Oath Sign: Breath of the Wild

So @Cyreni is a character knowing about the Zelda franchise from their home universe allowed? Because the character I have in mind is from Modern day japan and is noted to have a fair amount of pop culture knowledge.

Also before you ask she is going to be grabbed a year before Breath of the Wild was to be released in her home universe so she won't have any knowledge of this specific version of Hyrule.
 
Quick question @Cyreni, Dynasty Warrior powerlevels fluctuate between "Tanks Cannon Barrage with face" and "Alas, that peasant hit me with a damnable PLOT Arrow. I'm dying!" in the same mission, and since LoZ did get their own Dynasty Warrior spin-off, I'm wondering if you'd like Lingqi to be "Tanks Cannon with fave" or "Really skilled human with some nifty kung fu powers".
 
Last edited:
Sinsystems - Chunnibyou Fantasy Incarnate
Sumireko Usami

High Concept:
  • Secret Sealing Club First President! - Originally started as a club with the sole purpose of aiding in her self imposed social isolation, the Secret Sealing Club would one day become something more but in the meantime as the sole member Sumireko spent her days researching the Occult and investigating urban legends in order to satisfy her curiosity.​
Trouble:
  • Impulsive Curiosity - Perhaps due to her youth or her unabashed confidence in her abilities Sumireko has a habit of looking into things she shouldn't or doing something just to see what would happen without thinking things through (See the time she summoned a flying saucer).​
Aspects:
  • City Girl - Despite her frequent dreamland visits to Gensokyo Sumireko is a city girl at heart and lacks many crucial survival skills that one would need to know when wandering the wilds.
  • Psychic Schoolgirl - Sumireko is a high school student who possess psychic abilities, as a result she developed a superiority complex and willingly isolated herself from her peers. Recently with the Urban Legends in Limbo incident she has been humbled by the residents of Gensokyo and who she now respects and wished to make friends with.
  • Gensokyo Combatant - A regular visitor to Gensokyo Sumireko has partaken in the Fantasy Land's unique style of combat, Danmaku. It is a beautiful style that fills the air with brilliant patterns of projectiles and where dodging is everything.

Powers and Ability:​
  • Psychic Powers: Sumireko possess the ability to utilize a wide variety of psychic powers.​
    • Levitation: The ability that Sumireko utilizes to allow herself to fly at will with a top speed roughly equal that to a professional cyclist and while she doesn't have a maximum height limit this ability doesn't protect her body from the adverse effects one might suffer at higher altitudes.
    • Telekinesis: Sumireko's primary offensive ability that allows her to casually throw around steel beams, rip chunks of concrete out of the ground and topple telephone poles. At her strongest Sumireko is able to even topple a radio tower, although that requires considerable effort and concentration.
    • Teleportation: Sumireko is able to teleport herself and anything she is holding up to about 5 meters in any direction so long as she can see her destination. This teleport can be used about 3 times is rapid succession before requiring a few seconds to recharge.
    • Pyrokinesis: One of Sumireko's less practiced abilities, at her current level of skill she can create small explosions of fire within a couple meters around herself with a snap of her fingers.
    • Hydrokinesis: One of Sumireko's less practiced abilities, at her current level she can send bodies of water flying at a location at roughly the strength of a riot hose assuming she has a body of water nearby to draw the water from.
    • Psychic Laser: A Beam of purple psychic energy that Sumireko can fire from her hands. In this new world it should be roughly equivalent in strength to that of 5 Bomb Arrows.
    • Astral projection: The Ability which allowed Sumireko to visit Gensokyo when she sleeps and even bring items to and from that land of fantasy, assuming she was holding it when she fell asleep. However in this new world the Esper can't reach that land of Fantasy so even she has no idea where this ability will take her.
  • Esoteric Knowledge: Sumireko is well versed in a wide variety of esoteric knowledge ranging from things like the various types of Yokai to more obscure subjects like when the first UFO was sighted in America.
Equipment and inventory:
  • Tablet Cellphone: Sumireko's trusty cellphone that contains all the things a modern highschool student needs like an internet connection (likely useless in Hyrule), a mapping app and lots of pictures from her time in gensokyo.
  • 3D Printed Gun: A gun made through 3D printing, while not actually having any bullets in it Sumireko can use it with her Psychic abilities to shoot blasts of telekinetic force.
  • Occult Junk: A collection of random occult items like some Zener Cards, a crystal ball, a wax skull and a stuffed panda doll that she got at a carnival.
 
Last edited:
High Concept:
  • Psychic Schoolgirl - Sumireko is a high school student who possess psychic abilities, as a result she developed a superiority complex and willingly isolated herself from her peers. Recently with the Urban Legends in Limbo incident she has been humbled by the residents of Gensokyo and who she now respects and wished to make friends with.​
  • Secret Sealing Club First President! - Originally started as a club with the sole purpose of aiding in her self imposed social isolation, the Secret Sealing Club would one day become something more but in the meantime as the sole member Sumireko spent her days researching the Occult and investigating urban legends in order to satisfy her curiosity.​
Trouble:
  • Impulsive Curiosity - Perhaps due to her youth or her unabashed confidence in her abilities Sumireko has a habit of looking into things she shouldn't or doing something just to see what would happen without thinking things through (See the time she summoned a flying saucer).​
  • City Girl - Despite her frequent dreamland visits to Gensokyo Sumireko is a city girl at heart and lacks many crucial survival skills that one would need to know when wandering the wilds.​
One High Concept, one Trouble, two general Aspects.
 
Well I've made my edits and I think Sumireko would have a fun time in Hyrule, although she would probably struggle at some things since she doesn't really know any survival skills.
 
zero_traveler - Angry Yelling Scene
Unlikely to be accepted, but for funsies... (Also, traditional that I poke Asura into an Oath Sign)
Name: Asura

High Concept: A Man Pushed Too Far
Asura was once a Shining, Rising star of the Seven Guardian Generals forces. Then he was betrayed, his wife murdered, and his daughter kidnapped. When he sought vengance, he was exiled to earth, thought dead, only his rage to sustain him as he recovered over a thousand years as a pillar of stone. When he finally reawakened, it was to his former comrades, his Betrayers, killing the ones they had once sworn to protect for the power of their souls.

Trouble: "I Will Never Forgive Them, Betrayers, Murderers, Thieves; But Especially, Those That Made My Daughter Cry!"

Additional Traits:
Avatar of Wrath Asura is powered by the Mantra Reactor of Wrath. His strength and abilities swell as he sinks more deeply into his Anger.

Former Guardian General Once a Rising Star of their forces, he was cast out after being betrayed.

Loving Father Asura would do anything for his daughter, up to and including destroying the deity that is the very source of the power that sustains his existence.

Like A Wild Beast Asura is not a wise man, nor a clever one. In his own words, "I don't know what to do when (my daughter) cries... the best I can do is punch anyone who makes her cry." His first, most visceral reaction is violence.

Powers
Superhuman resilience
Asura repeatedly takes beatings and worse from creatures and people far beyond his own reach. Despite this, and the crumbling of his body, he keeps getting back up and coming back for more.

Hard Puncher Asuras fists can shatter stone by themselves, and when he channels his power, can fire bursts of energy shaped like his fists as a ranged attack, effectively indefinitely.

Beast of Wrath: At one point, Asura's rage grew so large, so quickly, that he completely lost all control and himself to it. He became a Beast that only knew how to rage and destroy, even at cost to himself. His Mantra overflowed, and coated his body in a burning, golden skin and turned his features unrecognizably bestial. It was in this form that he smote the nearly completed Brahmastra from the sky, when the surviving Guardian Generals tried to use its power to kill him again. The overwhelming power of the titanic clash burned the golden skin to an oily black afterwards.
 
Last edited:
Beast of Wrath: At one point, Asura's rage grew so large, so quickly, that he completely lost all control and himself to it. He became a Beast that only knew how to rage and destroy, even at cost to himself. His Mantra overflowed, and coated his body in a burning, black, oily skin and turned his features unrecognizably bestial. It was in this form that he smote the nearly completed Brahmastra from the sky, when the surviving Guardian Generals tried to use its power to kill him again.
I thought the form was golden, with four great Mantra arms on it's back?

And clashing with the Mantra Fortress burned it black?
 
Unlikely to be accepted, but for funsies... (Also, traditional that I poke Asura into an Oath Sign)
Name: Asura

High Concept: A Man Pushed Too Far
Asura was once a Shining, Rising star of the Seven Guardian Generals forces. Then he was betrayed, his wife murdered, and his daughter kidnapped. When he sought vengance, he was exiled to earth, thought dead, only his rage to sustain him as he recovered over a thousand years as a pillar of stone. When he finally reawakened, it was to his former comrades, his Betrayers, killing the ones they had once sworn to protect for the power of their souls.

Trouble: "I Will Never Forgive Them, Betrayers, Murderers, Thieves; But Especially, Those That Made My Daughter Cry!"

Additional Traits:
Avatar of Wrath Asura is powered by the Mantra Reactor of Wrath. His strength and abilities swell as he sinks more deeply into his Anger.

Former Guardian General Once a Rising Star of their forces, he was cast out after being betrayed.

Loving Father Asura would do anything for his daughter, up to and including destroying the deity that is the very source of the power that sustains his existence.

Like A Wild Beast Asura is not a wise man, nor a clever one. In his own words, "I don't know what to do when (my daughter) cries... the best I can do is punch anyone who makes her cry." His first, most visceral reaction is violence.

Powers
Superhuman resilience
Asura repeatedly takes beatings and worse from creatures and people far beyond his own reach. Despite this, and the crumbling of his body, he keeps getting back up and coming back for more.

Hard Puncher Asuras fists can shatter stone by themselves, and when he channels his power, can fire bursts of energy shaped like his fists as a ranged attack, effectively indefinitely.

Beast of Wrath: At one point, Asura's rage grew so large, so quickly, that he completely lost all control and himself to it. He became a Beast that only knew how to rage and destroy, even at cost to himself. His Mantra overflowed, and coated his body in a burning, black, oily skin and turned his features unrecognizably bestial. It was in this form that he smote the nearly completed Brahmastra from the sky, when the surviving Guardian Generals tried to use its power to kill him again.

And the set is complete.
 
AProcrastinator - I Cast Rock
Toph Beifong


The Greatest Earthbender in the World
Where Toph comes from, the art of battle is elementary.

People called benders, through use of focus and martial arts, may freely move the world around them. Firebenders call flames from within themselves and shape the course of lightning. Waterbenders move the tides, the rain, the temperatures, and even the blood beneath your very skin. Airbenders call the winds to them, and so scatter their enemies at their feet, or even draw the very breath from their lungs. Earthbenders ...

... you have the idea, I think.

Toph is a bender. She is an earthbender. She is, perhaps, the Earthbender. She has traveled across the entirety of the her planet, performed feats thought by most to be impossible, had a firm hand in stopping a 100-year war and preventing the genocide of her people, and someday in her future, she will leave a legacy of herself that will guard her world's greatest city for generations to come.

And all that from a blind, twelve year-old girl. How about that?​

Aspects
Stubborn as a Rock: The primary principle of any kind earthbending is standing one's ground - being stronger, firmer, more unmovable, more absolute of will than the earth you move. These philosophies inevitably influence the way that any earthbender composes themselves when being, well, themselves. Being nothing short of a prodigy when it comes to breaking new ground, Toph is thus not shy of confrontation, abrasion, loss of reputation, or any number of unpleasant situations. You will not change her mind.
Blind Bandit: Blind as the proverbial wolfbat - but equally as cunning. She is a little girl! She is blind! She is also not to be underestimated.
Ground-Bound Bird: Toph has been caged before, and that is both an entirely literal statement and a terrifying metaphor for her home life. Toph Beifong will refuse any confinement that she has constrained herself, whether that be as literal as iron chains or as cerebral as social expectation. She will pursue freedom at nearly (nearly) any cost.
Hygiene's for Suckers: To quote Toph herself, "a healthy coating of earth." No more need be said than that.
I AM the Ground Forces: In terms of both combat strength and combat experience, there are few things worse to face-to-face than Toph with access to solid rock. She has stood unbowed against encroaching soldiers, advanced on government capitals unwounded, held weights, moved metaphorical mountains, broken the ideas of what was possible in twain, and has done so all within the space of a single season. Despite all that, however, she has yet to show any sign of slowing down. Put it most simply: Toph is the lever which moves the world, given a place to stand.
Terra Firma: Beyond being at her strongest on stable ground, Toph is at her most confident when she stands on something solid, even if it is not literal dirt beneath her feet. A rugless floor which does not tilt unnecessarily is good enough. Still - the soil is her sight, its crumble her comfort, and given the choice, she will never be far from it. Maybe you could convince her to go to the beach.
When Pigs Fly: A realist to the center of her, Toph's concerns are with the foundation, the bedrock, the core - the truth, without prettification. It's not a set-in-stone philosophy of hers (she has her own dreams and ideals), but it is an apt descriptor of her general attitude towards herself, towards others, towards life. That is that, and that is all there is to it. So it goes.
Earthbending Prodigy: And considering her approach to life, perhaps it is best to cut out any more unnecessary descriptors. Toph does one thing, and she does it very well: the movement and shaping of the ground which surrounds her. That, in total effect, is what she does. and so, that is all that she is.

Trouble
Blind: Toph. Cannot. See.

Powers, Skills and Abilities

Earthbending: By utilizing a martial arts discipline very similar to the Mantis style, Toph may (at close range or at semi-arbitrary distance) telekinetically manipulate the ground, rock, soil, and mineral of the area in her general vicinity, both its form and its velocity. A step for a spike, a chop for a cluster, and a maniacal laugh just for fun while the rain of rocks crushes her enemies. Etc.

Toph seems to be capable of a great deal of precision, power, and creativity while using her unique earthbending style, its versatility ranging from spontaneous sandcastles and snowfall-like "rock angels" to pavement-tile rotating shields, brute force walls of clay, and even advanced mud wrestling. She's not capable of moving mountains, nor moving any ground more than a set distance away, but she is capable of surpassing her grounded limits, and that is her most terrifying trait of all.

What makes her such an effective bender, beyond most or all of her peers - even in the world-saving business - is likely, paradoxically, wondrously, unequivocally her inability to see. It is blindness, and learning to see despite it, that has created Toph's own unique (and impossibly powerful) bending style.

Seismic Sense: The blind badger-moles of her world were perhaps the first natural earthbenders, and sensing a kindred spirit in her, they taught her the secrets of sight beyond light. Putting aside all spirituality and comparisons to echolocation (however apt), Toph is able to utilize her earthbending to "see" around her by feeling the minute vibrations of the earth beneath her feet. A single step is all it takes, and so Toph Beifong knows all.

The "map" she creates for herself when uses her Seismic Sense (which is always, as long as her feet touch the ground) is three-dimensional and impossibly accurate. She cannot guess the color of your underwear, but she could probably count your leg hair at a "glance." Her sense is precise enough to detect peoples' heartbeats, and track even their most minute alterations, making her something of a living lie detector, as well. Her range is dependent on the terrain, the force of her steps, and other nearby vibrations, but at worst she is always aware of her immediate surroundings - including any and all earth, ground, rock, and other minerals in the area.

This is the secret to her effectiveness. Even beyond being to-the-moment aware of the entirety of a battlefield, Toph is never without ammunition, is able to manipulate her tools in ways that are strictly impossible for those who cannot match her awareness, and (psychologically) is closer to her weapon of choice than any other like her. Pithily: she is the Daredevil of magical kung-fu.

This sense is not a perfect one, of course. For example, some surfaces do not properly interact with Toph's Seismic Sense - for instance, during a desert trip, Toph described the sand as making everything "look fuzzy," and showed notable difficulty bending the sand around her, possibly as a direct result. Substances such as thick carpet might similarly baffle her senses, if not to the same degree, and ice blocks vibrations out almost entirely. By any account, removing her from the ground wholesale will make her as blind as, well, as she actually is. And of course, though she can sense the movement of nearby ground-based foes and thereby guess with some accuracy where projectiles will be, she cannot sense things that do not touch the ground.

(She has overcome the sand-bending inabiltiy since the desert, by the by.)

But her sense for shaking has opened other doors for her, and pushed her past limits that others could not even possibly come near. And she's strong, strong-willed, and stubborn enough to trust her own senses, and walk on through. Even if all of society were to say that something were impossible, if she were to sense something deep beneath the surface ...

Metalbending: One of earthbending's most pronounced weaknesses, throughout all of history, is that its practitioners can bend rock, soil, ground, minerals, dust, mud, clay, and nearly anything else you might find between your toes.

But not metal.

Enter Toph Beifong.

Though even she does not bend the metal directly, as she does the earth. She is still earthbending when she bends metal - just like she is earthbending when she bends mud, which is partially or even mostly water. Metal, after all, even at its most refined, contains earthen impurities. It is her seismic sense that allows her to identify these impurities within iron, steel, bronze, brass, and pull on them with enough force to make even the impossible bend to her will.

It still isn't a perfect science. Again, she isn't bending the metal itself - sufficiently pure and/or processed metals, such as platinum, tend to stymie her, and anyone else who might one day try the technique.

But still.

It's a good reason to call yourself the greatest earthbender in the world.

"And don't you dunderheads ever forget it!"

Equipment and Inventory
knapsack (clothes and keepsakes, some food)
really cool headband


I put Toph's Aspects and Trouble out of their usual order for the Trouble to have greatest narrative impact. I hope it's alright I went slightly nonstandard.

Also, I figure that Guardian-stuff is a pure enough metal, a la platinum in Legend of Korra, that Toph probably can't bend it. So I don't expect to be walking through Hyrule Castle anytime soon; don't worry.
 
Last edited:
I imagine this is the man, who if he were in Link's place, would immediately sneak into Hyrule Castle, loot the weapons, and destroy Ganon?

I am going to hit you up in the PM for more elaboration because this sheet is both from a franchise I am unfamiliar with and is complex as all get out.
War has changed.
 
Back
Top