Dalkon's Link to the Legend of Zelda Archive

Where in all of your character write ups will go.
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Dalkon's Link to the Legend of Zelda Archive

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There are currently 19 games in the Legend of Zelda franchise, and while the titular character and hero are usually identical from game to game, the fact remains that each and every single one of those games introduces new Minions, Overworld and Dungeon Bosses, and will occasionally switch out the Big Bad so that you can't always assume you'll be facing Ganon once you've defeated everything else in the game. This means that in order to do a proper conversion of the game into M&M, you'd need to create a fully featured Bestiary to go along with the heroes, which is what I'm going to attempt to do with this thread, even if I can't promise that I'll be successful.

Other Threads
- The Original Potterverse Archive
- Dalkon's Expanded Potterverse Archive
- Dalkon's Revised & Expanded Potterverse Archive
- Dalkon's Revised & Expanded Potterverse Thread Mk II
- Dalkon's General Superhero Archive
- The Narutoverse Archive
- The General d20 System Archive
- Dalkon's Star Wars Archive
- Dalkon's Devils, Angels & Dragons Archive
- Dalkon's DCAU Builds
- Dalkon's World of Remnant Archive
- Dalkon's Kingdom Keys Archive
- Dalkon and the Olympians Thread Mk I
- Dalkon's Vampires, Werewolves and Demons Thread Mk I
- Dalkon's Fate & the Moonlit World Archive

Table of Contents:
- Major Characters
- Recurring Background Characters
- The Legendary Sages
- Minor Enemies
- Major Enemies
- The Lords of Darkness
Last edited by DalkonCledwin on Sat Aug 26, 2023 9:00 am, edited 4 times in total.
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Major Characters List

Post by DalkonCledwin »

This is where I'll be posting a list of major characters for both the games themselves and any fanfiction I write in this setting.

A VERY Close Friend
- Brainstorm & Notes
The Main Characters - Y1:
- Harry James Potter
- Midna of the Twili
- Linkle of Faron Province
- Zelda of Castle Town
- Mipha of Zora's Domain
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Recurring Background Characters

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This is where I'll be posting stat blocks for recurring characters that aren't important enough to be considered Heroic Characters, such as Dampé the Gravedigger.
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The Legendary Sages & Other Major Characters

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These characters are both Heroic Characters and Background Characters and thus qualify for their own individual section. They also tend to change from one game appearance to the next, so this section could get quite long. This would also be where I would place stat blocks for the Oracles from Oracle of Ages and Oracle of Seasons.

A VERY Close Friend
The Seven Sages - Y1:
- Princess Zelda, the Leader of the Sages
- Rauru, the Sage of Light
- Saria, the Sage of Forests
- Darunia, the Sage of Fire
- Mipha, the Sage of Water
- Princess Midna, the Sage of Shadows
- Harry Potter, the Sage of Spirit
Last edited by DalkonCledwin on Tue Dec 29, 2020 5:23 pm, edited 9 times in total.
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Minor Enemies

Post by DalkonCledwin »

This section is for the massive list of minor enemies which appears within the Legend of Zelda series. This stat blocks in this list will not be separated into subcategories based on which games they appeared in, but I will try to keep families of monsters in close proximity to one another.
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Major Enemies

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This section is for Dungeon and Overworld Bosses, such as Queen Gohma and the Stone Talus among countless others.
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The Lords of Darkness

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Whether it is Ganon, Demise, or even someone who is as attractive as Veran, the fact remains that there will always be someone for the hero to defeat at the end of every single game.
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A VERY Close Friend Brainstorm & Notes

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A VERY Close Friend
Premise: Everyone thinks that Harry Potter’s first friends were found in the Wizarding World, but they’re wrong. He had a friend on the muggle side, one who protected him, provided him with comfort in his darkest hours, and would never switch sides because of biased beliefs. As if that’s not enough, this friend was so close that she might as well be his very shadow…
Required Inclusions:
- Harry’s moral alignment must be Light (Good) or Gray (Neutral) while Midna’s must be firmly in the Gray (Neutral) category. Their Ethical alignments can be whatever the author desires.
- It is up to the author to decide when the story starts, but the first chapter must begin with Midna revealing her presence to Harry.
- Midna must remain hidden within Harry’s shadow during daylight hours, using it as a form of cloak that will protect her from the ‘harmful’ energy of the Realm of Light.
- Midna will only ever reveal her true form when Harry is in private, and usually only while he is in a darkened area, or when he asks for (or needs) her assistance during his adventures.
- Harry must discover he has an affinity for Umbrakinesis (aka Twili Magic) due to the bond he shares with Midna, giving him access to a form of wandless magic humans ordinarily lack.
- Midna must use her powers in order to scare the Dursley family into submission, granting Harry a small measure of peace while living with them over the summer holidays.
- Midna must help Harry to learn how to use their combined powers on all forms of magic, and over time, help him to learn how to use more advanced forms of magic.
- At Hogwarts, Midna must be regarded as a friend and protector by some, and a Dark Creature by others, leading to all manner of complications for both Harry and Midna.
Preferred Inclusions:
- Harry should actually be Earth’s counterpart to the Chosen Hero of Hylia, although whether there are any other special abilities which would be conferred upon him is up to the author.
- The primary romantic pairing for this story should be between Harry and Midna, although additional romantic pairings are permissible for Harry as well.
- Harry’s earliest memories of Midna should have led him to the conclusion that she was merely an imaginary friend, one which he had thought vanished until the day she revealed herself.
- Midna should retain the ability to open Shadow Gates, and these Gateways should be capable of bypassing the Anti-Travel Jinxes that surround Hogwarts Castle and it’s grounds.
Optional Inclusions:
- Instead of being the Chosen Hero of Hylia, Harry could be the Sage of Wind or Spirit, with Midna herself being the Sage of Shadow.
- At least part of this story should take place in both Hyrule and the Twilight Realm, with another portion taking place in the untamed wilderness that surrounds Hogwarts Castle & Hogsmeade.
Forbidden Things:
- Harry and Midna, the Weak Emo Doormats.
- Midna attempting to hurt or manipulate Harry.
- Harry and Midna siding with Voldemort.
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Harry Potter / The MCs / Y1 / A VERY Close Friend

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Harry James Potter - PL 8
Age: 11 / Height: 4' 11" / Weight: 81 lbs
Hair Color: Black / Eye Color: Green
Wealth Rank: +16 / Rep Rank: +10
Knockback Mod: -7/-2

Strength 1, Stamina 2, Agility 2, Dexterity 2, Fighting 4, Intellect 2, Awareness 2, Presence 3

Advantages
Adorable, Beginner's Luck, Benefit, Child-Sized, Benefit, Hereditary Rank 2 (Heir Presumptive: Black), Benefit, Hereditary Rank 3 (Heir Apparent: Potter), Benefit, Renown, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Wealth 2 (independently wealthy), Connected, Conviction, Defensive Roll 2, Equipment 1, Fast Grab, Improved Grab, Improved Initiative, Improved Team Attack, Languages 3, Leadership, Lionheart, Potioneer, Power Attack, Quick Draw, Skill Prowess 2: (Expertise (AWE): Survival), Skill Prowess: (Expertise: Cosmology), Teamwork

Skills
Acrobatics 4 (+6), Athletics 4 (+5), Close Combat: Edged Weapons 4 (+8), Close Combat: Grab 2 (+6), Deception 3 (+6), Expertise (AWE): Cooking 4 (+6), Expertise (AWE): Survival 4 (+6), Expertise (DEX): Broom Flight 4 (+6), Expertise: Cosmology 4 (+6), Expertise: Magic 8 (+10), Insight 4 (+6), Investigation 4 (+6), Perception 6 (+8), Persuasion 4 (+7), Ranged Combat: Magic 4 (+6), Sleight of Hand 4 (+6), Stealth 4 (+6)

Powers
A Sage's Mysticism: Array
. . Blend with Surroundings: Concealment 2 (sage magic, Sense - Sight; Affects Others; Blending)
. . Cure Wounds: Healing 8 (healing magic)
. . Deathwatch: Senses 4 (sage magic, Acute: Detect Conditions, Analytical: Detect Conditions, Detect: Conditions [Visual] 2: ranged; Concentration)
. . Spare the Dying: Healing 8 (healing magic; Increased Range: ranged; Diminished Range 2, Limited: to Dying Characters)
Holly & Phoenix Feather Wand (Easily Removable)
. . Yer a Wizard, Harry: Array
. . . . Diffindo: Damage 10 (charm, DC 25; Dangerous 4, Increased Range: ranged; Nonlethal)
. . . . Rictusempra: Cumulative Affliction 10 (charm, 1st degree: Dazed, 2nd degree: Stunned, DC 20; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged; Limited Degree)
. . . . Wingardium Leviosa: Move Object 5 (charm, 1600 lbs., DC 20; Damaging, Increased Range: perception, Precise, Subtle: subtle)
Sage of Spirit
. . Ancestral Weapon: Strength-based Damage 3 (slashing, DC 19; Dangerous)
. . Shadowbound Boon: Senses 2 (sage talent, Darkvision)

Equipment
Chain-mail, Knife

Offense
Initiative +6
Ancestral Weapon: Strength-based Damage 3, +8 (DC 19)
Diffindo: Damage 10, +6 (DC 25)
Grab, +6 (DC Spec 11)
Knife, +8 (DC 17)
Rictusempra: Cumulative Affliction 10, +6 (DC Dog/Fort/Will 20)
Throw, +2 (DC 16)
Unarmed, +4 (DC 16)
Wingardium Leviosa: Move Object 5 (DC 20)

Complications
- Destiny: It is Harry's destiny to be the one who vanquishes the dark wizard who styles himself as "Lord Voldemort."
- Honor: Harry will always keep his word of honor, strives to uphold the common good, and is never underhanded in his dealings.
- Impulsive: Harry is a tempestuous young man, who will often act without considering the consequences, even when he is being advised of those consequences by those who might have some idea what they are talking about.
- Motivation: Protector: Harry is highly motivated to use his powers to protect others. He willingly puts himself at risk to defend innocents and those he cares about.
- Nemesis: Albus Dumbledore is attempting to sculpt Harry into a sacrificial lamb that he can throw at Voldemort in hopes that Harry's death will act as catalyst that will allow the old man to swoop in and defeat Tom once and for all.
- Shadowbound Curse: Harry is Vision Unaware for 1 Combat Round after being exposed to Bright Light, and Vision Impaired for every round after that in which he continues to be exposed to such light.
- Significant Other: Harry holds a strong sentimental attachment to his "Imaginary" Friend, Midna, and will become Impaired whenever she is threatened, in danger or has been abducted.

Languages
English [Native], Hylian, Parseltongue, Twili

Defense
Dodge 9, Parry 9, Fortitude 6, Toughness 7/2, Will 10

Power Points
Abilities 36 + Powers 40 + Advantages 34 + Skills 36 (71 ranks) + Defenses 24 = 170
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Midna / The MCs / Y1 / A VERY Close Friend

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Midna of the Twili - PL 8
Age: 11 / Height: 5' 1" / Weight: 80 lbs
Hair Color: Orange / Eye Color: Red
Wealth Rank: +8 / Rep Rank: +8
Knockback Mod: -8/-1

Strength 1, Stamina 1, Agility 2, Dexterity 2, Fighting 2, Intellect 2, Awareness 2, Presence 4

General Advantages
Adorable 2, Assessment, Beautiful Voice, Beginner's Luck, Benefit, Child-Sized, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Charming, Conviction, Daze (Intimidation), Defensive Attack, Defensive Roll 3, Demonic Glare, Fascinate (Persuasion), Favored Environment: Choose Environment, Improved Team Attack, Improved Treatment, Languages 3, Leadership, Lionheart, Ritualist, Skill Prowess: (Expertise: The Nobility), Teamwork

Enhanced Advantages
Skill Prowess: (Stealth)

Skills
Close Combat: Magic 4 (+6), Expertise: Cosmology 6 (+10/+8), Expertise: History 4 (+6), Expertise: Magic 8 (+10), Expertise: The Nobility 6 (+8), Insight 6 (+8), Intimidation 6 (+10), Investigation 4 (+6), Perception 4 (+6), Persuasion 6 (+10), Ranged Combat: Magic 6 (+8), Stealth 8 (+14/+10), Treatment 6 (+8)

Powers
A Sage's Mysticism: Array
. . Blurred Movement: Concealment 4 (sage magic, All Visual Senses; Activation: move action, Concentration, Partial)
. . Cure Wounds: Healing 8 (healing magic)
. . Detect Poison: Senses 4 (sage magic, Acute: Detect Poison, Analytical: Detect Poison, Detect: Poison [Mental] 2: ranged; Concentration)
. . Doom: Concentration Affliction 8 (fear effect, sage magic, 1st degree: Impaired, Resisted by: Will, DC 18; Concentration, Increased Range 2: perception; Limited Degree 2, Sense-dependent: Visual)
. . Inflict Wounds: Damage 8 (necrotic magic, DC 23; Alternate Resistance: Will)
. . Magic Stone: Damage 8 (sage magic, DC 23; Increased Range: ranged, Multiattack; Diminished Range 3, Quirk: Requires pebbles as ammunition)
. . Purify Food & Drink: Shapeable Area Nullify 8 (sage magic, Counters: Disease & Toxin, DC 18; Shapeable Area: 30 cft., DC 18, Broad, Simultaneous; Limited: to Contaminated Food & Drink, Reduced Range: close)
. . Shadow Walk: Teleport 7 (twili magic, Carry 100 tons; Easy, Extended: 120 miles in 2 move actions, Feature: Midna can "levitate" an object into an appropriately sized shadow to teleport it with this power, Increased Mass 12; Limited to Extended, Medium: shadows , Tiring)
. . Spare the Dying: Healing 8 (healing magic; Increased Range: ranged; Diminished Range 2, Limited: to Dying Characters)
Sage of Shadows
. . Cloak of Darkness: Protection 4 (sage talent, +4 Toughness, Advantages: Skill Prowess; Sustained)
. . Shadowbound Boon: Senses 1 (sage talent, Extended: Darkvision 1: x10)
. . Stealth Mastery: Enhanced Trait 1 (sage talent, Stealth +2 (+14))
Twili Physiology
. . Disguise Self: Morph 3 (racial talent, +20 Deception checks to disguise; Broad group; Resistible: Will, Notes: Humanoid Forms)
. . Shadow Blending: Concealment 4 (racial trait, All Visual Senses; Limited: areas of shadow or darkness, Partial)
. . Shadowy Resistance: Immunity 10 (racial trait, Damage Effect: Cold Damage, Damage Effect: Electricity Damage; Feature: Longevity (Up to 187 years); Limited - Half Effect)
. . Skilled: Enhanced Trait 2 (racial trait, Expertise +2 (+10), Stealth +2 (+14))
. . Twili Senses: Senses 3 (racial trait, Darkvision, Low-light Vision)

Offense
Initiative +2
Doom: Concentration Affliction 8 (DC Will 18)
Grab, +2 (DC Spec 11)
Inflict Wounds: Damage 8, +6 (DC Will 23)
Magic Stone: Damage 8, +8 (DC 23)
Purify Food & Drink: Shapeable Area Nullify 8 (DC Will 18)
Throw, +2 (DC 16)
Unarmed, +2 (DC 16)

Complications
- Cultural Awkwardness: Midna's choice in attire doesn't really leave a whole lot to the imagination, which can cause rather odd reactions from the people she chooses to interact with.
- Motivation: Justice: Midna's primary concern is reclaiming the throne that was taken from her family by the nefarious villain known as Zant. However, she knows that she'll need help if she wishes to accomplish that task, and has somehow found herself bonded to a young hero known as Harry Potter.
- Obnoxious: Midna is an Exposition Fairy, of course she's going to come across as somewhat obnoxious for those around her. She's also demonstrated a rather Tsundere tendency to insult people she cares about while helping them.
- Ranidaphobia: Midna is either terrified of frogs, or else simply disgusted by them, and will pointedly refuse to participate in any battle which involves a frog of any sort.
- Shadowbound Curse: Midna is Vision Unaware for 1 Combat Round after being exposed to Bright Light, and Vision Impaired for every round after that in which she continues to be exposed to such light.
- Significant Other: Midna holds a strong sentimental attachment to her Best Friend, Harry Potter, and will become Impaired whenever he is threatened, in danger or has been abducted.
- Weakness: Midna can only exist in the Light Realm while hiding within Harry's Shadow, it is for this reason that Harry shares the Shadowbound traits that Midna carries as the Sage of Shadows. The exception to this is when the Light Realm is experiencing it's nocturnal hours.

Languages
Ancient Hylian, English, Hylian, Twili [Native]

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 8/1, Will 10

Power Points
Abilities 32 + Powers 60 + Advantages 28 + Skills 37 (74 ranks) + Defenses 24 = 181
Last edited by DalkonCledwin on Tue Dec 29, 2020 4:54 pm, edited 1 time in total.
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Linkle / The MCs / Y1 / A VERY Close Friend

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Linkle of Faron Province - PL 8
Age: 11 / Height: 4' 6" / Weight: 66 lbs
Hair Color: Blonde / Eye Color: Blue
Wealth Rank: +8 / Rep Rank: +8
Knockback Mod: -8/-2

Strength 1, Stamina 2, Agility 3, Dexterity 2, Fighting 4, Intellect 0, Awareness 2, Presence 2

General Advantages
Adorable, Agile Feint, All-out Attack, Beginner's Luck, Benefit, Child-Sized, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Connected, Conviction, Defensive Attack, Defensive Roll, Dirty Fighting, Equipment 2, Extraordinary Effort, Fascinate (Persuasion), Favored Environment: (Forests), Fearless, Great Endurance, Improved Initiative, Inspire 2, Interpose, Languages 1, Leadership, Move-by Action, Power Attack, Prophetic Dreams, Quick Draw, Ranged Attack 3, Second Chance: (Resisting Mental Control), Skill Prowess: (Expertise (AWE): Survival), Takedown, Teamwork

Enhanced Advantages
Favored Environment: (While Fighting Favored Foe), Favored Foe: (Moblinoids), Skill Mastery: (Perception)

Skills
Acrobatics 8 (+11), Athletics 8 (+9), Close Combat: Kick Chick 4 (+8), Close Combat: Swords 2 (+8/+6), Expertise (AWE): Survival 8 (+14/+10), Expertise: Dungeoneering 8 (+8), Expertise: Farming 8 (+8), Expertise: Nature 8 (+12/+8), Handle Animal 8 (+10), Intimidation 4 (+6), Investigation 4 (+4), Perception 8 (+10), Persuasion 4 (+6), Ranged Combat: Bows 6 (+10/+8), Riding 8 (+10), Stealth 8 (+11)

Powers
Crossbow (Easily Removable)
. . Magical Crossbow: Array
. . . . Rapid Reload: Damage 3 (piercing, DC 18; Increased Range: ranged, Multiattack)
. . . . Single Bolt Action: Damage 3 (piercing, DC 18; Increased Range: ranged)
Divine Blessings: Array
. . Calm Animals: Cumulative Burst Area Affliction 8 (hylian magic, 1st degree: Dazed, 2nd degree: Compelled, Resisted by: Will, DC 18; Burst Area: 30 feet radius sphere, DC 18, Cumulative, Increased Range: ranged; Limited: to Animals, Limited Degree, Notes: Compelled: [to Sit])
. . Farore's Gift: Enhanced Extra 8 (divine blessing; Increased Range: ranged, Variable Descriptor 2: broad group - Any Attack Effect Linkle Wields; Unreliable (5 uses), Notes: This basically turns Linkle's bow attacks into Perception Range effects, meaning if she can see it, she can and will hit it. Unfortunately, it invalidates the Multiattack extra.)
. . Glorious Presence: Deflect 8 (divine blessing; Increased Range: perception; Grab-based, Limited: Affects Others Only, Limited: Attacker may "Redirect" their attack to another available target if they fail the Opposed Check, Unreliable (5 uses))
Divine Tracker
. . Armor Focus: Enhanced Trait 1 (training, Toughness +1 (+8); Limited: Only while wearing armor)
. . Favored Enemy: Enhanced Trait 2 (training, Advantages: Favored Environment: (While Fighting Favored Foe), Favored Foe: (Moblinoids))
Hylian Physiology
. . Hylian Vision: Senses 1 (racial trait, Low-light Vision, Advantages: Skill Mastery)
. . Resist Enchantment: Impervious Will 8 (racial trait; Limited: to Mind & Emotion Altering Magic)
. . Weapon Familiarity: Enhanced Trait 2 (racial trait, Close Combat +2 (+8), Ranged Combat +2 (+10))
. . Woodcraft: Enhanced Trait 4 (racial trait, Expertise (AWE) +4 (+14), Expertise +4 (+12); Limited: The last two bonus ranks in each skill are only available while in a forested area [2 ranks only])

Equipment
Battle Armor, Hunter's Blade

Offense
Initiative +3/+7
Calm Animals: Cumulative Burst Area Affliction 8 (DC Will 18)
Grab, +4 (DC Spec 11)
Hunter's Blade, +8 (DC 18)
Rapid Reload: Damage 3, +13 (DC 18)
Single Bolt Action: Damage 3, +13 (DC 18)
Throw, +5 (DC 16)
Unarmed, +8 (DC 16)

Complications
- Directionless: Whenever Linkle wants to travel from one Hylian Province to another, she has to roll a 20-sided dice, with a result of 1-2 indicating she has traveled to Akkala Province, a result of 3-5 indicating she has wound up in Central Hyrule, a result of 6-7 indicating Eldin Province, while an 8-10 indicates she has returned to Faron Province, an 11-12 lands her in Gerudo Province, a 13-15 sees her traveling to Hebra Province, a 16-17 brings her to Lanaryu Province and a result of 18-20 takes her over to Necluda Province. This can all be bypassed by having her travel alongside of another character who actually knows where they are going. Things also get a whole lot worse for her while she's on Earth or in the Twilight Realm, at which point this complication basically functions like a randomized teleporter with continent-spanning range!
- Honor: Linkle will always stop and help someone in need whenever she encounters them, no matter what it is they need her to help them accomplish, provided there is nothing nefarious involved in their request.
- Indecisive: Linkle isn't quite cut out for the life of a hero, and thus suffers from indecision when faced with unexpected adversity. In such situations, she must make a DC 18 Will Check or else suffer a -4 penalty on her Initiative rolls.
- Motivation: Legacy: Linkle believes she is the Hero of Ages reincarnated, and will do everything in her power to prove herself worthy of such a prestigious legacy.
- Oblivious: Linkle is completely unaware of just how dangerous Cuccoos actually are, and believes them to be nothing more than harmless farm animals.

Languages
Common (English), Hylian [Native]

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 8/2, Will 8 (Imp. 8)

Power Points
Abilities 32 + Powers 38 + Advantages 36 + Skills 52 (104 ranks) + Defenses 19 = 177
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Princess Zelda / The Sages / Y1 / A VERY Close Friend

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Princess Zelda of Castle Town - PL 8
Age: 11 / Height: 4' 8" / Weight: 72 lbs
Hair Color: Blonde / Eye Color: Blue
Wealth Rank: +16 / Rep Rank: +12
Knockback Mod: -6/-1

Strength 0, Stamina 1, Agility 2, Dexterity 2, Fighting 2, Intellect 2, Awareness 4, Presence 3

General Advantages
Adorable 2, Beginner's Luck, Benefit, Renown 2, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Status 3: (Princess of Hyrule & Sage of Time), Benefit, Wealth 2 (independently wealthy), Defensive Attack, Defensive Roll 3, Equipment 2, Fascinate (Persuasion), Inspire 2, Languages 3, Leadership, Luck 3, Motivate, Prophetic Dreams 2, Ranged Attack 3, Sacred Rites, Trance

Enhanced Advantages
Skill Mastery: (Perception)

Skills
Acrobatics 4 (+6), Athletics 4 (+4), Expertise (PRE): String Instruments 6 (+9), Expertise (PRE): Wind Instruments 4 (+7), Expertise: Gardening 6 (+8), Expertise: Religion 8 (+10), Expertise: The Nobility 6 (+8), Insight 6 (+10), Investigation 4 (+6), Perception 6 (+10), Persuasion 6 (+9), Ranged Combat: Bows 6 (+10/+8), Treatment 8 (+10)

Powers
Divine Magic: Array
. . Channel Knowledge: Burst Area Luck Control 2 (divine magic, Bestow Luck, Force a Re-roll; Burst Area: 30 feet radius sphere, DC 12, Selective; Check Required 5: DC 14 - Expertise: Religion, Increased Action 2: move, Limited: to Improving or Reducing Intellect-based Skill Checks, Reduced Range 2: close)
. . Command: Cumulative Affliction 8 (divine magic, 1st degree: Dazed, 2nd degree: Compelled, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception, Subtle: subtle; Limited: to Single Word Commands, Limited Degree, Sense-dependent: Aural)
. . Cure Wounds: Healing 8 (healing magic)
. . Detect Evil: Senses 4 (divine magic, Acute: Detect Malevolence, Detect: Malevolence [Mental] 2: ranged, Radius: Detect Malevolence; Concentration)
. . Detect Poison: Senses 4 (divine magic, Acute: Detect Poison, Analytical: Detect Poison, Detect: Poison [Mental] 2: ranged; Concentration)
. . Purify Food & Drink: Shapeable Area Nullify 8 (divine magic, Counters: Disease & Toxin, DC 18; Shapeable Area: 30 cft., DC 18, Broad, Simultaneous; Limited: to Contaminated Food & Drink, Reduced Range: close)
. . Spare the Dying: Healing 8 (healing magic; Increased Range: ranged; Diminished Range 2, Limited: to Dying Characters)
Hylia Incarnate
. . Lore Keeper: Senses 4 (divine inheritance, Acute (Type): Mental Senses, Detect: Weaknesses [Mental] 1, Detect: Powers [Mental] 1; Custom: Uses Insight instead of Perception; Concentration)
. . Touch of Law: Luck Control 1 (divine inheritance, Bestow Luck; Reduced Range 2: close)
Hylian Physiology
. . Hylian Vision: Senses 1 (racial trait, Low-light Vision, Advantages: Skill Mastery)
. . Lightbringer I: Immunity 5 (racial trait, Sensory Affliction Effects; Limited: to Light-based Sensory Afflictions)
. . Lightbringer II: Environment 1 (racial talent, Light, Radius: 30 feet; Feature 6: Liberated (6 minutes))
. . Weapon Familiarity: Enhanced Trait 2 (racial trait, Close Combat +2 (+4), Ranged Combat +2 (+10))

Equipment
Bow, Finery, Musical Instrument

Offense
Initiative +2
Bow, +13 (DC 18)
Command: Cumulative Affliction 8 (DC Will 18)
Grab, +2 (DC Spec 10)
Purify Food & Drink: Shapeable Area Nullify 8 (DC Will 18)
Throw, +5 (DC 15)
Unarmed, +2 (DC 15)

Complications
- Cursed: Zelda is the most recent reincarnation in a long cycle of reincarnations belonging to a goddess known as Hylia. Unfortunately, each time Hylia is incarnated within the mortal world, so too are Hylia's Chosen Champion and her mortal enemy, the god known as Demise, albeit in the latter case, he incarnates in the form of the Dark Lord Ganon (aka Ganondorf). This is of course, all the result of a choice made by Zelda's original incarnation.
- Distressed Damsel: It is not at all uncommon for Zelda to be captured and held hostage by the main antagonist of any given story or even just one of his minions.
- Divine Aura: Zelda emits a powerful aura of benevolence and law, alerting those with even the slightest amount of magical awareness to her status as a deity's mortal incarnation.
- Meticulous: Zelda isn't particularly good at using skills she has no training in, and is considered to be Impaired when attempting to make a Skill Check using such skills.
- Motivation: Patriotism: Zelda is entirely devoted to the task of protecting the Realm of Hyrule and keeping it safe from the tyrannical rule of individuals such as Zant, Ganondorf and Demise.
- Secret: Zelda's mother is actually a member of the Sheikah Tribe, which is such a taboo that it could cause quite the scandal if it ever became public knowledge.

Languages
Ancient Hylian, Common (English), Hylian [Native], Sheikan

Defense
Dodge 10, Parry 8, Fortitude 5, Toughness 6/1, Will 10

Power Points
Abilities 32 + Powers 39 + Advantages 36 + Skills 37 (74 ranks) + Defenses 24 = 168

--------------------
Build Comments: I built Zelda as a Cleric instead of an Oracle for the simple reason that Zelda would have actually received training in how to use her divine powers, whereas those with the background of an Oracle usually have to learn how to use such abilities on their own (which is why both Harry and Midna qualify as Oracles, since they are both incredibly young and had no one to teach them how to use their quasi-divine abilities).
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DalkonCledwin
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Rauru / The Sages / Y1 / A VERY Close Friend

Post by DalkonCledwin »

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Rauru - PL 9
Origin: Era of Hylia / Height: 5' 9" / Weight: 164 lbs
Hair Color: White / Eye Color: Green
Wealth Rank: +12 / Rep Rank: +9
Knockback Mod: -4/-0

Strength -1, Stamina 0, Agility 0, Dexterity 3, Fighting 7, Intellect 3, Awareness 3, Presence 6

Advantages
Adaptable Linguist 3, Benefit, Sixth Sense 2, Benefit, Spiritual Diplomat, Benefit, Wealth (well-off), Charming, Defensive Attack, Eidetic Memory, Equipment 1, Fascinate (Persuasion), Favored Environment: (Aerial), Favored Foe: (Demons), Improved Team Attack, Languages 4, Leadership, Luck (Instant Counter) 2, Move-by Action, Potioneer, Ritualist, Second Chance: (Intellect Checks while Stars are Visible), Teamwork, Trance, Well-read

Skills
Acrobatics 6 (+6), Athletics 12 (+11), Deception 6 (+12), Expertise (AWE): Research 12 (+15), Expertise: Cosmology 12 (+15), Expertise: Magic 12 (+15), Expertise: Religion 12 (+15), Insight 12 (+15), Investigation 6 (+9), Perception 6 (+9), Persuasion 12 (+18), Ranged Combat: Magic 6 (+9), Treatment 12 (+15)

Powers
A Sage's Mysticism: Array
. . Chain Lightning: Damage 9 (lightning magic, DC 24; Increased Range: ranged, Multiattack)
. . Color Spray: Cone Area Affliction 9 (luminescence magic, 1st degree: Dazed, Impaired, 2nd degree: Disabled, Stunned, 3rd degree: Incapacitated, Unaware, Resisted by: Will, DC 19; Cone Area: 60 feet cone, DC 19, Extra Condition)
. . Cure Wounds: Healing 9 (healing magic)
. . Daylight: Environment 2 (luminescence magic, Light (Bright), Radius: 60 feet; Feature 6: Liberated (8 minutes))
. . Hypnotic Pattern: Concentration Perception Area Affliction 9 (luminescence magic, 1st degree: Entranced, Impaired, Resisted by: Will, DC 19; Perception Area: DC 19 - Visual, Concentration, Extra Condition, Insidious; Limited Degree 2)
. . Moonlight Bridge: Line Area Flight 1 (luminescence magic, Speed: 4 miles/hour, 60 feet/round; Affects Others, Line Area 3: 5 feet wide by 120 feet long, DC 11; Platform, Quirk: Affected characters have to walk across the Area of Effect in order to benefit from Flight mechanic)
. . Overland Flight: Flight 5 (sage magic, Speed: 60 miles/hour, 900 feet/round; Increased Duration: continuous)
. . Rainbow Pattern: Concentration Cumulative Burst Area Affliction 7 (luminescence magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Burst Area: 30 feet radius sphere, DC 17, Concentration, Cumulative, Feature: Tether, Increased Range: ranged)
. . Spray of Shooting Stars: Burst Area Damage 9 (luminescence magic, DC 24; Burst Area: 30 feet radius sphere, DC 19, Increased Range: ranged; Unreliable (5 uses))
Sage of Light
. . Invulnerabilities: Immunity 6 (sage talent, Aging, Fatigue Effects)
. . Lure of the Heavens: Flight 5 (sage talent, Speed: 60 miles/hour, 900 feet/round)
. . Star Chart: Senses 4 (sage talent, Precognition; Custom: Uses Expertise: Astrology instead of Perception)

Equipment
Battle Robes

Offense
Initiative +0
Chain Lightning: Damage 9, +9 (DC 24)
Color Spray: Cone Area Affliction 9 (DC Will 19)
Grab, +7 (DC Spec 9)
Hypnotic Pattern: Concentration Perception Area Affliction 9 (DC Will 19)
Rainbow Pattern: Concentration Cumulative Burst Area Affliction 7 (DC Will 17)
Spray of Shooting Stars: Burst Area Damage 9 (DC 24)
Throw, +3 (DC 14)
Unarmed, +7 (DC 14)

Complications
- Disability: One of Rauru's legs has been permanently injured, resulting in him being Hindered while moving around on foot.
- Motivation: Doing Good: Rauru is the Sage of Light and believes that goodness and justice will prevail over evil, no matter how long it takes in order for that to come to pass, and that he will do whatever it takes to aid the heroes in achieving that goal.
- Obnoxious: Rauru is just as much an Exposition Fairy as Midna is, only perhaps a bit worse because he won't take "No" for an answer.
- Responsibility: Rauru is the last of the original seven Sages who were tasked with protecting the Mirror of Twilight atop Arbiter's Ground and the Triforce within the Sacred Realm. It is due to his meddling that Midna found her way to Harry's reality, and it is also because of him that a path between Earth and Hyrule still exists.
- Secret: Rauru is actually the humanoid form of the Great Owl known as Kaepora Gaebora.

Languages
Ancient Hylian [Native], Common (English), Deku, Goron, Hylian, Sheikan, Twili

Defense
Dodge 10, Parry 14, Fortitude 4, Toughness 4, Will 14

Power Points
Abilities 42 + Powers 64 + Advantages 29 + Skills 63 (126 ranks) + Defenses 32 = 230
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DalkonCledwin
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Saria / The Sages / Y1 / A VERY Close Friend

Post by DalkonCledwin »

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Saria of Korok Village - PL 8
Age: Indeterminant / Height: 2' 10" / Weight: 29 lbs
Wealth Rank: +8 / Rep Rank: +8
Knockback Mod: -7/-1

Strength 0, Stamina 2, Agility 2, Dexterity 2, Fighting 2, Intellect 1, Awareness 2, Presence 3

General Advantages
Adorable 2, Assessment, Beautiful Voice, Beginner's Luck, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Conviction, Defensive Roll 2, Disarming (DC 12), Equipment 1, Fascinate (Persuasion), Favored Environment: (Swamps), Great Endurance, Herbalist, Inspire, Languages 2, Leadership, Lionheart 2, Prophetic Dreams 2, Specialist: The Lost Woods: Expertise: Geography

Enhanced Advantages
Adaptable Linguist 3, Luck 4, Socially Adaptable

Skills
Acrobatics 4 (+6), Athletics 4 (+4), Deception 4 (+7), Expertise (PRE): Wind Instruments 6 (+9), Expertise: Geography 6 (+7), Expertise: History 6 (+7), Expertise: Nature 8 (+9), Insight 4 (+6), Investigation 4 (+5), Perception 4 (+6), Persuasion 6 (+9), Ranged Combat: Magic 6 (+8), Stealth 4 (+10), Treatment 6 (+7)

Powers
A Sage's Mysticism: Array
. . Cure Wounds: Healing 8 (healing magic)
. . Detect Evil: Senses 4 (racial trait, Acute: Detect Malevolence, Detect: Detect Malevolence [Mental] 2: ranged, Radius: Detect Malevolence; Concentration)
. . Detect Poison: Senses 4 (sage magic, Acute: Detect Poison, Analytical: Detect Poison, Detect: Poison [Mental] 2: ranged; Concentration)
. . Guidance: Luck Control 1 (sage magic, Bestow Luck, Advantages: Luck 4; Increased Action 2: move, Reduced Range 2: close)
. . Magic Stone: Damage 8 (sage magic, DC 23; Increased Range: ranged, Multiattack; Diminished Range 3, Quirk: Requires pebbles as ammunition)
. . Purify Food & Drink: Shapeable Area Nullify 8 (sage magic, Counters: Disease & Toxin, DC 18; Shapeable Area: 30 cft., DC 18, Broad, Simultaneous; Limited: to Contaminated Food & Drink, Reduced Range: close)
. . Warp Wood: Move Object 8 (sage magic, 6 tons, DC 23; Damaging; Limited Material: Wood)
Korok Physiology
. . Childhood Eternal: Immunity 1 (racial trait, Aging)
. . Korok Senses: Senses 3 (racial trait, Darkvision, Low-light Vision)
. . Pass Without Trace: Movement 2 (racial talent, Trackless: Visual & Olfactory Senses 2)
. . Photosynthesis: Immunity 2 (racial trait, Starvation & Thirst, Suffocation: Drowning; Source: Aerated Soil)
. . Plantspeech: Comprehend 2 (racial trait, Plants)
. . Rooting: Immunity 10 (racial talent, Custom: Being Moved 10; Sustained)
. . Small Size: Shrinking 4 (racial trait, -1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank; Innate; Permanent)
. . Unassuming Foliage: Concealment 4 (racial trait, All Visual Senses; Blending, Limited: to Forested or Swampy Areas)
. . Verdant Burst: Burst Area Healing 6 (racial trait; Affects Objects, Burst Area: 30 feet radius sphere, DC 16, Triggered: 1 use - When Saria is slain; Limited: to Plants, Uncontrolled)
Sage of Forests
. . Cultural Adaptation: Enhanced Trait 4 (sage talent, Advantages: Adaptable Linguist 3, Socially Adaptable)
. . Transform Wood: Transform 8 (sage talent, Affects: 1 Thing > 1 Thing - Normal Wood into Darkwood, Transforms: 200 lbs., DC 18; Increased Duration: continuous; Unreliable (1 use))
. . Wood Armor: Protection 4 (sage talent, +4 Toughness; Sustained)

Equipment
Musical Instrument

Offense
Initiative +2
Grab, +2 (DC Spec 10)
Magic Stone: Damage 8, +8 (DC 23)
Purify Food & Drink: Shapeable Area Nullify 8 (DC Will 18)
Throw, +2 (DC 15)
Transform Wood: Transform 8, +2 (DC Dog 18)
Unarmed, +2 (DC 15)
Warp Wood: Move Object 8, +8 (DC 23)

Complications
- Life Linked: Any damage to Saria's bonded tree will inflict the same amount of damage to Saria herself. Any damage she sustains in this way is treated as though it had the Incurable extra, with healing applied directly to her tree being treated as though it had the Persistent extra when healing Saria by the same amount. If her tree is destroyed, she is treated as though under the effects of the Disabled condition, and will be unable to cast spells until she can form a bond with a new tree in a ritual that takes no less than 12 hours. She can change her bond to a new tree on a once-per-month basis without having to live through the destruction of her original bonded tree.
- Motivation: Protector: It is Saria's duty to protect and maintain the Temple contained within the heart of the Lost Woods of Farore Province.
- Plant Person: The plant-like Korok are what the Kokiri actually look like behind the childlike exteriors that were depicted in the Legend of Zelda: Ocarina of Time.
- Quirk: Saria will occasionally get so overly excited that she'll emit a 'Jora' sound, which is in her opinion, an incredibly embarrassing verbal tic that is quite common among the denizens of Korok Village.

Languages
Common (English), Deku [Native], Hylian

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 8/2, Will 10

Power Points
Abilities 30 + Powers 89 + Advantages 25 + Skills 36 (72 ranks) + Defenses 19 = 199
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DalkonCledwin
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Darunia / The Sages / Y1 / A VERY Close Friend

Post by DalkonCledwin »

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Darunia of Goron Village - PL 8
Age: 130 / Height: 6' 11" / Weight: 433 lbs
Hair Color: White / Eye Color: Black
Wealth Rank: +20 / Rep Rank: +10
Knockback Mod: -12/-11

Strength 8, Stamina 4, Agility 0, Dexterity 3, Fighting 6, Intellect 2, Awareness 3, Presence 4

General Advantages
Assessment, Befriending, Benefit, Renown, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Wealth 3 (millionaire), Connected, Conviction, Daze (Intimidation), Defensive Attack, Defensive Roll, Diehard, Fascinate (Intimidation), Fearless, Forceful Intimidation, Great Endurance, Improved Grab, Improved Hold, Improved Smash, Improved Team Attack, Inspire 2, Interpose, Investiture, Languages 2, Leadership, Mobile Defense, Move-by Action, Power Attack, Startle, Teamwork

Enhanced Advantages
Luck, Second Chance: (Resisting Mental Control)

Skills
Athletics 8 (+16), Close Combat: Unarmed 2 (+8), Expertise (AWE): Survival 8 (+11), Expertise: Blacksmithing 10 (+12), Expertise: History 10 (+12), Expertise: Magic 10 (+12), Expertise: Religion 10 (+12), Insight 10 (+15/+13), Intimidation 8 (+14/+12), Investigation 4 (+6), Perception 4 (+7), Persuasion 10 (+16/+14), Ranged Combat: Magic 4 (+7), Technology 8 (+10), Treatment 4 (+6)

Powers
A Sage's Mysticism: Array
. . Burning Hands: Cone Area Damage 8 (fire magic, DC 23; Cone Area: 60 feet cone, DC 18; Limited: to a 15-foot spread)
. . Cure Wounds: Healing 8 (healing magic)
. . Fire Breath: Cone Area Damage 8 (fire magic, DC 23; Cone Area: 60 feet cone, DC 18; Unreliable (5 uses))
. . Fireball: Burst Area Damage 8 (fire magic, DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
. . Flame Strike: Cylinder Area Damage 8 (fire magic, DC 23; Cylinder Area: 30 feet cylinder, DC 18, Increased Range: ranged)
. . Gaze of Flames (Active): Remote Sensing 15 (fire magic, Affects: Visual Senses, Range: 120 miles; Medium: Fire)
. . Wall of Fire: Line Area Damage 6 (fire magic, DC 21; Line Area: 5 feet wide by 30 feet long, DC 16, Increased Duration: concentration, Increased Range: ranged)
Goron Physiology
. . Dense Tissue: Density Growth 4 (racial trait, +4 STR, +4 STA, +4 mass ranks, -1 speed ranks; Density, Innate; Permanent)
. . Goron Roll: Speed 4 (racial talent, Speed: 30 miles/hour, 500 feet/round; Distracting)
. . Goron Senses: Senses 2 (racial trait, Darkvision)
. . Granite Skin: Protection 3 (racial trait, +3 Toughness; Impervious [5 extra ranks])
. . Invulnerabilities: Immunity 3 (racial trait, Environmental Condition: Pressure, Environmental Condition: Heat, Suffocation: Burial)
. . Magic Stone: Damage 9 (racial talent, DC 24; Increased Range: ranged, Multiattack; Diminished Range, Quirk: Requires pebbles as ammunition)
Sage of Fire
. . Gaze of Flames (Passive): Senses 5 (sage talent, Counters All Concealment: Vision; Limited: to Fire, Fog & Smoke)
. . Legalistic Boon: Enhanced Trait 5 (sage talent, Persuasion +2 (+16), Intimidation +2 (+14), Insight +2 (+15), Advantages: Luck, Second Chance: (Resisting Mental Control))
. . Molten Skin: Immunity 10 (sage talent, Common Descriptor: Fire Effects; Limited - Half Effect)
. . Rock & Roll: Movement 3 (sage talent, Environmental Adaptation: Subterranean, Sure-footed 2; Limited: Only while employing Goron Roll)

Offense
Initiative +0
Burning Hands: Cone Area Damage 8 (DC 23)
Fire Breath: Cone Area Damage 8 (DC 23)
Fireball: Burst Area Damage 8 (DC 23)
Flame Strike: Cylinder Area Damage 8 (DC 23)
Grab, +6 (DC Spec 18)
Magic Stone: Damage 9, +7 (DC 24)
Throw, +3 (DC 23)
Unarmed, +8 (DC 23)
Wall of Fire: Line Area Damage 6 (DC 21)

Complications
- Bizarre Foodstuffs: Gorons thrive on the Bomb Flowers that can be found within Dodongo Cavern. No, I am not kidding about this. This is what they actually like to eat for breakfast, lunch and dinner on any given day of the week.
- Legalistic Curse: Whenever Darunia breaks his word, whether intentionally or not, he is afflicted with the Impaired condition for the following 24 hours or until he meets his obligation (whichever comes first).
- Motivation: Patriotism: Darunia is very proud to be a Goron and is willing to do whatever it takes in order to protect the citizens of Goron Village, unless it involves betraying one of his Sworn Brothers, since breaking his word never turns out well for Darunia.
- Obsession: Darunia is obsessed with music, and particularly enjoys the music which travels into Goron Village from a small out of the way clearing in the Lost Woods.
- Relationships: Darunia is the proud father of a young Goron who shares a remarkably famous name in common with Linkle.

Languages
Common (English), Goron [Native], Hylian

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 8/7 (Imp. 8), Will 10

Power Points
Abilities 44 + Powers 98 + Advantages 34 + Skills 55 (110 ranks) + Defenses 19 = 250
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