LIFE FORMS (choose ONE)
HUMAN TRIBES
-Hylian (INT +1, Basic +1)
-Gerudo (CON +1, Weapon +1)
-Sheikah (WIS +1, Magic +1)
GORON (STR +1, 2 Hearts at creation)
ZORA (DEX +1, Can breathe underwater)
RITO (CHA +1, Can glide when falling)
DEKU SCRUB (-1HP for Gun attack out to NEAR range, can see in darkness)
TWILI (-1HP to turn invisible while in deep shadows, can see in darkness)
STAT POINTS
Add 6 points to Core Stats. Add 4 points to Effort types.
LOOT
It’s dangerous to go alone, take this!
STARTING LOOT (choose ONE)
WEAPON GEM: Customize any 1 WEAPON with a special counterweight. Give this WEAPON a
+2 EFFORT bonus. The gem cannot be removed
SHIELD GLOVE: A strapped glove and belt harness for carrying shields. Shields occupy no
space in your INVENTORY
BATTLE STANDARD: A tabard or banner with your inspiring war insignia. Choose 1 ally per
ROUND, their next roll is EASY
CRYSTAL SCOPE: Attach this glass contraption to any 1 ranged WEAPON. Never roll HARD to
hit with that WEAPON
DAGGER KIT: A set of three masterwork blades score critical hits on natural 18, 19, or 20 rolls
POCKET CLOAK: A special cloak with 2 versions: Treat all CARRIED inventory spaces as
EQUIPPED or add 10 CARRIED spaces to your inventory
FINE INSTRUMENT: Gain any 1 CHA SONG. Provide music with a CHA roll, reduce allies’
TARGET by 2
HEIRLOOM: Your weapon is a treasure. Always do ULTIMATE when dueling
ASTRAL GRIMOIRE: Your SPELL book is drawn to you by a subtle kinetic force. Gain any 1
INT SPELL instantly. The book will slide toward you if it can
MEMORY RING: Gain any 1 INT SPELL. On any TURN when not casting a SPELL, roll 1D6.
Keep that dice for use later on any 1 roll. Store up to 6D6 in this way
GREENSTAFF: Store your elemental magic in a wooden staff. Gain any 1 WIS POWER
instantly. If your staff is lost, it cosmically turns up in 1D4 ROUNDS
BOOK OF TRUTHS: A tome of religious texts. Gain any 3 WIS POWERS instantly, but if the
book is lost or destroyed, the SPELLS are gone
AMBER BEADS: A necklace of large orange spheres gives you focus. Gain any 1 WIS
POWER. That SPELL dwells within the beads, and only fails on a natural 1
Basic LOOT (choose TWO)
ADVENTURER’S PACK: A torch, bedroll, scrap of jerky, apple, pipe, and rope. This rucksack
has been through so much, you’re not sure what’s inside.
MINER’S PACK: Pick hammer, lantern, fire-starting oil and flint, compass, breather mask. A
heavy duty canvas pack scuffed with coal and chalk.
POLAR PACK: This fur-lined pack is built into a warm seal skin cloak. It contains a fire pot, fur
mittens, snowblind goggles, ski poles, boots and rope.
FISHERMAN’S SATCHEL: Mesh creel, two fishing poles, tackle box, fillet knife and basket
snare. Also includes swim fins and a clumsy glass diving mask.
MENDER’S TOOLBOX: Hammer and pliers, rivets, scrap steel, leather strips, spare buckles
and iron nails. Use for anything from armor to boat repair.
HEALER’S CASE: Using this kit of bandages, tinctures and serums, heal 1 HP on an ally with
an INT or WIS roll. Includes bottles, scalpel, and anti-venom.
CLIMBING GEAR: Grapple hooks, extreme rope, steel belt clips, 2 pairs of boot crampons, iron
spikes and hammer. Worn over one shoulder.
MIXED ARMOR GARB: Common garb for adventurers, a mix of padded gambeson, leather
belts, and armor odds & ends. +2 DEFENSE
HEAVY PLATE and CHAIN ARMOR: A cumbersome set of steel plates, chainmail, and steel
boots for heavy combat. +4 DEFENSE, DEX rolls always HARD
COMMON SHIELD: A round wooden shield and strap suited for travel on foot. +2 DEFENSE. If
hit, sacrifice the shield to absorb all of any 1 attack.
IRON SHIELD: This heavy shield is steel with iron bands. +3 DEFENSE. While using this shield,
you cannot use one hand; occupies 2 inventory spaces.
TRAVELER’S GARB: A lighter, more comfortable set of clothes for travelers. Only +1
DEFENSE, but includes 2 extra spaces for inventory
MAPS: A humble wooden tube filled with regional maps and specific location plan views. Roll
INT to check for a useful map once per location.
Weapons (choose ONE)
SWORD AND SCABBARD: A trusty blade of whatever size or make suits your training, leather
sheath, belts, and sharpening kit if the blade is damaged.
BATTLE AXE AND HARNESS: A huge chopping weapon of one or two blades. Damage
timbers or structures, but impossible to conceal.
SPEARMAN’S KIT: A ten foot oak shati with swappable blade tip that can be switched to hook,
spearhead, or glaive. Can attack targets up to NEAR range.
BOW AND QUIVER: A recurve bow, either short for small spaces or long for outdoor use.
Quiver empty on attack rolls of natural 1. Carry a spare quiver if possible!
KNIFE BELT: A sling of sorts which holds up to 8 daggers and throwing knives in concealed
scabbards. One scabbard includes a poison-protective sheath.
QUARTER STAFF and WRAPS: A wooden walking staff fire tempered for hardness, 4 feet in
length. Includes fist-wraps for unarmed fighters.
MAGIC
Magic uses the power of nature, the gods, or the harmony of music to change the world to suit a
spellcaster’s desires. Anyone can learn spells of any type, but each type comes with its own
perks and drawbacks, as seen below.
Spells of the Scholars (INT)
The arcane forces of the world require two things to harness: Knowledge and energy. You have
one Heart of magic power, and you expend MP with each spell you cast. Once you run out, you
must replenish your supply with potions or rest before you can cast spells again. You store your
SPELLS in SPELL BOOKS, which can hold up to 5 SPELLS each.
Spells
Shield (1MP)
Jump (1MP)
Mend (1MP)
Life (2MP)
Fairy (2MP)
Fire (2MP)
Reflect (3MP)
Spell (3MP)
Dominion (3MP)
Identify (3MP)
Thunder (4MP)
Phase (4MP)
Powers of the Sages (WIS)
Every POWER you utilize is ‘wrapped’ in a natural theme involving your chosen aspect (Light,
Forest, Fire, Water, Shadow, or Spirit). Instead of MP, you use the Spell Burn die. You do not
use SPELL BOOKS, but each POWER you learn occupies 1 GEAR SLOT.
Powers
LIGHT
Control Light
Light Enchantment
Healing Light
Sage Eye
FOREST
Control Wind
Farore’s Wind
Wind Enchantment
Grapple Vine
Stone Skin
FIRE
Control Fire
Din’s Fire
Fire Enchantment
Pyroblast
WATER
Control Water
Ice Enchantment
Wave of Fury
Lifewater
SHADOW
Control Shadow
Shadow Enchantment
The Hidden
Illusory Self
SPIRIT
Control Spirit
Nayru’s Love
Shock Enchantment
Mind Trap
Songs of the Singers (CHA)
Your SONGS require an INSTRUMENT to possess, all of them always ‘equipped’ to it. In return,
casting them requires not just a roll to activate them, but a full ATTEMPT to finish playing the
SONG.
Songs
Song of Awakening
Warp Song
Unsealing Song
Command Melody
Song of Healing
Song of Time
Song of the Mountain
Sun’s Song
Song of Storms
Wind’s Requiem