
* They can slice through thick rock and damage. Creatures with immunities are usually
metal: +2 penetrating, +messy. vulnerable to other types of damage.
* They can slice through rock, metal, and * Leader: It leads minions into battle. Write a special
high tech or magical armor: +3 penetrating, attack or trait that buffs its allies.
+Messy. * Mighty: It can take multiple creatures at once. +10
health.
Enemy Approaches * Multi-Attacker: It can take up to 3 actions in a
As we discussed in earlier chapters, players turn.
handle most of the rolls in the game. However, * Powerful: it's attacks deal +2 damage.
there are times when you might need to figure
out if an enemy can succeed at a task that players * Rechargeable (): It has a powerful attack.
don't control mechanically. For instance, if a bokoblin Write a special attack that has a chance to recharge
accidentally catches fire, you may not know how long each round when you roll a 3 or higher on a .
they should stay on fire while attempting to put it out. The attack deals +3 damage of what the enemy is
In situations like these, you can rely on an enemy's normally capable of or has a very strong effect.
approach and roll dice to decide what happens. But * Resistant: It is resistant to one or more types of
remember, don't use this method for actions that
damage.
involve player characters or their continued effects of
their abilities, equipment, or powers. * Seasoned: It's attacks deal +1 damage and has
advantage on attack rolls or to manifest powers.
Enemy Weak-spot * Stinging: Increase the ongoing damage of its
In the world of Zelda, enemies often have strategic weak attacks and effects by +1.
spots that players can target for maximum effectiveness. * Superior: It is above it's kind. Remove a vulnerability
These weak spots are usually specific areas that, when it has.
hit, deal extra damage or trigger special effects. From
exposed eye-like vulnerabilities to glowing magical sigils, * Terrifying: It's mere presence sends its enemies
identifying and exploiting these weak spots can turn the into a panic. Write a special attack to represent this.
tide of battle in their favor. Game Masters can enhance * Vulnerable: It is vulnerable to one or more types of
the excitement of their adventures by incorporating damage. Creatures with vulnerabilities are usually
enemy weak spots, like giving Bokoblins a vulnerability immune to other types of damage.
on their snouts or causing Hinoxes to lose balance when * Wielder: It can manifest powers. Write one or two
their eye is hit.
powers it can manifest at-will, once or twice per
encounter or per day.

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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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Creating Adventures Middle


The middle is the meat of the adventure. This is where
Adventures are stories the player characters get to most of the action will take place and where the players
participate in as they explore the world you have built will make major discoveries about the current plot. The
for them and face the challenges therein. Adventures middle should have a fair amount of challenges and
should allow player characters to interact with the world important choices that player characters can face that
and give them a sense that their choices matter. Part of clearly affect the outcome of the adventure one way
the rewards of being a GM is seeing how your players or another. Depending on the choices the characters
enjoy the fantastic locations, interesting conflicts, and make, new goals may present themselves, known ones
the memorable enemies you create. All good adventures might change, and other secrets may be uncovered as
have a clear structure; let's go over how I prepare the well. As the events of the adventure unfolds around the
adventures I run. characters and their choices impact the outcome, the

Adventure Structure middle needs to build towards the end of the adventure.

Like the stories you see in comics, books, manga, and in


the movies, an adventure story should have a beginning,
Ending
The ending is the culmination of everything presented
middle, and a climactic end. at the beginning and in the middle of the adventure.
The outcome of the end of the adventure should be
Beginning significantly influenced by the characters' actions and
An adventure's beginning introduces the potential choices throughout it. Endings don't necessarily need to
problem the player characters would need to solve, and be a confrontation with the main villain of the story or the
it presents hooks to get them interested in the story. characters coming out triumphant. Endings don't need to
On some occasions, it alludes to the story's end. How tie every plot thread neatly together, either. Leaving some
you start an adventure is crucial; if the premise is not questions unanswered might lead to more adventures
enticing, the players might do everything they can to stir further down the road. Ultimately, endings should make
away from the adventure or go through the motions of sense in the overall story arc you are presenting, and
it with disinterest. Whether you drop them in the middle they should be climatic more often than not.
of the action, have them stumble upon something they
shouldn't have, or present them with an array of choices,
make sure the adventure aligns with the majority of the
character's Goals, Principles, and general motivations.
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Adventure Starter Adventure Ingredients


Now that we have covered the basic structure of an What makes a great adventure? Well, whatever elements
adventure let's see what sort of questions you should be from the game your players enjoy. The main ingredients
asking yourself before sitting down to write your own. of any adventure are combat, exploration, and social
* What is the situation? interactions. If most of your players enjoy one aspect
* What led up to this situation? more than the others, focus most of your adventures on
that element. There are other ingredients that you can
* What happens if the player characters don't
use that will pepper your adventures. Let's go over some
intervene? of them.
* Why do the player characters care? (hooks)
* What can the player characters do to stop the Choices
situation? We have mentioned the importance of giving characters
* Where is this situation happening? meaningful choices to make, and we are doing it again.
* What sort of terrain or interesting locations can you This is vital. Otherwise, the game turns from being an
interactive story where everyone in the group participates
find near this situation? and what they do matters, to a game where your players
* What sort of obstacles can the player characters just boringly follow the motions of the story with little
find before achieving their goal? to no input. Make sure you give your players enough
* Who or what is behind this situation? information for them to make their decisions.
* Who else is relevant to this situation?
Challenges
Adventure Types
There are three types of adventures you can construct:
What is the point of an adventure if there aren't any
exciting challenges for the heroes to overcome? You can
linear, threaded, or open adventures. Each has its unique add one or more of the following types of encounters to
characteristics, which we will briefly cover below. challenge your players, but remember that a complete
meal has a balanced dose of these types of challenges.
Linear * Combat Encounters: Sometimes, there is no way
Linear or railroaded adventures have scenarios and of getting out of a situation but by fighting. Combat
encounters where the characters' actions have little to encounters are not just about fighting interesting
no impact on the outcome of the story. Linear adventures creatures; it is also about how you fight them, why
are usually frowned upon but are particularly useful
when in a pinch. They are convenient for first sessions, you're fighting them, and the location it takes place.
when the players want a change of pace, or when you A good combat encounter can be approached from
have little time to prep before the next session. different angles; by attacking straight on, defending,
or using your environment to gain an edge over
Threaded your opponents. Keep these in mind while designing
Threaded adventures have a specific number of combat encounters.
important choices that the characters can make that
* Exploration Encounters: Exploration
can stir the adventure into one of its possible endings.
Threaded adventures require more preparation on your encounters include (but are not limited to)
part since you have to write the plot, think of the possible searching for clues, overcoming terrains such as
outcomes, and set the directions the adventure could go mountains, rivers, and swamps, and traveling
depending on the crucial choices the players make in through harsh weather. It also includes surviving
certain scenarios. inhospitable or harming conditions such as gloom-
Open infested caverns, discovering uncharted terrains, or
solving a puzzle inside a dungeon.
Last but not least comes the open adventures. This
method is my preferred way to make adventures since my * Social Encounters: Good examples of social
players are quite unpredictable when it comes to decision encounters include negotiating between two
making. Open adventures have a defined beginning, but factions to avoid an all-out war, and convincing that
the middle and ending will depend entirely on what the hinox to let you cross the bridge without turning to
players do. This method requires great improvisational violence. Information gathering, convincing the local
skills that will help you quickly adapt to the drastic
thief to stop harassing a friend, and infiltrating a cult
choices your players might make.

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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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Iron Boots Zora Flippers


Forged with a touch of mystic Elegant aquatic accessories, these
craftsmanship, these Iron Boots magical Zora Flippers are crafted
exude an air of enchanted with a smooth, iridescent blue sheen.
durability. Their metallic gleam The delicate engravings on their surface
is paired with intricate etchings hint at their mystical nature. When
that weave ancient symbols into worn, they grant the wearer the ability to
the sturdy design. navigate aquatic environments with unparalleled agility
Benefit: While wearing them, and grace.
you are unable to be knocked Benefit: You treat water as normal terrain instead of
prone, you are immune to the difficult terrain while swimming. If a creature that cant
forceful effect, and you do not lose your balance while swim wears the flippers, their swim speed is very slow (3
walking on slippery surfaces. However, your speed on squares) and they roll with disadvantage.
land is reduced by half and you are unable to swim in
these boots, sinking to the bottom of any liquid. Rare Artifacts
Magic Boomerang Rare artifacts are highly sought after and difficult to
Crafted from polished wood and adorned obtain. Creating them from scratch is a formidable task
with an array of glistening gems, this that only some have the resources to undertake and
magical boomerang possesses an air purchase. However, these unique items can offer multiple
of both elegance and mystique. As it's benefits or a singular but formidable advantage. To assist
launched through the air, it follows a in your quest, we have compiled a list of rare artifacts
graceful arc, drawing upon the subtle that can be utilized in your game or as inspiration for
enchantments woven into its structure. creating your own.
Properties: This item has the properties Book of Mudora
of a regular boomerang; 3 crushing damage, A weathered volume with a faded emerald
returning, range (close), Thrown (close, near) cover, Mudora's Tome carries an aura of
Benefit: The boomerang can pick small, unattended antiquity, emanating an earthy fragrance
items when thrown at them and bring it back to you that transports you to bygone times. The
when it returns. very touch of its pages conjures a sense of
Paraglider mystery, adorned with enigmatic symbols
A lightweight, durable paraglider and meticulously inscribed scripts from an age long past.
made from strong fabric and Benefit: While holding this book, you can use an action
wood, allowing the user to t o use the comprehend power and pay its cost.
glide smoothly through the Goron's Bracelet
air by harnessing updrafts This stout and robust Goron Bracelet is a
and winds. It's ingeniously symbol of strength and endurance.
collapsible for effortless Crafted from sturdy materials, its
storage when not in use. design echoes the iconic Goron's Ruby,
Properties: collapsible, two- reflecting the proud and unyielding
handed. spirit of the Goron people. When worn, it
Benefit: You glide at a regular speed (6 squares) and enhances the wearer's might, granting
descend 5 ft (153 cm) per round. them the resilience and power reminiscent of the Goron
Pendant of Memories race.
An exquisite amulet crafted with Benefit: you can spend 1 stamina once per turn to
meticulous artistry, adorned with choose one of these effects.
brilliant blue gems encased in intricate * You deal +2 damage on your next melee or thrown
golden borders. This magical talisman weapon attack and it has the forceful property.
radiates an aura of enchantment, hinting * You can smash through an obstacle or pick up
at its desire to protect. objects you usually couldn't overcome of one
Properties: +1 armor. category size larger than you or smaller.
* You have resistance against burning damage until
your next turn.

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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

Lens of Truth Legendary Artifacts


The Sheikah Lens of Truth is a Legendary artifacts are powerful, often sentient
mesmerizing magnifying glass that objects with their own agendas. Entire campaigns
takes the form of a regal scepter. could revolve around finding legendary artifacts,
Adorned with hues of purple putting together a broken one, or destroying an
and gold, it exudes an air of artifact so strong that it could change the tide
ancient wisdom. At its heart lies a of war if it falls into the wrong hands. They
captivating red jewel that seems are similar to magic items but differ in a
to hold secrets beyond ordinary few keys ways. The first is that they have a
perception. When wielded, it unveils hidden mind of their own, and will mentally urge
truths and reveals the concealed mysteries of you into fulfilling their instinct. Keep in mind that
the world. while you can try to resist an artifact (see the Self-
Properties: Worn. Control move), doing so can also put you at odds
Trigger: When you look through the lens. with it. It might prevent you from accessing some
Benefit: The lens reveals any hidden creatures or of its powers, or penalize you in some way (such
objects (by magic or otherwise) and allows you to know as by increasing its weight or betraying you when
the properties of an object by taking a short rest to you least expect it). It could also try to possess you
observe it. at a crucial moment (either preventing you from
Mantle of the Acheman doing something you want to or making you do
This cape is crafted with midnight- something that you don't).
hued fabric that mimics the intricate
structure of ache and keese wings. However, if you play nice and do what the artifact
Its edges are scalloped, resembling wants (i.e., fulfilling its instinct), you and the artifact
the sinuous shape of these gain milestones. This is the second key difference:
nocturnal creatures' wingspan. artifacts can grow in power by spending their XP
When worn, it grants an aura of and gaining improvements. Here's how this is all
mysterious elegance, as if the reflected mechanically:
wearer possesses a touch of the
night's secrets. Each time you fulfill the artifact's instinct,
Properties: worn. it marks 1 milestone per session. Once it has 5
Benefit: The cape holds 3 Command Milestones, it loses all milestones and gains 1 XP.
points. While wearing the cape at night, you may spend When you take an extended rest to commune with
Command, 1 for 1, to choose an option: the artifact, you can spend their XP and choose an
* The cape folds like the wings of an acheman, and improvement for them. Each artifact has its list of
you can fly until the end of the encounter. improvements to choose from.
* Use the cape as a shield with the defensive property
Instinct is why the artifact was created or what it
until the end of the encounter.
currently desires most. When you mentally commune
* Use the cape as a melee weapon that deals +3 with the artifact, it will tell you what it wants you to do.
slashing damage with the Range (close), reach, and If you do it, the artifact marks 1 milestone at the end of
forceful properties until the end of the encounter. the session. If you refuse, then you are resisting it and
When you take an extended rest, the cape loses any held must roll to do so (see the Self-Control move). On a miss,
Commands and resets it's Commands to its the artifact could make itself unwieldable and leaves
maximum. you, or it gains control of you, and you are dominated
Mirror Shield (ongoing, sustained) until you break free—the GM will tell
A magical kite shield, black with a gold you what happens. For more information on ongoing and
border and intricate center design, sustained effects, read the Manifesting Powers section.
resembling a pointed crown above Improvements are a new set of abilities that the artifact
and curved bottom. This Mirror Shield can will acquire when you spend their XP. When you spend 1
deflect both physical and magical attacks. XP from the artifact, choose an improvement and add it
Properties: defensive, deflective. to the artifact's list of abilities.
Benefit: When you make a defend roll against
a ranged attack or effect, you can deflect that
same attack to its source on a success.

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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
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

Phantom Armor Shiny Knights In Dark Armor


The desire for warmth and human
“Sounds like a Phantom, my dear. Legends say
they were the guardians of the Tower of Spirits. connection pushes a phantom armor to
Though they look quite sinister, they didn't harm take up adventuring. Through it, they get to
anyone with a good heart. There is one possible interacting with the people of the world,
explanation... Perhaps a spirit has possessed help those in need, search for clues
the Phantom..” as to what happened to their bodies,
and make a name for themselves as
Myths abound about armored phantoms they thrive to give meaning to their
that terrorized brave heroes. There are even new circumstances.
legends that speak of a great princess * Characteristics: Bold,
who was able to possess these phantom conflicted, conscious, haunted,
armors and wield significant power gallant, mortified, resilient,
through them after her body and sympathetic, thoughtful, watchful.
spirit were separated. You would * Names: Phantom armors
not believe such fables if your
usually use the name they had
spirit did not find itself
trapped within one of these in life or adopt a nickname that
aforementioned armors. reflects their nature or purpose,
Living Armor such as: Bastion, Bootstrap, Bruiser,
Phantom armor is a Champion, Chaser, Clanker, Dirk,
magical set of armor that can move and communicate. Drifter, Hunter, Ironplate, Ironshield,
It has no physical presence, but its Spark, Stumbler, and Swordhook.
wearer can see, hear, smell, and move
as if it were a physical body. It doesn't
Health: 25 Stamina:
Size + Power**
11
Size* + Courage**
Inherent Traits
You start with the following traits:
feel pain like a living person would.
* Medium*: As a phantom armor,
Phantom armors can last for hundreds
or thousands of years due to the powerful magic they you have 15 health, 8 stamina, and you stand
were built with. However, they can only be put together between 3 and 4 feet (0.9 to 1.2 meters) and weigh
by a skillful blacksmith or with magic, and if damaged, between 40 to 60 pounds (18 to 27 kilograms).
their pieces can fall apart and need to be restored for Approaches**: +1 Power, +1 Courage.
the armor to be complete. * Speed: Slow (5 squares).
A Trapped Soul * Immunities: As an artificially built creature, you
Living as a suit of armor can take a toll on a trapped are immune to charm and mind-controlling effects,
soul. The uncertain existence brings forth insecurities, a diseases, toxins, poison, blinding, and deafening
craving for warmth, and a yearning to return to their effects. You do not need to drink, eat, sleep, or
former life. Spending enough time inside the phantom breathe. This makes you immune to starvation,
armor, one will question their past existence. Speaking dehydration, sleep deprivation, drowning, fatigue
of living, where is your body? How long have you been due to physical activity, and suffocating effects. You
a phantom armor? Did your body wither away or has it are immune to cold weather and hot environments
been taken for some nefarious purpose? as long as they are not too extreme.
A Haunted Armor * Magic Armor: Your body is your armor. You
Stories of sentient armor and statues abound in Hyrule. have 3 armor that protects against any type of
Every village has numerous tales of these animated damage. You can be modified like any other piece
creatures and how they have terrorized unsuspecting of armor. As a magically created creature, you can
victims in ages pasts. This does not mean that villagers
only heal damage and wounds via magical means
will attack or flee in feer at the sight of an animated
armor, but they will certainly try to distance them or by being repaired. Wounds must be treated by
selves as much as possible or interact with them with someone trained in handling mechanical devices
geniuine concern in their eyes. Those who know better or powers that can repair objects. Medical kits are
see phantom armors as potential allies, friends, and replaced with repair kits.
customers. * Darkvision: You can see in complete darkness.

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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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Optional Rules Ranks and Spending Renown


Incorporating optional rules can add excitement and When characters join an organization, they start as
depth to your campaigns. These rules may range from recruits with 0 Renown. A character can spend 5 Renown
simple variants to more complex additions. If you to earn a promotion as an agent. Once they are an
believe that implementing any of these optional rules agent, they can spend 10 Renown to earn a promotion
will enhance your game and provide enjoyment for your as an officer. Naming conventions for ranks may vary
players, do not hesitate to utilize them. from organization to organization.

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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Enemies
Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies

Overview Enemies in Combat


Most of the combat rules pertaining to enemies can be
This chapter presents enemies for your game inspired by
Breath of the Wild and Tears of the Kingdom. The enemies' found in the Combat section. However, there are some
particularities that we need to go over that are not
stats are compiled with brief descriptions, leaving room
addressed in that chapter.
for you as the GM to give them a place in your world
and portray them in challenging and exciting ways.
The enemy entry consists of a name, labels (size, creature
Enemy Morale
Not every enemy is willing to throw their lives away in
type, and role), brief description, health, armor, initiative, combat unless they have no choice. When an enemy
speed, passive stats, outline (drive, environment, and finds itself against overwhelming odds, the best course
loot), actions (common and special attacks), special of action is to flee.
traits (vulnerabilities, resistances, and adaptations), and
variations (customizable options).
Enemy Actions
Unless stated otherwise, enemies can take 2 actions
each turn. If they make two attacks in one turn, they do
Balancing Encounters
It can be difficult to judge the effectiveness of characters
not have disadvantage on their rolls like players do.

in combat within the Triforce System, as players are


able to customize their characters within certain
Wounded Enemies
The rules for wounds are clear: When a creature's
parameters. While some may be powerful enough health is ½ of its
to take on multiple enemies, maximum health or
others may struggle with just lower, that creature
one hit. However, players has a wound. Enemies
who build their characters follow the same rules
using the provided archetypes as characters.
will be competent enough in
combat to take on challenging
encounters without dying. Use
Enemy Squads
Even the most seasoned
the following guidelines to create combatant can find itself in a
encounters: deadly situation if they face
* A character multiple enemies at the same
competent in combat time, and it can become a
should be able to hassle for you as
the GM to
take a minion per keep track
tier of play. of the turns
* A character specialized in combat should be of numerous
able to defeat an elite enemy on its own. enemies. What
* Two competent characters should be able you can do is group your
to defeat an elite enemy. minion enemies into squads,
battalions, squadrons, gangs—
* Three competent characters should be able
or whatever you wish to call
to defeat a boss enemy. them—of up to five and have
* Some boss enemies like the ancient dragon them function as a single
are best suited for veteran characters that are unit. The grouped enemies
specialized in combat. retain their stats, but when it's that group's turn
If a character's combat effectiveness cannot be to attack, you use the most competent stats in combat
determined by their character sheet, you can create a (usually the one with the most health, abilities, and
series of simple encounters where the group only faces damage output). For each enemy in that group besides
up to three minions to assess how they use their abilities the chosen enemy, the attacker deals +1 damage, and it
in battle. Based on this, you can decide whether you has advantage against the creature it is attacking (which
need to find or create tougher opponents, or add traps translates to disadvantage to the players).
and hazards to make your combat encounters more
interesting.

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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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Boar Buffalo, Water


Medium ♦ Beast ♦ Minion Large ♦ Beast ♦ Minion
These medium-sized beasts can be found all throughout These wild cows come equipped with big, strong horns.
Hyrule. You can most often find them foraging for food in They live off grass that grows near the waterfront. Their
forests or meadows. Although usually docile, they won't meat is considered to be high quality, so they're a common
hesitate to charge you full force if you get too close. target among hunters. Fun fact: the domesticated Hateno
Cow, often raised in villages, was bred through selected
Health: 15 Wound: 7 Armor: 0 breeding using these.
Initiative: 3 Speed: Fast (land, 7 squares) Health: 35 Wound: 17 Armor: 0
l Power: 2 n Wisdom: 1 m Courage: 0 Initiative: 1 Speed: Fast (land, 7 squares)
Outline
* Drive: To defend themselves when threatened.
l Power: 3 n Wisdom: 0 m Courage: 0
* Environment: Forests or meadows. Outline
* Loot:  raw meat (hearty, raw prime meat for red * Drive: To defend themselves when threatened.
tusks) . * Environment: Highlands and wetlands.
* Loot:  Raw Gourmet Meat (hearty).
Actions
* Tusks: +3 piercing damage, Range (adjacent, Actions
close). * Gore: +4 piercing damage, forceful, range (close,
reach).
Special Traits
* Trample: +4 crushing damage, range (close).
* Furious Charge: When the boar charges an
enemy at least 10 feet (3 meters) away, it Special Traits
deals +3 of damage with its tusks. * Rage: When the buffalo is wound, it deals +3 of
damage.
Variants
Red-Tusked Boar: large (+10 health, +1 damage,
+reach).
Deer, Buck
Medium ♦ Beast ♦ Minion
These male deer are usually found deep in the forest.
They're well known for their huge, branching antlers,
which they'll swing 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 ride.
Health: 15 Wound: 7 Armor: 0
Initiative: 3 Speed: Very Fast (land, 8 squares)
l Power: 1 n Wisdom: 2 m Courage: 0
Outline
* Drive: To run when threatened and fight when
cornered.
* Environment: Forests.
* Loot:  Raw Prime Meat (hearty).
Actions
* Antlers, Bite: +3 piercing damage, Range
(adjacent, close).

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Goat, Mountain Ostrich, Eldin


Medium ♦ Beast ♦ Minion Medium ♦ Beast ♦ Minion
These herbivores make their homes in meadows and rock This large bird makes its home in the volcanic region
areas. Their characteristically strong legs and hooves of Eldin. Their heat-resistant feathers and skin are
facilitate easy climbing over rocks. Goats aren't very evolutionary traits produced by the harsh environment.
quick, so they make good targets for beginning hunters. Their wings are too small to facilitate flight, but their
long legs make them pretty speedy runners.
Health: 15 Wound: 7 Armor: 0
Initiative: 3 Speed: Slow (land, 5 squares) Health: 15 Wound: 7 Armor: 0
l Power: 1 n Wisdom: 0 m Courage: 2 Initiative: 3 Speed: Very Fast (land, 8 squares)
Outline l Power: 1 n Wisdom: 1 m Courage: 1
* Drive: To defend themselves when threatened. Outline
* Environment: Forests and mountains. * Drive: To defend themselves when threatened.
* Loot:  Raw Meat (hearty). * Environment: Eldin region.
Actions * Loot:  Raw Meat (hearty).
* Ram: +3 crushing damage, forceful, range Actions
(adjacent, close). * Beak: +3 piercing damage, range (adjacent, close).

Moose, Tabantha Rhinoceros, Great-Horned


Large ♦ Beast ♦ Minion Large ♦ Beast ♦ Minion
The largest breed of deer in Hyrule, this mammal's This animal's horn is a whopping half the size of its body.
origin was traced back to the Tabantha region. It's easily Although originally members of arid-region rhinoceroses,
distinguished by its immense antlers, which these moose these migrated to colder climates and adapted to live
shed and regrow yearly. Their meat is tender and high in snowy mountains. Their hides are particularly thick,
quality, so it works well in a stew. and their horns can cause some serious damage, so only
experienced hunters should track these.
Health: 25 Wound: 12 Armor: 0
Health: 35 Wound: 17 Armor: 0
Initiative: 2 Speed: Slow (water, 5 squares), Very
Fast (land, 8 squares) Initiative: 1 Speed: Fast (land, 7 squares)
l Power: 3 n Wisdom: 0 m Courage: 0 l Power: 3 n Wisdom: 0 m Courage: 0
Outline Outline
* Drive: To defend themselves and their territory * Drive: To defend themselves when threatened.
when threatened. * Environment: Highlands and cold mountains.
* Environment: Cold arboreal environments. * Loot:  Raw Prime Meat (hearty).
* Loot:  Raw Gourmet Meat (hearty). Actions
Actions * Gore: +4 piercing damage, forceful, range (close,
* Antlers: +4 crushing damage, range (close). reach).
* Bite: +4 piercing damage, forceful, range (close, * Trample: +4 crushing damage, range (close).
reach). Special Traits
Special Traits * Furious Charge: When the rhino charges an
* Furious Charge: When the moose charges an enemy at least 10 feet (3 meters) away, it deals +3
enemy at least 10 feet (3 meters) away, it deals +3 of damage with its antlers.
of damage with its antlers.

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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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Boss Bokoblin Horriblin


Huge ♦ Blin ♦ Elite Large ♦ Blin ♦ Minion
These heavyweight monsters are leaders of Bokoblins. After the Upheaval, these monsters began appearing in
They swagger about, whistling commands to the teams Hyrule's cave systems. They have sturdy horns that are
of minions nervously trailing them. Their heavy horns are perfect for crushing rocks and strong muscles that allow
so sharp, they can slice large trees clean in half. them to traverse cave walls and ceilings as easily as if
they were walking on the ground. They often hang from
Health: 50 Wound: 25 Armor: 0 ceilings, waiting for prey.
Initiative: 4 Speed: Slow (land, 5 squares) Health: 25 Wound: 12 Armor: 0
l Power: 3 n Wisdom: 1 m Courage: 1 Speed: regular (climb, land, 6
Outline Initiative: 3 squares)
* Drive: To command its minions to do its bidding.
l Power: 2 n Wisdom: 1 m Courage: 0
* Environment: Any
* Loot: 1 fang, horn, and guts. Outline
* Drive: To ambush its prey from cavern ceilings.
Actions * Environment: Caverns, depths.
* Club: +7 crushing damage, forceful, range (close,
* Loot: 1 fang, horn, and guts.
reach).
* Club Swing: 2 actions; +7 crushing damage, Actions
* Claw: +4 slashing damage, range (adjacent, close)
forceful, blast (close, reach).
thrown (close, near).
* Headbutt (horns): +7 piercing damage, forceful,
* Spear: +4 piercing damage, range (close, reach)
range (close).
thrown (close, near).
* Throw Big Rock: +7 crushing damage, forceful,
* Throw Rock: +4 crushing damage, forceful,
thrown (close, near), area (close).
thrown (close, near).
* Bolstering Horn (1E): All allies of the boss
bokoblin that can hear the horn deal +1 damage Special Traits
and have +5 TH until the end of the encounter. * Darkvision: The horriblin can see in complete
darkness.
Special Traits
* Weakness: Nose.
* Weakness: Snout.
* Vulnerabilities: Corrosive and burning damage.
Variants
* Black Boss: +Mighty (+10 health), Powerful (+2 Variants
* Black Horriblin: Elite (+15 health,
damage).
+1 initiative, +2 damage, +1 courage).
* Blue Boss: +Mighty (+10 health).
* Blue Horriblin: Powerful (+2
* Silver Boss: Boss (+30 health, +1 initiative,
damage).
+2 damage, +1 Wisdom), Powerful
* Silver Horriblin: Elite (+15 health,
(+2 damage),
+1 initiative, +2 damage, +1 courage).
Multi-Attacker.
Regeneration (Fast); The horriblin regains
* Giant
 health each turn and can regenerate
Crossbow:
any lost appendages if they
+7 piercing damage, +1 penetrating,
take a short rest
reload 1, range (close, near).
to do so. Smeller;
* Swap Bolstering Horn with Rallying
Horriblin has
Horn; All allies of the boss bokoblin
advantage on detect
that can hear the horn increase
actions that relay on smell.
their speed by one step until the
end of the encounter.

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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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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* 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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Introduction Learn To Play Characters Origins & Traits Perks Powers Wealth Game Mastering Enemies
* 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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Guardian Scout I Stal


Small ♦ Guardian ♦ Minion Stals are skeletal creatures commonly found in dungeons
Guardians were originally designed by an ancient and tombs. They come in different variations in both
civilization to combat Ganon, but these smaller models appearance and behavior, sharing a common eerie and
were placed inside shrines as part of the trials found reanimated nature. These undead foes are typically
within. The multiple legs and beam functionality were animated through dark magic or curses, and despite
scaled down but kept mostly intact. their exposed bones, they display surprising resilience
Health: 15 Wound: 7 Armor: 0 and relentlessness.
Initiative: 3 Speed: Slow (land, 5 squares) Creating Stal Creatures
l Power: 1 n Wisdom: 1 m Courage: 1 Any living creature can potentially be turned into a Stal
creature by doing the following:
Outline * The creature retains all its actions and most of its
* Drive: To patrol its assigned territory. special traits (see below).
* Environment: Shrines. * The creature loses its immunities, resistances, and
* Loot: 1 Ancient Parts. vulnerabilities.
Actions * The creature gains resistances to slashing, piercing,
* Energy Beam: As two actions, +3 energy damage, and crushing damage.
range (close, near). * The creature is immune to charm, exhaustion,
Special Traits paralyzing, petrifying, and poisoning effects.
* Darkvision: The guardian can see in complete * The creature is automatically destroyed if it is under
darkness. direct sunlight.
* Immunities: Charm, exhaustion, paralyzing, * When a creature's health drops to 0, its head or
petrifying, and poisoning effects. eye (in the case of one-eyed creatures like Hinox)
* Multi-Attacker: The guardian can take up to 3 separates from its skeletal body. On its next turn,
actions in a turn. the body attempts to retrieve the detached part.
* Resistances: Slashing, piercing, and crushing If the head or eye, which has health equal to the
damage. creature's wound value, is not destroyed before
Variants the body reattaches it at the end of the turn, the
* Guardian Scout II: Medium. Elite (+15 health, +1 creature regains half of its health.
damage). Energy blade; +5 energy damage, range
(close). Energy shield; The guardian has advantage
on actions to defend. Spin Blade (); The
guardian moves its speed
while spinning its blades
that deal +8 energy damage
in a close burst as it continues
to move. Spin Beam (1E); 2
actions, +8 energy damage,
burst (close, near).
* Guardian Scout III: As scout II,
+powerful (+2 damage), +spin beam
(2E).
* Guardian Scout IV: As scout II,
+powerful (+2 damage), +mighty (+10
health), +spin beam (3E). +Energy
spear; +5 energy damage, range (close,
reach).

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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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