Legend of Zelda Rules
Legend of Zelda Magic
Legend of Zelda Classes
Equipment
Legend of Zelda Races
The Alignment Cycle
Each Alignment has dominance over the next alignment in the cycle and weakness from the previous alignment. This means ,for example, that creatures and races from "Alignment B" are resistant to effects of "Alignment C" and "Alignment B". This is represented by taking 50% less damage from those alignments after other defenses are accounted for. But creatures of "Alignment B" are then weak against attacks from "Alignment A" resulting in taking an extra 50% damage from those attacks. The Triforce in the center of the cycle represents neutrality and creatures of the neutral alignment have neither resistances nor weaknesses.
Each Alignment has dominance over the next alignment in the cycle and weakness from the previous alignment. This means ,for example, that creatures and races from "Alignment B" are resistant to effects of "Alignment C" and "Alignment B". This is represented by taking 50% less damage from those alignments after other defenses are accounted for. But creatures of "Alignment B" are then weak against attacks from "Alignment A" resulting in taking an extra 50% damage from those attacks. The Triforce in the center of the cycle represents neutrality and creatures of the neutral alignment have neither resistances nor weaknesses.
Hylian
Neutral (+1 to 2 random Medallions)
+2 to 1 Stat of your choice - Hylians are varied in nature
Medium Size
Normal Speed (30ft)
Naturally Attuned - Hylians gain 1 bonus medallion of their choice
Skilled - Hylians gain 1 additional skill level of their choice
Practiced - Hylians gain +2 skill level to 1 class skill
Language - Hylians begin speaking Hylian
Neutral (+1 to 2 random Medallions)
+2 to 1 Stat of your choice - Hylians are varied in nature
Medium Size
Normal Speed (30ft)
Naturally Attuned - Hylians gain 1 bonus medallion of their choice
Skilled - Hylians gain 1 additional skill level of their choice
Practiced - Hylians gain +2 skill level to 1 class skill
Language - Hylians begin speaking Hylian
Hytopian
Neutral (+2 to 1 random Medallion)
+1 to 2 Stats of your choice - Hytopians are varied in nature
Medium Size
Normal Speed (30ft)
Passionate - Hytopians gain 1 extra Spirit Medallion Rank
Charming - Hytopians gain 1 extra skill level in Speech and Sensibility
Fashionable - Hytopians roll Knowledge with mastery when appraising items
Language - Hytopians begin speaking Hylian
Neutral (+2 to 1 random Medallion)
+1 to 2 Stats of your choice - Hytopians are varied in nature
Medium Size
Normal Speed (30ft)
Passionate - Hytopians gain 1 extra Spirit Medallion Rank
Charming - Hytopians gain 1 extra skill level in Speech and Sensibility
Fashionable - Hytopians roll Knowledge with mastery when appraising items
Language - Hytopians begin speaking Hylian
The Kikwi
Neutral (+1 to 1 Medallion of your choice)
+2 Charisma +1 Intelligence -1 Strength
Small Size (+1 Acrobatics and Stealth Skill Level, -1 Power and Carry Skill Levels)
Slow Speed (20ft)
Floral Disguise - Kikwis can lay on their bellies to expose a plant on their backs. This grants them a +1 to stealth skill level but no other actions can be performed that round.
Scurry - Kikwis are quick when danger in near. They can leave a threatened space and provoke 1 less attack of opportunity than normal as long as they end their movement out of a threatened space. If making a full round movement a Kikwi can move a 3x their speed.
Flight Over Fight - Kikwi take a -1 Fight Skill Level penalty
Thick Fur - Kikwi are resistance to temperature change and reduce magical damage dealt to them by 1/2 heart
Language - Kikwi begin speaking Kikwi and Archaic Hylian
Neutral (+1 to 1 Medallion of your choice)
+2 Charisma +1 Intelligence -1 Strength
Small Size (+1 Acrobatics and Stealth Skill Level, -1 Power and Carry Skill Levels)
Slow Speed (20ft)
Floral Disguise - Kikwis can lay on their bellies to expose a plant on their backs. This grants them a +1 to stealth skill level but no other actions can be performed that round.
Scurry - Kikwis are quick when danger in near. They can leave a threatened space and provoke 1 less attack of opportunity than normal as long as they end their movement out of a threatened space. If making a full round movement a Kikwi can move a 3x their speed.
Flight Over Fight - Kikwi take a -1 Fight Skill Level penalty
Thick Fur - Kikwi are resistance to temperature change and reduce magical damage dealt to them by 1/2 heart
Language - Kikwi begin speaking Kikwi and Archaic Hylian
Deku Scrubs
+1 Forest Medallion
+2 Agility +1 Intelligence -1 Wisdom - Deku Scrubs are crafty creatures and are wary of strangers
Small Size (+1 Acrobatics and Stealth Skill Level, -1 Power and Carry Skill Levels)
Normal Speed (30ft) - though small, Deku Scrubs have light hollow bodies that rarely weigh more than 30 lbs
Natural Defense - Deku Scrubs can quickly hide in nearby shrubs, flowers, and patches of tall grass. This takes a move action and grants a +1 Stealth and Block Skill Bonus but the Deku Scrub cannot take any actions other than a move action to abandon the hiding place.
Spit Item - Deku Scrubs have a single bonus item slot inside their mouths and can fire them as a thrown weapon with a base range of 20ft or produce them as an action for use.
Buoyancy - Their hollow wooden bodies allows Deku Scrubs to skip across water. They can move 1x their movement across water as if it were solid terrain before sinking. Deku Scrubs take a -1 Endurance Skill Rank to swim as their bodies fill with water once submerged.
Language - Deku Scrubs begin speaking Archaic Hylian
+1 Forest Medallion
+2 Agility +1 Intelligence -1 Wisdom - Deku Scrubs are crafty creatures and are wary of strangers
Small Size (+1 Acrobatics and Stealth Skill Level, -1 Power and Carry Skill Levels)
Normal Speed (30ft) - though small, Deku Scrubs have light hollow bodies that rarely weigh more than 30 lbs
Natural Defense - Deku Scrubs can quickly hide in nearby shrubs, flowers, and patches of tall grass. This takes a move action and grants a +1 Stealth and Block Skill Bonus but the Deku Scrub cannot take any actions other than a move action to abandon the hiding place.
Spit Item - Deku Scrubs have a single bonus item slot inside their mouths and can fire them as a thrown weapon with a base range of 20ft or produce them as an action for use.
Buoyancy - Their hollow wooden bodies allows Deku Scrubs to skip across water. They can move 1x their movement across water as if it were solid terrain before sinking. Deku Scrubs take a -1 Endurance Skill Rank to swim as their bodies fill with water once submerged.
Language - Deku Scrubs begin speaking Archaic Hylian
The Kokiri
+1 Forest Medallion
+2 Agility +1 Wisdom -1 Strength - Kokiri are forever bound to their childhood bodies but acquire great wisdom
Small Size (+1 Acrobatics and Stealth Skill Level, -1 Power and Carry Skill Levels)
Slow Speed (20ft)
Bonded Fairy - Each Kokori is partnered with a fairy to help guide it. This grants the Kokori +1 Awareness Skill Level when observing surroundings when the fairy is within 10ft of the Kokiri. The fairy will also give advice or an opinion on various matters whether the Kokiri wants it or not.
Youthful Ingenuity - Kokiri gain a +1 to Knowledge Skill Level to recall information about nature
Natural Charm - Kokiri gain a +1 Speech Skill Level to handle animals and can discern and convey basic information to animals based on their grunts, growls, and posture.
Language - Kokiri begin speaking Hylian
+1 Forest Medallion
+2 Agility +1 Wisdom -1 Strength - Kokiri are forever bound to their childhood bodies but acquire great wisdom
Small Size (+1 Acrobatics and Stealth Skill Level, -1 Power and Carry Skill Levels)
Slow Speed (20ft)
Bonded Fairy - Each Kokori is partnered with a fairy to help guide it. This grants the Kokori +1 Awareness Skill Level when observing surroundings when the fairy is within 10ft of the Kokiri. The fairy will also give advice or an opinion on various matters whether the Kokiri wants it or not.
Youthful Ingenuity - Kokiri gain a +1 to Knowledge Skill Level to recall information about nature
Natural Charm - Kokiri gain a +1 Speech Skill Level to handle animals and can discern and convey basic information to animals based on their grunts, growls, and posture.
Language - Kokiri begin speaking Hylian
Koroks
+1 Forest Medallion
+2 Wisdom +1 Charisma -1 Strength
Small Size (+1 Acrobatics and Stealth Skill Level, -1 Power and Carry Skill Levels)
Slow Speed (20ft)
Magical Origins - Koroks can replenish 2 magic bars / day by spending a minute communing with the forest
Performer - Koroks gain a +1 Performed Magic Skill Level and +1 Speech Skill Level when using diplomacy and a -1 on Stealth Skill Level for their naturally musical nature
Sacred Healing - Koroks can regain 1 lost heart a number of times / day equal to their Constitution Rank by spending an action in full sunlight
Language - Koroks begin speaking Archaic Hylian and Hylian
+1 Forest Medallion
+2 Wisdom +1 Charisma -1 Strength
Small Size (+1 Acrobatics and Stealth Skill Level, -1 Power and Carry Skill Levels)
Slow Speed (20ft)
Magical Origins - Koroks can replenish 2 magic bars / day by spending a minute communing with the forest
Performer - Koroks gain a +1 Performed Magic Skill Level and +1 Speech Skill Level when using diplomacy and a -1 on Stealth Skill Level for their naturally musical nature
Sacred Healing - Koroks can regain 1 lost heart a number of times / day equal to their Constitution Rank by spending an action in full sunlight
Language - Koroks begin speaking Archaic Hylian and Hylian
The Mogma
+1 Fire Medallion
+2 Constitution +1 Wisdom -1 Charisma - Mogma are hardy but gruff
Medium Size
Slow Speed (20ft)
Claw Attacks - Mogmas have large claws that can be used for digging as well as attacking. Their unarmed attacks deal 1/2 heart damage as opposed to the standard 1/4 heart damage
Quick Dig - Mogmas can excavate quickly to bury themselves and travel underground through softer terrain such as soil or sand. It takes an action (provoking attacks of opportunity) to bury or unbury themselves and they can move at 15ft while underground. They cannot dig deeper than 10ft.
Dark Vision - Mogmas can see in the dark up to 60ft.
Greedy - Mogmas covet treasure and gain a +1 Knowledge Skill Level to appraise Gems and Stones or to recall dungeoneering information
Language - Mogmas begin speaking Mogma
+1 Fire Medallion
+2 Constitution +1 Wisdom -1 Charisma - Mogma are hardy but gruff
Medium Size
Slow Speed (20ft)
Claw Attacks - Mogmas have large claws that can be used for digging as well as attacking. Their unarmed attacks deal 1/2 heart damage as opposed to the standard 1/4 heart damage
Quick Dig - Mogmas can excavate quickly to bury themselves and travel underground through softer terrain such as soil or sand. It takes an action (provoking attacks of opportunity) to bury or unbury themselves and they can move at 15ft while underground. They cannot dig deeper than 10ft.
Dark Vision - Mogmas can see in the dark up to 60ft.
Greedy - Mogmas covet treasure and gain a +1 Knowledge Skill Level to appraise Gems and Stones or to recall dungeoneering information
Language - Mogmas begin speaking Mogma
The Lokomo
+1 Fire Medallion
+2 Intelligence +1 Charisma -1 Wisdom - Mogma are hardy but gruff
Medium Size
Normal Speed (30ft)
Crafty - The Lokomo have a knack for making something out of nothing and can craft items with only half the required components and gain a +1 Craft Skill Level
Engineer - The Lokomo roll Knowledge Skill at Mastery when recalling engineering information
Handy - The Lokomo always have a tool for the job and gain 2 extra item slots
Language - The Lokomo begin speaking Hylian and Goron
+1 Fire Medallion
+2 Intelligence +1 Charisma -1 Wisdom - Mogma are hardy but gruff
Medium Size
Normal Speed (30ft)
Crafty - The Lokomo have a knack for making something out of nothing and can craft items with only half the required components and gain a +1 Craft Skill Level
Engineer - The Lokomo roll Knowledge Skill at Mastery when recalling engineering information
Handy - The Lokomo always have a tool for the job and gain 2 extra item slots
Language - The Lokomo begin speaking Hylian and Goron
The Gorons
+1 Fire Medallion
+2 Strength +1 Constitution -1 Intelligence - Gorons are as strong as stone but can be simple minded.
Large Size (-1 Acrobatics and Stealth Skill Level, +1 Power and Carry Skill Levels)
Slow Speed (20ft)
Defense Roll - As a free action Gorons can roll into an armored ball for the remainder of their movement spent that turn. This grants a +1 Block Skill Bonus and increases their movement speed to 35ft. The Goron can ram a target as an action but rolls at -1 Fight Skill Level. This attack deals 1 heart in bludgeoning damage + Power Damage Bonus. Spending any movement rolling causes dizziness (-1 to Strength and Agility) in the following round limiting the Goron to 1/2 movement and it cannot use the ability again until the following round. Alternatively the Goron can curl up without rolling as a full round action for a +2 Block Skill Level
Rock Eater - Gorons feast on rocks and have no need for meat or plants in their diets although they are not opposed to eating them from time to time.
Smithing - Gorons gain a +2 Craft Skill Level to craft one type of item of their choice
Language - Gorons begin speaking Goron and Hylian
+1 Fire Medallion
+2 Strength +1 Constitution -1 Intelligence - Gorons are as strong as stone but can be simple minded.
Large Size (-1 Acrobatics and Stealth Skill Level, +1 Power and Carry Skill Levels)
Slow Speed (20ft)
Defense Roll - As a free action Gorons can roll into an armored ball for the remainder of their movement spent that turn. This grants a +1 Block Skill Bonus and increases their movement speed to 35ft. The Goron can ram a target as an action but rolls at -1 Fight Skill Level. This attack deals 1 heart in bludgeoning damage + Power Damage Bonus. Spending any movement rolling causes dizziness (-1 to Strength and Agility) in the following round limiting the Goron to 1/2 movement and it cannot use the ability again until the following round. Alternatively the Goron can curl up without rolling as a full round action for a +2 Block Skill Level
Rock Eater - Gorons feast on rocks and have no need for meat or plants in their diets although they are not opposed to eating them from time to time.
Smithing - Gorons gain a +2 Craft Skill Level to craft one type of item of their choice
Language - Gorons begin speaking Goron and Hylian
The Zora
+1 Water Medallion
+2 Agility +1 Charisma -1 Constitution - Zora are agile and charming but don't fare well out of water
Medium Size
Normal Speed (30ft)
Water Bound - Zoras are at home in the water and have freedom of movement in their domain and are granted Mastery with all Skill checks made to swim. They also take 1 heart of damage at the end of every day they go without being submerged in water. Rain halves this damage. The Zora do not heal from resting out of water and only heal half while resting in the rain.
Strong Culture - Zoras take pride in a strong sense of duty and respect for the history, laws, and leadership of their people granting a +2 Skill Knowledge Skill Level on checks made to recall history, nobility, and religion. They also gain +1 Sensibility Skill Level to read others.
Water Breathing - The Zora have gills and can breathe water like air.
Language - Zora begin speaking Zora and Hylian
+1 Water Medallion
+2 Agility +1 Charisma -1 Constitution - Zora are agile and charming but don't fare well out of water
Medium Size
Normal Speed (30ft)
Water Bound - Zoras are at home in the water and have freedom of movement in their domain and are granted Mastery with all Skill checks made to swim. They also take 1 heart of damage at the end of every day they go without being submerged in water. Rain halves this damage. The Zora do not heal from resting out of water and only heal half while resting in the rain.
Strong Culture - Zoras take pride in a strong sense of duty and respect for the history, laws, and leadership of their people granting a +2 Skill Knowledge Skill Level on checks made to recall history, nobility, and religion. They also gain +1 Sensibility Skill Level to read others.
Water Breathing - The Zora have gills and can breathe water like air.
Language - Zora begin speaking Zora and Hylian
The People of the Great Sea
+1 Water Medallion
+2 Constitution +1 Agility -1 Intelligence
Medium Size
Normal Speed (30ft)
Sea Hardened - The People of the Great Sea reduce all physical damage dealt to them by 1/2 heart
Salt Hearty - The People of the Great Sea begin with 1 extra 1/2 heart
Sly - People of the Great Sea gain +1 Speech and Sensibility Skill Levels to tell and discern lies
Language - The People of the Great Sea begin speaking Hylian
+1 Water Medallion
+2 Constitution +1 Agility -1 Intelligence
Medium Size
Normal Speed (30ft)
Sea Hardened - The People of the Great Sea reduce all physical damage dealt to them by 1/2 heart
Salt Hearty - The People of the Great Sea begin with 1 extra 1/2 heart
Sly - People of the Great Sea gain +1 Speech and Sensibility Skill Levels to tell and discern lies
Language - The People of the Great Sea begin speaking Hylian
Anouki
+1 Water Medallion
+2 Wisdom +1 Constitution -1 Strength
Small Size - (+1 Acrobatics and Stealth Skill Level, -1 Power and Carry Skill Levels)
Slow Speed (20ft)
Cold Hardened - Anouki roll with mastery on Resist Skill rolls against water aligned effects
Honest - Anouki are incapable of telling lies and gain a -2 Skill Level penalty on Speech rolls made to lie but gain a +1 bonus to Speech Skill Level on rolls made to sense motive, use diplomacy, or handle animals.
Fickle - Anouki are picky and sometimes hard to get along with. This reliance on themselves grants them +1 to all Defensive Skill Levels (Block,Resist,Endure,Acrobatics) when threatened by more than one enemy in adjacent spaces
Language - Anouki begin speaking Anouki and Hylian
+1 Water Medallion
+2 Wisdom +1 Constitution -1 Strength
Small Size - (+1 Acrobatics and Stealth Skill Level, -1 Power and Carry Skill Levels)
Slow Speed (20ft)
Cold Hardened - Anouki roll with mastery on Resist Skill rolls against water aligned effects
Honest - Anouki are incapable of telling lies and gain a -2 Skill Level penalty on Speech rolls made to lie but gain a +1 bonus to Speech Skill Level on rolls made to sense motive, use diplomacy, or handle animals.
Fickle - Anouki are picky and sometimes hard to get along with. This reliance on themselves grants them +1 to all Defensive Skill Levels (Block,Resist,Endure,Acrobatics) when threatened by more than one enemy in adjacent spaces
Language - Anouki begin speaking Anouki and Hylian
Fairies
+1 Spirit Medallion
+1 Wisdom +1 Charisma +1 Intelligence -1 Constitution
Medium Size
Normal Speed (30ft)
Magical Healing - Fairies add their Power Damage bonus +1/2 heart as added healing whenever they cast a beneficial spell
Call Fairies - 1/day as an action a Fairy can call upon the help of the minor fairies that serve them. The user and all allies are restored 4 hearts and anyone equipped with an empty bottle may capture a fairy as an action to save their healing for later.
Restoration - A Fairy and all those who rest in the presense of a fairy or in a fairies sacred realm have all hearts and magic bars restored
Language - Fairies begin speaking Hylian and Archaic Hylian
+1 Spirit Medallion
+1 Wisdom +1 Charisma +1 Intelligence -1 Constitution
Medium Size
Normal Speed (30ft)
Magical Healing - Fairies add their Power Damage bonus +1/2 heart as added healing whenever they cast a beneficial spell
Call Fairies - 1/day as an action a Fairy can call upon the help of the minor fairies that serve them. The user and all allies are restored 4 hearts and anyone equipped with an empty bottle may capture a fairy as an action to save their healing for later.
Restoration - A Fairy and all those who rest in the presense of a fairy or in a fairies sacred realm have all hearts and magic bars restored
Language - Fairies begin speaking Hylian and Archaic Hylian
The Yiga Clan
+1 Spirit Medallion
+2 Intelligence +1 Agility -1 Wisdom
Medium Size
Fast Speed (40ft)
Artifact Use - The Yiga Clan is adept in the use of Activation Magic and treat any magic items Medallion requirements as 1 lower
Disguise - The Yiga are capable of magically disguising themselves for up to 1 hour / day, taking the shape of any medium humanoid they have seen. While disguised they roll on mastery for all Speech rolls made to convince others of the disguise.
Sneak Attack - The Yiga Clan is known to ambush their enemies. When attacking a target that is unaware of the attack, add your Power Damage Bonus twice, even for magical attacks
Language - The Yiga Clan begins Speaking Hylian and Thieves Cant
+1 Spirit Medallion
+2 Intelligence +1 Agility -1 Wisdom
Medium Size
Fast Speed (40ft)
Artifact Use - The Yiga Clan is adept in the use of Activation Magic and treat any magic items Medallion requirements as 1 lower
Disguise - The Yiga are capable of magically disguising themselves for up to 1 hour / day, taking the shape of any medium humanoid they have seen. While disguised they roll on mastery for all Speech rolls made to convince others of the disguise.
Sneak Attack - The Yiga Clan is known to ambush their enemies. When attacking a target that is unaware of the attack, add your Power Damage Bonus twice, even for magical attacks
Language - The Yiga Clan begins Speaking Hylian and Thieves Cant
The Gerudo
+1 Spirit Medallion
+2 to 1 Stat of your choice - Gerudos are varied in nature
Medium Size
Fast Speed (40ft)
Weapon Training - Each Gerudo is trained to be deadly with a weapon of their choosing. Choose a weapon type, all attacks made with weapons of that type are made with +1 Fight Skill Level.
Desert Hardened - The Gerudo are as tough as they are resourceful gaining a +1 Skill Level bonus to Stealth rolls made to use sleight of hand, Speech rolls made to lie, and Acrobatics rolls made to ride.
Magical Resistance - Through physical training the Gerudos have become resistant to the forces or magic and gain a +2 Resist Skill Level against 1 Medallion of their choice
Language - Gerudos begin speaking Gerudo and Hylian
+1 Spirit Medallion
+2 to 1 Stat of your choice - Gerudos are varied in nature
Medium Size
Fast Speed (40ft)
Weapon Training - Each Gerudo is trained to be deadly with a weapon of their choosing. Choose a weapon type, all attacks made with weapons of that type are made with +1 Fight Skill Level.
Desert Hardened - The Gerudo are as tough as they are resourceful gaining a +1 Skill Level bonus to Stealth rolls made to use sleight of hand, Speech rolls made to lie, and Acrobatics rolls made to ride.
Magical Resistance - Through physical training the Gerudos have become resistant to the forces or magic and gain a +2 Resist Skill Level against 1 Medallion of their choice
Language - Gerudos begin speaking Gerudo and Hylian
The Sheikah
+1 Shadow Medallion
+1 to 2 Stats of your choice - Sheikahs are varied in nature
Medium Size
Fast Speed (40ft)
Hand to Hand Training - The Sheikahs excel in unarmed combat and have a base unarmed damage of 1/2 heart as opposed to the standard 1/4 heart.
Nimble - Sheikahs gain a +1 Skill Level bonus on Stealth rolls made to hide, move quietly, or use sleight of hand, and on Power rolls made to climb.
Special Dispensation - Sheikahs have access to rare and unusual tools, weapons, and items through the network of their tribe. They gain access to the illegal equipment in all shops.
Language - Sheikahs begin speaking Hylian
+1 Shadow Medallion
+1 to 2 Stats of your choice - Sheikahs are varied in nature
Medium Size
Fast Speed (40ft)
Hand to Hand Training - The Sheikahs excel in unarmed combat and have a base unarmed damage of 1/2 heart as opposed to the standard 1/4 heart.
Nimble - Sheikahs gain a +1 Skill Level bonus on Stealth rolls made to hide, move quietly, or use sleight of hand, and on Power rolls made to climb.
Special Dispensation - Sheikahs have access to rare and unusual tools, weapons, and items through the network of their tribe. They gain access to the illegal equipment in all shops.
Language - Sheikahs begin speaking Hylian
The Loruleans
+1 Shadow Medallion
+2 Charisma +1 Intelligence -1 Wisdom
Medium Size
Normal Speed (30ft)
Tainted Past - Loruleans are prone to lives of crime and gain +1 Skill Level on Stealth rolls made to use sleight of hand and on Speech rolls made to lie
Warry - Loruleans are surrounded by danger and are prepared to fight back. They gain +1 Skill Level to their Awareness for determining turn order and perceiving danger
Underdog - Loruleans are at home fighting the losing fight. They gain +1 Fight Skill Level when threatened by more than one enemy in adjacent spaces and deal + 1/4 heart damage to those enemies
Language - Loruleans begin speaking Hylian
+1 Shadow Medallion
+2 Charisma +1 Intelligence -1 Wisdom
Medium Size
Normal Speed (30ft)
Tainted Past - Loruleans are prone to lives of crime and gain +1 Skill Level on Stealth rolls made to use sleight of hand and on Speech rolls made to lie
Warry - Loruleans are surrounded by danger and are prepared to fight back. They gain +1 Skill Level to their Awareness for determining turn order and perceiving danger
Underdog - Loruleans are at home fighting the losing fight. They gain +1 Fight Skill Level when threatened by more than one enemy in adjacent spaces and deal + 1/4 heart damage to those enemies
Language - Loruleans begin speaking Hylian
The Twili
+1 Shadow Medallion
+2 Wisdom +1 Intelligence -1 Constitution - The Twili are adapt in magical arts but their banishment from the light has left them vulnerable.
Medium Size
Normal Speed (30ft)
Dark Vision - Twili can see in the dark up to 60ft
Magically Inclined - One type of magic (Activated, Studied, or Performed) has a 1/3 chance not to expend a magic bar each time it is used
Magic Reserve - a Twili can sacrifice 1 heart to restore 1 magic bar as an action 3/day
Language - Twili begin speaking Hylian
+1 Shadow Medallion
+2 Wisdom +1 Intelligence -1 Constitution - The Twili are adapt in magical arts but their banishment from the light has left them vulnerable.
Medium Size
Normal Speed (30ft)
Dark Vision - Twili can see in the dark up to 60ft
Magically Inclined - One type of magic (Activated, Studied, or Performed) has a 1/3 chance not to expend a magic bar each time it is used
Magic Reserve - a Twili can sacrifice 1 heart to restore 1 magic bar as an action 3/day
Language - Twili begin speaking Hylian
The Rito
+1 Light Medallion
+2 Dexterity +1 Intelligence -1 Constitution - The Rito have light but brittle bones
Medium Size
Normal Speed (30ft)
Keen Senses - The Rito have sharp eyes and ears giving them +1 Awareness Skill Level
Limited Flight - The Rito are not born with the ability to fly but can transform their arms into wings for short bursts. This allows them to glide at a 45 degree angle for 4x their movement, fly laterally for 2x their movement, or fly up for 1x their movement before the transformation ends. These distances are halved if carrying a load such as another creature
Travelers Knowledge - Ritos gain +1 Knowledge Skill Level on rolls to know information about geography and locals
Language - The Rito begin speaking Zora and Hylian
+1 Light Medallion
+2 Dexterity +1 Intelligence -1 Constitution - The Rito have light but brittle bones
Medium Size
Normal Speed (30ft)
Keen Senses - The Rito have sharp eyes and ears giving them +1 Awareness Skill Level
Limited Flight - The Rito are not born with the ability to fly but can transform their arms into wings for short bursts. This allows them to glide at a 45 degree angle for 4x their movement, fly laterally for 2x their movement, or fly up for 1x their movement before the transformation ends. These distances are halved if carrying a load such as another creature
Travelers Knowledge - Ritos gain +1 Knowledge Skill Level on rolls to know information about geography and locals
Language - The Rito begin speaking Zora and Hylian
The Oracles
+1 Light Medallion
+2 Charisma - The Oracles are Hylians born with the charm and divinity of the goddesses
Medium Size
Normal Speed (30ft)
Divine Luck - Oracles are blessed by fate and gain 2 extra luck points / session
Magic of the Goddesses - One type of magic (Activated, Studied, or Performed) gains a +1 Skill Level
Divine Might - Oracles can tap into their hidden power allowing them to add their Power Damage Bonus to magical attacks in addition to physical ones. For beneficial spell effects the Power Damage Bonus heals the amount of hearts it would otherwise take away
Language - Oracles begin speaking Hylian
+1 Light Medallion
+2 Charisma - The Oracles are Hylians born with the charm and divinity of the goddesses
Medium Size
Normal Speed (30ft)
Divine Luck - Oracles are blessed by fate and gain 2 extra luck points / session
Magic of the Goddesses - One type of magic (Activated, Studied, or Performed) gains a +1 Skill Level
Divine Might - Oracles can tap into their hidden power allowing them to add their Power Damage Bonus to magical attacks in addition to physical ones. For beneficial spell effects the Power Damage Bonus heals the amount of hearts it would otherwise take away
Language - Oracles begin speaking Hylian
Ancient Robots
+1 Light Medallion
+2 Intelligence +1Constitution -1 Charisma - ancient robots are well built but have trouble communicating with organic creatures
Small Size - (+1 Acrobatics and Stealth Skill Level, -1 Power and Carry Skill Levels)
Slow Speed - (20ft)
Hover - Ancient Robots float above the ground ignoring difficult terrain.
Battery - Ancient Robots require a charge every 24 hours to function properly. They can obtain this charge through absorbing 10 minutes of sunlight or becoming the target of a light aligned effect. 24 hours without a charge and the Robots speed is halved and they take a -1 Skill Level penalty on Fight rolls. Ancient Robots gain overcharge when they begin their turn in direct sunlight or for the round after they are the target of a light aligned effect. Overcharge grants a +10ft movement bonus, +1 Awareness bonus for determining turn order, and +1 Resist Skill Level
Solid Construction - Ancient Robots reduce all magical and physical damage dealt to them by 1/4 heart
Language - Ancient Robots begin speaking Archaic Hylian
+1 Light Medallion
+2 Intelligence +1Constitution -1 Charisma - ancient robots are well built but have trouble communicating with organic creatures
Small Size - (+1 Acrobatics and Stealth Skill Level, -1 Power and Carry Skill Levels)
Slow Speed - (20ft)
Hover - Ancient Robots float above the ground ignoring difficult terrain.
Battery - Ancient Robots require a charge every 24 hours to function properly. They can obtain this charge through absorbing 10 minutes of sunlight or becoming the target of a light aligned effect. 24 hours without a charge and the Robots speed is halved and they take a -1 Skill Level penalty on Fight rolls. Ancient Robots gain overcharge when they begin their turn in direct sunlight or for the round after they are the target of a light aligned effect. Overcharge grants a +10ft movement bonus, +1 Awareness bonus for determining turn order, and +1 Resist Skill Level
Solid Construction - Ancient Robots reduce all magical and physical damage dealt to them by 1/4 heart
Language - Ancient Robots begin speaking Archaic Hylian