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@Dark Cloud I was waiting on a call about how powerful I can make them and if making them mentally unstable is cool but I suppose I can write up the sheet and simply adjust it depending on the answers to those questions.
@ZAVAZggg Feels like there's a discrepancy here between not wanting to play an empathetic or heroic character and joining an RP where characters have been specifically summoned to act as champions and deal with threats in a heroic manner. To use D&D as an example, you can create a character that doesn't want to ever help anyone and goes out of their way to ignore plot hooks, but it goes against the core structure of the cooperative game you are playing. As much as you should have fun playing your character, everyone else should also have fun playing with your character.

If you look at the other accepted sheets they obviously have an interest in getting home, one has a sick sister they want to cure, the other has duty and family. But as much as they may accept the call to adventure, the worlds they visit may provide resources they need to further their own desires or catalysts for their character arcs. The Naruto character as mentioned wants desperately to cure their sister, maybe in Hyrule they find magic that can do just that.

Without any personal stake in the conflict or a character arc still left incomplete, your character's only goal is to return home. Which means that the adventure itself is an obstacle to your character's main goal. The adventure isn't an opportunity or end in and of itself, it is something in the way of your actual goal. Which means that your character's primary goal is to get the Roleplay game as a whole over with as quickly as possible. You've got to ask yourself "Who is that going to be fun for?"
@ZAVAZggg Doesn't that seem like a bit much?

Not going into power level because how strong we can be is more or less the GM's call but where does Arcamor have left to go in terms of story? He's killed this Harkon, taken his sword, he's become a vampire lord and taken command of Harkon's court. He's put to rest his vendetta against his brother. He's loved and lost and lived. If he gets sucked away from all that into this reality jumping quest, is his entire motivation and arc simply going to be "I want to go home"? Not to mention that RPs generally thrive on character interaction and everything about Arcamor seems to indicate he'd opt for eating the rest of the party and leaving rather than aiding. So, why is he sticking around? There's only so far that the "Roleplay format demands I stay with the rest of the characters" can really carry a character that has no reason to stick around before why they are still around starts to make the narrative feel artificial.

I'm not trying to be mean, I've just played too many D&D games with the dark elf rogue who doesn't care about anyone and is only interested in their own pursuits to not be worried when someone proposes a brooding, empathyless vampire as a character.
@Dr Lovecraft Would it be okay for me to play a mentally unstable character? The whole thing with the Big Sisters was that the mental conditioning they received as Little Sisters which brainwashed them into thinking the fascist dystopia they lived in was a paradise and the corpse harvesting they did on a regular basis was not horrible, as they age starts to drive them insane.

Mostly I'm thinking this would manifest as my Big Sister character having a constant feeling of unreality and having to parse out what is true from what her conditioning is trying to convince her is true which would be further exacerbated by being removed from Rapture, which is the baseline her conditioning has for messing with her perceptions.
@ZAVAZggg Best solution is to do the cliff notes in the sheet. It is awesome if you have a really fleshed out idea but the GM doesn't need the nuts and bolts of every important scene, just the major bullet points. The juicy stuff can be saved for IC posts. Or if you don't want other players knowing ahead of time, PMing to the GM also works.
What's sort of the basic power level that's being used as a baseline? For a Big Sister I can load her up with a dozen plasmids and have her burn a path through the world, or I can give her lightning and a really big needle and leave it at that. What's the line?
Sorry, Legend of Zelda is basically my niche. I'm in a fair number of fandoms that I like, a few that I love, but Zelda is the one that I have an almost encyclopedic knowledge of. Which might be a bit detrimental to this if you're going for a more casual "let's have fun in the world" approach. I try as best I can to keep it toned down.

I could play a Little Sister from Bioshock who's old enough that they've started going through the process of becoming a Big Sister. Pick a handful of plasmids for abilities and see where that leads.
Has this place finally gone dark? I thought it would never die. It had a good long run.
@Dr Lovecraft I suppose if you just want deal with just the first game (that's fair, 35 years of games and supplemental material is a lot) then that's probably all they were. A lot of the enemies changed identities a few times over the series history, darknuts have been a few different things, animated armour, evil knights, dog people etc. I think the only place they outright state the wizzrobes are undead is in the Hyrule Encyclopedia and it's a bit dicy exactly how much stock you want to put in that even if it is technically canon. But starting with Wind Waker onward there was a definite aesthetic shift towards them being more undead-like, to the point where in Breath of the Wild they are right on the line of being completely spectral.

The point being, the games definitely had necromancy. I don't think you ever fight a necromancer outright but it's not really hard to look at the Earth Temple (Wind Waker) or the Shadow Temple (Ocarina of Time) and see they were getting up to some freaky undead shit in there.

But as with everything, and especially if you just want to deal with the first game, and the first game only, that's really your call. My personal thoughts are that it's not much of a stretch to say that wizzrobes can perform necromancy.

So they are not like liches in the sense that they can raise the dead, as that's not mentioned anywhere on their page as far as I'm aware, rather they're like liches in the sense that they are undead.


In Wind Waker the boss variant of wizzrobes can summon the regular version of wizzrobes so if we're talking in the parlance of wizzrobes being undead, then that would be a greater lich, raising lesser liches. But as with most things in Zelda, the specifics of the matter are pretty up in the air. Nintendo is very big into the "let the players decide what it is" style of worldbuilding. Makes writing stories in the Zelda universe a huge headache.
@Blackmist16
I'm gonna say no. There's really no precedent for necromancy in Legend of Zelda with the exception of Ganon himself (or whatever puppet he's channeling his power through). Ganon can use his infernal powers to command the dead, but no other character has shown the capability. If you wanted to play as a necromancer from, say, Skyrim or Warcraft or something, that would be fine, but Wizzrobes are Wizzrobes and they can't raise the dead.


You're totally free to reinterpret and change details as you like but canonically wizzrobes are the Zelda equivalent of liches. It seems like necromancy would be right in their wheelhouse, especially since the boss variant can summon lesser wizzrobes.
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