Triforcebearer Stocks for running Torchbearer in Hyrule

As a long time Zelda fan, I’ve always been of the opinion that Hyrule would be a cool place to set a game in, and liked the idea of something a little less Heroic than the actual adventures of Link. The various Traveling adventurers in Breath of the Wild (along with the post-release/playthrough hype) finally inspired me to get off my butt and make something, and Torchbearer seemed like a good fit for what I had in mind.

What’s here is a handful of Stocks/classes, of various Zelda Races, all going up to level 5. The races selected were those featured in BotW and the descriptions are written for around that time period, but you could probably stick them wherever in the timelines you wanted.

A quick summery of what I was going for with each of the races:
Hylians: Despite the pointed ears, Hylains function as Core Torchbearer humans, with all the same class options and nature descriptors. For proper flavor, replace ‘Elves and Dwarves’ in question 2 with ‘Spirits and Fairies’ and ‘Goblins’ in question 3 with ‘Bokoblins’. No further rules follow for them
Gerudo Shamans: Elf stand in, learns Magician Spells or martial abilities. Inspired by Ganondorf (various games), Twinrova (various), and Urbosa (BotW).
Goron Merchant: I came very close to not doing Gorons at all, and just having my suggestion be “Refluff a Dwarf Adventurer”, but decided they deserve some unique stuff. They’re still designed to fill the same role though. Inspired by various Goron merchants from various games, featuring most prominently in Wind Waker.
Rito Bard: Generally in line more modern D&D bards and Zelda song magic than anything else. Tried to keep it distinct from the Skald, although it can take one ability from it (assuming you have access to Middarmark). Inspired by Medli (WW) and Kass (BotW)
Sheikah Ninja: Halfling Burglar stand in, stealth focused, with some general fantasy ninja stuff thrown in. Inspired by Sheik (OoT, Smash, HW), and the younger incarnations of Impa (Various).
Zora Invoker: An Elf-like class, but with priest spells instead of magician. I was trying to go for a balance between Mipha (BotW) as a healer, and the more common Zora archetype of aquatic warrior.

This will be a few posts, the last post will be the Zora.

I don’t have as much experience with TB as I do with Burning Wheel and these are my first TB homebrew so feedback/constructive criticism would be greatly appreciated.

Thanks to Jared for the template.

Gerudo Shamans
The all-female tribe of the Gerudo Desert, the Gerudo are known for their martial and magical prowess. It is said that in ancient times the Gerudo were once in conflict with the Hylians, to the point where some claimed that the Calamity Ganon itself was Gerudo in origin. While nowadays Gerudo exist mostly peacefully with the other races, the Gerudo shamans carry on their mighty legacy, with a mix of martial skills and spellcasting ability.

Class: Shaman
Stock: Gerudo
Raw Abilities: Will 4, Health 4.
Skills: Fighter 3, Arcanist 3, Survivalist 3, Lore Master 2, Scholar 2, Scout 2
Wises: Choice one of Desert-wise or Hylain Voe-Wise, take a second wise of your choice
Trait: Daughter of the Desert—Gerudo are a product of the harsh climate in which they make their home, tough and strong, they tend to rush at challenges head on. This can not only get them into trouble, but also makes them a little intimidating to outsiders.
Starting weapon: A single dagger
Starting armor: None
Alignment: Gerudo can be any alignment.

Gerudo are almost universally female, with the only exceptions all turning out to be Ganondorf, as such Player character Gerudo are all female.
Gerudo Shamans must start the game with a traveling spell book, they also start the game knowing 1 random spell from the Magician and Elf Starting Spells table, record this spell in their traveling spell book.

Gerudo Nature
Write Nature: Gerudo on your character sheet. Your descriptors are Boasting, Demanding and Enduring. Gerudo characters have a base Nature of 3. Answer the following questions to determine your final starting Nature score, and possibly some traits.
Questions 1 and 2: Same as Hylian’s nature questions 1 and 2.

Do you thrive in the blistering winds of the Gerudo Desert, or do you seek out the cool breeze of other lands?
[li]If you thrive in the heat, increase your nature by 1.
[/li][li]If you seek out other lands, you may replace or increase your home trait with Adventurous or Lost.

Level Benefits
When they gain a level, Gerudo Shamans choose between a magician spell (first circle for levels 2 and 3, second circle for levels 4 and 5) or a special level benefit. Only the special level benefits are listed here. Gaining new spells is described in the Gaining New Spells section (TB 113).

Level 1
Shaman: You start with a first circle magician spell. You can wield a dagger, polearm or sword (but not two handed swords) and wear leather or chainmail armor. You cannot use a shield (except as described below) or a helmet.

Level 2
Wilder: as the level 2 ranger ability

Level 3
Desert Flower Duelist: A pair of swords (one in each hand) can be used like a shield. Must be armed like a regular shield in a conflict. Further, you may cast spells with a sword in each hand, but doing so counts as an additional factor to the Arcanist test.

Level 4
Bravado: The boldness, tenacity, and size of Gerudo fighters can be awe-inspiring, or, failing that, more terrifying than the enemy. As long as you do not have the Afraid condition, your allies may help you regardless of it they are Afraid.

Level 5
Gerudo Master: Double the benefits of using a spear, sword, dagger, or shield in a fight: choose spear, sword, dagger, or shield. A sword grants +2D per action; a polearm grands +2d to feint and +2d to defend; a knife grants two free disarms on a successful Maneuver; a shield grands +4d to defend. Note that picking shield does not grant you the ability to use a shield if you cannot already do so, but DOES apply to Desert Flower Duelist.

Goron Merchant

A race that has remained almost unchanged since ancient times, Gorons are large rock-men that prefer to live in volcanic regions. While typically slow moving, Gorons are able to curl their bodies up into a wheel like shape and roll around at great speeds. Gorons eat rocks, but are highly selective about what rocks they consume, often starving or resorting to eating human food before eating a common rock. As a result of their search for the tastiest rocks, Gorons tend to dig large mines, hauling up ore and other valuables as a side-effect. Still, Goron will put this ‘side-effect’ to good use, and are known for forging powerful weapons and armor.

Goron Merchants often travel far from the Goron volcanos, selling Goron goods and bringing back any valuables they find. While by Goron standards, they may not be the toughest fighters, the Goron’s inate size and strength and a need to be able to defend themselves on the road leads to many Goron Merchants being able to hold their own among adventurers. Many whose main business has turned south often take advantage of this and choose to try to seek out rare treasures underground to bring to market.

Class: Merchant
Stock: Goron
Raw Abilities: Will 3, Health 5.
Skills: Haggler 4, Dungeoneer 3, Scavenger 2, Fighter 2, Armorer 2, Peasant 2,
Wises: Choice one of Rock-wise or Valuable Trinket-wise, take a second wise of your choice
Trait: Heart of the Mountain - Gorons are as slow to change as the mountains themselves. This can allow them to push through adversity with a rock-hard resolve, but also can make them stubborn to a fault, even when changing things up is in their best interest.
Starting weapon: Mace. You may also take a shield as a secondary weapon
Starting armor: Leather, if you did not take a shield, you may also start with a helmet.
Alignment: Any

Bomb Flowers: The Goron special crop is highly explosive and are used as bombs throughout Hyrule. Bombs Flowers are typically stored in a Bomb Bag, which are designed to keep the explosives inside from exploding when the bag is dropped, jostled, or exposed to high temperatures. A bomb bag is pack 3 when loaded, and pack 1 when empty. Treat the supply of bombs like Ammo (do not track, but can be consumed on a twist).
Bombs can be packed without a bomb bag at pack 2, but generally subjects the carrier to much worse twists.
See the Kobold entry (TB 156) for the stats of bombs.

Goron Nature
Write Nature: Goron on your character sheet. Your descriptors are Rolling, Dancing, and Crafting. Goron characters have a base Nature of 3. Answer the following questions to determine your final starting Nature score, and possibly some traits.

Goron Nature Questions
When confronted by an enemy, do you curl up into a ball and roll away, or do you stand and do battle?
[li]If you curl into a ball and flee, increase Nature by 1
[/li][li]If you stand and fight, you may increase or replace your home trait with Honorable or Foolhardy.

Do you spend your time practicing your moves to impress your Goron brothers, or do you prefer to focus on more practical matters?
[li]If they call you the Graceful Goron, increase Nature by 1, but reduce Armorer or Peasant by one if you have those skills, or Will if you do not.
[/li][li]If you prefer to do more important things, no ratings change.

Do you stand by everything you create and put your full effort into making it the best it can be, or does that sound like far too much work?
[li]If you stand by everything with your name on it increase Nature by 1.
[/li][li]If putting all that effort in is just too much, you may increase or replace your home trait with Bitter or Skeptical.

Level Benefits

Level 1
Goron Merchant: Goron Merchants can wield two handed swords, Warhammers, Maces, Crossbows and bombs. They can wear any armor (provided it was made for Gorons) and use a shield and wear a helmet.

Level 2
Armored: as the level 2 Warrior ability
Shrewd: As the level 2 Adventurer Ability

Level 3
Unfastidious: While able to eat rocks, most Gorons are exceptionally picky about what rocks they eat. In a pinch, this Goron is willing to make do. This Goron may eat common rocks, sand, or even bits of mortar from the dungeon to alleviate the Hungry and Thirsty Condition, however, in doing so, the Goron gets the Angry Condition. A Goron may not use this ability when already Angry.
Stubborn: As the level 3 Warrior ability.

Level 4
Goron Racer: This Goron is a particularly quick roller, it’s Goron roll can be equipped as a weapon in Chase conflicts, granting +2d to attack actions.
Goron’s Special Crop: While in your hometown, you may make a free Peasant test at obstacle 3. Success indicates the Goron acquires a fresh supply of bombs flowers and can make a new bag for them if they do not have one. Failure gives the Goron the Angry condition, or Injured if they are already Angry. If they are already Injured and Angry, just increase their lifestyle cost by 1 to clean up the mess they made.

Level 5
Fists of Stone: A Goron’s powerful arms and rock-hard fists count as a weapon, granting +1s to attack actions. If disarmed during an ongoing fight, a Goron may automatically switch to their fists.
Strong Back: You gain an additional Torso slot, however using this slot counts as a factor for recovering from exhaustion and you may not wear 2 backpacks.

Rito Bard

The Rito are a flying, bird like, humanoid race that tend to make their home on high cliffs and mountains. Some theories state that they are related to the Zora, but if there was a divergence between the two races it is lost to history. The Rito are a social people, often living in large villages and generally being welcoming of any of those who can reach their remote perches. Despite their arms/wings seeming to be far too small for a bird of their size and weight, Rito are actually powerful fliers, and experts in reading the wind currents and updrafts.

Like the birds they resemble, many Rito are capable singers, and Rito Bards are respected all over Hyrule. Due to a lack of lips and the fact that Rito performances often are composed of singing with a musical accompaniment, Rito rarely use wind instruments, preferring string, drums and other hand powered devices. Rito Bards will often accompany adventurers as an attempt to live out the adventures contained in the songs they sing, inspiration for songs of their own, or perhaps because their music career just isn’t paying the bills.

Class: Bard
Stock: Rito
Raw Abilities: Will 5, Health 3.
Skills: Orator 4, Loremaster 3, Fighter 2, Pathfinder 2, Persuader 2, Scholar 2
Wises: Choice one of Wind-wise or Legend-wise, take a second wise of your choice
Trait: Eagle Eyed - Rito have the sharp eyes of a bird of prey, and can make out details from great distances away. On the other hand, their night vision isn’t very good, and sometimes they are so detail oriented they can’t see the forest through the trees.
Starting weapon: Choose a bow or dagger
Starting armor: None
Alignment: Any

Racial Benefit: A Rito’s arms also function as powerful wings (or perhaps it is the other way around), Rito have the ability to fly, with the following restrictions:
Flying Requires use of both arms, a Rito can not fly if one or both of their arms is injured, restrained, or otherwise damaged or missing, they can not carry anything in their hands that requires both hands to carry.
A Rito can not fly while wearing armor, a backpack, or carrying anything exceptionally heavy (GM’s discretion, but normal adventuring gear shouldn’t be a problem)
Ritos require a large open space to fly, typically this is not available underground, however, at their discretion, the GM may rule that certain large chambers have sufficient space.
A Rito may not hover, but may, with room to fully extend its wings, land and descend vertically. A Rito that is caught by surprise by a fall can not use its ability to fly to catch itself unless it has an appropriate instinct or the fall is greater than 50 feet.

Rito Nature
Write Nature: Rito on your character sheet. Your descriptors are Scavenging, Soaring and Singing. Rito characters have a base Nature of 3. Answer the following questions to determine your final starting Nature score, and possibly some traits.

Rito: Scavenging, Soaring, Singing
When looking for food, will you take advantage of another’s kill, or do you insist on getting your own food?
[li]If you’ll take whatever you can get, increase your nature by one.
[/li][li]If you insist on being self-reliant, you may replace or increase your home trait with Adventurous or Honorable

When confronted, do you take to the skies and flee, or do you stand your ground and fight?
[li]If you take to the skies, increase your starting nature by one and decrease your starting Fighter skill by one.
[/li][li]If you stand and fight, your nature and fighter remain unchanged.

Do you sing the songs of your people that tell how the world was before the calamity, or do you dismiss such things as frivolous nostalgia?
[li]If you sing the songs, increase nature by one.
[/li][li]If you don’t see the need for such thing, you may replace or increase your home trait with Bitter or Quiet.

Level Benefits

Level 1
Rito Bard:You can wear leather or chainmail armor, you cannot use a shield or wear a helmet. You can wield Bows, Crossbows, Daggers, Polearms, and Spears.

Level 2
Song of Storms: In the land of Hyrule, there are songs that can control the winds and the rains. Once per adventure, the Rito Bard can substitute any described weather with season-appropriate weather of the Bard’s choosing. If you are using special weather rules, this lasts until the next time weather would be determined, otherwise, it lasts until the end of the next camp phase. This ability requires an instrument.
Rito Archery: You may carry and fire a bow while flying.

Level 3
Sun’s Song: The Sun’s Song functions as the Cleric’s Fury of the Lords of Life and Death prayer, except it uses Oratory to use instead of Ritualist, and requires an instrument instead of a holy symbol.
Deep Mind: As the level 3 Skald ability ((Take Sun’s Song if you don’t have access to Middarmark))

Level 4
Song of Healing: A Rito Bard knows songs that can ease even the weariest of souls, once per camp or town phase the Bard can grant an ally a free recovery test for the afraid or exhausted condition. The test must otherwise abide by standard recovery rules. This ability requires an instrument.
Armored Avian: You may fly while wearing chainmail or leather armor, but not plate, even if you have the ability to wear it.

Level 5
Songbird: Your singing voice counts as an instrument for your class abilities that require an instrument.
Death From Above: In Flee, Kill, Drive Off, and Capture conflicts where you have room to fly, gain +2D to maneuver actions (in addition to any weapon bonuses)

Sheikah Ninja
It is said that the Sheikah have been the faithful servants of the Goddess Hylia, and her direct descendants, the Hyrule royal family, since the dawn of time. Supporting her, her chosen hero, and the land of Hyrule in the battle against the forces of darkness. The Sheikah Ninja tradition has been handed down since ancient times, and is a secret set of skills intended to be used to serve as the Royal Family’s bodyguards and spies. With no royal family left to protect, however, many turn these talents to exploring the ancient rules of Hyrule.

Class: Ninja
Stock: Sheikah
Raw Abilities: Will 4, Health 4.
Skills: Scout 4, Dungeoneer 3, Criminal 2, Fighter 2, Lore Master 2, Scholar 2
Wises: Choice one of Sheikah Technology-wise or Lost History-wise, take a second wise of your choice
Trait: Sworn to the Shadows—A Sheikah serves best when no one even knows they are there, and have been trained from a young age to serve silently and avoid being noticed. This can make things difficult when the time comes for them to try to assert themselves or take on the reigns of leadership.
Starting weapon: A dagger
Starting armor: None
Alignment: Non-chaotic.
If a Sheikah Ninja’s alignment ever becomes Chaotic, they may no longer advance in level, although they may continue to use their abilities. To regain the ability to level up, they must either act in such a way that their alignment becomes lawful and return to Kakariko Village for retraining, or find a new mentor among the Yiga clan. Sheikah who join the Yiga clan change their nature to Nature: Yiga, with the descriptors Sneaking, Stealing, and Deceiving.

Sheikah Nature
Write Nature: Sheikah on your character sheet. Your descriptors are Sneaking, Waiting, and Storytelling. Sheikah characters have a base Nature of 3. Answer the following questions to determine your final starting Nature score, and possibly some traits.

Sheikah Nature Questions:
When confronting a foe, do you strike from the shadows, or do you meet them head on?
[li]If you strike from the shadows, increase your nature by one.
[/li][li]If you meet them head on, you may replace or increase your home trait with Bold or Honorable

When the calamity rears its ugly head do you retreat to safe places to await the return of the hero or do you take matters into your own hands?
[li]If you await the return of the hero, increase your starting nature by one and decrease your starting Fighter skill by one.
[/li][li]If you take matters into your own hands, your nature and fighter remain unchanged

Can you recount all the legends of Hyrule of olde, and recite the lineage of the princess Zelda back to the goddess Hylia?
[li]If you tell the legends, increase your nature by one.
[/li][li]If you don’t put much stock in old tales, you may replace or increase your home trait with Jaded or Skeptical.

Level Benefits

Level 1
Sheikah Ninja: Sheikah may wield Bows, Daggers, Halberds, Polearms, Slings, Swords, and Two Handed swords. They may wear leather and chainmail armor, they cannot use a helmet or shield.

Level 2
Ninja Tricks: A hidden Ninja Star, a handful of needles, a bit of wire, a silk sash, a Sheikah can always find or reveal an innocuous or hidden object that functions as a weapon. These ninja weapons count as weapons, but provide no bonuses.
Surprise attack: As the level 2 Thief Ability

Level 3
Bodyguard: In a Kill, Capture or Drive Off conflict, whenever one of your allies takes damage, after resolving armor, you may choose to take that damage instead. You take the entire amount, unless that amount is greater than you have hit points remaining, in which case, your ally takes the remainder.
Skirmisher: As the level 3 Warrior ability.

Level 4
Hide in Shadows: As the level 4 thief ability
Oft-Overlooked: As the level 4 burglar ability.

Level 5
Gone in a Flash: Through the clever use of Deku Nuts, Smoke bombs and misdirection, Sheikah Ninjas know how to make good an escape. Once per adventure, when you win a Flee conflict, you may downgrade the level of compromise you owe by one (Major -> Compromise, Compromise to -> Minor, Minor -> No Compromise). You should announce your intention to use this ability after the level of compromise is announced, but before the exact terms are declared (And the GM should give you a chance to do so).
Agile: As the Level 5 Warrior ability.

Zora Invoker
((In this section I am using Zora to exclusively refer to Sea Zoras. I think River Zoras would make a cool monster though))

The Zora are a race of amphibious humanoids that make their home in the lakes, seas, and waterways of Hyrule. They are covered in scales and fins, and their heads often resemble sea creatures. Zora require clean water and will aggressively defend the waters in which they live against monsters or other races that would contaminate it. In practice, Hylians have found that respecting the Zora’s territory and their concerns about the water results in clean water for all to drink, and so the relationship between the two races tends towards friendly and cooperative at best to a respectful distance and indifference at worst.

In ancient times, it was said that Zora’s domain was home to a large guardian deity that took the form of a large fish, in modern times, Zora tend to worship gods and spirits of water, while some are strongly aligned with the Golden Goddess Nayru. In Zora society, those who can call upon the power of the gods are called Invokers. Invokers not only function as spiritual leaders, but train their body to defend the waters where they live from invaders and the minions of the Calamity.

Zora Invoker
Stock: Zora
Raw Abilities: Will 4, Health 4.
Skills: Fighter 3, Ritualist 3, Theologian 3, Healer 2, Sailor 2, Scholar 2
Wises: Choice one of Hyrule Waterways-wise or Water Spirit-Wise, take a second wise of your choice
Trait: Water-born—Zora are at home in the water, and are well suited to wet, damp, and humid climes. Away from the water, in very cold or very dry places, they tend to do much more poorly.
Starting weapon: Choose a dagger, or spear, you may take a sheild as a secondary weapon.
Starting armor: Leather, if you did not take a shield, you may take a helmet.
Alignment: Any
Zora Invokers who change alignments follow the same rules as clerics.

Racial Benefit: Zora are amphibious and may breathe in air as well as in fresh and salt water. They cannot breathe in stagnant or heavily polluted water. Zora who are not wearing armor or a backpack never need to test health for swimming, even in rough waters or fast currents.

Zora Nature
Write Nature: Zora on your character sheet. Your descriptors are Fishing, Swimming, and Protecting. Zora characters have a base Nature of 3. Answer the following questions to determine your final starting Nature score, and possibly some traits.

Do you prefer to eat the raw fresh fish of the rivers and lakes, or would you rather have the exotic food and cooking of the land people?
[li]If you prefer raw fish straight from the river, increase your nature by one.
[/li][li]If you have acquired a taste for cooked food and spices, you may replace or increase your home trait with Curious or Extravagant

Do you spend your free time swimming and relaxing in rivers and lakes, or do you spend it studying and improving yourself?
[li]If you laze about in the water increase Nature by one, but reduce Lore Master or Scholar by one if you have those skills, or Will if you do not.
[/li][li]If you spend your time improving yourself, no ratings change.

In times of crisis, will you protect your home, your kinsman and all the waters of Hyrule?
[li]If you’ll do your duty as a Zora, increase your nature by one.
[/li][li]If you have better things to do than stick your gills out like that, you may replace or increase your home trait with Bitter or Jaded.

Level Benefits
When they gain a level, Zora Invokers choose between a cleric prayer (first circle for levels 2, 3 and 5, second circle for level 4) or a special level benefit. Only the special level benefits are listed here. Gaining new prayers is described in the Gaining New Prayers section (TB 113).

Level 1
Invoker: You can wear any armor (provided it was made for Zoras), wield a Dagger, Mace, Polearm, Spear, and Sword and use a shield and wear a helmet.

Level 2
Bladed Fins: As the level 2 Warrior Brawler ability.

Level 3
Home in the Water: While in town, if the town has a clean, above ground water source, you may stay in it at no lifestyle cost. In Zora’s Domain, this counts as staying in a flophouse, in all other towns, this counts as staying in the Stables. Local laws may make this illegal, and town events may contaminate the water supply. Zoras without this ability who try this count as staying on the streets.

Level 4
Cool Headed: As the level 4 Warrior ability.

Level 5
Echolocation: You suffer no penalties or restrictions for dim light or darkness when underwater.


And that’s all I got for now, I might try my hand at some Zelda monsters or towns later, but in the meantime let me know what you think and if you use these!

Oh man, the Mushroom Kingdom hack won’t be far behind. This is great!

Haha, that’d be something to see!

Whenever I go and make a dungeon The Legend o Zelda is something that comes to mind for some reason, I guess those Temples are perfect Torchbearer dungeons really…so yeah will definitely wan to give this a go.