STATUS SCREEN
Name: Alexander Lavelle Harris
Age: 8 years
Alignment: True Neutral
Past Life: Ganondorf, King of Evil
Traits
Aura of Power: B (base), C suppressed (spirit only), D when not casting (magic only) or suppressed (ki only), E suppressed (magic only). You bear a trace remnant of the omnipotent energies of the Triforce of Power. At this level, it can be detected by magical examination or magically-sensitive demons within a week of your passage, and is also evident to magically- or spiritually-aware beings within a day of your passage. Even regular animals and highly alert but otherwise ordinary people can sense your might if they are in your presence when you're not actively restraining yourself. You're also able to gather massive amounts of magical energy for spellcasting.
Big Brother: D (Plus) (Plus) (Zelda), E (Plus) (Plus) (little girls), F (Plus) (Plus) (little boys). Little sisters are adorable, even when they aren't yours. You gain a minor bonus when socializing with little girls, or when acting to protect them from the big, nasty world. The benefits of this trait automatically rank up by one level when the subject is related to you - like Zelda - but your current lack of experience with little boys means this trait automatically ranks down when the subject is male. Fortunately, you don't come across as overbearing or creepy. Yet.
Blooded: E. You have killed, and been wounded in turn. You gain a minor bonus in combat situations after you have shed an enemy's blood or had some of your own blood shed by an enemy, and on social interactions with other killers. But do you really want benefits like this?
Corruption: F (Plus) (Plus) (Plus). Life on the Hellmouth leaves its mark. Thanks to your youth and a timely - if explosive - purification ritual, you're only slightly tainted by the chaos, evil, and death of the place, but your Corruption Resistance can't currently prevent re-contamination.
Criminal (?): E. You are (technically) a law-breaker. You'd normally gain a minor bonus on interactions with other criminals, but the fact that all of your "crimes" had some supernatural element to them muddies the waters considerably - to say nothing of the self-defense angle. The good news is that as far as the Moonlit World is concerned, you're still a law-abiding citizen. So far.
Dark Affinity: D (Plus). You like the dark, and it likes you. You gain a moderate bonus to all forms of Dark Magic and social interactions with other creatures that have Dark Affinity. You also suffer a minor penalty to Light Magic and social interactions with creatures that have Light Affinity. While you might be one of the things that go bump in the night, it's mainly because your night vision still sucks.
Din's Favor: B. The Golden Goddess of Power has her eye on you. You gain a massive boost to magic that falls within her domains - mainly Earth, Fire, and Strength, but also Thunder - and to your physical endurance and strength, as well as a major bonus when interacting with beings that venerate Din. Your ability to dance and play the drums will likewise see major benefit (seriously, are you EVER going to use those skills?), and there's a moderate chance that the Goddess of Power will intervene on your behalf if you ask her the right way. Those Hyrulean holy books would be REALLY helpful right about now...
Earth Affinity: D (Plus) (D without Heart of Fire). You like the earth, and it likes you. You gain a moderate bonus to all forms of Earth Magic and social interactions with other creatures that have Earth Affinity. You also suffer a minor penalty to Wind Magic and social interactions with creatures that have Wind Affinity. But who cares about that? Earth rocks.
Farore's Favor: C (Plus). The Golden Goddess of Courage has her eye on you. You gain a major bonus to magic that falls within her domains - mainly Wind, Life, and Spirit - and to your spiritual endurance and strength, as well as a moderate bonus when interacting with beings that venerate Farore. Your ability to play wind instruments ought to see major improvement, should you dare to take up a flute - or Goddesses forbid, an ocarina - and there's even a chance that the Goddess of Courage may intervene on your behalf if you ask her the right way. In case you're wondering, telling someone to "get lost" in Farore's name is unlikely to banish them to the Lost Woods.
Filial Piety: D (Plus) (Plus). You have respect for your forebears, and are willing to go to them for advice with problems you can't solve on your own. This reputation earns you a moderate bonus on social interactions with your elders, but also incurs a minor penalty when socializing with your peers, as talking to funky old people isn't cool in most circles these days. Disobedience or disrespect towards your seniors will still reduce your ranks in this skill.
Fire Affinity: D (E (Plus) (Plus) without Heart of Fire). You like fire, and it likes you. You gain a moderate bonus to all forms of Fire Magic and social interactions with other creatures that have Fire Affinity. You also suffer a minor penalty to Water or Ice Magic and social interactions with creatures that have Water or Ice Affinity. And you only had to blow yourself up twice to get here!
Heart Meter: E. You have a Heart (Container)! Aside from making you harder to kill, this grants you a minor bonus to your Endurance and skills that use Ki and/or Power, as well as a more accurate sense of your own health and well-being. Hyrulean folklore credited Heart Containers with being sources of love, as well as life, but you haven't noticed any differences there. Yet.
Honest: C. You keep your word. This reputation earns you a major bonus on social interactions, as long as you are telling the truth, but incurs a moderate penalty when you lie. Significant dishonesty will reduce your ranks in this skill. You swear to tell the truth, though perhaps not the whole truth...
Intimidating: B. You look like trouble on two legs. You gain a massive bonus when attempting to push others around, whether verbally, physically, or just by being tall, dark, and scary, but you also incur a major penalty on most social interactions. Your Social Prowess and skills can negate this penalty, as long as you are acting friendly; if observed when not acting friendly but also not doing something aggressive or hostile, you take only a minor penalty.
Law-Abiding: F (Plus) (Plus). You respect the law. At least when it's convenient to do so.
Light Affinity: D. You like the light, and it likes you. You gain a moderate bonus to all forms of Light Magic and social interactions with other creatures that have Light Affinity. You also suffer a minor penalty to Shadow Magic and social interactions with creatures that have Shadow affinity. Alas, you are still susceptible to being blinded by the light.
Mana Burn: F. You tried to breathe/eat/absorb mana and ki, and it BURNED going down (as well as coming back up). The damage was negligible, but still, you may be better off not trying that again. At least, not around dragons in human guise.
Nayru's Favor: C (Plus). The Golden Goddess of Wisdom has her eye on you. You gain a major bonus to magic that falls within her domains - mainly Water, Time, and Law, though Ice is also her bailiwick - and to your mental clarity and resilience, as well as a moderate bonus when interacting with beings that venerate Nayru. Your singing voice and talent with stringed instruments should also gain a major improvement, and there's even a chance that the Goddess of Wisdom may intervene on your behalf if you ask her the right way. Note that asking, "Why me, Nayru?" is not likely to earn any response more enlightening than laughter.
Past Life Experience: D (Plus) (Plus) (Plus). You dream of the life (or is it lives?) of Ganondorf every night. You can recall the contents of these dreams in moderate detail. Having this level of recall of your previous incarnation gives it a minor influence on your current form, which has developed moderate Gerudo skin, hair, and eye colors, as well as the makings of that nose. You have a Great Fairy's assurance that the physical resemblance will fade a bit in the near future. As long as you don't do something... stupid.
Powerful Build: D. Though you're just eight years old, you have the physique of a child of eleven. This grants you a moderate bonus on combat and physical checks related to strength, reach, and toughness, but imposes a minor penalty on similar checks involving speed. You also have a higher food bill than most kids your age; clothing is less of a problem at the moment, since you can just buy teens' sizes, but you'll need to shop at the specialty stores in the future. It ain't easy bein' Mr. Big and Tall...
Protective: C (Plus) (Plus). You look out for your friends and loved ones. You gain a major bonus on actions taken to defend or avenge someone you care about. Failing to help a friend in need incurs a moderate penalty until you have made amends. Your name is not Inigo Montoya, but you can definitely see where he was coming from.
Publicity: E (Plus) (Plus). Your name, as they say, is large. At this level, you're mainly a local celebrity - although you're also on the radar of special interest groups and/or at the state level - and you get a minor bonus to social actions when interacting with such persons. Currently, you're not so popular as to attract what some people would consider an uncomfortable level of scrutiny.
Rage: E. You have a bit of a temper. You gain a minor bonus to "aggressive" actions taken while angry, and suffer no negative effects, whether to skills or to controlling your fury. U mad, bro?
Raiden's Favor: F. The God of Thunder and Lightning, Protector of the Realm of Earth, has his eye on you. In a good way. Then again, he also has his eye on Liu Kang, and we all know how THAT goes.
Scholar's Soul: C. You have shown an atypical appreciation for the academic. You gain a major bonus to reading speed, information retention and recall, and social interactions with other nerds scholarly types. You also take a moderate penalty on interactions with the less nerdy academically-inclined. Fortunately, you're already an athletic and outgoing guy. No one must will ever suspect differently.
Shadow Affinity: E. You like the shadows, and they like you. You gain a minor bonus to all forms of Shadow Magic and social interactions with creatures that have Shadow Affinity. You do not yet suffer any penalties involving Darkness or its creatures. As for the evil that lurks in the hearts of men... nope, you're still not getting anything.
Spirit Affinity: F (Plus) (Plus). You like the spirits, and they like you. But that doesn't make them any less spooky...
Thunder Affinity: F (Plus). You like things that make noise, and they like you. Which does nothing to stop a bomb from blowing you up - that's just how they show their friendship! And their hatred. And... their everything else, really...
Totem of the Raging Boar: B. Your actions have demonstrated an affinity for the Spirit of the Boar, who is fierce, fearless, and strong, yet also hard-headed, wild, and hungry. You gain a massive bonus in combat situations and social situations, but take a major penalty on some mental actions due to pigheadedness being stubborn and short-sighted.
Traumatic Memories: D. You have seen things you rather wish you hadn't, and which you can't easily forget. You're out of step with what society considers "normal," gaining a moderate penalty to all social actions involving regular people, and a minor penalty on interactions with human residents of the Moonlit World. You can still deal with Monsters normally, and your Acting skill is good enough to cover up your issues. Always wear your metaphorical mask in public.
Warrior Born: C (Plus). You really enjoy a good fight. This grants you a major bonus in combat situations, as long as you are using weapons or martial arts, and on social interactions with other warriors. However, you also incur a moderate penalty on interactions with more peaceful and/or magically-inclined individuals. You fight well, for a magical boy. Remember that acts of cowardice or dishonor are still to be shunned.
Watchful: B. You constantly keep your eyes and ears open for trouble. You gain a massive bonus to notice subtle or hidden details about your surroundings even when you aren't specifically on guard. Aside from making you appear paranoid overcautious, this extra alertness imposes a major penalty to your initiative roll and Reflex saving throw reaction time when something does manage to surprise you. But hey, it's not like you're in a Dark Lord's castle or anywhere dangerous, right?
Water Affinity: F. You like water, and it likes you. It helps that you actually know how to swim...
Young: C. Despite everything, you are still just a child. Your traits and skills incur a penalty equal to half a rank when put in competition with those of an adolescent (age 12 (Plus)). Against young adults (age 16 (Plus)), the penalty is a full rank, and against adults (age 20 (Plus)) the penalty is a rank and a half.
Skills
Combat Prowess: C. You are a skilled fighter. You can defeat most individuals of similar age, size, and training.
Battle Awareness: D (Plus) (Plus). You can read the flow of a fight. You gain a moderate bonus on attempts to predict what an opponent will do, before they do it. You can anticipate obvious power blows and determine the most appropriate response to them, but whether you're physically capable of doing it is another matter entirely.
Cleave: F (Plus) (Plus) (Plus). A special technique wherein you follow through with an attack, striking at additional targets beyond the first. That's the theory, at least; in practice, you've only managed to take both of a single enemy's legs out from under it with one mighty blow. Timber!
Club Training: F. You know a bit about how to wield clubs. Walk softly, carry a big stick.
Crowd Control: E (Plus) (Plus) (Plus). You know how to fight off multiple opponents at once. You gain a minor bonus when attacking or defending against more than one foe at a time, but running away is still an attractive option.
Dead Man's Volley: E. You know how to use magic-enhanced melee strikes to redirect high-energy projectiles. You gain a minor bonus on attempts to play this most dangerous game, but something about it still seriously worries a part of you.
Finishing Blow: F (Plus) (Plus) (Plus). A special technique used to instantly finish a downed enemy. You're not very good at it, which is kind of annoying, because you certainly recall getting HIT with it often enough...
Firearms: F (Plus). You know a bit about how to shoot guns. On a related note, Larry's grandmother is awesome. And scary.
Grappling: E (Plus). You know how to fight in extremely close quarters. You gain a minor bonus when in the clinch, scrabbling for advantage in the dirt, or otherwise engaged in non-striking, non-weapons-based melee. Dad approves even more.
Hand-to-Hand (Five Elements Style): D (Plus) (Plus) (Plus). You are an adept in Lu-sensei's school of kung fu badassery. You gain a moderate bonus to attack and defense when using the Five Elements Style in combat. You have not yet been challenged to snatch the pebble from your master's hand, but considering how damn FAST the old man is, you're okay with that.
Headbutt: E. A special technique that consists of slamming your skull into someone else's. You gain a minor bonus when using your head this way, but you should probably still use Ki Armor as a buffer and avoid giving the Glasgow Kiss to anybody with horns, cranial ridges, or a flaming skull.
Ki Blast: D (Plus) (Plus) (D (Plus) without Heart Container). A special technique which focuses your pure life-force into a coherent beam of destruction. You can consistently deal damage equivalent to an enhanced punch at a range of about fifty feet. And by "enhanced," I mean, "can break wood and bone and dent metal." Aim carefully.
Ki Filtration: E (Plus) (E without Heart Container). A special technique that allows you to split ki into its three component energies. You can convert 16% of your ki to 1% of your energy-of-choice. With an exchange rate like this, wrestling the Boar is starting to look like a good option...
Ki Shot: E (Plus) (E without Heart Container). A special technique which focuses your pure life-force into rapid-firing projectiles of pain. In one burst, you can get off half a dozen Ki Shots that each hit with the force of a light punch - or maybe a strong slap? - or a couple dozen shots that just sting. Keep using gun!
Knife Training: F. You know something of the theory of wielding short blades. Pointy end goes into the other guy, right?
Leap Attack: E (Plus). A special technique that involves jumping at the enemy with a drawn weapon, and using the force of your "fall" to empower your strike. You gain a minor bonus to the success rate of this technique, which deals approximately double damage. Fall on (them with) your sword!
Maximum Power: D (Plus) (Plus) (Plus) (D (Plus) (Plus) without Heart Container). A special technique which focuses magical and vital energies into a golden aura that increases all physical stats by ~2025%, at the cost of being unable to cast spells or use ki or spiritual techniques while this skill is in effect - although "Power" skills remain available. Maximum Power drains 0.6% of your ki and 0.6% of your mana every 3 seconds of use, and sometimes causes visions that communicate one's true nature to an opponent through a meeting of fists. Not all opponents trigger this reaction, for reasons as-yet unknown.
Mighty Blow: E. A special technique which sacrifices precision for power. You gain a minor bonus to damage when using this technique, which basically involves swinging a weapon as hard as you can. Also, you turned golden the last time you seriously used this, so it's now officially a "Power" Attack. Well done.
Power Ball: E (Plus) (Plus) (E (Plus) without Heart Container). A special technique which focuses magical and vital energies into a golden orb that inflicts direct damage and temporary paralysis on its target. You gain a minor bonus to the size, damage, speed, and debuff duration of this technique. You've also learned to be prepared for consequences if you use Power Ball against ANYONE with Hylian steel weapons or armor. But you're still not sure what's up with the whole spell-eating thing.
Power Blade: F (Plus) (F without Heart Container). A special technique which focuses magical and vital energies into whatever weapon you're wielding, imbuing it with a golden aura of destructive force. Unfortunately, said aura is currently bad for your weapons, too...
Power Burst: F (Plus) (Plus) (F (Plus) without Heart Container). A special technique which releases magical and vital energies in an omnidirectional explosion, with you at its heart. Amazingly, blowing yourself up doesn't appear to hurt! Who knew?
Power Fist: E (Plus) (Plus) (E (Plus) without Heart Container). A special technique that consists of a powerful backhand punch, infused with magical and vital energies. You gain a minor bonus to your chances of stunning and/or knocking back the target with this technique. That hand of yours glows with a not-yet awesome Power...
Power Sense: E (Plus) (Plus) (Plus) (E (Plus) (Plus) without Heart Container). A special technique which focuses magical and vital energies into an extrasensory ability similar to short-range sonar. You gain a minor bonus to the area you can scan with this technique, as well as to its speed, duration, and accuracy. Power Sense cuts through the interference of vampiric youki as well as your other Power skills do, but it's also REALLY obvious to the monsters in question - almost a debuff in its own right, with how distracting it is for them. Drawback, or bonus?
Power Sight: F (Plus) (Plus) (Plus) (F (Plus) (Plus) without Heart Container). A special technique which focuses magical and vital energies into your eyes, vastly enhancing their perceptive ability. That's the theory, anyway. Thus far, they don't show you anything you couldn't use other techniques to see - at least, not without adding a powerful spell on top of this skill.
Sneak Attack: E (Plus). A special technique which targets the enemy's weak points for increased damage. You can add a minor bonus to damage for one strike, or a minor non-damaging debuff like temporary numbness or a mild muscle spasm, but you're still a long way from earning the title of "backstabber."
Spear Training: F-. You have a very basic idea about how to wield a spear. Pointy end goes into the other guy.
Spell Combat: F (Plus). A special technique that lets you cast spells in melee, as long as you have one hand free or cast a spell that doesn't require fancy gestures. You take an extreme penalty to the accuracy of your attacks when using this ability, though, so it's pretty much useless against all but the biggest, slowest targets.
Spellstrike: F (Plus). A special technique that lets you channel touch-range spells through your weapons. At the moment, it's hideously expensive, raising the mana cost of such spells by x4. Wasteful, much?
Spirit Blast: F (Plus) (Plus) (Plus). A special technique which focuses your pure spiritual energy into a coherent beam of destruction. Theoretically.
Spirit Shot: F (Plus) (Plus) (Plus). A special technique which focuses your pure spiritual energy into rapid-firing projectiles of pain. Also theoretically.
Staff Training: F. You know a bit about how to wield a staff. At this point, it's basically like you picked up a stick.
Strike Flicker: E (Plus) (E without Heart Container). A high-speed attack technique which accelerates one of your normal physical attacks to Body Flicker speeds. This effectively doubles the force of the blow. You can use it with weapons, too, but it's proven a bit jarring to do so.
Substitution: F (F- without Heart Container). A high-speed movement technique that involves exchanging positions with a random object to avoid taking damage from an attack. Needs way more practice before you test it in actual combat conditions.
Sword Beam: D (E (Plus) (Plus) (Plus) without Heart Container). A special technique that imbues your weapon (yes, even non-swords) with energy to increase the power of strikes, or attack at range. You have attained full combat proficiency with this skill and can use it sequentially, or even in melee (though the latter is tricky). Special thanks to Dark Link, for showing you how to be a better killing machine!
Sword Training: C (Plus) (Plus). You are skilled at wielding a blade. You gain a major bonus to combat actions when using a sword, though Altria can still take you apart in a spar. On the plus side, you can summon your Blessed Sword just this side of forever and stow it in your Pocket of Holding until needed. Who needs a trenchcoat? Magic swords, for the win!
Tonfa Training: F-. You know a little bit about how to wield a tonfa. Or is it a nightstick?
Weapon Defense: E (Plus) (Plus) (Plus). You have a basic idea of how to protect yourself from weapon-using opponents. You gain a minor bonus to combat actions made to avoid or reduce damage from manufactured weapons. Just don't try to catch swords with your bare hands, okay?
Wind Palm: F (Plus) (Plus) (F (Plus) without Heart Container). A special technique that lets you launch bursts of compressed air when you punch. At the moment, however, you can't even blow out a candle with this.
Wisdom of the Raging Boar: F. A combination technique that consists of a bear hug, three rapid headbutts, and a suplex.
Magical Prowess: C. You are a skilled practitioner. You can defend yourself against the average spellcaster or demon or a fair-sized group of ordinary humans, and could give a novice Champion a run for his or her money.
Abjuration: B (Plus). You have an exceptional understanding of general defensive magic. Your abjuration spells gain a major boost to safety and power, allowing you to banish things that should not be on Earth back to their own dimensions. You're going to be REALLY popular with the demon community when word of this gets out.
Augmentation: C (Plus) (Plus) (Plus). You have a good understanding of enhancement magic, making such spells that you cast significantly more effective, longer-lasting, and more resistant to dispelling. Who needs Silver Gauntlets?
Conjuration: C (Plus) (Plus) (Plus). You have a good understanding of creation magic. Your conjured items are significantly more stable and longer-lasting than normal, retain the special properties of their "real" counterparts, and you have solved the permanency problem - at least for the small and/or simple stuff. You are going to abuse this SO hard in the future...
Counterspelling: F. You have a very basic understanding of how to use your spells to cancel out other people's spells. The tricky part is figuring out what the other guy is doing, BEFORE he does it - so pay attention!
Divination: B (Plus) (Plus). You have an exceptional understanding of informational magic. Your divination spells gain a major boost to safety, effectiveness, and subtlety, and can even overcome basic defenses against scrying and other magical nosiness. You may not know everything yet, but it's only a matter of time.
Earth Elementalism: C (Plus) (Plus) (C (Plus) without Heart of Fire). You have a good understanding of the power of earth. Your earth spells are significantly safer and more powerful than normal, allowing you make to the earth move - literally! - if only in a limited area. Rock on, man!
Elementalism: B. You have a very good understanding of elemental magic - wind, fire, all that kind of thing. Your general elemental spells gain a major boost to safety and power, and you are now able to mix opposed forces in a single, short-term spell without it blowing up in your face! Let your powers combine!
Enchantment: C (Plus). You have a good understanding of mind magic. You get a significant bonus when attempting to make friends and influence people, and can turn hostile encounters into fairly helpful ones. After all, an enemy is just a negative friend, right?
Fire Elementalism: C (Plus) (D (Plus) (Plus) (Plus) without Heart of Fire). You have a good understanding of the power of fire. Your fire spells are significantly safer and more powerful, letting you burninate a single vampire without setting the room around it on fire. You know, unless it's full of gas or something.
Ice Elementalism: F (Plus) (Plus). You have a very basic understanding of the power of ice. It's cool.
Illusion: D (Plus). You have a working understanding of the magic of shadows and phantasms. Your illusion spells are moderately more convincing, and have a hint of quasi-reality to them. At the very least, Akasha definitely seemed to think your fake ninja was worth punching into smoke...
Item Crafting: C. You have a good understanding of how to create magic items. You can make multi-use or permanent items that anyone can use, or small complex items restricted to spellcasters. Interestingly enough, this is just about the level of skill you need to make a magical bath - though it may end up not being as impressive as the one you studied in Faerie.
Lightning Elementalism: E. You have a basic understanding of the power of lightning. Your electromagnetic magic is slightly safer and more powerful. You're still a long way from becoming Magneto, though.
Mage Sense: B (Plus) (Plus). You're exceptionally skilled at detecting magical energy even when you can't see it. You can interpret massive amounts of information, with a majorly reduced chance of being overwhelmed by powerful magical signatures. You can't use magic auras as an alternative to eyesight, but that's mostly due to a lack of practice, and because most places don't have so much mana in the environment that everything has an aura to pick up on. But the Hellmouth might.
Mage Sight: B (Plus). You're exceptionally skilled at reading pure magical auras. You can interpret massive amounts of information, with a majorly reduced chance of being overwhelmed by powerful magical signatures. ...is that it, though? You were expecting something more.
Magic Power: D. You generate more mana than is usual for someone of your age and training. It's a moderate amount by your standards, which probably makes it ridiculous by the standards of most other practitioners... try not to spend it all in one fight, okay?
Mana Burst: F (Plus) (Plus). You've learned how to release raw magical energy from your body. It's kind of useless at this point, though, except for making minor messes.
Mana Concealment: B. You're able to hide your magical energy. This reduces your Aura of Power by two full ranks when you aren't casting spells, or by three ranks if you are suppressing your power. You can cast multiple 2nd-level or lower spells or a single 3rd-level spell untraceably. Nothing to sense, no magic here, no sirree - FIREBALL FROM NOWHERE! BWAHAHAHA!
Mana Control: B (Plus) (Plus). You know how to use mana more efficiently. You get a massive discount on all spells and mana-using special techniques, and your spells have a major chance to overcome those cast by a less-skilled opponent. You. Are In. CONTROL.
Mana Recovery: E. You recuperate spent mana more quickly than normal. You get a minor bonus to your hourly recovery, which is enough to take you from 0% to 100% in 43 hours and 12 minutes, rather than 48 hours.
Necromancy: C (Plus). You have a good understanding of the magic of death, spirits, curses, and undeath. Your necromantic spells are significantly safer (for you) and more powerful. You're also able to create intelligent undead - not that you WOULD - but more importantly, you can exterminate the walking dead en masse. As they say, dust to dust.
Summoning: B (Plus) (Plus). You have an exceptional understanding of space-time magic. Your summoning spells gain a major boost to safety and power, and can be used safely even around dimensional weak-spots. Now, if you can just figure out what's up with your teleportation...
Thunder Elementalism: E (Plus) (Plus). You have a basic understanding of the power of sound. Your thunder spells are slightly safer and more powerful, so the next time you Shout at an enemy indoors, you might not even take out the wall behind him!
Transformation: C (Plus). You have a good understanding of magic that changes the form and composition of things. Your transformation spells gain significant improvements to stability, scale, and complexity, and are safe to use on living things for medium-scale and/or mid-term changes. At long last, you can finally say the words: "It's Morphin' Time!"
Water Elementalism: E (Plus) (Plus). You have a basic understanding of the power of water. Your water spells are slightly safer and more powerful. But any Zora would still look upon your efforts with deep, scornful pity.
Wind Elementalism: D (Plus). You have a working understanding of the power of wind. Your wind spells are moderately safer and more powerful. Let's see how that home-wrecking wolf likes it when the pig learns how to huff and puff...
Wood Elementalism: E (Plus). You have a basic understanding of the power of wood. Your wood spells are slightly safer and more powerful. Git gud, Deku Scrub.
Mental Prowess: D. You have very good mental capabilities for someone of your age. You're near the top of your classes, have no problem with books written for the under-13 audience (when you care to read), and are a fair hand at solving all sorts of puzzles. Take that, Link!
Animal Handling: D (Plus) (Plus). You are knowledgeable about the care, feeding, and training of animals, and get a moderate bonus on attempts to control or educate them. And yet, you still haven't taught Moblin how to sit, stay, or fetch.
Arcanology: C (Plus) (Plus). You have studied the traditions, methods, limitations, and trappings of different forms of magic. You gain a major bonus when trying to identify a specific magical style at work or one of its practitioners. As far as identifying obscure traditions goes - you haven't run into too many yet, but you'll know them when you see them! Maybe. Hopefully.
Astronomy: F (Plus). You have studied the movements of the stars and planets. You can confidently identify the Earth, the Moon, and the Sun! Everything else? Not so much.
Business: F (Plus). You have a head for it. Surely, one of your "use magic to get rich quick" schemes will pay off! ...any time now...
Computer Literacy: F (Plus). You have no fear of the dread machine. You can turn it on and off (deliberately, even!), type, use the mouse, and get on the Internet without getting totally lost.
Concentration: B (Plus) (Plus) (Plus). You are able to focus on the matter at hand. You can ignore massive distractions when performing complex tasks, and take moderate actions when doing something else - for example, readying a ki technique while casting a spell. Soon, shinies. Soon...
Cooking: F (Plus) (Plus). You are able to cook. For a definition of "cooking" that includes frozen waffles and canned soup, three meals a day.
Cryptozoology: D (Plus) (Plus). You have studied the appearance, habitats, abilities, and weaknesses of Earth's non-human natives - aka "monsters." You gain a moderate bonus to recognize a monster and when attempting to identify its particular traits. You also have to envy those kids who only worry about monsters under the bed or in the closet.
Demonology: D (Plus). You have studied the appearance, habitats, abilities, and weaknesses of extraplanar entities - aka "demons." You gain a moderate bonus to recognize a demon and when attempting to identify its particular traits. And you aren't even a tweed-wearing Brit!
Dreamwalking: E (Plus) (Plus) (Plus). You have a basic ability to control your dreams and defend yourself from mental intrusions while sleeping. This will probably just make you more interesting to certain dream-spying girls...
Feng Shui: F (Plus) (Plus) (Plus). You know a little bit about the ancient practice of harmonizing architecture with the unseen forces of the universe. Very little. Maybe learning more will help you avoid having any strongholds collapse on you in the future...?
First Aid: E. You know the basics of emergency medicine. You gain a minor bonus on attempts to treat and stabilize the injured. You can put Band-Aids on scrapes, and could probably remove a splinter without having to resort to magic. Too bad you're fresh out of Band-Aids.
Flight (Magical): D. You have a decent grasp of spell-assisted aerial maneuvers. While in flight, you can perform moderately complicated actions such as ranged attacks and spellcasting without losing control, but using (or defending against) melee attacks still causes you problems. Mid-air collisions, you know.
Geomancy: E. You have basic theoretical knowledge of the vast power that exists within the Earth. You gain a minor bonus on attempts to recognize "land magic," and to identify potential sources of it, such as leylines. Land magic would probably synch well with Feng Shui and Elementalism, assuming that attempting to use it didn't blow your head off or something...
Grail Lore: D. You know a decent amount about the Holy Grail War. You gain a moderate bonus on attempts to identify individuals, items, and incidents related to the War. This is the level of knowledge that any Master SHOULD have, as a minimum, when going into the War - although according to Archer, at least one idiot has made do with less. Or will. Or might. Bloody temporal tenses.
Herbalism: F. You know a little bit about plants and their uses. Mostly that they grow in dirt and look pretty, and you can eat some of them. Not that you really want to.
Hyrulean Theology: D. You have a decent understanding of Hyrulean religious beliefs, roughly at the level of a native lay worshipper of your age. Your prayers are more "practical" than "preach," but the Goddesses don't seem to mind - at least, you haven't been smote yet!
Japanese: D (Plus) (Plus) (Plus). You have a good understanding of this foreign language, roughly at the level of a native speaker in their teens. Just think; you can now watch anime without irritating subtitles or crappy dub jobs!
Knowledge (Ancient Earth History): F. You have a very basic understanding of How Things Were, Way Back When. It's mostly just what you've learned in school, although you've also learned some interesting things about a Roman Legion that got REALLY lost.
Knowledge (Architecture): E (Plus). You have a basic understanding of structural engineering. You gain a minor bonus when attempting to identify architectural styles, or to maintain, repair, or create buildings. Your sandcastles now only fall over when something hits them! Or near them!
Knowledge (Buddhism): F. You have a very basic understanding of the tenets of the Buddhist faith. You can say with confidence that the smiling fat guy is indeed Buddha.
Knowledge (Bureaucracy): F. You have a very basic understanding of the organizational structure of government. As if vampires, demons, and the Forces of Darkness weren't bad enough...
Knowledge (Crafts): E (D traditional Japanese crafts). You have a basic understanding of craftsmanship - the "what" and "how" of making things with your hands. You gain a minor bonus when attempting to identify, maintain, repair, or create such items, and due to the focus of your study in this field, you gain a rank-up when dealing with traditional Japanese crafts. But don't try making katana just yet.
Knowledge (Firearms): F (Plus) (Plus) (Plus). You have a very basic understanding of guns. And as is so often the case, a little knowledge is truly a dangerous thing.
Knowledge (Ki): E (Plus). You have a basic understanding of the mysteries of life-force - the "why" to the "how" of your many applied techniques. You gain a minor bonus when attempting to analyze, learn, teach, or create new ki techniques. But you're a long, LONG way from learning how to run through time or deliver the Touch of Death.
Knowledge (Magesmithing): D. You have a working understanding of how to shape materials with magic. You gain a moderate bonus when attempting to produce conjured or transformed items of quality, be they made from mineral, vegetable, or animal materials. Your craftsmanship is still nothing special, though.
Knowledge (Pyrotechnics): F (Plus). You have a very basic understanding of things that go flash, boom, bang. You're playing with fire, boy.
Knowledge (Psionics): E. You have a basic understanding of the powers of the mind. You gain a minor bonus when attempting to analyze, learn, teach, or create new psionic techniques. It doesn't entirely - or even MOSTLY - make up for not having a proper teacher, but it's a start. Possibly a false one.
Knowledge (Shinto): E (Plus). You have a basic understanding of the tenets of the Shinto faith. You gain a minor bonus when attempting to identify or recall people, places, items, and customs associated with this belief system. You're still not sure what's up with all the Shinto shrines you know of being built on giant freaking hills, though.
Knowledge (Swords): F (Plus) (Plus). You have a very basic understanding of the makes, models, uses, and histories of swords. There are a lot of them, they're sharp, and people used to stab each other with them a lot.
Knowledge (Video Games): F. You have a very basic understanding of the history, brand names, genres, titles, techniques, and characters of the video game world. Right now, you're pretty much the newbiest newb that ever noob'd, n00b.
Listening: C (Plus). You hear things, including mysterious voices from nowhere! But only when a certain wizard is involved... so far. Anyway, you get a major bonus to hear things that aren't immediately obvious, or which might be drowned out by background noise.
Literacy: D (Plus) (Plus) (Plus). You have no fear of musty old books and fancy writing. You get a moderate bonus to the speed and accuracy with which you can comprehend, retain, recall, and reproduce written information. You still prefer simple writing to fancy script, but you can manage.
Local Knowledge (Fuyuki City): E (Plus) (Plus) (Plus). You know the who, where, and what of this Japanese city. You gain a minor bonus when you need to find, identify, or understand people, places, or things native to the city. This is pretty good, considering that you've only ever read about the place.
Local Knowledge (Hyrule): E (Plus). You know the who, where, and what of Hyrule - which is to say, modern Hyrule. You gain a minor bonus when you need to find, identify, or understand people, places, or things living in and around the kingdom these days. Hopefully, the Hylians won't take your information-gathering as the first step to a dimensional invasion...
Local Knowledge (Moonlit World): C (Plus). You know the who, where, and what of the supernatural community. You gain a major bonus when you need to find, identify, or understand people, places, or things that exist on the fringes of what normal people consider "reality." It's official, you now know enough to avoid getting into trouble! Theoretically, anyway.
Local Knowledge (Sunnydale): E (Plus) (Plus) (Plus). You know the who, where, and what of Sunnydale. You gain a minor bonus when you need to find, identify, or understand people, places, or things that are native to the town but beyond your personal circle of friends, acquaintances, and familiar locales - but a tour guide, you are not. Especially not on the Hellmouth.
Looking: B (Plus). You see everything, or damn near it. You get a massive bonus to spot things that aren't immediately obvious, or which are hidden, and can even see through various forms of magical concealment - at least the simple ones, at close range. Forget dead people; you're starting to see demons everywhere you look!
Mechanical Knowledge (Cars): E (Plus) (Plus) (Plus). You know about cars. You get a minor bonus when attempting to identify a specific make and model, to determine any outstanding issues with its performance, or to recognize components. Sadly, this does precisely zilch for your ability to drive.
Meditation: C (Plus). You know how to arrange your thoughts and the energy of your mind in a more efficient and beneficial manner. You gain a major bonus to ki, mana, and spiritual recovery when meditating, and it takes you just five minutes to enter a Zen state. Ohm... ohm... ohm... wop-bop-a-lee-bop...
Mental Concealment: E. You can hide your psychic potential from other mind-readers and "awakened" intellects. You get a minor bonus on attempts to keep such interlopers out of your head. Using magic is still the more effective approach, but you can at least get rid of the tinfoil hat.
Mental Control: D (Plus). You are able to use mental energy more efficiently. You get a moderate discount on all psychic techniques. But are you EVER going to learn any?
Mental Defense: D (Plus). You know how to construct defenses against all manner of mental attacks and influences. Your will is now like (low-grade) iron, giving you a moderate bonus to resist such unwanted effects.
Mental Enhancement: E. You are able to reinforce your... body?... with mental energy. You now know that - when focused on the brain - this gives you a minor bonus on attempts to absorb, retain, and recall information, but there's got to be more to it. Right?
Mental Power: E (Plus) (Plus) (Plus). You are able to affect mental entities with the power of your mind. You gain a minor boost to the amount of psychic energy you generate. Congratulations, you are now (technically) an Esper! And without even one questionable brain surgery or drug regimen conducted by morally- and ethically-bankrupt lunatics!
Mental Sense: D (Plus) You are able to sense purely mental phenomenon from beyond visual range. You get a moderate bonus on attempts to psychically detect and analyze other minds, and can pick up on strong, focused, surface-level thoughts from your target. Professor X probably wouldn't have any issue with this; some people just have "loud" minds. Right?
Mental Sight: E (Plus) (Plus) (Plus). You have opened your mind's eye, and can "see" purely mental phenomenon. You gain a minor bonus on attempts to detect and analyze other minds that are in plain (psychic!) sight. Now, the question is, does this count as telepathy, or some kind of clairvoyance?
Necrology: E (Plus) (Plus). You have studied the appearance, habitats, abilities, and weaknesses of the undead. You get a minor bonus on attempts to identify all forms of restless dead. They tend to shamble around aimlessly and groan a lot, while lurking in dark places and recoiling from sunlight. So, kind of like teenagers?
Parazoology: D (Plus). You have studied the appearance, habitats, abilities, and weaknesses of spectral entities - aka "spirits." You get a moderate bonus on attempts to identify spirits. You have a certain bias towards Hyrulean and Japanese specters, which begs the question: even on the Hellmouth, how often are you going to run into a Poe or a gaki?
Pop Culture: E. You know the basics of modern media. You gain a minor bonus on attempts to recognize, recall, or quote well-known movies, TV shows, games, and comic books. You've got to seriously bring your game up if you're going to match your Scooby alter-ego, though.
Puzzling: E (Plus). By all that's holy, you can actually solve puzzles! You gain a minor bonus on attempts to not break down in tears figure out those unholy aggravating Hylian puzzle-locks, as well as crosswords and their insidious ilk. But you'd still rather just blast through them.
Scenting: E (Plus) (Plus) (Plus). You smell things, for some strange and eldritch reason. Maybe your Totem is to blame...? Anyway, you get a minor bonus to detect odors that aren't immediately obvious.
Science: F (Plus) (Plus) (Plus). You have a basic understanding of the scientific method. And by "basic," you mean, you poke things to see what happens!
Sign Language: D (Plus). You can communicate without words. You get a moderate bonus on attempts to communicate via body language, whether you're the one sending or receiving. This is probably about as far as you can develop this skill without learning ACTUAL sign language, though.
Spiritual Knowledge: D (Plus) (Plus) (Plus). You are knowledgeable about the mysteries of souls. You get a moderate bonus when studying and identifying souls, spiritual entities, and related forces. If it always feels like somebody's watching you? It's just the Counter Force. Or the Soul Society. Oh, wait, you don't know about them yet...
Stoneworking: E. You know how to make stuff from stone. You gain a minor bonus when trying to maintain, repair, or create things that are entirely or at least mostly made of stone. Does this help you conjure better Walls of Stone at all...?
Tactics: C (Plus). You know how to think and plan beyond the moment, for yourself and a small group of allies. With a few minutes of thought, you can come up with a plan that will provide major bonuses to your actions and your allies' actions in a specific situation. Your plans can now survive contact with the enemy, for all of a surprise round a few seconds. Make 'em count!
Tailoring: E (Plus). You know how to make things using needle, thread, and fabrics, and you get a minor bonus when attempting to do so. NO ONE CAN EVER KNOW.
Teaching: D (Plus) (Plus). You have an understanding of how to impart useful knowledge to others, and make it stick. You get a moderate bonus when tutoring a single student, and can teach a class of up to twelve at a normal rate. Teach us, Alex-sensei!
Totemic Knowledge: D (Plus). You have a working knowledge of the spirit guides and their roles. You gain a moderate bonus when dealing with such entities, and can invoke your own spirit beast through meditation or magic. The Raging Boar seems to have a sense of obligation...
Trap Sense: E (Plus). You know how to find traps. You gain a minor bonus to locate mechanical traps, and can attempt to locate magical traps without using spells of your own. However, you don't get any bonuses to disarm these devious devices.
Woodworking: E. You know how to make stuff from wood. You gain a minor bonus when trying to maintain, repair, or create things that are entirely or at least mostly made of wood. You may want to improve this skill some more before you try fixing any roofs without using magic, though.
Zoology: F (Plus) (Plus). You have studied the appearance, habitats, abilities, and behaviors of natural animals. It's mostly trivial stuff, like the proper name for a group of pigs being a 'sounder' - but that's kind of a neat thing to know. Right?
Physical Prowess: C (Plus). You are exceptionally physically capable for your age and build. You actually have to hold back a bit in gym class and on the playground, unless of course you want to stomp all over everybody...
Agility: D (Plus) (Plus). You are more flexible and nimble than a normal person of your size. You gain a moderate bonus on attempts to move your body gracefully. In fact, you could probably try out for ballet and not get laughed out of the audition - not that you WANT to, of course!
Body Flicker: B (Plus) (Plus) (Plus) (B (Plus) (Plus) without Heart Container). A high-speed movement technique that looks like teleportation. At this level, you can move about 16x faster than normal, either in a straight line for one minute, or moving relatively freely for one round of "shuriken time" or as a split-second of "bullet time," any of which you can come out of with either a physical attack or a second ki technique ready to go. Meep, meep!
Climbing: F (Plus) (Plus) (Plus). You can climb. As long as it's a ladder, a staircase, or a fairly short wall with lots of handholds.
Dancing: D (Plus) (Plus). You can dance. You gain a moderate bonus when attempting to get your groove on. This is pleasing to Din - or at least, good enough not to annoy her.
Dexterity: F (Plus) (Plus) (Plus). Your hands are precision instruments. But it's best that you don't try to juggle anything.
Doppelganger: E (Plus) (Plus) (E (Plus) without Heart Container). A ki-based illusion technique that creates a visual "clone" of you. It's an obvious fake, but good enough to temporarily trick someone - or something - who doesn't know you that well or possess really exotic senses.
Drawing: F (Plus) (Plus). You can't draw. At least, not anything more complicated than stick figures.
Earth Resistance: F (Plus) (Plus) (F (Plus) without Heart of Fire). You are harder to hurt with the forces of elemental Earth. But sticks and stones can still break your bones, and dust gets in your eyes.
Endurance: C (Plus) (Plus) (Plus) (C (Plus) (Plus) without Heart Container). You can keep going in spite of fatigue, pain, and injury. You gain major resistance to weariness and general physical harm. This is as good as an extra Heart Container, which is only fair, because you had to get beat up just about as much as you would by a boss fight to develop this skill this far...
Environmental Adaptation: F (Plus) (F without Heart Container). You can use your ki to speed up the rate at which your body adjusts to sudden changes in local conditions. You'd be better served by putting on a coat or turning on a light, though.
Evasion: C. You have good aptitude for getting out of harm's way. You gain a major bonus on attempts to dodge everything from punches to explosions, and you can react in time to mitigate most long-range threats, as long as they aren't supersonic. You could go an entire day without running into Harmony - longer, if you seriously tried!
Fire Resistance: E (Plus) (E without Heart of Fire). You are harder to hurt with the forces of elemental Fire. You gain minor resistance to heat and flame, but you should still keep a reasonable distance outside the blast radius of your own Fireballs.
Ki Armor: D (E (Plus) (Plus) (Plus) without Heart Container). You can use ki to harden your body against blows you cannot avoid. Your resistance to physical harm gains a moderate bonus when this technique is active, and can withstand punches from a normal human adult, or some of the weaker monsters. Play nice with those helpless grown-ups, now.
Ki Enhancement: B (Plus) (B without Heart Container). You are very skilled at using ki to boost your body's natural abilities. Your physical parameters increase massively when enhanced this way, going up by 5x normal. WHO'S A MONSTER NOW, HUH?!
Ki Power: E (Plus) (Plus) (Plus). You generate more ki than is usual for someone of your age, build, and training. Minor amounts, but that's enough to give you an edge in contests of raw power.
Ki Recovery: E (Plus) (Plus) (Plus). You recuperate spent ki more quickly than normal. Instead of taking a full two days to recharge from zero, you can recover in 43 hours and 12 minutes. Maybe you should look into an Aura of Ki Power or something...
Ki Step: D (Plus) (D without Heart Container). You can use ki to traverse surfaces that shouldn't be able to support you. At this level, you can walk across uncertain terrain like mud, sand, rotten floors, ice, or moderate inclines without losing your balance or making unwanted noise. You can also run across difficult terrain - loose gravel, creaky floors or undergrowth, icy ground, mild inclines, etc. - or cross it at a walk without leaving a physical trail. So that's handy. Footy. Whatever.
Pain Threshold: D (Plus) (Plus). You can take a hit. Moderate injuries do not interrupt any actions you are taking. You also don't scream when you're hurt; they're manly bellows of pain.
Parkour: E (Plus). You know that the shortest distance between two points is not always a straight line, and maneuver accordingly. You're able to navigate minor obstacles like grassy turf, slight inclines, and low fences when free-running, with no loss of speed or stability. ...does this really count as parkour?
Penmanship: D (Plus). You can write. You gain a moderate bonus to attempts to produce hand-written documents. Granted, your scrawl looks like the work of an eight-year-old, but at least it's accurate!
Reflexes: C. You react faster and more accurately in response to changing conditions. You have a major chance to act normally when ambushed or otherwise caught off-guard. On another note, why is it that you keep leveling up this skill through dance contests? Seriously, that's twice now...
Sleight of Hand: E. Your hands are quicker than the eye. You get a minor bonus on attempts to "relocate" or conceal small objects unnoticed, or to perform similar small, subtle tasks. But keen eyes will still notice that you do, in fact, have something up your sleeve.
Speed: C (Plus) (Plus). You have some outstanding speed. You gain a major boost to your movement speed, as long as you're moving under your own physical power and not by means of a vehicle or a spell that does all the work for you. Catch me if you can, bloodsuckers!
Spirit Resistance: F (Plus) (Plus). You are harder to hurt with the forces of elemental Spirit. Just enough for the ghosts to be able to "play" with you...
Stealth: C (Plus). You have outstanding skill at sneaking around. You get a major bonus on attempts to hide and move silently. You still can't hide in plain sight like an experienced ninja - at least, not without using magic - but you're getting there!
Strength: C (Plus) (Plus). You have some outstanding physical power. You gain a major bonus to your melee attack and damage, as well as your carrying capacity, maximum lift, and other general feats of strength. Well, they can no longer call you a little boy. You're definitely, absolutely, probably a middleweight! Maybe.
Strength Concealment: F (Plus) (Plus) (Plus). You can hide your physical power in everyday life. As long as nobody else is looking at you, anyway.
Strength Control: D (Plus) (Plus). You can use exactly as much or as little physical power as is necessary to get the job done. You are moderately less likely to accidentally damage fragile objects or people you don't mean to hurt. This will be very helpful for sparring with the more fragile mortals!
Swimming: E. You can keep your head above water. In a pool. On a summer day. Or indoors.
Thunder Resistance: F (Plus) (Plus) (Plus). You are harder to hurt with the forces of elemental Thunder. Maybe if you listened to a lot of loud music, you'd get even tougher...?
Water Resistance: F. You are harder to hurt with the forces of elemental Water. And you also have some trouble keeping up your speed when moving through water.
Social Prowess: C (Plus). You are a popular kid. This is reduced by Intimidating, when you try to be scary.
Acting: B. You can act very well. You get a massive bonus when attempting to "play a role," whether you're on stage or off it, and people will overlook major "inconsistencies" between the things you say or do and what a normal boy your age would. As basically NOTHING you say or do is what a normal boy your age would, this is very helpful. But seriously, the Drama Club is going to try to kidnap you if they clue in to your skills.
Allure (?): F (Plus). You saw a succubus doing something with her aura that made you zone out in confusion for a couple minutes. You might be able to recreate it, but why would you want to?
Comedy: E (Plus). You're funny. And in a good way! You gain a minor bonus when trying to tell jokes or otherwise evoke laughter. This is the level of knock-knock jokes, bad puns, pratfalls, and other base humor, so don't expect too much. Otherwise you may still end up BEING the joke, rather than telling it.
Cool: B. You can keep yours, in the face of massive problems. Dude.
Elder King: D. You have a way of listening to your juniors that encourages them to trust and listen to you. You get a moderate bonus on social interactions with kids younger than you are. But you're going to need to interact with kids OTHER than Zelda to improve this skill any further.
Fighter's Rep: D. Not only are you the Under Tens Division World Champion, you beat a living vampire your age in an open match. These feats are worthy of recognition and respect within the martial arts community and the Moonlit World.
Guarded: C (Plus). You're very careful about who you trust, since evil demons, monsters, and ninja (oh my!) could be lurking anywhere. You get a major bonus to conceal your true thoughts and feelings.
Haggling: D. You know how to get the best deals. You gain a moderate bonus when trying to talk someone into charging you less, or paying you more, for an exchange of goods or services. At this point, you can wheel and deal as well as most children your age in a culture where haggling is the norm - such as most of Hyrule.
King of Beasts: D (Plus). You have a way with animals, and you only had to get sat on by a monstrous boar once to figure it out! You get a moderate bonus on social interactions with beasts, though the spiritual variety appear to be inherently more hazardous to work with.
King of Faeries: E. You have a way with the Fae. You get a minor bonus on social interactions with all manner of faerie creatures, from Briar's tiny cousins to full-blown Fae Lords to the wild things from the deep woods. Two pointers: never call yourself "Oberon"; and never proclaim your title where anybody can hear it.
King of Men: C (Plus) (Plus). You are a bro, verging on being a boss. You get a major bonus on social interactions with males. But you STILL only know like, two guys your age. Weak, bro; weak.
King of Monsters: D (Plus) (Plus) (Plus). You have a way of getting the things that go bump in the night to listen to you, without resorting to violence. You get a moderate bonus on social interactions with nonhuman sapients, even without resorting to intimidation, threats, and/or violence. You also know that when dealing with monsters, there are situations where intimidation, threats, and/or violence are the socially-correct response. You wouldn't want to be rude, now would you?
King of Spirits: E (Plus) (Plus). You have a way with the spirits, mon. You get a minor bonus on social interactions with spectral entities, be they living, dead, or undead. Feel de spirits movin' tru ya, mon.
King of Women: B. You have a way with women that seems to counterbalance the disadvantage of being born male. You get a massive bonus on social interactions with females. At this point, you're one of the girls! Congratulations...?
Manners: B. You have them, and they're incredible. You get a massive bonus in formal social situations, and a major bonus in informal ones. You can still make with the insults if it's appropriate to the situation, and they gain a slight sting because of how seldom you use them, and how downright classy you can make them sound.
Oratory: F (Plus) (Plus). You have some skill at formal speaking. Testify!
Pranking: F. You have some skill at playing tricks on people. Your sense of humor appears to need some work, though.
Style: E (Plus). You have a sense of style. You gain a minor bonus on social interactions when you dress for success. But be sure to thank Cordelia and your mother for all their hard work.
Threat: E (Plus) (Plus) (Plus). You can deliver a well-chosen word of warning. You gain a minor bonus when making threats, using Social Prowess if you're being "subtle" and Intimidating when you're being overt. But don't monsters usually gang up on the biggest threat...?
Trolling: C (Plus). You are a prodigy of the ancient art of trolling. If successful, your attempts to troll can induce a state of major anger and annoyance in your victims, fixing their attention on you for several minutes - or maybe just break their spirits and send them home crying. Your skills are such that you have trolled people without meaning to. Oops?
Wise King: F (Plus) (Plus). Your erudite speech and sagacious insight appeal to the intelligentsia - in plain language, when you talk, smart people listen. Or at least that's the idea; right now, you're far more of a wise guy than a wise king...
Words of Power: C (Plus) (Plus). You have discovered that calling your attacks actually makes them stronger. You gain a major bonus to the effectiveness of your spells and special techniques if you ham it up when invoking them. FOR GREAT BACON!
Young King: B. You have a way of listening to your elders that, in turn, encourages them to listen to you. You get a massive bonus on social interactions with people older than you. At this point, you could pass as an adult! And with magic, you have! Bonus!
Spiritual Prowess: C (Plus). You've learned the basics of ki control, which lets you enhance your body in dangerous situations and resist spiritual attacks. This reduces the undesirable side-effects of your Past Life Experience.
Corruption Resistance: D. You can fend off various forms of supernatural contamination. You gain moderate resistance to "taint," and can handle mid-term exposure to things and places like the Hellmouth. Long-term exposure is still a problem, if a bit less of one. Keep working on those purification rituals!
Corruption Sense: C (Plus) (Plus). You are able to detect supernatural contamination. You gain major accuracy when tracking taint and can shut out the Hellmouth's influence at short range, making this skill almost practical for ID'ing demons. The main issue is that you're still within sprinting distance for most supernatural types, so if they realize that you've blown their cover, it can still get messy.
Ki Concealment: C (Plus) (C without Heart Container). You are able to hide your ki. You get a major bonus on attempts to defeat aura-reading abilities, and can use a few moderate ki techniques - like physical enhancements - or a single powerful technique - such as Body Flicker - undetected. And even better, ninja won't be completely dismissive of your skills! Wait... is that a good or bad thing...?
Ki Control: B (Plus) (Plus) (B (Plus) without Heart Container). You are highly adept at using ki more efficiently. You gain a massive discount on ki techniques, and if you get into a "beam duel," you have a major chance to overcome your opponent. You're also moderately more efficient when adjusting active ki techniques to meet changing circumstances, so you don't have to use another skill - though you still can, if you want to.
Ki Overload: D (E (Plus) (Plus) (Plus) without Heart Container). You have learned how to increase the power of ki techniques by imbuing extra ki into them. You gain a moderate bonus to the effects of Overloaded skills, but you can still only use one such skill at a time, and you still glow while doing so. The glow IS less noticeable now, though.
Ki Sense: B (C (Plus) (Plus) (Plus) without Heart Container). You are skilled at detecting and reading auras out of visual range. Your sense of unseen auras gains a massive boost to accuracy, allowing you to identify individuals you have only ever been near (though repeated near-encounters still helps), and you gain major resistance to being stunned by overwhelming auras.
Ki Sight: B (Plus) (B without Heart Container). You are highly skilled in the technique of reading an opponent's aura and fighting strength. As long as you can see the creature whose life-force you're reading, you gain a massive boost to the accuracy of the information you receive, and a major reduction to the odds of any dangerous side-effects. So if you run into a power level that's over nine thousand, your head probably won't explode. Good to know, right?
Spiritual Concealment: D (Plus). You are able to hide your spiritual presence. You get a moderate bonus on attempts to cloak your soul against notice by certain spells, spectral predators, and "enlightened" individuals. But you have your doubts that this will let you avoid the Enlightenment Stick.
Spiritual Control: C. You are able to use spiritual energy more efficiently. You gain a major discount on spiritual techniques, and are moderately less likely to attract unwanted ghostly attention. Considering that you have yet to even suspect an encounter with a ghost, is this really a needed skill...?
Spiritual Enhancement: F (Plus) (Plus) (Plus). You are able to reinforce your body with spiritual energy. Sometimes. To a negligible degree. And it always makes you glow in the dark to spiritually-sensitive eyes and spectral creatures. Why are you even messing with this technique?
Spiritual Imbuement: E. You are able to infuse spiritual energy into objects. This gives said items a minor chance to affect ghosts, spirits, and other incorporeal entities as though they were corporeal - if not necessarily alive. It's only a small chance, but it's better than no chance at all... and if it fails, there's always magic.
Spiritual Power: D (Plus) (Plus). You are able to affect spiritual entities with the power of your own soul. You get a moderate bonus when attempting to physically interact with spirits, but you also take a minor penalty when attempting to hide from them (which is reduced by Spiritual Concealment).
Spiritual Sense: C (Plus) (Plus) (Plus). You are able to sense purely spiritual phenomenon from beyond visual range. You get a major bonus to notice ambient spiritual energy, lingering spirits, or ethereal entities. That bad feeling you had about Sunnydale? Yeah, it's even worse now.
Spiritual Sight: C (Plus) (Plus). You are able to see purely spiritual phenomenon. You get a major bonus when trying to discern ambient spiritual energy, lingering spirits, or ethereal entities. Seeing dead people was just the beginning...
Priorities
Me, My Dream Self, and Briar: You have accepted Briar's offer to train your magical and mental defenses to help you deal with a vague presence that appears to be lurking in your subconscious. As this Priority requires the development of mental organizational and defense skills, as well as a greater understanding of enchantment, you will receive a bonus to Magical and Mental Prowess in those fields until you complete or abandon this Priority.
Magical Pen-Pal Alex: You have chosen to maintain regular correspondence with the kids you befriended during the World Tournament. As most of these kids are Japanese, this Social Priority will improve your grasp of the language, as well as providing a boost to certain other mental and social skills for as long as you continue it. You're... not entirely sure how one "completes" a Priority like this, though...
Mission: Interdimensional Postman: You promised to find a way for Briar to make contact with her mother, and you did! Mission: Complete!
Uncle (Gen)'s Rare Finds: You have agreed to work with the Japanese shopkeeper Gen, verifying the provenance of his wares, cleaning and maintaining various items, and helping him secure a regular supply of exotic components. In exchange, you get a lot of in-store credit - 40% of the profits from any deal you've contributed to, as well as 50% off on any potentially-magical writings, and free access to common spell components. Getting fired or taking over the shop will "complete" this Priority, as much as it CAN be completed.
Current Buffs: Abjuration ( (Plus) (Plus) to defensive parameters; ~19 minutes remaining), Augmentation ( (Plus) (Plus) to all Physical and Mental parameters; ~19 minutes remaining), Fly (~10 minutes remaining), Greater False Life (~3 hours remaining), Greater Heroism (~10 minutes remaining), Greater Magic Weapon (~19 minutes remaining), Haste (~19 minutes remaining), Heart of the Metal (adamantine; ~19 minutes remaining), Ki Enhancement (~1 minute combat/10 minutes non-combat remaining), Protection from Evil (~19 minutes remaining), Protection from Fire (~19 minutes remaining), Tongues (~39 minutes remaining).
Current Debuffs: None
Minions
Amy Madison: A quiet girl who'd be fairly ordinary, if not for the magical skills you've taught her.
Briar: A two-inch tall fairy, invisible and inaudible to the majority of modern humans. A reliable source of basic information on just about anything you point her at. Also sort of your familiar, due to Hellmouthy shenanigans.
Cordelia Chase: A pretty, wealthy, fashion-sensitive, and bluntly honest girl who's rapidly shaping up to be the queen bee of your age group. Also a blossoming ki adept. Totally not a minion.
Horse (?): A black colt with dully glowing red eyes and a brilliant red mane, native to the nearest Plane of Shadow. You suspect he's the reincarnation of Ganondorf's steed, though any special powers he might possess due to that or his extraplanar nature are currently unknown.
Larry Blaisdell: A big, outgoing guy who has all the makings of a future football star. Doesn't mind hanging out with girls. Has an awesome Grandma.
Moblin: An ugly, ill-tempered, rather large dog, bane of socks and shoes. He generally does what you tell him.
Wealth
Available Funds: $20.
Unspent Credit At Gen's: $20.
Savings: $1,000.
Rupees: 8 Green.
Assets: None.
Inventory
Ambrose's List of Familiar Binding Ritual Sites: Several pages' worth of notes on a dozen different locations in the U.K. that Ambrose thinks would be good spots for you and Briar to perform your upcoming familiar binding ritual. Includes geographical coordinates, notations on local landowners and power groups, and some other useful information.
Ambrose's Who's Who, SoCal Edition: An ordinary notepad with about a dozen double-sided pages' worth of information on the most prominent groups and individuals in the magical community(ies?) of your neck of the woods. By its creator's admission, it's nowhere near complete, but it's a start. Read it.
Awakening the Third Eye: A book on clairvoyance, by one Mistress Ching. It reads like New Age spiritual mumbo-jumbo, but the woman seems to have known what she was talking about - up to a point. There's a number listed, "for further revelations from the spirit world, at only 995 Yen a minute," but you're resolved NOT to call it, except possibly for entertainment value. This book has since been returned to Gen's shop, but you did read it at least once - for whatever that was worth.
Blessed Sword: A Hyrulean-style hand-and-a-half sword, scaled down to match your size and strength. Aside from being the classic (Plus)1 sword, it's sanctified by the Golden Goddesses and appears to be absorbing small quantities of your excess ki, mana, and spirit - for reasons as yet unknown, although this gives you a (Plus) to non-physical stealth as long as the Blessed Sword is present. Requires a 3rd-level spell to summon, and remains for perhaps an hour; currently summoned via a more powerful spell. Comes with a free scabbard, but you still need a proper belt to hang the thing from.
Buddhist Tomes: Three books and a heavy scroll, copied from the library of the temple you restored. They contain what one monk described as "the basics" of his faith's teachings, but you're more interested in the well-written elements of spiritual training they contain, as well as the fact that the authors wrote works on more advanced topics. Also, one of the books was copyrighted, so don't tell anyone.
Cellphone: An eighth-birthday present from Cordelia. The service is only local, but it's paid up for a full year. Isn't Cordy generous?
Championship Belt: A white silk belt bearing the emblem of the World Martial Arts Tournament, a snarling green Oriental dragon with large, branching, antler-like horns, holding an orange crystal ball in one taloned paw. Zelda does indeed like it. Moderate affinity to Life, strong affinity to Spirit.
Cheap Drawing: A ham-fisted attempt at a cheap copy of an amateur's accidentally-created magical ritual circle. The now-defunct diagram it's based upon was in the viewing area of the Wolf's Den at the Sunnydale Zoo, its origins and function a mystery.
Cheque: Your winnings from the Twenty-First World Martial Arts Tournament. They work out to about 1,000 USD, and have been placed in a savings account.
Clay Bottle: Previously contained Gen's Spring Dew, and currently contains Riverside Shrine Water, which has affinity with Water. It's not Hylian glass, but it's still useful.
Cold Lava Club: A foot-long, roughly cone-shaped piece of glassy black volcanic rock. Makes a halfway decent club for when you want to get in touch with your inner caveboy.
Conjured Book: A plain brown book with a hundred blank pages. Utterly mundane, except that it's a quasi-permanent conjured item created by Alex. Has affinity with Wood and Magic.
Cool Shades: An awesome pair of spiky red sunglasses. You're not entirely sure where they came from, but they make you look good. Especially when you grin confidently. Why do you feel the urge to go shirtless and don a cape...?
Dragonfly Youkai Wing: A spell component, purchased from Uncle Gen's shop. Has affinity with Wind and Shadow.
Familiar Ritual Circle: Ambrose Edition 1.0: A magical diagram for a familiar binding ceremony, modified by Alex and Briar and further adjusted by Ambrose. Will moderately increase Briar's maximum magical capacity and magical recovery rate once the familiar bond is finalized.
Finalist's Plaque: A wooden-backed bronze commemorative plaque that proclaims the champion of the Twenty-First World Martial Arts Tournament's Under Tens Division. It has your name on it and everything.
Formal Spider-Silk Suit (Big and Tall Edition): A variation on Alex's Conjured formalwear, sized to fit his idealized adult form. Overall, the same style and quality as the kid-sized version, just with more material. Unmentionables included.
Formal Spider-Silk Suit (Excellent): Alex's first attempt at Conjuring kid-sized formalwear out of spider-silk, version three. In your father's words, it's too much for a family formal event, but should pass muster with the upper class.
Glass Bead: A small bead of completely clear glass. It's utterly mundane, except for the fact that it is the first item Alex has ever conjured that is truly permanent - a magical milestone, as it were. Has affinity with Earth and Magic.
Gold Incense: A high-quality brand of incense, imbued with spiritual energy that you can actually sense. Has affinity with Fire and Spirit.
Guardian's Gauntlet: A shiny steel armor piece, formerly worn by a Guardian of the Silent Realm. Has affinity with Earth, Spirit, and Shadow.
Hakuba Charm: An omamori from the Hakuba Shrine, carrying a prayer for success in studies. You're hoping it will assist you in dealing with any puzzle-locks you run into on your latest quest.
Heart Container: A mystical trophy of your battle with the Armored Arachnid, Gohma. You've absorbed its power, increasing your maximum health by 33%. Due to this mystical reinforcement of the physical aspect of your being, you've also gained a permanent passive quarter-rank ( (Plus)) increase to your Endurance and all skills that utilize Ki and/or Power.
Heart of Fire: A mystical trophy of your battle with the Volcanic Fury, Searfang. You've chosen to absorb its power to enhance your elemental affinity. As such, you gain a permanent passive half-rank ( (Plus) (Plus)) increase to Fire Affinity, Fire Elementalism, and Fire Resistance, and a quarter-rank ( (Plus)) increase to Earth Affinity, Earth Elementalism, and Earth Resistance.
Kagome's Ofuda: A paper prayer strip with the word "nakama" inked on it in slightly uneven characters, infused with potent but somewhat diffuse spiritual power. All in all, not a bad effort from a miko-in-training. Has a strong affinity with Light and Spirit, and a weak affinity with Time.
Kimono: Actually a fairly complete set of traditional Japanese attire, not including the underwear. A (rather expensive) gift from Cordelia, primarily in dark blue silk.
Map, Annotated 2.0: A print-out map of shrines and temples in the area around your hotel. Somewhat detailed, it has public information culled from the Internet for most of the addresses you've picked out as potential spiritual hot-spots. Lu-sensei recommended visiting the Higurashi Shrine, which turned out to be good advice.
Meditations Upon the Tao: A fairly large volume of philosophical commentary on the mind, the spirit, and the natural order of things, by one Zuang Lao. His writing style is long-winded and full of riddles, anecdotes, rambling diatribes, and other "old man" stuff. A lot of it's beyond your ability to make sense of at the moment. Perhaps you need to meditate further upon this topic...? This book has since been returned to Gen's shop, but you made a point of reading it thoroughly before then. You just wish it had been less of a headache...
Meishi: Personalized "business cards." You've obtained one that has the contact info for Arisawa Tatsuki and Kurosaki Ichigo, and another that has the contact info for Shuzen Kahlua. You also have Altria Drake's address, which apparently has a wizard handling the mail. Higurashi Kagome has given you her number and mailing address as well. Additionally, you have a mailing address for Kasumi and Ayane. More recently, you've acquired contact info for Beryl, though only as a drop-box for letters. Even more recently, you've got a number and address for Dave Stutler, sorcerer's apprentice; the same for Hayashi Emiko, a fighting fan fox-girl; and a mailing address (and due to technological issues, ONLY a mailing address) for Sokka and Katara of the Southern Water Tribe.
Mirror of Shadows: A magical mirror originating from Hyrule, purportedly possessing the power to expel madness from those who look into it. It's almost certainly NOT the Mirror of Twilight, but considering that you had to fight Dark Link to get it, it may actually be the "Dark Mirror." Because what are the odds there'd be ANOTHER magic mirror connected to the Dark Interlopers? Has a VERY strong affinity to Shadow.
Ninja Letter: A polite, congratulatory threat from the renegade ninja Raidou.
Novelty Cheque: A gimmicky, vastly oversized version of your actual cheque. Not worth anything except perhaps a chuckle or two. What are you going to do with it, anyway?
Ointment of True Seeing: A greasy paste made of saffron, Bullbo fat, and certain mushrooms from the Lost Woods, used as an essential material component in the Spell of True Seeing. You've got enough left to cast said spell twelve eleven times, assuming all the recipients have two eyes. Admittedly, this is not entirely a given...
Pendant: A seventh-birthday gift from Amy, made of polished dark wood carved in the shape of the Gerudo Crest.
Plush Dragon "Altria": Currently in Zelda's possession. A remarkably well-made and surprisingly accurate plush interpretation of a red, Oriental-style dragon. It looks a bit like that Volvagia creature you've seen in some of your dreams, but you decided to name it for your most formidable and respected opponent - for the lulz. As anticipated, Zelda loves it.
Reagents: A collection of raw materials for the creation of magic items. Specifically, a Potion of Blindness, and three transcribed second-circle spells.
Scroll of Enchantment: A scroll purchased from Uncle Gen's shop, created by a magic-user he considers reputable and containing notes on - and possibly spells from - the school of mind-magic. Read it.
Searfang's Horns: The broken-off ends of the horns of the Volcanic Fury, Searfang, courtesy of Bando the Celestial Goron. They have a strong affinity to Fire, and a moderate affinity to Earth and Shadow. Very valuable.
Security Mirror: A large overhead mirror taken from an abandoned gas station outside of town. Used as a focus for the Spell of Mirror Hideaway. Has an affinity to Shadow.
Shadow Horsehair: A hair from the Horse's mane, with potential use as a spell component. Has affinity to Life and Shadow, and lesser affinity to Earth and Fire.
Shuzens' Formal Invitation: A very formal letter on high-quality stationery, delivered by a creepy, purportedly Fate-altering Mothman on behalf of the Shuzen Clan of vampires.
Spiritual Bandages: Pure spiritual material, harvested from Navi's Silent Realm and fashioned into bandages and dressings to help your spiritual wound heal without long-term consequences. But now that you've cast the Spell of Restoration, you've got a couple of months' worth of bandages left over. They have a strong affinity to Spirit.
Stationery: A few sheets of high-quality writing paper and similarly well-made envelopes, taken from the desk of Mr. Randall Chase (with Cordelia's permission).
Suzuka's List: A collection of names and addresses of people in need of sorcerous assistance, gathered by the miko of the Hakuba Shrine on Alex's behalf. Specifically: a Buddhist temple dedicated to Raiden, in need of long-overdue repair from typhoon damage (repairs completed!); an old man with a magically-sealed box; a fortune teller who asked for Alex by description (visited, and frustrating); and a woman with a long-missing child.
The Fifth Element: A Collection of the Teachings of Grandmaster Wen, of the School of Five Elements. A book about ki, from a more academic perspective, composed of various lessons and pithy sayings attributed to the Founder of Lu-sensei's school of martial arts badassery. Although, as your teacher quoted the Grandmaster: "I never wrote any of this stuff, and I don't remember saying half of it. Are you boys sure you weren't drinking again?"
Tobin's Spirit Guide, Third Edition: A copy of one volume in the highly-regarded paranormal researcher's guide to the supernatural. This volume covers the Orient and its most common or most significant paranormal natives. Features annotations by Yakumo Koizumi, aka Lafcadio Hearn, an international author from the turn of the previous century, most famous for his collections of Japanese legends and ghost stories. Read it.
Tournament Documents: A complete copy of the World Martial Arts Tournament's rules (for all divisions), as well as the documentation necessary to register and a formal invitation to the next tournament, which is in four years' time. Read them.
Tournament Tapes: A set of VHS tapes containing unedited footage of the Twenty-First World Martial Arts Tournament. Interestingly, while pure magic and mixed magic/ki techniques show up just fine, most pure ki techniques seem to not have been visible to the cameras. Weak affinity to Light, moderate affinity to Shadow. Watched them.
Who's Who and What's That?: The June 1999 Edition of a long-running monthly magazine, focusing on recent supernatural events from around the world, and the individuals involved in them. Not as useful for learning about spiritual arts or psychic powers as you'd hoped, but the articles are interesting, well-written, and match up pretty well with what you already know. Getting a subscription or ordering some back issues might be a worthwhile investment. This magazine has since been returned to Gen's shop, but you read it before that.
Xenolith: A palm-sized crystal cluster you found encased in an old lava flow. You're not sure what sort of mineral(s) it contains, but it's pretty. Has affinity to Earth, and lesser affinity to Fire.
Other Stuff
Conjuration Templates: You have committed to memory the physical structure and mystical essence of: a classy fountain pen; sheets of high-quality writing paper; fancy envelopes; Gold Incense; and Gohma Webbing. Perhaps you'll be able to conjure permanent copies of these items in the future...?
Fairy House: A large "dollhouse" outfitted with actual tiny furniture, working plumbing, and other high-class residential features, all perfectly sized for Briar's use. A gift from the Shuzens - specifically, Kokoa, although not to you, because she doesn't like you NEARLY that much - it's large and complex enough that you can only stow it in your pocket by devoting a significant portion of your mana to the task.
Ward on Alex's Room: A basic Abjuration-based warding array that helps to conceal magical activity within its boundaries. It allows Alex to cast any number of unsuppressed cantrips and/or suppressed 1st-level spells, or a small number of unsuppressed 1st-level spells, without being detected.
Wardstone Array: A rather advanced Abjuration-based warding array that conceals magical activity within its boundaries, as well as its own existence. It allows Alex to cast any number of unsuppressed spells of fourth-circle or lower without being detected, and might be able to conceal fifth-circle suppressed spells - assuming Alex can sufficiently build up his Mana Concealment. Courtesy of Ambrose.
KI AND MANA RECOVERY
0%: 1% per hour.
1-25%: 2% per hour.
26-50%: 3% per hour.
51-75%: 4% per hour.
76-100%: 5% per hour.
The above numbers assume that Alex is sleeping comfortably, well-fed, and not suffering any debilitating effects. If he is uncomfortable, hungry, or afflicted, recovery is reduced by 25%. While awake, Alex's rate of recovery is reduced by 50%, and if he has used ki or mana within the last hour, his recovery rate is reduced to 25%.
THREAT RATING
EX: God (Illyria's true form, at full power), the Triforce.
A: True demon (Old One, Illyria's Fred shell), weakened god (Glory), Triforce of Power.
B: Major demon (Awakened Acathla, the Judge at full power, Adam), weakened true demon (the Mayor immediately post-Ascension, Illyria's Fred-shell when weakened), Triforce of Courage or Triforce of Wisdom.
C: Moderate demon (the Master, Kakistos), half-demon or minor demon or magic-wielding human Champion (Angel), elite Slayer (Buffy, Faith), weakened major demon (Acathla, the Judge).
D: Vampire, common Slayer, human Champion, magic-wielding human, half-demon, minor demon, large animal.
E: Human adult, medium animal.
F: Human child, small animal.
Please note that while they use the same letter-grading system, Threat Rating is tracked separately from Prowess/Skill Ratings. An otherwise normal human with straight A-rankings in Combat, Mental, Physical, and Social Prowess would be a high E-rank threat, while a vampire or a Slayer with average human abilities prior to being turned or Called would still be a D-rank threat due to Monstrous Strength the benefits of their respective change.
As a powerful, combat-trained, magic-wielding human "Champion" who is currently still just a kid, Alex works out to a D-rank threat.
