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A thousand years have passed since Ganon was defeated by the Princess and her knight.

A...
0.1: a hero wakes and character generation

Adipose1913

Understanding is a three-edged sword
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A thousand years have passed since Ganon was defeated by the Princess and her knight.

A thousand years since ancient evil truly walked the land. Magic faded, and heroes became legend. A sword became a myth, belief only held out because of the few bokoblin tribes left in the dark corners of the world.

In that time, the kingdom of Hyrule prospered, becoming a center of global innovation and might. It was where many great Renaissance thinkers were born. It was where the industrial revolution kicked off. It was the last bastion during the great war 50 years ago. And today, it is a global power that sits at the crossroads of global trade and politics.

However, things are stirring in the shadows that should have never awakened. Doors are opening that should remain closed, and a power older than the kingdom is stirring...

For now, though, a young man wakes from his nap...

Who is he?

[X] [Background] A Soldier, on his way to his first deployment against a Bokoblin encampment.
Link Gains the military background, which gives the following benefits:
Skill Proficiencies: Athletics, Survival
Rank and Privilege: Soldiers active and reserve will defer to you, and you have reduced reputation costs when calling on favors from other soldiers. Starting Rank: Corporal
Wealth: 2d4 +1

[X] [Background] A police officer in Castle City, awoken by dispatch calling your car to respond to a domestic dispute.
Link Gains the Law Enforcement background, which gives the following benefits:
Skill Proficiencies: Investigate, Perception
Vehicle Proficiencies: civilian ground vehicles
Thin Blue Line: You have a rank from your career as a law enforcement officer. Active and former law enforcement officers still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other officers and requisition simple equipment for temporary use. You can also usually gain access to events and locations where your rank is recognized.
Starting wealth: 2d4+1

[X] [Background] A ranchhand in Faron, being woken at the start of his shift.
Link gains the rural background, which grives the following benefits:
Skill proficiencies: Animal Handling, survival.
Live off the land: You have a feel for the countryside, and you can always recall the general layout of terrain, small towns, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Starting wealth: 2d4+1

What is special about him?

[X] [class] His speed. Link is fast, able to move much quicker than others and, with training, might be able to dodge attacks.
Link gains the Fast Hero class, which has the following features:
Hit Dice: 1d8 per fast hero level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per fast hero level after 1st

Proficiencies
Armor:
Light armor
Weapons: Simple weapons, personal firearms
Saving Throws: Dexterity and one other of your choice
Skills: Choose three from Acrobatics, Animal Handling, Athletics, History, Perception, Sleight of Hand, Stealth, and Survival

Fast Movement: You base movement speed increases by 10 feet.
Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Advanced Class: At 3rd level, choose an Advanced Class. The Advanced Class you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement: When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.
Uncanny Dodge: Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Instinctive Reaction: Beginning at 9th level, your reflexes are honed to a fine point. You have advantage on initiative rolls. In addition, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn.
Evasion: Beginning at 11th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Opportunist: Starting at 13th level, when you and an ally are both within 5 feet of an opponent, and the ally hits the target with a melee attack, you can make a melee attack against that opponent as a reaction.
Elusive: Beginning at 17th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Incredible Reflexes: When you reach 20th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

[X] [class] His strength. Link is a beast in melee, able to deal more damage then he probably should be able to.
Link gains the Strong hero class, which has the following features:
Hit Points
Hit Dice:
1d8 per strong hero level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per strong hero level after 1st

Proficiencies
Armor:
All armor
Weapons: Simple weapons, personal firearms
Saving Throws: Strength and one other of your choice
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Melee Smash: You add half your proficiency bonus to all melee weapon damage rolls.
Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Advanced Class: At 3rd level, choose an Advanced Class. The Advanced Class you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement: When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.
Strong Back: Beginning at 5th level, your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Remarkable Athlete: Starting at 9th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Demolition: Beginning at 11th level, your melee attacks deal double damage to objects. In addition, you double your proficiency bonus on Strength (Athletics) checks made to break something.
Brutal Critical: Beginning at 13th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Improved Melee Smash: At 20th level, you may now add your full proficiency bonus to all melee weapon damage rolls.
[X] [class] His smarts. Link is smarter than average, and can use this to come up with plans on the fly.
Link gains the Smart hero class, which has the following features:
Hit Points
Hit Dice:
1d8 per smart hero level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per smart hero level after 1st

Proficiencies
Armor:
Light armor
Weapons: Simple weapons, personal firearms
Tools: One set of tools of your choice
Saving Throws: Intelligence and one other of your choice
Skills: Choose three from Animal Handling, History, Insight, Investigation, Medicine, Nature, Perception, and Religion

Expertise: At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 11th level, you can choose two more of your skill proficiencies (or one skill and one tool) to gain this benefit.
Plan: At 1st level, you can take an action to formulate a plan. You can choose up to six creatures (including yourself) to include in the plan. For each creature, choose one of the following; attack rolls, saving throws, or ability checks. In the next minute, each creature can activate their benefit once to gain a bonus equal to your Intelligence modifier to the chosen rolls for one round.
You must complete a short or long rest before you can use this ability again. At 9th and 17th level, you gain an additional uses of this ability before you must rest.
Trick: Beginning at 2nd level, you can take an action to attempt to trick one creature. The creature must have an Intelligence of 6 or higher, and be able to see and hear you (but not necessarily understand you). The creature must make an Intelligence saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. If the saving throw fails, the creature is stunned until the end of it's next turn.
You must complete a short or long rest before you can use this ability again.
Advanced Class: At 3rd level, choose an Advanced Class. The Advanced Class you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement: When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.
Exploit Weakness: At 5th level, you can use a bonus action to assess a creature's weaknesses. You use your Intelligence bonus instead of your Strength or Dexterity bonus to attack rolls and damage rolls against this creature for 1 minute as you spot weaknesses in its physiology or fighting style.
You must complete a short or long rest before you can use this ability again.
Improved Trick: At 9th level, you can target up to three creatures with your Trick.
Improved Plan: At 13th level, when you make a Plan, each creature included in the plan gains two of the listed benefits. Each benefit is activated separately.
Master Plan: At 20th level, when you make a Plan, each creature included in the plan gains all three of the listed benefits. Each benefit is activated separately.

[X] [class] His toughness. Link is able to take blows no man should and keep fighting.
Link gains the Tough hero class, which has the following features:
Hit Points
Hit Dice:
1d8 per tough hero level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per tough hero level after 1st

Proficiencies
Armor:
Light armor, medium armor
Weapons: Simple weapons, personal firearms
Saving Throws: Constitution and one other of your choice
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your tough hero level. Once you use this feature, you must finish a short or long rest before you can use it again.
At 9th and 17th level, you can use this ability one additional time before a rest.
Resilience: Starting at 2nd level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Advanced Class: At 3rd level, choose an Advanced Class. The Advanced Class you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement: When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.
Fortitude: Beginning at 5th level, when you finish a short or long rest, you gain temporary hit points equal to your level + your Constitution modifier.
Survivor: You cling to life, even on the brink of death. Beginning at 9th level, when you make a death saving throw that would result in your death if failed, you have advantage.
Improved Resilience: Starting at 11th level, you can use your Resilience feature again after finishing a short or long rest.
Remain Conscious: Beginning at 13th level, when you are reduced to 0 hit points, you may continue to act until you fail a death saving throw. While at 0 hit points, your speed is halved, and you cannot use bonus actions or reactions.
Legendary Survivor: At 20th level, when reduced to 0 hit points, you do not die until you accumulate four failed death saving throws.

A/N: This quest is making use of homebrew for 5th edition of d&d, most of which is adapted from this conversion of d20 modern. I am also making use of some personal homebrew for monsters and races, most of which you do not need to worry about as it is mostly under the hood. This is my first quest on qq, so feel free to give any feedback or ask any questions about the classes or ruleset we are using.

Oh, and I need to reserve 4 posts below this, just so you know.
 
character sheet
Name: Link
Appearance:
9eefb2958afac7556b13ad921176aa6f--requiem-zelda-anime.jpg

Class: lvl 1 fast hero
Proficiency bonus: +2

Max Hit points: 10
Current hit points: 10
AC: 15

Characteristics and skills (bolded characteristics are proficient in saving throws, proficient skills are also bolded):
Str 13 (+1)
Athletics

Dex 16 (+3)
Acrobatics
Sleight of Hand
Stealth

Con 15 (+2)

Int 13 (+1)
Arcana
History
Investigation
Nature
Religion

Wis 13 (+1)
Animal Handling
Insight
Medicine
Perception
Survival

Cha 12 (+1)
Deception
Intimidation
Performance
Persuasion

Armor proficiencies: Light
Weapon proficiencies: simple, personal firearms.
Vehicle proficiencies: civilian vehicles.
Language proficiencies: Hylian, ???

Class features:
Fast Movement: Your base movement speed increases by 10 feet.
Other features:
???

Equipment:
Patrol car
Service pistol with holster and 2 spare clips
Shotgun (in trunk)
Police badge
Police uniform
Pull-up pouch vest (ac-13+dex)
cell phone
 
Last edited:
special rules
Please note that any values given in tables are subject to change
  • From the D20 modern 5e.
    Wealth Score

    To determine your starting wealth score, roll 2d4 and add the wealth bonus for your background. Over the course of play, your wealth will decrease as you purchase expensive items and increase as you earn rewards. Your wealth can never fall below 0, and there is no limit to how high your wealth can climb.
    Since wealth is an abstract concept, it's sometimes difficult to determine how financially well off you are. To get a general sense of how financially solvent you are at any given time, check the table below.


    Wealth

    Financial Condition
     
    Impoverished or in debt

    1 to 4

    Struggling

    5 to 10

    Middle class

    11 to 15

    Affluent

    16 to 20

    Wealthy

    21 to 30

    Rich

    31 or higher

    Very rich
    Purchasing Equipment and Services
    Wealth is used to determine what you can afford and what gear you might reasonably have access to. Every object and service has a value rating. While common objects are readily available, buying less common objects generally takes a number of hours equal to the value of the object or service, reflecting the time needed to locate the wanted materials and close the deal.
    Any time you purchase an object or service with a value higher than your current wealth, your wealth goes down. How much your wealth is reduced depends on how expensive the object is. Compare the value of the item to your current wealth score and consult the table below to see how much your wealth will decrease if you choose to purchase the item.
    Along with this loss, any time you buy an object or service with a sale value of 15 or higher (or a sale value of half your wealth score if your wealth is higher than 30), you reduce your current Wealth bonus by an additional 1 point.


    Object or Service Value

    Wealth Decrease

    ½ your Wealth or higher (minimum 15)

    +1 point1

    1–10 points higher than current Wealth

    1 point

    11–15 points higher than current Wealth

    1d6 points

    16–20 points higher than current Wealth

    2d6 points

    1 This stacks with the loss from a Value above the character's current Wealth score.
    Your wealth only goes down if you choose to buy the object or service after the cost has been determined. If you choose not to buy the object or service, you can try again, but not until you have spent a number of hours equal to the value of the object or service representing the time spent trying to find a better price or circumstance.
    Note that you cannot purchase an item that has a value that is 20 points higher than your current wealth, nor can you successfully make a purchase that would reduce your wealth lower than 0. If your wealth is 0, you don't have the buying power to purchase any object or service that has a value of 10 or higher. Also, it always takes a number of hours equal to the value of the object or service.

    Gaining Wealth

    There are a number of ways to increase your wealth score. Adventuring may result in finding valuable items. Such items can be sold to gain a wealth increase.To sell something, you first need to determine its value. Assuming the object is undamaged and in working condition, the sale value is equal to the object's base value (as if purchased new) minus 3. Selling an object can provide an increase to your wealth. The increase is the same amount as the wealth loss you would experience if you purchased an object with a purchase DC equal to the sale value. If you sell an item with a value of at least 21 higher than your current wealth, add an additional 1d6 wealth per 10 points above 20.
    Regardless of your current wealth, you gain a wealth increase of 1 whenever you sell an object with a sale value of 15 or higher (or a sale value of half your wealth score if your wealth is higher than 30). If you sell an object with a sale value less than or equal to your current Wealth bonus, and that sale value is 14 or lower, you gain nothing.
    You cannot legally sell restricted objects unless you are licensed to own them. You also cannot legally sell objects that have been reported as stolen. Selling objects illegally usually requires that you have contacts in the black market, and reduces the sale value by an additional 3. Selling takes a number of hours equal to the normal value of the item.
    If you are given a job by a patron, that patron might choose to pay you directly with cash. If so, the reward will be given a value, and your wealth score increases as if you had sold an object of that value.
    If you are employed, you can also work your job to increase your wealth score between adventures. Keep track of how many hours you work. When you have worked a number of hours equal to 10 times your current wealth score, increase your wealth score by 1. When this happens, your number of hours worked resets to 0.

    On-Hand Objects

    To account for the mundane and innocuous objects that most people have among their possessions—and not force you to specifically purchase such objects in order to employ them—use the following rules.
    With the GM's permission, you can roll a d20 and add your current wealth score to see if you have a mundane object on hand, as long as the object has a value of 10 or lower. The DC for this check is equal to 10 + the object's value.
    You can't make this check to see if you have a mundane object on hand during character generation or between adventures—only during play. If you succeed, your wealth score is unaffected, even if the object's value is higher than your wealth score.
    Depending on the situation, the GM can rule that a certain mundane object is not available; for an object to be obtainable, you must be in a place where the object logically would be.

  • Reputation Score
    To determine your starting reputation score, roll 2d4 and add your charisma modifier. Over the course of play, your reputation will increase as you gather more notoriety and decrease as you leverage it for various advantages. Your reputation can never fall below 0, and there is no limit to how high your reputation can climb.

    Leveraging Your Reputation
    Reputation is used to measure your social capital and the influence that you can exert. Similarly to objects and services, favors and requisitions have a value rating. Any time you leverage your reputation to gain a favor or requisition equipment with a value higher than your current reputation, your reputation goes down. How much your reputation is reduced depends on how valuable the favor or equipment is. Compare the value of the favor or item to your current reputation score and consult the table below to see how much your reputation will decrease if you choose to go through with the request.


    Favor or Requisition Value

    Reputation Decrease

    15 or higher

    +1 point1

    1–10 points higher than current Reputation

    1 point

    11–15 points higher than current Reputation

    1d6 points

    16–20 points higher than current Reputation

    2d6 points

    1 This stacks with the loss from a Value above the character's current Reputation score.
    You cannot request a favor or requisition that is more than 20 points higher than your current reputation. If your reputation drops to 0, you have exhausted your social capital and cannot request favors or requisition equipment until you have regained some of your reputation.

    Building Reputation
    There are a number of ways to build your reputation. You can spend your downtime rubbing elbows with the elite in your circles. Keep track of the hours you spend networking. When you have accumulated a number of hours equal to your current reputation score, your reputation score increases by 1, and you reset your accumulated hours to 0.
    As you grow in skill and ability, your reputation also increases. Whenever you gain a level, roll 1d4 and add your Charisma modifier. Increase your reputation by the amount rolled.
    You may also gain reputation increases as rewards for completing missions, objectives, or goals. Guidelines for appropriate rewards are given below.


    Importance of Objective

    Reputation Increase

    Minor

    +1

    Major

    +2

    Critical

    +4
    Calling in Favors
    Favors make the world go 'round, and you'll probably want to call in your fair share of them. Favors have a value rating commensurate with the risk they carry for the one granting the favor, and following the rules for leveraging your reputation presented above. Remember, though, that no matter how much social capital you've gathered, the person you ask a favor from can always say no to a particularly dangerous or suicidal request.


    Apparent Risk

    Value

    None

    10

    Slight (minor social consequences)

    15

    Moderate (retribution or minor legal problems)

    20

    Extreme (severe retribution or major legal problems)

    30

    Deadly (threats or attacks on their person or their friends and family)

    50
    Requisitioning Equipment
    Those with connections to powerful organizations can often leverage equipment and services that they would otherwise be unable to acquire using personal wealth. The organization evaluates whether you really need the object, how soon they can supply it, and whether they can reasonably expect to get it back when you are done with it.
    Requisitioning an item works just like purchasing the item, except you use your reputation in place of your wealth. Compare your reputation to the value of the item you are requisitioning, and lower your reputation as if you had just purchased the item.. The organization has final say over whether they can supply the object requested, and if they can do so, will provide the item within a number of hours equal to the item's value.

    Social Maneuvering
    Sometimes your reputation can save you when your charms fail you. When you fail a Charisma ability check using Deception, Intimidation, Performance, or Persuasion, you can leverage your reputation to succeed at the ability check instead. Compare your reputation score to a value equal to the DC of the ability check you just failed, and lower your reputation as described above. The Game Master has final say over whether you can use this option in any given situation. For instance, if you are using Deception to try to convince a target that you are someone you're not, it would be inappropriate to leverage your reputation to succeed.

  • Ammunition. The ammunition of a firearm is destroyed upon use.
    Automatic. Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. When you take the Attack action with this weapon, you can choose to take a -4 penalty on the attack roll. If the attack is successful, you may roll the weapon's damage dice a second time and add it to the final damage. These additional dice are not rolled twice if you score a critical hit. This attack uses five pieces of ammunition. Automatic weapons can also be fired in semiautomatic mode. This feature cannot be used with any ability that grants you multiple attacks.
    Bipod. To use this weapon properly, you must spend an action deploying a bipod in order to steady the weapon. Attempts to use the weapon without the bipod deployed impose disadvantage.
    Burst. A weapon with the burst property targets a point of origin rather than a specific creature, and then all creatures within the listed radius must make a Dexterity saving throw. On a successful save, the creature takes half damage, or full damage if it fails.
    Reload. You can fire a limited number of shots with this weapon before you need to reload. How the weapon is reloaded depends on the type of magazine it uses to store ammunition. Magazines come in four basic types: box, cylinder, internal, and linked.
    Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.
    Cylinder: A revolver keeps its ammunition in a cylinder, which is part of the weapon and serves as the firing chamber for each round as well. Unlike box magazines, cylinders can't be removed, and they must be reloaded by hand.
    Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles.
    Linked: Some machine guns use linked ammunition. The bullets are chained together with small metal clips, forming a belt. Typically, a belt holds 50 bullets; any number of belts can be clipped together. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed.
    Semiautomatic. Most firearms have the semiautomatic rate of fire. These firearms feed and cock themselves with each shot. When you take the Attack action with this weapon, you can choose to take a -2 penalty on the attack roll. If the attack is successful, you may roll half of the weapon's damage dice and add it to the final damage. These additional dice are not rolled twice if you score a critical hit. This attack uses two pieces of ammunition. This feature cannot be used with any ability that grants you multiple attacks.
    Spread. When fired at normal range, roll an additional damage die and add it to the weapon's damage. When fired at long range, you may apply the attack roll to an additional creature within 5 feet of the target. Roll damage against the secondary target separately.
    Stationary. A stationary weapon has to be set up before it can be fired. Setting up a stationary weapon requires an action.
    Special. Some weapons have effects that are specific to them. These will be noted in the descriptions of the weapons when they become available.

  • Computers
    The modern computer is a fixture of both culture and technology. It is ubiquitous in the modern world. It performs any number of services for us, such as running a complex network of traffic lights, routing communications through orbital satellites, or ringing up your purchase at a department store.
    A computer is also a common medium for storing information. In the modern world, nearly any piece of information can be obtained by accessing the internet through a computer terminal. Even information that is steadfastly guarded can be accessed with the proper knowledge and understanding of a computer's systems and defenses.

    Using Computers
    Simply digging up information on the internet that is public record or easily accessible requires an Intelligence (Investigation) check with a DC set by your GM based on the type of information you seek. On the other hand, when you seek to change a computer's programming or gain access to a restricted network, you must make a computer use check. This is an Intelligence check to which you may add your proficiency bonus if you are proficient with computers.

    Unauthorized Access
    When you attempt to gain unauthorized access to a computer or network, the visit is called a session. Once you stop accessing the site, the session is over. Whenever you attempt to gain access again, it is a new session. Before you can begin, however, you must gain access to the site you wish to access, either physically or remotely.

    Remote Access
    Gaining access remotely to a closed network requires exploiting vulnerabilities and weaknesses, not just of the network itself, but of its users as well. This usually involves a Charisma (Deception) check to compose communication that will trick one of the network's users into inadvertently granting you access. If the target fails its opposed Wisdom (Insight) check against you, you can immediately attempt a computer use check (DC 15) to gain access to the network.

  • Sustaining an Injury
    Damage as the potential to cause long-term injuries. A creature sustains a lingering injury under the following circumstances:
    • A critical hit deals damage to the creature in excess of its Constitution score
    • The creature is reduced to 0 hit points but isn't killed outright

    When a creature sustains an injury, roll on the following table. Unless otherwise noted, you can only suffer each injury once. If you roll that result again, you do not sustain an injury.


    Table: Injuries

    d20

    Injury

    1

    Eye

    2

    Arm or hand

    3

    Foot or leg

    4

    Limp

    5-7

    Internal injury

    8-10

    Broken ribs

    11-13

    Horrible scar

    14-16

    Festering wound

    17-20

    Minor scar
    Effects of Injury
    Each injury has the following effects.

    Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. If you sustain this injury twice, you're blinded.
    Treatment: Surgery (DC 17) is required to repair one eye.

    Arm or hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. If you sustain this injury twice, you cannot hold anything.
    Treatment: Surgery (DC 15) is required to repair one arm or hand.

    Foot or leg. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. If you sustain this injury twice, you fall prone and your only movement option is to crawl.
    Treatment: Surgery (DC 13) is required to repair one foot or leg.

    Limp. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone.
    Treatment: One dose of moderate medicine taken during a short rest allows you to ignore the limp until the end of your next long rest. When used this way, the dose of medicine does not restore hit points. Surgery (DC 12) is required to repair the limp completely.

    Internal injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn.
    Treatment: Surgery (DC 14) is required to repair the internal injuries.

    Broken ribs. This has the same effect as Internal Injury above, except that the save DC is 10.
    Treatment: A successful Wisdom (Medicine) check (DC 12) sets the injured ribs. The wound disappears at the end of your next long rest.

    Horrible scar. You are disfigured to the extent that the wound can't be easily concealed . You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks.
    Treatment: Surgery (DC 16) is required to repair the scar.

    Festering wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. You can suffer this wound multiple times. The effect is cumulative.
    Treatment: A dose of moderate medicine followed by a long rest repairs this injury.

    Minor scar. The scar doesn't have any adverse effect.
    Treatment: Treatment is not necessary.

    Surgery
    Surgery can be used to repair injuries. Performing surgery is a Dexterity check which requires a surgical kit. If you are proficient with a surgical kit but not Medicine, you add only half your proficiency bonus to this check. Surgery also requires one dose of moderate medicine to anesthetize the creature and prevent infection. When used this way, the medicine does not restore hit points. Surgery without the benefit of medicine imposes disadvantage, and the creature must make a Constitution save (DC 15) or gain a festering wound injury.
    A failed surgery does not remove the injury, and surgery cannot be attempted again until the creature has had a long rest. Surgery requires 4 hours.
 
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[X] [Background] A police officer in Castle City, awoken by dispatch calling your car to respond to a domestic dispute.
[X] [class] His speed. Link is fast, able to move much quicker than others and, with training, might be able to dodge attacks.

Would fast hero be able to parkour when exploring a ruin, prince of persia style?
Anyways, even if not, speed is awesome. as is perception and investigation.
I also kinda like the idea of a cop becoming the hero of time
 
[X] [Background] A police officer in Castle City, awoken by dispatch calling your car to respond to a domestic dispute.
[X] [Background] A ranchhand in Faron, being woken at the start of his shift.
[X] [class] His speed. Link is fast, able to move much quicker than others and, with training, might be able to dodge attacks.

Heh, this takes me back to the good ol' days of playing icewind dale. Especially the improved evasion ability is almost word for word the same. *grumbls* damn rogues, always evading my fireballs...
Anyway, I hope multivoting is ok, I'm fine with both the police officer and the ranchhand background.
 
Would fast hero be able to parkour when exploring a ruin, prince of persia style?
That would be an acrobatics check, which yeah, fast hero would help out with.
Heh, this takes me back to the good ol' days of playing icewind dale. Especially the improved evasion ability is almost word for word the same. *grumbls* damn rogues, always evading my fireballs...
Anyway, I hope multivoting is ok, I'm fine with both the police officer and the ranchhand background.
A lot of these abilities are in current edition d&d as well, the classes are just organized very differently than in vanilla here thanks to the homebrew.

And as far as multivoting goes, I'll let it slide for now, but in future votes I would prefer if you picked one unless otherwise noted.
 
[X] [Background] A police officer in Castle City, awoken by dispatch calling your car to respond to a domestic dispute.
[X] [class] His speed. Link is fast, able to move much quicker than others and, with training, might be able to dodge attacks.
 
[X] [Background] A police officer in Castle City, awoken by dispatch calling your car to respond to a domestic dispute.

[X] [class] His smarts. Link is smarter than average, and can use this to come up with plans on the fly.

I like the idea of Brainy Link. It's not something you see often.
 
While that is a pretty nice poster, why is everyone assuming OoT? Yes, I am drawing elements from there, but I am also drawing elements from 4 or 5 different games here.
Regardless, wasn't aware of this specific modern au drawing, although I was aware of others. I've been searching for potential character sheet photos.
Modern-Link-the-legend-of-zelda-39811483-345-500.jpg

I was leaning towards this one if officer was chosen, as it is the least hipster teen looking one I could find. Also works for Rural to an extent.
4d1effa05d0a2af77251577791901919.jpg

This one I'm looking at for rural link.
870588322fa9113a038aae13915b9234--zelda--legend-of-zelda.jpg

One of zelda and link, that I thought might work for a couple backgrounds.
loz__modern_warfare_by_aeridis-d5g7xku.png

Link is center right. This is the only drawing of link as a soldier I could find. The rest of what I found was mediocre cosplay.
EDIT: Found something else that at the very least works as link in dress uniform.
tumblr_p1mq5uDi6y1v9zq42o1_1280.jpg
72a67b3b9dc8a6deb333c7ca014c63c2--locks-modern.jpg

If watercolor is your thing, this is very solid.

Also, VOTE CLOSES IN 12 HOURS.
 
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0.2 character generation II: proficiencies and portrait
Vote closed, background and class selected.
winning vote said:
[ ] [Background] A police officer in Castle City, awoken by dispatch calling your car to respond to a domestic dispute.
[ ] [class] His speed. Link is fast, able to move much quicker than others and, with training, might be able to dodge attacks.
generating stats.
Str 13 (+1)
Dex 16 (+3)
Con 15 (+2)
Int 13 (+1)
Wis 13 (+1)
Cha 12 (+1)
Select a saving roll profeciency. You add your profeciency bonuses to saving rolls of that type, usually a spell or item effect.
[X] [save] Strength
[] [save] Dexterity already provided by class.
[X] [save] Constitution
[X] [save] Intelligence
[X] [save] Wisdom
[X] [save] Charisma

Choose 3 skill proficiencies from the following:
[X] [skill] Acrobatics
[X] [skill] Animal Handling
[X] [skill] Athletics
[X] [skill] History
[ ] [skill] Perception provided by background.
[X] [skill] Sleight of Hand
[X] [skill] Stealth
[X] [skill] Survival

Lastly, choose your preferred casual appearance, if any.

[X] [image] A
[X] [image] B
[X] [image] C
[X] [image] D
[X] [image] other (write-in)

I will allow write-ins for appearance, as someone else might have or know a better picture. Voting will close on Saturday, with the quest proper beginning either sunday or Monday depending on how much I get done today and tomorrow.
 
[X] [save] Intelligence

Choose 3 skill proficiencies from the following:
[X] [skill] Athletics
[X] [skill] History
[X] [skill] Stealth

Lastly, choose your preferred casual appearance, if any.

[X] [image]
groove_adventure_zelda_by_calcifer.png


Okay that's not exactly good for a close-up, but it's neat art, no?
 
X] [Background] A police officer in Castle City, awoken by dispatch calling your car to respond to a domestic dispute.

[X] [class] His smarts. Link is smarter than average, and can use this to come up with plans on the fly.
 
Okay that's not exactly good for a close-up, but it's neat art, no?
That looks like a Ghibli film in the best way possible. I agree, not good for a character image, but that is really well done.
X] [Background] A police officer in Castle City, awoken by dispatch calling your car to respond to a domestic dispute.

[X] [class] His smarts. Link is smarter than average, and can use this to come up with plans on the fly.
Sorry, the vote closed on this already. We are however voting on proficiencies and character appearance.
 
[X] [save] Intelligence
[X] [skill] Acrobatics
[X] [image] A
 
[X] [save] Intelligence
[X] [skill] History
[X] [skill] Stealth
[X] [skill] Athletics
[X] [image] D
 
Vote closed. I'll get the character sheet up some time today, then hopefully I'll get the update out by Monday.
 
1.1: a domestic disturbance
Your name is Link, and you had that dream again.

A voice you can't quite place is calling your name, as darkness swirls and grabs at you. a shadow falls over you as the voice grows more frantic, asking for you to find... something. No, somewhere. Then you are suddenly standing in a forest greener than any you have ever seen, trees older and larger than you can possibly imagine. Something shines in the clearing ahead. It glows so much it hurts, but it seems to beckon you, if only you can reach out--

"Attention all units. Attention all units. domestic dispute at 28113 Linebeck Place. At least 2 officers to respond, details to follow."

Shit.

You sit up, looking around the parking lot of the grimy fast food joint you are parked outside of. It is early evening, the sky just turning pink over Castle city. That address is just a few blocks away. And a domestic disturbance call. These are always unpredictable, and could end in a shootout, or worse.

You raise your radio. "Adam 5 to dispatch, responding to the domestic disturbance on Linebeck, give me that further."

After a short pause, the radio comes back to life and you coax the old patrol car into motion. "Adam 5, be advised that suspect may be armed. adam 15 is second responding officer, and we advise no siren on approach. SWAT and ambulance are already on standby."

You swear under your breath. this could be really ugly.


In your relatively short career as an officer, you have responded to 3 domestic disturbance calls. The first one turned out to be the tv on too loud in someone's house. The second you and another officer came upon a bickering couple, nursed a bruise on the wife, and left when the two cooled down and went their separate ways.

The third one you arrived to find a wounded officer and dead suspect, with a firefight already in progress. This was apparently more common than most would believe.

This time, you arrived to a woman waving at you as you approached the address, which was an old stucco house. As you stepped out of the car, you could hear yelling from the front porch; a man and a woman, with a second man trying to placate the first. Out of the corner of your eye, you see the second patrol vehicle pull up.

What do you do?
[X] Approach the woman, and ask her what she knows. You don't want to go in blind.
-[X] Any specific questions? (write-in)
[X] Go directly for the porch, and break up the argument before it escalates.
-[X] try to calm down the man as you seperate the two. (persuasion)
-[X] threaten him into backing down (intimidation)
-[X] other (write-in)
[X] write-in
 
[X] Approach the woman, and ask her what she knows. You don't want to go in blind.
[X] Go directly for the porch, and break up the argument before it escalates.
-[X] try to calm down the man as you separate the two. (persuasion)
 
[X] Approach the woman, and ask her what she knows. You don't want to go in blind.
 
[X] Approach the woman, and ask her what she knows. You don't want to go in blind.
 
[X] Approach the woman, and ask her what she knows. You don't want to go in blind.
 
Don't necro. This is against Rule 7.
[X] Approach the woman, and ask her what she knows. You don't want to go in blind.
 

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