A Legend of Zelda RPG
Character Sheet
Click the PDF link to see the character sheets for Temples & Tektites.
As you can see, there are a variety of things that need to be filled in on the character sheet. First, you will need a name, a tribe, and a class for your character.
The world of Zelda has many different races and tribes. Not all are playable in this game, but many of them are. Each tribe has abilities unique to themselves, which may help, or hinder you in the game. For example, you could play as a Goron. Gorons can “sprint” 3 squares more than normal characters due to their rolling abilities and can move through lava. They are also strong against elements such as fire or wind but are weaker to ice.
Class is also an important part of your character. Classes give your character a small boost in certain abilities. For example, if one were to play as a knight, they would do 2 points extra damage with one handed swords. Classes can also be upgraded if a special move is used by your character. For example, If one is playing in the Rancher class, they can gain points and eventually their class can be “leveled up” when they use a special ability while mounted.
If you have played any amount of Zelda, the rupee section on the character sheet should be self-explanatory, so we will move onto spirit points. Spirit points are earned when a dungeon is completed by you and/or your party, or if you defeat a boss. Spirit points are used to upgrade your character’s stats. 4 are needed to make one upgrade. So, if one has four points, they can choose to upgrade one the following: health, energy, or one the action dice rolls (courage, power, or wisdom, these will be explained later). Only one of these can be picked however. If one want to upgrade another of these, they will need to earn another 4 spirit points.
In this game, your character, on their turn, will be able to make different kinds of actions. One of these actions is movement. Your character will be able to move five squares unhindered. After that however, movement costs energy. This is what is called sprinting. Most characters will be able to sprint an extra 5 spaces a turn. There is however a way of increasing the ability to move in a energy efficient manner. This is what mounts are for. Mounts enable a player to travel further, at no cost of stamina. They however are ineffective if you are playing in a dungeon or a temple. There are many unique kinds of mounts, all with differing abilities. We will get to know them more in another post.
Heart containers are your health. When creating your character, you will start out with 3 heart containers in classic Zelda fashion, or in other words 12 health points, as each container contains four health points. Be careful when you play to not lose all of them! When you upgrade your character’s health with spirit points, you will gain another whole heart container, or in other words another 4 extra health points. Health can only be regained via resting, consuming items, or healing magic. When adding more heart containers, use a pen to draw them onto your character sheet.
Next up we have energy. Energy is what you use to do things like sprint, climb, swim, use special moves like spin attacks and beam attacks, and perform magic attacks, all while in a confrontation, or while in a dungeon or temple. Your energy will start out with 8 points when you first start your character. 2 points are added to the max energy every time you upgrade your energy points. Energy can only be regained via items or resting. When drawing extra squares to your energy bar, use a pen.
Next up we have the section on the character sheet for your character’s armor, weapon, and shield. These are rather simple to explain. Your character will start out with basic weapons (say a pot lid, a tunic, and a wooden sword) which will have basic stats.
Weapons are needed for combat. There are various kinds of weapons in Hyrule, but for now we will focus on a one-handed weapon. Let’s say your character has a silver one-handed sword. The sword will have a single stat attached to it. Let’s say in this case that stat is 26. This stat is how much damage your sword will do when it hits an enemy. So, if my stat on my sword is 26, I will do 26 damage. This is what is called your damage points. There are ways to do critical damage, see Weapon Styles for more information.
Armor is used to reduce the amount of damage done by a weapon. So, if my character is wearing armor that has 14 armor points, and someone hits me with 26 damage, the amount of damage done to me is going to be 12 damage points.
Shields can be used to block attacks. If an enemy’s attack roll is less than what your sheild’s points are, the attack does not hit you. So, if I have a shield stat of 6 and a character rolls a 4, I will not take any damage at all. However, if that enemy character rolled an 8, I would take damage.
There are many different types of weapons however, and some will force a player to not use a shield. See Weapon Styles for more information.
Next up on the character sheet is your action points. Your action points will be split into three categories, courage, wisdom, and power. These points determine how many dice you can roll to perform an action. For example, if you wanted to perform a simple attack on an enemy, you would roll your courage dice, and how many dice you roll is determined by how many courage points you have. If you were in a dungeon and wanted to look around room to see if it held any secrets, you would do a wisdom roll, determined by your wisdom points.
Each action category deals with specific things. Courage rolls incorporate simple melee and range attacks. Wisdom rolls incorporate stealth, stealth attacks, charm, and perception. Power rolls will incorporate things like casting magic, or using a special attack move, and will typically use energy. If you have a question about what kind of roll you will do to perform an action not talked about here, it will be up to your game master to determine the kind of dice roll you will do. When you start out the game you will be given 4 points to spend in each of these categories however you choose. Be careful how you spend them!
The next section is your entire inventory. First, there is the arrow count. There are different types of arrows that can be used in this game, so make sure you keep track of them! Special items are things like hook shots, bombs, ocarinas etc. These items are useful for solving puzzles, and some may have limited combat use as well.
The extra inventory section is where you will want to write down any extra weapons, gear, potions, or items you may have that can come in handy later in your questing.
Next we have the specialties section. Specialties are things that your character can excel in. They give bonuses for your action rolls. For example, a character may have the specialty “woodsman”, which gives them bonuses on courage rolls when the character is using an axe as a weapon.
Traits help to define a character, and sort of help a player figure out what kind of person their character is. For example, one trait they may have is greed, and so this character plays in a way where they constantly are looking for rupees and other goodies. These can largely be determined by the player themselves, but there is a list of suggestions in the Traits section.
The combat skills section contains a list of any special combat moves and attacks your character may know. These would include things like the spin attack, beam attack, and dash attacks to name a few.
The magic section will contain a list of magic items or spells a character may use in combat that can help give an edge in battle. There are different types of magic items such as magic rods, medallions, fairy magic, spell scrolls, shadow magic, magic masks, and various blessings.
There is also a section entitled "notes". This is simply an area where you may wish to keep special notes about your character, such as their tribe's abilities and their class bonuses.