Character Creation:
Sure, its not the sword that makes the man, but having a big fucking sword never hurt. This RP will not play out on a tabletop style system, and treasure and gear will be bountiful in this RP. Every character will have a starting net worth of rupees depending on their social class, with these rupees, you can mix and match your starting equipment. If for some reason, your character does not have enough rupees to pick out everything you want, and provided the things you want are for story reasons, feel free to talk to me and we can easily hash out the details.
Social class will have some sway in this world of Hyrule, and may affect how NPC's or other characters interact with you. This will hopefully not have too much sway in the greater scheme of things, because that would be somewhat trying. Some classes clearly give an easier start than others; however this difference will likely only be apparent at the beginning of the RP. I will limit the RP to up to 2 Upper class characters, which will have to be approved by me.
-Common Classes-
Laborer: Men and women who often perform manual or physical tasks of (typically unskilled) labor. They are comparable to serfs, and start with a net value of 40 Rupees.
Commoner: The common man or woman, often working as farmers or laborers. They are wealthier than Laborers and can typically afford a small home. They make up a majority of the population, and start with a net value of 80 Rupees.
Adventurer: The common man or woman who has recently decided to take up traveling. They start with a net value of 60 Rupees, but can start with a weapon costing 40 Rupees or less, and can be part of a Caravan.
Artisan: A skilled craftsman, or a skilled working man. They start with a net value of 80 rupees as well a free crafting kit (potion making, forging, fletching, etc), and may be part of a guild.
Poor Merchant: Either a small time merchant, or a merchant down on his luck, they start with a net value of 80 Rupees, and have a small supply of items of up to 50 Rupees in value, and may be part of a Caravan.
Rich Merchant: A big time or successful merchant, they start with a net value of 120 Rupees, are known by members of upper class, and have a supply of items up to 100 Rupees in value, and may be part of a Caravan.
Soldier: A former (or present) town guard or mercenary. Soldiers start with a net value of 30 Rupees, but are given Mail Armor and a spear, handaxe, morningstar, or falchion alongside a second piece of equipment costing 30 rupees or less.. Mercenaries may be part of a guild or a caravan.
Wandering Warrior: One who travels with the express purpose of fighting. They start with a net value of 0 Rupees, but can have their choice of either Leather Armor and a Weapon worth 50 Rupees, or Cloth Armor and a Weapon worth 100 Rupees (Max 1 Player)
Explorer: An individual who travels for the sake of exploration. An explorer has a net value of 0, but can have a weapon worth 35 rupees or less, as well as a common horse, and either a boomerang, slingshot, or lantern.
-Upper Classes-
Knight: A guard of high ranking, or a minor noble warrior. Knights are often known by members of the upper class, and start with a net value of 80 Rupees, and are given a set of Half Plate, and their choice of a weapon under 50 Rupees and a Hylian shield. Only the noble knights are considered Upper class, high ranking guards are considered lower class, with the powers of upper class.
Great Knight: A well known knight or minor noble of significant military rank and importance. Great Knights start with a net value of 80 Rupees and are given a set of full plate armor, and their choice of either a weapon under 50 Rupees and a Hylian shield, or a weapon worth 75 or less Rupees.
Minor Noble: A Noble of low power or a member of the clergy, minor nobles start with a net value of 120 Rupees.
Adventuring Noble: A noble from a different place, an adventuring noble starts with a net value of 100 Rupees and his weapon of choice.
Major Noble: A Noble of considerable power and pull, a major noble starts with a net value of 200 Rupees, but cannot equip full plate armor or wield two handed weapons until notified otherwise.
Weapons are common carry during these times, and blacksmiths are abound, here are some of the weapons you can buy:
Cudgel, 3 Rupees: A heavy stick, wrapped with leather to prevent splinters. Its crude and simple, but it can hurt if swung hard enough.
Jack knife, 5 Rupees: No more than a sliver of metal attached to a tiny handle, a jack knife is a small cutting implement that easily fits in the palm of one's hand. Favored by thieves.
Sickle, 10 Rupees: A common farming tool, a sickle is a sharp crescent shaped, or straight blade attached to a short handle for the purpose of felling grass and grain. Or people.
Throwing Knife, 10 Rupees: Similar to size and performance as a normal dagger, though slightly shorter, the throwing knife is weighted differently to allow it to be more easily used as a ranged weapon. Each knife costs 10 Rupees
Dagger, 15 Rupees: a short, double edged knife. Common and versatile, these weapons make handy sidearms and are used by peasants and nobles alike.
Hunting Knife, 20 Rupees: larger than an average dagger, these weapons are favored by hunters for their ability to kill game, as well as their general utility.
Short sword, 25 Rupees: a simple sword of short length, it is essentially a long dagger. Serving a purpose similar, if not identical to the dagger, it is a commonplace weapon.
Rapier, 25 Rupees: a gentleman's weapon, the rapier is a thin bladed weapon, it has a sharp tip, and is used for thrusting instead of slashing. Due to its fragile nature, it is rarely used for military purposes.
Falchion, 25 Rupees: A large bladed, heavy weapon that resembles a oversized meat cleaver, the falchion's heavy blade naturally tends to leave the weapon unbalanced, but it is cheap and has a deadly chop.
Side Sword, 35 Rupees: Inbetween an arming sword and a rapier, a side sword has a sharp tip for stabbing, as well as a wider, sturdy blade for slashing, though not as wide as that of an arming sword.
Gladius, 35 Rupees: A weapon favored by some duelists, the Gladius has a blade length similar to a short sword, but a width comparable to a broadsword. A relatively versatile weapon for cutting an stabbing.
Arming Sword, 40 Rupees: A commonly used weapon, an Arming Sword is your typical everyday sword. A versatile fighter's sword, this weapon can be used in a single hand, or two handed grip, and is a decent blend of good weight and balance. Its blade is relatively longer than that of a short sword, but also shorter than that of a longsword.
Scimitar, 40 Rupees: A deadly curved weapon, this exotic blade sees extensive use among Gerudo warriors. Used exclusively for cutting, the scimitar fares poorly against heavy armor, but its deadly curve makes it viciously effective against flesh.
Sabre, 40 Rupees: A weapon with a very slight curve, it serves similar purposes as the more exotic scimitar, but trades some cutting proficiency for a good stabbing potential. Sabre's are used commonly by Hylian officers and mounted soldiers.
Longsword, 50 Rupees: held in a single hand, longswords are common in military use. Though lacking the power to cut through heavy plate, they are well balanced and very general in use.
Broadsword, 50 Rupees: Held in a single or two handed grip, broadswords are wide bladed weapons meant for cleaving as opposed to piercing. Popular amongst knights and military, these heavy weapons see much use on the battlefield, where its heavier blade can cut through light armor.
Bastard Sword, 50 Rupees: Able to be held in a single or two handed grip, these hand-and-a-half swords are the middle ground between the speed and stabbing power of the longsword, and the heavy cutting ability of the broadsword.
Wakizashi, 60 Rupees: An exotic weapon typically held in a one handed grip, Wakizashis are vicious single edged blades with powerful cutting power. Able to cut clean through flesh and bone, this weapon is extremely effective against those with light or no armor, but typically struggle to cut through heavier metal armor.
Greatsword, 75 Rupees: Typically held in a two handed grip, greatswords are finely crafted weapons of war, capable of cleaving through the heaviest of armors. These large, heavy weapons can only be used effectively by those with considerable strength, as their size and weight will quickly tire out lesser men.
Darknut Sword, 90 Rupees: A massive, wide bladed sword used by Darknuts, the Darknut Sword lacks a pointed tip, but instead has a rounded cutting edge where the tip would be. Requiring the use of two hands by anyone but a Darknut, this heavy weapon can crush its way through almost anything.
Katana, 100 Rupees: An exotic weapon typically held in a two handed grip, katanas are vicious single edged blades with powerful cutting power. Able to cut clean through flesh and bone, this weapon is extremely effective against those with light or no armor, but typically struggle to cleave through heavier metal armor.
Sword Staff, 100 Rupees: An exotic weapon that resembles a staff with a sword blade on either end, this weapon is incredibly difficult to use, but has a fast swing, and can launch a flurry of rapid attacks.
Staff, 3 Rupees: A well made wooden staff. Good for use as a walking stick, but can still hurt when swung. Easy to use and cheap to make.
Spear, 15 Rupees: A pointed piece of metal on the tip of a wooden haft, this weapon is most commonly seen in the hands of town guards and soldiers. The spear is a basic weapon requiring little training and skill for use.
Javelin, 5 Rupees: Lightweight spears meant for throwing. Due to their light weight and nature, they may not be as effective as a spear in melee combat.
Lance, 40 Rupees: A long hafted weapon with a well made steel tip on it, the lance is long enough to be used effectively on horseback but can be used on foot as well.
Halberd, 65 Rupees: A powerful weapon that combines spear and axe, this versatile weapon is commonly seen in the hands of elite Hyrule soldiers.
Glaive, 80 Rupees: A powerful polearm that resembles a single edged blade attatched to a staff. They often come with spikes and hooks on the opposite side of the edge for better use against cavalry.
Hand Axe, 15 Rupees: A simple woodcutter's axe or hatchet, this tool can be easily transformed into a weapon. Easy to use and low in cost, this weapon lacks finesse, but makes up for it in power.
Throwing Axe, 10 Rupees: Smaller, palm sized axes meant for throwing, these weapons are a bit more difficult to throw than other throwing weapons, but have a heavy blade and hit hard.
Battle Axe, 40 Rupees: An axe designed for warfare, the Battle Axe works in a similar manner to the hand axe, though with more power and finesse.
[BWar Axe, 65 Rupees:[/B] A heavy two handed axe designed for warfare, the War Axe is similar to the halberd, but has two blades instead of an axe blade and a spear tip.
Club, 5 Rupees: A crude, brutish weapon, it is a large wooden weapon wrapped with a leather handle. Some also add spikes to the ends of their clubs.
Morning Star, 15 Rupees: A stick with a spiked metal ball on the end. While often viewed as cruel and crude, it is still an effective weapon.
Mace, 35 Rupees: A short wooden or metal staff with a flanged metal head at the end, the blows from a mace can cause incredible amounts of damage, without needing to break through armor.
Warhammer, 50 Rupees: The warhammer is a stout handle with either a large square hammer head, or a smaller hammer head and spike combination. This weapon delivers crushing blows.
Great Hammer, 75 Rupees: A larger, two handed version of the Warhammer, the Great Hammer has either a large square head, or a smaller head and spike. These are occasionally seen in the hands of elite Hyrule soldiers.
Short Bow, 15 Rupees: A simple bow, often used for hunting, most Hylians have some knowledge of the bow. Incapable of piercing plate armor, it is nonetheless a commonly used weapon.
Longbow, 25 Rupees: A longbow, it is more commonly used for warfare. Capable of piercing lighter armor at close range, it is respected for its extremely long range.
Composite Bow, 35(Short) 55(Long) Rupees: A bow crafted using a different technique than regular bows, this weapon is capable of piercing armor, even plate armor at closer ranges.
Handbow, 20 Rupees: A small crossbow held in a single hand, it launches crossbow bolts at a speed and force comparable to a short bow. It is rarely used by the military, but is often seen in the hands of those of shiftier natures.
Crossbow, 30 Rupees: The crossbow is a bow weapon capable of piercing armor at a medium range. It is extremely slow to load and is typically used by military forces instead of civilians.
Self Loading Crossbow, 80 Rupees: This crossbow has slightly less power than that of a normal crossbow, but makes up for it by being the only crossbow to be able to reload itself without the need of a heavy crank. Using a side loaded container, the Self Loading Crossbow can fire up to 5 bolts before the container needs to be refilled with bolts. Its intricate nature means that it is fairly fragile, and should avoid rough handling and be taken care of regularly.
Armor is the common protection for the people of the world, and there are many types of armor available. Metal armor is typically very expensive, and most commoners don't have the money to buy metal plates.
Cloth Armor, 5 Rupees: Little more than an extra sturdy set of clothes, cloth armor offers little in the form of protection, but is dirt cheap.
Cloth-Leather Armor, 15 Rupees: Combines Cloth armor, with extra leather plates on the body, typically a single shoulder, forearms, and shins. The area inbetween a full set of protective leather armor, and cheap cloth armor.
Leather Armor, 25 Rupees: Tough, hardened leather plates used for body protection. While more protective than cloth, this type of armor also offers little in the way of total protection, and will not protect the body from any more than glancing blows and light strikes from weapons.
Mail Armor, 40 Rupees: Used extensively by town guards, mail armor are circular metal rings closely attached together to protect the body. Considerably more effective than leather and cloth armor, mail protects the body from minor injuries, especially from bladed weapons. Tunics are often worn over shirts of mail.
Mail-Leather Armor, 50 Rupees: Mail armor further reinforced by wearing thick plates of leather overtop, it provides extra protection, and is highly favored by mercenaries and common soldiers for its protection, mobility, and relatively cheap cost.
Jack of Plate, 65 Rupees: Created by stitching small overlapping squares of iron in between two canvases, Jack of plate offers considerably more protection than mail armor.
Brigandine, 80 Rupees: Created by riveting metal plates to leather body armor, brigandines offer superb protection, for a good price.
Breast Plate, 95 Rupees: A solid plate of metal covering the front and back torso and chest, breastplates provide excellent protection to a concentrated area. For a hefty price of course. Often comes with a helmet for 5 extra rupees.
Half Plate Armor, 120 Rupees: Solid plates of steel, half plate armor offers excellent protection in the form of a cuirass, helmet, sabatons, and bracers. Mail or leather armor often covers the rest of the body. For when a soldier needs excellent protection, but lacks the capital to pay for it.
Full Plate Armor, 180 Rupees: The epitome of body protection, full plate armor encases the entire body in solid, protective steel plates. The cost is high, but the protection value is the nearly the highest in current times.
Darknut Plate Armor, 300 Rupees: (Restricted to Darknuts and wielders of Power Shards or Power Bracelets) The iconic black plate armor worn by the Hyrulian Darknuts, this immense armor is incredibly thick and strong, and is extremely tough to pierce. The joints are reinforced and protected by lesser plate, but are still extremely tough. In order for a non-darknut (with a power shard or Power Bracelet) to wear this armor, it must first be resized and fitted.
Bracer Shield, 15(Wood) 25(Metal) Rupees: A small shield that is strapped to the forearm, a bracer shield little more than a rectangular plate worn on the forearm. Designed to allow a large range of movement, and guard the arm from light blows, the bracer shield is rather ineffective against heavy weapons, and projectiles. Available in wood with a metal edge, or as a solid plate of metal.
Round Shield, 20(Wood) 30(Metal) Rupees: The round shield, is a small circular shield held in the hand. Its round edge and moderate size makes it effective at deflecting blows and some projectiles. Available in wood with a metal edge, or as a solid plate of metal.
Hylian Shield 30(Wood) 45(Metal) Rupees: The Hylian, or heater shield, is the commonplace shield of the Hyrule army. Wide and with a moderately large size, this shield provides effective protection against from all but the heaviest weapons and projectiles alike. Available in wood with metal edges and decals, or as solid metal. Solid metal shields are used by Hylian Knights.
Tower Shield, 50(Wood) 80(Metal) Rupees: The tower shield, as its name implies, is extremely tall, and is almost as tall as a full grown Hylian. This heavy and wide shield provides excellent protection, at the cost of mobility and eyesight. Available in thick wood, with metal edges, are rarely in solid metal. Solid metal shields are rather heavy and are not often seen in use.
Various tools of the trade and useful goods. More mundane items like waterskins and ruckascks will be assumed that your character already carries or has access to one.
]Red Potion, 10 Rupees, 5 Refill: A commonplace medical potion that increases the rate at which wounds heal, and revitalizes the tired. Comes with a glass bottle! Costs 5 Rupees to refill a bottle.
Green Potion, 20 Rupees, 15 Refill: A medical potion that reduces and relieves mental fatigue, and allows the body to go on for longer periods of time before reaching exhaustion again. Caution, though the body feels mentally revitalized and energized, it is not physically so. Overusing Green Potion can result in fainting, or in extreme cases, comas. On the bright side, it comes with a glass bottle! Costs 15 Rupees to refill a bottle.
Blue Potion, 45 Rupees, 40 Refill: A medical potion with supposedly miraculous effects, the blue potion drastically increases the rate at which wounds heals, and completely relieves mental and physical exhaustion, revitalizes the body as well as strengthening it. Use of blue potion is carefully restricted and is only allowed to be crafted and sold by licensed individuals. Overusing blue potion can result in a dependency and addiction to the substance. On th bright side, it comes with a glass bottle! Costs 40 Rupees to refill a bottle.
Fairy in a bottle, 40 Rupees: While many question the ethics of capturing tiny men and women and forcing them into glass bottles, none can question the potent healing magic these fairies possess, instantly curing wounds, and even reviving the recently deceased. Getting a captured fairy to heal you however, may not be as simple as it seems, as some fairies may be less inclined to revive their captors upon their death.
Boomerang, 15 Rupees A bent, or V shaped piece of wood, the purpose of the boomerang is to throw it, and catch it when it returns. While considered by many as a child's toy, these are often seen being used by Adventurers. Their popularity among adventurers however, is a mystery to many merchants.
Bomb, 3 for 15 Rupees: a palm sized blue or black ceramic shell, filled with explosives, and fitted with a metal disk with a small fuse sticking out of it. The obvious purpose of bombs are to light the fuse on fire, and then throw the ball as far away from you as possible. Their concussive and explosive force can be deadly to individuals or weakened structures, but don't expect to blow your way through the castle with them.
Slingshot, 10 Rupees: A Y shaped piece of wood, with an elastic band attached to it, this item is used to fling acorns or nuts at people. While considered by many as a child's toy, these are often seen being used by Adventurers. Their popularity among adventurers however, is a mystery to many merchants.
Deku Nut, 10 for 7 Rupees: A relatively hard to come by nut from the Lost Woods, the Deku Nut has a habit of exploding with a large bang and a loud flash of light when it impacts something. Luckily, it comes with a dense pouch to keep people from accidentally blinding themselves.
Quiver 5 Rupees: A wooden and/or leather case used to carry crossbow bolts and arrows. A quiver can hold 20 arrows or bolts. As starting gear, a quiver comes with 20 arrows already.
Arrows/bolts .25 Rupees: Steel tipped shafts of wood, with guiding feathers on the ends, arrows are used as the primary ammunition of bows. 20 Arrows/bolts costs 5 Rupees.
Fire/Ice Arrows 2 Rupees: specially crafted arrows designed to explode into a plume of either flame or cold upon impact. Rather expensive, 20 Arrows/bolts costs 40 Rupees.
Rope, 5 Rupees: A length of rope. It has many uses.
Hookshot, 40 Rupees: A handheld tool that fires a grappling hook attached to a length of rope at high velocities for use as a climbing implement. Firing the hookshot at another individual is generally considered bad taste, and can cause considerable, or even lethal harm. The hookshot has a length of 20 feet.
Power Bracelet, 180 Rupees: (Cannot be affected by modifiers). A much sought after magical artifact, Power Bracelets greatly increases the user's strength, allowing them to lift and carry things they would not have been able to.
Roc's Feather, 20 Rupees: (Cannot be affected by modifiers). A semi-rare object dropped by illusive Roc birds, the Roc Feathers are a one use item that allows the user to jump up to twenty feet in the air. Note that the feather does not guarantee a safe return to the ground.
Roc's Cloak, 100 Rupees:[/COLOR] (Cannot be affected by modifiers). A rare cloak woven from Roc feathers, the Roc Cloak will allow the user to jump great distances, as well as gently float down from great heights.
Lantern, 10 Rupees:[/COLOR] A small metal box with open sides and a handle on top, the purpose of a lantern is to cast light.
Lantern Oil, 10 Rupees, 5 Refill: Oil needed to fuel the lantern. Comes with a glass bottle! Costs 5 rupees to refill.
Lockpicking Set, 20 Rupees: A kit with everything a thief might need. Lockpicks, tumblers, wire, anything one might need to crack open a lock, is likely in this kit.
Potionmaker's Kit, 30 Rupees: A kit with everything one might need to craft potions, comes with 3 glass bottles, and the materials to make 4 Red and 2 Green Potions. Extra materials will need to be bought or harvested. Comes with a book detailing materials that can be used for potion.
Weaponsmith's Kit, 30 Rupees: A kit with everything a smith might need to craft weapons, short of a forge. Comes with several grind stones, whetting stones, hammers, and the like.
Chef's Kit, 20 Rupees: A kit with everything a chef might need to cook fine food. Comes with a pair of cooking knives, and various pots and utensils, as well as a book detailing usable herbs or plants.
Fletcher’s Kit, 15 Rupees: A kit with everything on might need to make arrows. Comes with a small knife, a press for arrowheads, and materials to make 20 arrows. Extra materials need to be bought or crafted.
Unaforementioned Kit, 15 Rupees: A kit with everything an anybody might need for a particular trade. Comes with basic tools for whatever trade the individual is involved with.
Common Horse, 100 Rupees (30 Rupees at the start): A common horse, commonly used by the populace. These horses are typically pack horses, or cheap travel horses. While normally costing 100 Rupees, as starting gear, they only cost 30 Rupees.
Well-Bred Horse, 200 Rupees (60 Rupees at the start): High quality horses specially bred from the Lon-Lon Ranch. These horses are faster, stronger, and all around better than their common cousins. Used as warhorses, and noble riding horses, these expensive horses normally cost 200 Rupees , but only cost 60 as starting gear.
Horse Armor, 180 Rupees: Heavy steel plate armor made to protect horses, its no wonder it costs so much. Costing almost as much as a warhorse itself, horse armor is a large investment to make. Horse armor can also be affected by quality modifiers.
Carriage, 60 Rupees: A carriage for people, or a caravan cart for the transport of goods, this wooden box requires a horse to move anywhere.
Masks, 20 Rupees: Decorated masks that can be used to cover the face. All masks that are of the nonmagical variety cost 20 rupees. Magical masks vary in price with purpose.
Instruments, 10/20 Rupees: Most smaller instruments like Ocarinas, flutes, and pipes cost 10 rupees. Larger instruments like guitars and lutes cost 20.
Quality modifiers are things qualitative traits you can add to your equipment, and will change the value of the weapon.
Keen, 15 Rupees: Whether by magic or crafting, the edge of your weapon is especially sharp.
Dull, -10 Rupees: This weapon is dull, why you still keep such a blunt weapon is unknown, but the price reduced
Lightweight, 15 Rupees: This weapon or armor has been reduced in weight, presumably at the cost of overall strength and durability.
Worn, -5 Rupees: Whether through old age, or extensive use, this weapon or armor has been worn down. The effect on its performance is negligible, but it is overall less effective.
Balanced, 25 Rupees: This weapon's has above average craftsmanship and is well balanced, and easier to use.
Masterwork, Original Price x 2: This weapon has been masterfully crafted, and is the equivalent of a weapon that is both 'Keen' and 'Balanced'
Wooden, Original Price/2.5: This weapon is made of plain wood, and is likely used as a training weapon than a weapon of war. While they are sturdy and won't break instantly, they're difficult to repair and not as deadly.
Gilded, Original Price x 2(3): This piece of weapon or armor is either emblazoned with a crest (x2), or gilded in gold, silver, and gems (x3). It doesn't improve the performance of the weapon, but it makes it look expensive.
Quality Steel/Materials, 25(Weapons) 15(Nonmetal Armor) 40(Metal Armor): This weapon or armor is made of high quality steel or materials. Its price reflects its quality.
Goron-Forged Steel, 40(Weapons) 30(Nonmetal Armor) 60(Metal Armor): This weapon or armor was forged by a Master Goron Blacksmith, and its steep price reflects the quality of the metal. The metal has a reddish sheen to it, and is perpetually warm to the touch. Gorons will refuse to make a weapon worth less than 35 Rupees out of Goron forged steel.
Scrap Materials, Original Price/2: This weapon or armor is made of cheap scrap metal, and is therefore of inferior quality. Its price has dropped to an extremely low price, but don't expect it to perform particularly well.
Adamantine Metal, Original Price x 2(Weapons) 3(Armor) This weapon or armor is made of Adamantine. Its quality is unmatched in strength and durability, and has a brownish hue, but its price is quite steep.
Ironwood, Original Price x1.5: This weapon or armor is made of Ironwood. Lightweight, but as strong as metal, this wood is rather difficult to come across, and can be hard to repair. These weapons come from the Kokiri and Lost Forests, and are only crafted by Dekus and Kokiri
Hand-me-down, No Price: This weapon or armor has been handed to you by either a family member or an old friend, and may have the option of being 'Worn'. You may add another quality, and the price is reduced to 0, but I will be regulating just how many hand-me-downs everyone possesses.
Ancient, No Price: This is an old an ancient weapon or armor, it automatically has the 'masterwork' quality, and can add another quality of choice. Ancient weapons are typically old, royal weapons, and I as GM will judge whether or not the weapon is okay. Price is reduced to 0, and you cannot lose or replace this without a proper plot point
Magic Weapon, Original Price x 3: This weapon is enchanted with magic. A weapon is capable of delivering a strike of a particular element. Useful for when you're incapable of using magic. The cost of enchanting weapons is quite expensive.
Mithral Metal, Original Price x 2.5 This weapon or armor is made of the magic metal, Mithral. Any amount of Mithral nullifies magic, and mithral is typically weaker, as well as lighter than steel. Mithral has a bluish hue to it.
Character Sheet
Appearance: Your character's appearance. I prefer art images as opposed to real life pictures
Name: Your character's first and last name. You can add nicknames here as well.
Age: The age of your character, the age range I'm expecting for most characters is 16-22
Social Class: Your character’s social class. I am still debating how important/necessary this is, for now it'll just determine your starting package.
Race: The race of your character, this can be your choice, Hylian, Zora, Rito, Deku, you could even be a Darknut if you wanted.
Personality: One of the more important parts of your CS, give me a good taste of what your character is like.
Backstory: Important, but not as important as your character's personality, give me a small summary of your character's history and bio.
Triforce Apparent:Which piece of the Triforce you will be given, Power, Wisdom, or Courage. This should reflect your character's personality and abilities. The powers of these pieces will grow as RP Progresses. Note that we will not start with pieces of Triforce
Skills and Abilities: Here is where you put things your character can do/are good at, as well as what magic abilities they have (if any). Elemental magic can be learned, but different species typically favor different elements (except Hylians), for example, Zoras typically use water magic. Wielders of Wisdom shards are able to use 'Light' magic, as well as healing magic. Magic is also rather difficult to learn, taking several years to master basic abilities, regardless of race.
Equipment: Here is where you'll give me a list of your character's equipment. Weapons, armors, tools, and their qualities go here.
Accepted Characters
Name: Hartir Rova
Age: 21
Social Class: Adventurer
Race: Gerudo/Hylian
Personality:Perceptive and inquisitive, the curious Hartir is a snarky and sarcastic individual of a generally bright disposition. Accepting and usually friendly, Hartir has a decidedly lukewarm personality, and is fairly easy going. Overconfident and adventurous, his natural curiosity makes him more likely to go out of his way to do unordinary things for simple reasons. Hartir is compassionate and bold, and is not afraid to speak out on the behalf of others- though this may not always be a good thing. Loyal to a fault, Hartir is more than willing to risk himself for the sake of his friends, and goes to great lengths to defend his loved ones. Hartir manages to keep a code of morals, with a strong, albeit occasionally misguided, feeling of right and wrong.
Backstory:A rogue of mixed heritage, Hartir hails from the deserts of the Gerudo Valley, and the gentrified pastures of Hyrule. The son of a Gerudo clanswoman and a Hylian mercenary, Hartir was raised by his parents in the cities of Hyrule. The youngest of 3 children, Hartir received informal education from his parents, learning all the basic skills expected of a Hylian child. However, as an individual of Gerudo heritage, his mother also made sure to teach him traditional values and skills. Weapons usage were also part of these traditional skills, and from his mother Hartir began learning the traditional Gerudo method of combat from a young age. Hartir's childhood is not one he fondly remembers, his mother was exiled from the Castle Town of Hyrule, due to her Gerudo heritage and a misunderstanding with an aristocrat, who took an offense by nature to her race. Hartir's father would be hired by a wealthy family and sent off on mercenary work, leaving Hartir in the care of the wealthy family until he returned. Months later, a courier returned with his father's sword, Hartir was an orphan. Not wanting to burden the family who was to take care of him while his father was away, Hartir left making a living on the street as one of the many street urchins
Like many children, Hartir was rowdy and mischievous. In his youth, Hartir joined a youth gang, along with several of the other children in the city. Their antics were minor nuisances at best, and were generally taken in ignored or punished unharshly. Hartir and his gang got into trouble often, and were commonly known for stealing food, bothering livestock, defacing property and causing general trouble. The children in the gang came from a wide range of backgrounds, and often learned skills from their parents. The gang would often convene to share their learned knowledge with one another, teaching one another as their parents had taught them. As a member of the gang, Hartir picked up many skills commonly associated with thieves and con-men.
As Hartir and the gang grew older, their antics became more and more serious, and without their youth, the punishments became harsher and harsher. As a result, the gang mostly disbanded, most of the children growing out of their troublesome habits and becoming more 'productive' members of society. Only Hartir and a few others remained in the gang together. This smaller core group transformed from a group of troublemakers to a team of dedicated thieves, rogues, and bandits. Hartir would rely on this gang for his own survival, and made many contacts in the Castle Town underworld. Despite his now decidedly 'seedy' nature, Hartir still maintained relationships with several acquaintances, former members of the youth gang, as well as the daughter of the family his father had left him in the care of.
Now a well known face of the Castle Town underworld, Hartir spends most of his days lounging and stealing necessities, alongside the other thieves and criminals of Castle Town.
Triforce Apparent: Courage
Skills and Abilities:
Blade Dancing: – instead of learning Hylian sword techniques, Hartir has adopted the fluid, moving combat style of the traditional Gerudo sword form. While the years of living with Hylians has somewhat morphed his combat style to better counter the more hefty movements of their own swordsmanship, Hartir maintains a great degree of mastery over the traditional Gerudo forms. In combat he is a slippery foe and difficult to catch, and capable of wielding most weapons in the Gerudo style.
Fisticuffs – Generally, Hartir prefers to avoid wanton murder, as such, he finds that his natural speed and grace from his Gerudo forms lend handily in hand to hand combat, where a fist to the face is much more appropriate,and considerably less lethal than a blade to the jugular.
Thievery: – With obvious roots as a bandit and street thief, Hartir is an adept at pick pocketing, lock picking, hiding, and other useful types of underhanded skills.
Showmanship: – What others would call 'conning', Hartir prefers to refer to as 'Showmanship'. Acting, lying, improvisation, deception, and all types of trickery is employed by Hartir in his various schemes to acquire the wealth of others.
Fleeing – Chances are, things don’t always work out as Hartir plans. When this happens, its often good to be able to flee in a hasty manner. Hartir is good at running from people, as well as weaving though obstacles and climbing in order to escape his pursuers.
Equipment:
Balanced Hunting Knife, Adventurer's Weapon – Large enough to be used for most purposes a blade would be needed, but small enough to be concealable and easily carried, Hartir's hunting knife strikes a good balance between power and subtlety.
Cloth Armor – Wearing little more than a thick cloth shirt and sturdy pants, along with a pair of well worn leather boots, Hartir wears a bandanna around his neck for flair, and has a thick sash with Gerudo symbols on his waist. He also wears fingerless gloves with stiff pads on them for punching.
Lockpicking Set, 20 Rupees – A small set of tools for the express purpose of opening doors and containers that aren't meant to be opened.
Throwing Knife x2, 20 Rupees – A pair of knives meant for throwing. Useful for threats, utility purposes, as well as lethal.
Roc's Feather, 20 Rupees – A Roc's feather is a rare and valuable item, especially for a thief in need of a quick exit.