Scraped from
here.
STATUS SCREEN
Name: Alexander Lavelle Harris
Age: 8 years
Alignment: True Neutral
Past Life: Ganondorf, King of Evil
Traits
Aura of Power: C+, C when not casting, D+++ suppressed. 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 day of your passage; it is also evident to magically- or spiritually-aware beings in your presence. This is reduced by your Spiritual Prowess as long as you aren't actively casting spells, and also by your Mana Concealment. You're also able to gather respectable amounts of magical energy for spellcasting.
Blooded: F+. You have killed. Perhaps because they were a demon assassin and an evil sorcerer trying to kill you, it doesn't quite feel real as yet.
Dark Affinity: F+++. You like the dark. At least, you like it as long as you have your fairy-shaped nightlight...
Din's Favor: E. The Golden Goddess of Power has her eye on you. You gain a minor bonus to magic that falls within her domains - mainly Earth, Fire, and Strength, but also Thunder - and to your physical endurance and strength. Oddly enough, your ability to dance and play the drums is also improved.
Earth Affinity: E (F+++ without Heart of Fire). You like the earth, and it likes you. You gain a minor bonus to all forms of Earth Magic and social interactions with other creatures that have Earth Affinity. You do not yet suffer any penalties involving the Wind and its creatures.
Filial Piety: E++. 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 minor bonus on social interactions with your elders. It does not yet impede your ability to socialize with your peers, but significant disobedience or disrespect for your seniors will reduce your ranks in this skill.
Fire Affinity: E+ (F+++ without Heart of Fire). You like fire, and it likes you. You gain a minor bonus to all forms of Fire Magic and social interactions with other creatures that have Fire Affinity. You do not yet suffer any penalties involving Ice, Water, and their creatures.
Honest: E++. You tend to keep your word. This reputation earns you a minor bonus on social interactions, as long as you are telling the truth. It does not yet impede your ability to lie, but significant dishonesty will reduce your ranks in this skill.
Intimidating: C+++. You look like the sort that does not play well with others. You gain a major bonus when attempting to push others around, whether verbally, physically, or just by being tall, dark, and scary, but you also incur a moderate penalty on most social interactions. Your Social Prowess currently negates the penalty, as long as you aren't trying to frighten people.
Law-Abiding: F+. You respect the law. At least when it's convenient to do so.
Past Life Experience: C+++. You have dreams of the life (or is it lives?) of Ganondorf two or three times a night. You can recall the contents of these dreams in precise detail. Having this level of recall of your previous incarnation gives it an influence on your current form, which has developed faint Gerudo skin, hair, and eye colors.
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: D+. You look out for your friends and loved ones. You gain a moderate bonus on actions taken to defend or avenge someone you care about. Failing to help a friend in need incurs a minor penalty until you have made amends.
Rage: F+. ALEX SMASH!
Totem of the Raging Boar: D+. 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 moderate bonus in combat situations and social situations, but take a minor penalty on mental actions.
Traumatic Memories: E. You have seen things you rather wish you hadn't, and which you can't easily forget. You're slightly out of step with what society considers "normal," and gain a minor penalty to all social actions involving regular people, who rationalize away your oddities as best they can. Those aware of the violent supernatural underworld can still relate to you normally, though.
Warrior Born: E++. You enjoy a good fight. This grants you a minor bonus in combat situations, as long as you are using weapons or martial arts, and on social interactions with other warriors. It does not yet impede your ability to interact with more peaceful and/or magically-inclined individuals. Acts of cowardice or dishonor will reduce your ranks in this skill.
Watchful: C. You keep your eyes and ears open for trouble. You gain a major bonus to notice subtle or hidden details about your surroundings even when you aren't specifically on guard. Aside from making you appear overcautious, this extra alertness imposes a moderate penalty to your
initiative roll and Reflex saving throw reaction time when something does manage to surprise you.
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+). Against young adults (age 16+), the penalty is a full rank, and against adults (age 20+) 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.
Club Training: F. You know a bit about how to wield clubs. Walk softly, carry a big stick.
Crowd Control: F+. You know a bit about how to fight off multiple opponents at once. But running away is clearly the superior option.
Grappling: F. You know a bit about how to fight in extremely close quarters. Dad approves.
Headbutt: F+++. A special technique that consists of slamming your skull into someone else's. Seems reasonably effective as long as you have a ki-buffer up, and your opponent doesn't have any fancy features like horns, cranial ridges, or a flaming skull.
Ki Blast: F+. A special technique which focuses your pure life-force into a coherent beam of destruction. That's the theory, at least; in practice, it's more like an oversized flashlight.
Knife Training: F. You know something of the theory of wielding short blades. Pointy end goes into the other guy, right?
Maximum Power: E++. A special technique which focuses magical and spiritual energy into a golden aura that increases all physical stats by ~425%. Drains roughly 1% of maximum reserves every 2 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.
Power Ball: F+. A special technique which focuses magical and spiritual energy into a golden orb that inflicts direct damage and temporary paralysis on its target. Seems to absorb "active" spells for added effect. Should not be used against plucky young heroes with magic swords.
Power Fist: F+. A special technique that consists of a powerful backhand punch, infused with your aura. Seems effective at stunning and knocking around smaller enemies.
Power Sense: F++. A special technique which focuses magical and spiritual energy into an extrasensory ability similar to short-range sonar. Should not be used near large, excited crowds.
Spear Training: F-. You have a very basic idea about how to wield a spear. Pointy end goes into the other guy.
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.
Substitution: F-. 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 Training: F+++. You know something of the theory of wielding a blade. In this case, a little knowledge really is a dangerous thing.
Tonfa Training: F-. You know a little bit about how to wield a tonfa. Or is it a nightstick?
Weapon Defense: F++. You have a very basic idea of how to protect yourself from weapon-using opponents. You wouldn't care to test this knowledge against anything nastier than, say, a feather duster.
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: D. You have a working understanding of general defensive magic. Your abjuration spells are safer and more powerful than normal, allowing you to reliably break curses and enchantments or banish summoned demons. That ought to be useful on the Hellmouth, eh?
Augmentation: D+++. You have a working understanding of enhancement magic, making your spells more effective, longer-lasting, and more resistant to dispelling. It's completely different from Reinforcement. Really.
Conjuration: F+++. You have a very basic understanding of creation magic. Mostly, you can make a mess.
Divination: D++. You have a working understanding of informational magic. Your divination spells are moderately safer, more effective, and more difficult to notice.
Earth Elementalism: E++ (E+ without Heart of Fire). You have a basic understanding of the power of earth. Your earth spells are slightly safer and more powerful. Rock and roll!
Elementalism: E++. You have a basic understanding of elemental magic - wind, fire, all that kind of thing. Your general elemental spells are slightly safer and more powerful.
Enchantment: E++. You have a basic understanding of mind magic. You have a slightly easier time making friends and influencing people, at least until they find out you've been playing mind games.
Fire Elementalism: D (E++ without Heart of Fire). You have a working understanding of the power of fire. Your fire spells are moderately safer and more powerful. Why, you might even be able to incinerate a vampire without setting everything around him aflame!
Ice Elementalism: F. You have a very basic understanding of the power of ice. It's cool.
Illusion: E. You have a basic understanding of the magic of shadows and phantasms. Your illusion spells are slightly more convincing. That includes invisibility, by the way; time to make like the Predator...
Item Crafting: F+. You have a very basic understanding of how to create magic items. You might even be able to make something that does what you want it to!
Lightning Elementalism: F. You have a very basic understanding of the power of lightning. It's shocking!
Mage Sense: D. You're reasonably skilled at detecting magical energy even when you can't see it. You can interpret a moderately larger amount of information, with a slightly reduced chance of being overwhelmed by powerful magical signatures. Sorcerer senses tingling...
Mage Sight: D++. You're reasonably skilled at reading pure magical auras. You can interpret a moderately larger amount of information than normal, with a slightly reduced chance of being overwhelmed by powerful magical signatures. It's sight beyond s- wait a minute...
Mana Concealment: E. You're able to hide your magical energy. This reduces your Aura of Power by a quarter-rank when you aren't casting spells, or by half a rank if you are suppressing your power. You can also cast a single untraceable cantrip, but casting successive cantrips or a more powerful spell will still give you away. The ninja would probably like this one.
Mana Control: D. You know how to use mana more efficiently. You get a moderate discount on all spells and mana-using special techniques, and your spells are slightly more likely to overcome those cast by a less-skilled opponent.
Mana Recovery: F+++. You recuperate spent mana more quickly than normal. Instead of a full two days to recharge from zero, it might take you as little as 47 hours and 59 minutes!
Necromancy: E++. You have a basic understanding of the magic of death, spirits, curses, and undeath. your necromantic spells are slightly safer (for you) and more powerful. And hey, you can raise the dead! That one's always good at parties!
Summoning: D+++. You have a working understanding of space-time magic. Your summoning spells are moderately safer and more powerful than normal, and might even be stable enough for use on the Hellmouth! Maybe...
Thunder Elementalism: F+++. You have a very basic understanding of the power of sound. It's loud.
Transformation: E. You have a basic understanding of magic that changes the form and composition of things. Your transformation spells gain slight improvements to stability, scale, and complexity, but you're still a long way from being a threat to an Alchemist.
Water Elementalism: F-. You have a very basic understanding of the power of water. It's... wet?
Wind Elementalism: F+++. You have a very basic understanding of the power of wind. It blows.
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: E. You are knowledgeable about the care, feeding, and training of animals. You might even be able to get Moblin to sit and stay one of these days.
Computer Literacy: F+. 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: C. You are able to focus on the matter at hand. You can ignore major distractions when performing complex tasks, and take minor actions when doing something else - for example, holding a pre-prepared ki technique at the ready while casting a spell. Sorry, shinies, but you'll just have to wait for your turn.
Cryptozoology: E+. You have studied the appearance, habitats, abilities, and weaknesses of Earth's non-human natives - aka "monsters." You gain a minor bonus to recognize a monster and when attempting to identify its particular traits.
Demonology: E+. You have studied the appearance, habitats, abilities, and weaknesses of extraplanar entities - aka "demons." You gain a minor bonus to recognize a demon and when attempting to identify its particular traits.
Dreamwalking: E+. 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...
First Aid: F+. You know a little bit about emergency medicine. You can confidently say that it's better off left to those who have actual first aid training - or, you know, Briar.
Hyrulean Theology: F++. You have a very basic understanding of Hyrulean religious beliefs. You can name the Godddesses and their aspects, know a couple of amusing parables, and could identify the holy symbols if you needed to.
Japanese: D+++. You have a decent understanding of this foreign language, roughly at the level of a native speaker of your age. Since it was obtained by magic, it's only temporary unless or until you get some long-term practice in.
Listening: D. You hear things, currently not including voices in your head. You get a moderate bonus to hear things that aren't immediately obvious, or which might be drowned out by background noise.
Literacy: F+++. You have no fear of those musty old books. As long as they stay away from you, you'll stay away from them.
Looking: C. You see things, currently not including dead people. You get a major bonus to spot things that aren't immediately obvious, or which are concealed.
Meditation: E+++. You know how to arrange your thoughts and the energy of your mind in a more efficient and beneficial manner. Among other benefits, you gain a minor bonus to ki and mana recovery when meditating, but it takes you about half an hour to get properly Zen.
Mental Defense: E. You know how to construct defenses against all manner of mental attacks and influences. You still lack a will of iron - it's more like pre-Bronze Age copper or tin - but you get a slight bonus to resist such unwanted effects.
Parazoology: F+++. You have studied the appearance, habitats, abilities, and weaknesses of spectral entities - aka "spirits." You can recognize a ghost when you see one. Unless it's a phantom. Or a shade. Or an ancestor spirit. Or quite a lot of other things.
Scenting: E. 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.
Sign Language: F+. You can't do much more than flail around and hope that somebody correctly guesses what you're trying to say.
Tactics: E+++. 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 minor bonuses to your actions and your allies' actions in a specific situation. Of course, no plan survives contact with the enemy...
Teaching: E+. You have a basic understanding of how to impart useful knowledge to others, and make it stick. You get a minor bonus when tutoring a single student, and can teach a class of six at a normal rate. The most important question remains: will you be addressed as Alex-sensei, Mister Harris, or Master Alexander?
Physical Prowess: C+. 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...
Body Flicker: E+++. A high-speed movement technique that looks like teleportation. Now they see you, and now-
Doppelganger: F+++. A ki-based illusion technique that creates a visual "clone" of you. It's a pretty obvious fake at this level, though.
Earth Resistance: F (nil without Heart of Fire). You are harder to hurt with the forces of elemental Earth. But sticks and stones can still break your bones.
Endurance: F++. You can keep going in spite of fatigue, pain, and injury. Though mostly, the only place you go is to the ground...
Evasion: E. You have some aptitude for getting out of harm's way. You gain a minor bonus on attempts to dodge everything from punches to explosions, although it works best when your attacker is too far away to compensate. And hey, you might even be able to duck out of Miss Kendall's sight!
Fire Resistance: F+ (nil without Heart of Fire). You are harder to hurt with the forces of elemental Fire. That said, you know that trick where you hold your hand over a candle flame? It hurts less, now, but it still hurts.
Ki Enhancement: E+++. You have some skill at using ki to boost your body's natural abilities. Your enhancements are slightly more powerful than normal.
Ki Power: E. 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: F++. You recuperate spent ki more quickly than normal. Instead of a full two days to recharge from zero, it might take you as little as 47 hours and 59 minutes!
Pain Threshold: F++. You can take a hit. But you scream like little girl when you do.
Sleight of Hand: F+. Your hands are quicker than the eye. Sometimes including your own.
Speed: F+++. You have some outstanding speed. But don't start playing the Titles theme from Chariots of Fire just yet.
Stealth: E+++. You have some ability to sneak around. You get a minor bonus on attempts to hide and move silently. Nin-nin!
Strength: F+. You have some outstanding physical power. But not that much.
Strength Concealment: F. You can hide your physical power in everyday life. As long as nobody else is looking at you, anyway.
Strength Control: F+. You can use exactly as much or as little physical power as is necessary to get the job done. You probably shouldn't handle fine china or glassware at this stage, though.
Social Prowess: C+. You are a popular kid. This is reduced by Intimidating, when you try to be scary.
Acting: D+. You can act normal. People will overlook moderate "inconsistencies" between the things you say or do, and what a normal boy your age would say or so. It's not lying, it's art! And helpful for when you want to ham it up!
Allure (?): F+. 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?
Cool: E+++. You can keep yours, in the face of minor, everyday problems.
Fighter's Rep: E++. Your first time competing was at the World Martial Arts Tournament, and you won the Under Tens Division. This is a feat worthy of recognition within the martial arts community.
Guarded: E+++. You're careful about who you trust, since evil ninja could be lurking anywhere. You get a minor bonus to conceal your true thoughts and feelings.
Haggling: F++. You know how to get the best deals. As long as money isn't actually involved.
King of Beasts: F. You have a way with animals. They haven't attacked you yet.
King of Men: E+. You are a bro, if only a little one. You get a minor bonus on social interactions with males.
King of Women: D. You have a particular way with women, apparently as endearing as it is annoying. You get a moderate bonus on social interactions with females.
Manners: D. You have them, and they're good. You get a moderate bonus in formal social situations, and a minor bonus in informal ones. You don't always get all the little details right, but it's a rare soul who doesn't appreciate someone making an effort to show due respect.
Threat: E. 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: F++. You are an initiate in the ancient art of trolling. However, unsuccessful troll is unsuccessful.
Words of Power: E+++. You have discovered that calling your attacks actually makes them stronger. You gain a minor bonus to the effectiveness of your spells and special techniques if you can swallow your pride and ham it up when invoking them.
Spiritual Prowess: C+. You've learned the basics of ki control, which lets you enhance your body in dangerous situations and resist spiritual attacks. This reduces the presence of your Aura of Power, when you aren't actively casting spells, and also reduces the undesirable side-effects of your Past Life Experience.
Ki Concealment: E+. You are able to hide your ki. You get a minor bonus on attempts to defeat aura-reading abilities. Most people with the proper training or experience in dangerous situations can still sense your ki, though.
Ki Control: D+++. You know how to use ki more efficiently. You gain a moderate discount on ki techniques, and if you get into a "beam duel," you are slightly more likely to overcome your opponent.
Ki Sense: D. You are able to detect and read auras out of visual range. Your sense of unseen auras is more accurate, allowing you to identify familiar individuals, and you gain a moderate degree of protection against being stunned by overwhelming auras.
Ki Sight: C. You are skilled in the technique of reading an opponent's aura and fighting strength. This makes your readings considerably more accurate, and significantly reduces the odds of dangerous side-effects.
Spiritual Concealment: F+. You are able to hide your spiritual presence. Anything with the third eye to see you isn't going to be fooled, though.
Spiritual Control: E. You are able to use spiritual energy more efficiently. You gain a minor discount on spiritual techniques, and are slightly less likely to attract unwanted ghostly attention. If the Dead come after you anyway, there's always Necromancy.
Spiritual Perception: E. You are able to see purely spiritual phenomenon, including dead people. Your perception is still fairly weak, though; you can sort-of see ambient spiritual energy, simple lingering spirits, or those entities that choose to reveal themselves. Watch out for Poes!
Spiritual Power: F. You have some ability to affect spiritual entities with the power of your own soul. It's the equivalent of a faint smell...
Totemic Knowledge: F++. You have obtained basic knowledge of the spirit guides and their roles, as well as how to invoke your own spirit beast - if you so dare.
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.
Mission: Interdimensional Postman: You have promised to find a way for Briar to make contact with her mother, whose last known location is in Hyrule. As this Priority requires the development of long-distance travel capabilities - most likely flight or teleportation - as well as dimensional theory, you will receive a bonus to Magical Prowess in those fields until you complete or abandon this Priority.