Academics
Athletics*
Battle
Boating
Common Knowledge*
Driving (For carts, trains)
Electronics (For the use of sophisticated ancient technology)
Faith
Fighting
Gambling
Healing
Intimidation
Language
Notice*
Occult
Performance
Persuasion*
Piloting (Airships)
Repair (also covers crafting weapons and armor)
Research
Riding (includes ground, sea and air animals)
Science
Shooting
Spellcasting
Stealth*
Taunt
Thievery
Gerudo
Features:
+Dauntless: The Gerudo's harsh and demanding desert lifestyle has left them strong of spirit and steely of will. They begin with a d6 Spirit and may increase it to d12+1 via normal advancement. (+2)
+Riders: The Gerudo are animal handlers by tradition and have a long history of horseback archery and other mounted feats. They begin play with a d6 in Riding and can improve it to d12+1 via normal advancement. (+2)
+Cultural Enemy (Hylians & Humans): The history between the Gerudo and these two other tribes is one of mistrust and the Gerudo are subject to much prejudice from the Hylians and Humans. Gerudo take a -2 to Persuasion rolls when dealing with Hylians or Humans and rolls on the Reaction table to determine attitude have -2 penalty. (-2)
Gorons
Features:
+Rocky Hide: The thick, rock-like skin of the Gorons grants them
+4 Armor. (+2)
+Heat-Resistant: The
Gorons are adapted to their magma-filled homes, but ill-suited for frigid
temperatures. They receive a +4 to negative heat environment effects, and a -4
to negative cold environments. (0)
+Burly: Known for their
bone-jarring backslaps and terrifying BROTHER HUGS, the Gorons begin with a d8
in Strength and may raise it to a d12+3 via normal advancement (see Big). (+4)
+Weak-Willed: While
Gorons are gregarious and friendly, they tend to prefer to follow the herd, and
in the face of tribe-wide adversity, have been known to falter. Spirit rolls
suffer a -1 penalty. (-2)
+Slow: Gorons have a pace
of 5 and a d4 running die. (-1)
+Big: The Gorons are a massive, heavy people, and have Size
+1. They suffer a -2 to trait rolls when using equipment that wasn't designed
for Gorons and cannot wear their armor or clothing. (-1)
+Sink Like a Stone: Gorons REALLY can’t swim. They take a -4 to
all actions in water or other liquids, each inch moved in the same costs 3” of
Pace and they automatically sink to the bottom of all bodies of water less
dense than lava. Fortunately, Gorons don’t breathe, taking no ill effects from
inhaled toxins, drowing or other lacks of air. (0)
Humans: This includes humans from Hyrule, Labrynna, Holodrum, Ordona, Hytopia, etc.
Features
+Free Edge: As per usual, one
free edge.
Hylians
Features
+Keen Ears: Hylians have a +2
to Notice rolls. (+2)
Korok
Features
+Buoyant: Koroks are awkward in their density. They have a -2 to Athletics rolls to swim and each inch of movement costs 3" of Pace in water. (-1)
+Small: Koroks are on average the size of small children. They are Size -1 and reduce their Toughness by 1. (-1)
+Toddle: The small, stubby koroks move by waddling along with a distinctive tinkling noise. They have a pace of 3, a d4 running die, and subtract 2 from Athletics and rolls to resist Athletics where movement and mobility are integral to the challenge. (-2)
+Wooden Body: Koroks have stout, uniform, wooden bodies. They have Armor +2 everywhere ,take no extra damage from Called Shots, and don't breathe, but suffer a -4 penalty to resist environmental heat and takes an additional 4 damage from heat and fire. (+3)
+Hidden Forest Spirit: Koroks can innately meld with the earth and float through the air on enchanted leaves they grow in an instant. They can burrow through loose earth and move at half normal Pace (round up, cannot run). They cannot be normally attacked while burrowing and may attempt to surprise opponents who didn't see them coming by making an opposed Stealth vs. Notice roll. If successful, the korok adds +2 to their attack and damage rolls that round, or has the drop with a raise. They can fly through the air at Pace 6 and run for extra movement as normal. If Bound or Entangled they cannot fly. (+3)
Sheikah
Features
+Ancient Guardians: The Sheikah as a tribe have been chosen and sworn to protect and serve the Goddess Hylia and her descendants, most commonly the Royal Family of Hyrule. This is typically a Minor Vow, with the various demands of service and protection best represented by a character taking an Obligation hindrance. The Vow serves to remind the Sheikah of their cultural values and the sacred duties they swear to. (-1)
+Fleet: Sheikah begin with Pace 8 and a d8 running die. (+2)
+Shadow Folk: The Sheikah are naturally quiet and controlled. They begin with a d6 Stealth and may raise it to d12+1 during normal advancement. (+1
Zora
Features
+Aquatic: As per
usual. +2
+Fins: Zoras are
born with hard, roughly-sharp fins on their forearms, that function as Claws
(Str+d4), except they add +1 to Athletics checks made to swim instead of climb.
(+2
+Dehydration: Water
Dependency -2