Your character can be any type of Person. I recommend that you play a a Hylian or Calian, or some sort of mix between them.
Playing a different type of creature, such as a Molblin turned good, would offer certain challenges, but could be frustrating, especially to new players.
There are two ways I recommend to create a character, through planning (choice) or through die rolls (chance). You can use either approach on any step of the character creation process.
A - Description (upper left corner of Character Sheet):
1 - First, choose what race of creature you wish to play. Hylians and Calians are very versatile and skilled, and so make excellent player characters; however, you may wish to play various other types of creatures for variety, such as Molblins who have turned against Ganon and are now trying to restore peace to Hyrule, or a good Zola, or any other Person, except perhaps for Wizzrobes, since these are evil by necessity.
Refer to the list of creatures to see what your race's natural abilities and starting statistics are.
2 - Occupations in Hyrule and Calatia include soldiers, smiths, farmers, wizards, nobles, and various other jobs. There are many plausible occupations in Hyrule, including most of those that existed in Earth's Renaissance period, as well as several magic-related jobs, such as fortune-tellers, who forecast possible futures; alchemists, who make various potions and magical powders; diviners, who find wells and gems using magic, and many others.
3 - Choose a name for your character, as well as the character's age and sex.
B - Character Points:
Character Points are points that you spend to give your character powers including skills and Attack rating. They are only useful in the creation process, and do not directly affect gameplay. The higher the number of character points, the more powerful your character will be when you are done. A player may have anywhere from 2 to 12 character points with which to build a character.
Choice: Talk to your Manager and decide on the number of character points each player will get.
Chance: Roll 2 dice to determine the number of Character Points you can use.
When you create a character, first use the base statistics for its race as provided in the list of creatures and then use Character Points to add to the character's abilities, or sacrifice abilities to gain additional Character Points.
C - Vital Statistics:
1 - Speed:
Speed represents how many feet a character can move in a turn (second) and how high its Attack will be. It will also determine how hard it is to hit. (see VI - Combat)
To determine the Speed for your character, use the Speed for its race, or else roll the dice indicated, and add modifiers. You may then spend Character Points at a rate of 1-1 to bring the Speed up, or sacrifice Speed to gain more Character Points.
How often a character can attack depends on its Speed. See VI, A - Turns for details.
You can use either method to determine this number.
Choice: Spend Character Points to determine the character's Speed, and then add modifiers. For example, if you're playing a Hylian, start at Speed 3, and then the +1 that Hylians get (see the list of creatures) brings the total Speed up to 4. If you're playing a Lynel, and spend 6 Character Points to get the Speed up to 6, the modifier makes the total Speed 4. You may not spend more than 12 Character Points on a creature.
Chance: Roll 1 die (2 for Fairies). Use that number as the character's Speed.
2 - Attack:
A character's Attack Level determines how easily it hits other creatures in combat. To determine a character's Attack, add 7 to its Speed.
If you wish, you can increase the character's Attack by spending Character Points at a rate of 1 Character Point for each Attack Point. You can also gain Character Points by sacrificing Attack points, also at a rate of 1-2. (i.e. For every two points of Attack sacrificed, you get one Character Point back.)
3 - Life:
Life determines how many hearts you can use on the Character Sheet, and thus how hard your character is to kill. See IV, A, 3 - Life for details.
You can chose to add either 1 or 2 hearts to your character by spending either 1 or 2 Character Points, respectively. You can also sacrifice as much of your extra Life as you wish (all hearts but the last) in order to gain Character Points (1:1 ratio).
4 - Magic:
Magic determines how many spells a character can use, or how many times (or for how long) it can use magical items. Spells, and some magic items, use up Magic. See VII - Magic for details.
You can spend Character Points to gain Magic, or vice versa, at a ratio of 1:1, without restriction, unless you are playing a Fairy.
D - Skills and Items:
Use Character Points to gain the Items and Skills you will start with (1 Point to 1 basic Skill or Item, 2 for Items worth 100 or more rubies, 3 for items worth 300 or more rubies).
I recommend that all characters begin with standard equipment. (i.e., a simple steel sword, not a Zapper that does 15 points of damage, sets enemies on fire, and when thrown on the ground points in the direction of the nearest burger joint.)
1 - Skills:
a. Shield Allows a character to use a shield as described in VI - Combat.
Allows a character to throw any object he can lift as an attack for 1 point of Damage. To determine the character's skill at throwing the object, roll 1 die when the character picks it up (the Manager may declare penalties for items that are hard to throw), and use that roll as the character's Attack when it throws.
A character without the Throw skill trying to throw an object must also roll, and then subtract 2 to determine its Attack. If that number is 0 or negative, the character abysmally fails to throw the object.
Allows a character to travel in peaceful water.
Allows a character to jump roughly four feet in the air.
Allows a character to move at twice its Speed for (20-Speed) turns in order to travel in a straight, or nearly straight, line.
i.e., a character with a Speed of 3 using this skill can travel at Speed 6 for 17 turns. A character with a Speed of 5 can travel at Speed 10 for 15 turns.
After the last turn of running, the character cannot run again for twice as many turns as it spent running. If the character is able to rest (doesn't move from the spot it stopped), it can run again in half this time, the same amount of time it spent running.
This skill allows a character to ride a horse. This does not necessarily mean that any given horse will allow the character to ride it.
This skill is needed to work any kind of magic, and to use certain types of magic items. In order to learn any Spells, a character must first spend a Character Point to learn the Magic Skill.
In practicality, the "Magic Skill" is a general familiarity with the workings of magic, and an understanding of the mental techniques necessary to use it, but does not imply a knowledge of any particular spell.
Learning the Magic Skill is like learning to play an instrument, whereas learning a spell is like learning to play a complex song on that instrument. You need to do both to do anything useful.
The Magic skill does, however, allow a character to use any magic item that requires the Magic skill, provided the character meets all other criteria (any other skills required to use the item, and sufficient Magic Points).
This allows a character to play any one instrument. You can spend additional Character Points to gain knowledge of other instruments, as well.
Consult with your Manager if you want your Character to have any other skills that do not appear on this list, but would require extensive training.
2 - Weapon Skills and Spells
a. Weapon Skills
Each Weapon Skill costs one Character Point to start with.
This skill allows a character to use any kind of sword. Note that this skill does not necessarily allow a character to tap any sword's full capabilities. Using a Zapper requires the Magic skill, and other special swords may have special requirements, as well.
This skill allows a character to handle a spear as a thrusting weapon at close range. Note that throwing a spear requires the Throwing skill.
This skill allows a character to accurately swing an axe. Note that this skill is necessary to be a good woodsman. Without good familiarity with an axe, chopping wood takes at least twice as long.
This skill allows a character to accurately swing a hammer. Note that this skill has uses besides combat-related ones. The Hammer skill is a necessary to be a skillful carpenter, and allows a character to quickly pound stakes into the ground or walls.
This skill represents the ability to aim, and has uses beyond the obvious use of bows and arrows. It is requisite to aiming magic wands and complicated range weapons such as hookshots. It is requisite to working any weapon that "fires" something.
Consult with your Manager on which spells are available to starting characters. Most spells are meant to be learned in the course of an adventure, just like finding magical weapons and treasures. Below is a listing of the price in Character Points for each spell (if allowed as a starting spell).
10 M. Mimic
10 S. Mimic
Characters cannot start with spells other than those on this list. To have knowledge of a spell before beginning an adventure, the spell must be fairly commonly known in magic circles. Exotic or new spells must be obtained by questing, and quests should be played out, not assumed to have happened already before the game starts.
E - Lift
Lift represents a character's ability to lift large objects, or heavy weapons. All people (except Daira and Fairies) have a natural Lift of 1. Magical items such as Power Bracelets or Gauntlets of Strength allow characters to do superhuman things, like lifting or pushing boulders, lifting heavy weapons, or breaking into things.
Calians, Goriya, and Lynels can opt to start with Lift 2 by spending 3 Character Points.
The Legend of Zelda, The Adventure of Link, A Link to the Past, Link's Awakening, The Ocarina of Time, Majora's Mask, and the characters Link, Zelda, Impa, and all other persons, places, and things in Hyrule, as well as the land of Hyrule, itself, are copyright Nintendo of America, Inc. Krystofor claims no rights for the materials, and this game may not be used for profit in any way.
The Hyrule role playing game is made by Krystofor Goldensword (a fan), for all Zelda fans who have any imagination, and care to use it.