Post by Coolshaymin on Nov 1, 2020 22:32:00 GMT -8
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 2 | -4 |
DEX | 10 | +0 |
CON | 8 | -1 |
INT | 18 | +4 |
WIS | 20 | +5 |
CHA | 12 | +1 |
Zelda (BOTW)
Hyrule, Breath of the Wild
Alignment: Neutral Good
Motto: "I will do all I can for the fate of this world!"
Allies/Friends: Link, Impa, Revali, Mipha, Daruka
Enemies/Rivals: Calamity Ganon, the Yiga
Backstory: link
Appearance:
History On Li: When it was thought the worst of the Calamity was over, a strange infection started taking over the land anew. They were already hurting after passing their last hundred war so Zelda took her Sheikah Slate and went to the source. A strange vortex that seemed to be letting out the malicious energy. However in her investigations she ended up being dragged in and brought to Li forcibly.
She awakened not far outside the school, Hylia's Grace. The infection and vortex were nowhere to be seen and Zelda was one to come to news that Hyrule was... a dead kingdom... She resolved herself to solve the mystery of what happened and try to prevent the destruction of her home by bringing Hyrule back... It may be gone now but... she had to do her best to not let her hope fade. She decided to keep her origins a secret for now in case others were after the old Princess of Hyrule.
Primary Attacks (3)
Cyronesis Runes: Zelda either forms ice blocks from the ground or ice shards in an attempt to stab and bounce the foe depending on which rune she utilizes. She can also use Cyronesis to build steps and gain height. While a seemingly standard move, Zelda can followup this attack by using her Sheikah Slate to detonate all ice pillars, giving the move a 60% chance to freeze at the cost of -2 to her next dodge roll. If the foe is soaked then the bonus damage from Soaked is replaced by this chance to freeze at no dodge penalty. (Medium Wisdom Attack, 18%)
Remote Bomb Rune: Zelda summons forth a holographic bomb from her Bomb Rune before sending it forward with a push or dropping it from above, aiming to set the bomb in place. Afterwards she can use her Sheikah Slate to detonate the bomb and cause a blue explosion of energy. The Bomb Rune has a -1 dodge penalty to Zelda's next dodge roll. After the initial deployment of the bomb Zelda can detonate it for 6% extra damage but a 2 turn cooldown added to the move on top of the dodge penalty, blowing up all bombs she set upon the field. The blast can not harm herself unless redirected back to her. (Heavy Wisdom Attack, 24%)
Magnesis Runes: Zelda summons forth metalic objects from the Sheikah Slate before slamming them into the foe for damage. These can either be small objects that can be flung quickly or larger objects that need more time to swing around. Additionally Zelda can use this to trigger a Wisdom Check versus the foe's Strength, if she succeeds she will yoink the weapon from the foe before using it to perform a Medium Attack, disarming them in the process. To do this the foe's weapon, shield or armor must be magnetic. [Light to Medium Wisdom Attack, 8-18]
Special Attacks (3)
Bomb Rune {Bomb Guardian}: Zelda summons forth a fairly large drone that quickly runs forward dispensing bombs as it sieges enemies. This attack hits a crowd for massive damage with a surge of blue explosions. Alternatively Zelda can charge this move by having the Bomb Guardian stay around a turn. This makes the Bomb Guardian become a target for 50 HP and a hit threshold of 8+Zelda's Wisdom. For each turn afterwards Bomb Guardian can run around dispensing it's attack for another action. After 2 turns or if it runs out of HP, the Bomb Guardian is destroyed and this move has an extra 2 turns of cooldown. 3 turn cooldown. (Heavy Wisdom Attack, 30%)
Guardian Rune {Divine Laser}: Zelda summons forth the image of a Guardian which takes aim at a target. After a delay it fires an extremely powerful laser that devestates whatever it hits with a 50% chance to burn. However due to the delay it has a -2 to accuracy. 2 turn cooldown. Alternatively, Zelda can "charge" the Guardian by placing it on the field for a whole turn to let it charge it's attack. During this state the Guardian becomes a target for the turn and has a hit threshold of 8+Zelda's Wisdom and an HP of 50. For the next turn the Guardian is on the field it can use it's attack with a trigger of the Sheikah Tablet, however instead of getting a -2 to accuracy, it has a +2. After 2 turns or it's HP is depleted, the Guardian is destroyed and this move has an added 2 turn cooldown. (Heavy Wisdom Attack, 30%)
Photo Rune: Zelda uses the Photo Rune to create a specialized light that analyzes the foe's combat ability or can even capture the real deal. If her picture is successfully on target the foe takes 15% damage and Zelda rolls a 1d(the number of moves they have) to determine what move she steals. However, if she beats their roll by 5 or higher, she gets a perfect picture and they are forcibly teleported into the Sheikah Slate. This inflicts a variation of Swallowed Whole called Photographed where they are trapped in a specialized realm that resembles the photo taken and continually drains their energy and Zelda can choose any move she wants to copy and resistance rolls are by WIS instead of CON. Additionally, Zelda may choose to remove the foe from the Slate by teleporting them out, either outside or inflicting the normal version of Swallowed Whole by teleporting them inside her. 2 turn cooldown.
- List item 1
- List item 2
- List item 3
Final Smash (1)
Great Wisdom Seal/Spirit Recall: [40%, Single Target ] Zelda unleashes her full power, summoning the image of the Triforce to draw in the foe and creating a vacumn like effect as it pulls it's target into the center. This either just simply deals the damage associated with the FS, healing Zelda by half the damage it deals. Alternatively Zelda can use the trapped foe's vulnerability to seal them away, either into a Spirit Orb or into a light realm connected to her body. This sealing process is slower and less forceful, inflicting a stronger variant of Swallowed Whole called Seal where the threshold to escape is boosted by 20 and is reliant on Wisdom instead of it's normal stats.
If the foe is reduced past 0 HP by either method, either a fragment or their whole spirit is sealed into the Triforce allowing Zelda to pull it back out whenever she uses her FS to perform either an enhanced version of one of their moves or their Final Smash in place of this one. She can store up to 4 of these Spirit Techniques into the Triforce although with a free move slot she can permanently learn a weaker variation of the attack for her standard moveset.
- Captured Spirits
Other Info: Zelda can use Magnesis to use metal weapons and equipment with Wisdom instead of Strength or Dex as well as steal them from a foe.
Last Edit:
Nov 9, 2020 16:53:38 GMT -8 by Coolshaymin