L IN KThe hero of Hyrule, Link in some form is reincarnated when needed thanks to the power of the mystical Triforce. He’s noble, brave, and a gifted fighter, if a little quiet at times. With Hyrule fractured, Link is now a knight without a kingdom. He wanders the new amalgam of worlds, seeking wrongs to be righted and evils to be faced.CHECKSRoll 3d10and take the highest result for checks to scrounge for resources, and understand ancient devices and technologies.Roll 2d10 and take the highest result for checks to navigate dungeons or labyrinths, navigate wildnerness, notice traps and hidden passages, attack checks made with melee weapons or a bow, and checks to dodge or block attacks and hazards.Roll 1d10 for anything else.XPWhenever you go out of your way to help someone in need--even if you have nothing to gain from it--gain 1 XP.When a small task sidetracks you from your main goal for a significant amount of time or ends up taking a great deal of resources, gain 3 XP.Whenever you slay, banish, or seal away a great force of evil, gain 5 XP.YOU BEGIN WITHTriforce of Courage: You are immune to any effects or abilities that would influence your emotions, including those that induce or cause damage through madness or confusion. This includes status effects like Charm,Fearor Rage. You also know how to use any weapon the instant you pick it up.LEVEL UP CHOICESBomb Bag: You possess a magically replenishing bag of bombs. These round explosives are slightly smaller than a basketball, and their fuses are lit the moment they’re pulled from the bag. You can pull and plant one bomb as a side action, and it will explode in 10 seconds (or at the start of your next traditional turn, if you are in combat). Your bombs explode in a roughly 10 foot radius, and you may make a free attack (2d10, take the higher) against anything caught in the blast radius at no penalty. If you roll a 6 or higher on an attack check with a bomb, shut this ability down.Fairy Companion: You have a fairy companion who can help you identify monsters and other things you encounter. Roll 2d10 and take the highest on any checks to identify a creature, technology, architecture, or unusual phenomena you encounter. Your fairy can also save you from death. Once per full rest when you reach 0 HP, roll 1d10 and recover that much HP.Gale Boomerang: You have a boomerang, which manifests a small tornado while in mid-air. The boomerang will always return to your hand at the end of your turn, even if you move from where you threw it. As a side action, you can throw this boomerang up to 30 feet. The boomerang can snatch one unattended item up to slightly larger than the boomerang itself, and drag it back to you. If you use the boomerang to attack (as a main action) and successfully deal damage, you may snatch one item from the target and bring it back to you.Goron Tunic: You have acquired the Goron’s Tunic, a red outfit that’s made to withstand heat. You gain +2 on defense checks against Fire based attacks, and are immune to the effects of extreme heat and the status effect Burning.Hero’s Bow: You have obtained the Hero’s Bow, and possess a variety of different arrows. When you attack with your bow, you may choose to use regular arrows, flaming arrows (+2 damage against foes weak to Fire, and can light things on fire from a distance), ice arrows (+2 damage against foes weak to Cold, and can freeze small surfaces from a distance), or shock arrows (+2 damage against foes weak to Electricity).Hookshot: You have found the Hookshot, an ancient and useful device. It works like a high powered grappling hook, firing a chain up to 50 feet and pulling you toward whatever the hook at the end connects with. You are pulled to your destination instantly and easily--if the hook can reach it, so can you. The Hookshot can grab onto anything (or anyone) heavier than you are, even hooking sheer surfaces.Master Sword: You possess the sword of evil’s bane, the legendary Master Sword. When you attack an enemy that’s undead, demonic, or pure evil, roll 3d10 and take the highest. Your sword glows in the presence of such enemies. Once per fight, you may attack however many enemies are within 10 feet of you at no penalty, hitting them all with a powerful spin slash. Lastly, when you are full health you can attack from a distance, launching beams from your sword. This is still considered swordplay, and you roll for it as though it were a melee sword attack.Mirror Shield: You have acquired the Mirror Shield, the reflective surface of which can repel energy attacks. Whenever you completely defend against an attack (that is, you take no damage from it), you can choose to bounce that damage back at your attacker or at a different enemy, rolling 1d10 as though it were a normal attack (though it does not use up your turn).Power Bracelet: You own a magical bracelet that imbues you with incredible strength. You gain +2 on checks that are strictly based on physical strength. You may also automatically succeed on any test of strength or similar physical feat, or lift an object regardless of its weight--but this aspect of the ability is shut down after one use.Zora Scale: You possess an enchanted Zora Scale. With it, you may swim as fast and as gracefully as a fish, and breathe underwater with no difficulty.