Link (
newmemorywhodis) wrote2025-12-24 09:24 pm
Entry tags:
Application - Unfinished Library
Player Name: Blue
Player Contact(s):
blueflowers
Are you over 18? Yes
Do you have any other characters in game?: Murderbot
Who invited you?: NA
Character Name: Link
Canon: The Legend of Zelda: Breath of the Wild & Tears of the Kingdm
Canon Point: Just after the end of Breath of the Wild
Age: around 18-ish
History: Wiki link
Is this character an AU? What type?: No
Personality:
Link's single most defining trait is that he's courageous. It's in the whole job description of being the 'Hero of Hyrule', after all. But it's one that Link embodies, even when he doesn't even have any memories to drive that courage. He wakes up, not even knowing who he is or why the fate of Hyrule should be important to him, but he still agrees to fight and work towards stopping Ganon without any hesitation. He knows it's dangerous, and he eventually learns that it's a task that's also already killed him once before. But because he knows it's important, and he's the only one who can help, there's no question for him as to whether he should be involved.
The dark flip-size of Link's courage is that he's reckless, and self-sacrificing. Both Mipha and Zelda have described him as such, and the fact is that his explorations of Hyrule involve a generally inadvisable amount of leaping off of cliffs, bombs, and setting things on fire. Personal safety is not always a consideration that factors heavily into Link's decision making. It's a bit different when other people are involved, though - it's himself that he will casually put at risk, not others.
He also happens to be woefully lacking in social skills. Before losing all of his memories, Link tended to rarely speak - the result of him feeling like he had bottle up and hide any concerns or worries he might have, due to his role as the Hero of Hyrule and the near to 'appear strong'. After losing his memories, Link has basically been spending all of his time alone in the wilderness. He doesn't even remember what the normal rules of society, and as a result he's rather naive and tackless and abrupt in his responses to people. He's woefully unprepared to deal with living in any kind of community.
But at the same time, he's also very much someone who likes to be useful and to help people. If someone says they need something - whether that be ingredients for a meal, a camp of enemies that need to be cleared out, or building an entirely new town, Link will want to help. Sometimes this is because he's been promised something in return, but in most cases Link just wants to have a task to complete and a way to help someone else out. This even includes people he doesn't like all that much - although nothing says he has to be polite while helping someone out.
And something that comes in handy when he's undertaking his various quests is the fact that Link is highly pragmatic, and a problem solver. If he's outclassed by an enemy, he'll sneak around or use underhanded tactics to whittle them down from a distance before engaging. He'll use his puzzle-solving skills to make his way through the various shrines and challenges scattered across Hyrule, sometimes using quite unorthodox approaches to do so. He's still very good at the general hack-and-slash approach, and it's one he employs frequently - but he's not one to approach all of his problems with brute force.
And lastly, he's also a bit of a hoarder. Link collects stuff, wherever he goes. Mushrooms, bugs, gemstones, various slain monster parts. He will get sidetracked from whatever he's doing by the need to go and pick up a bunch of flowers. For the most part the fact that he can store all of this in the Slate makes this fairly benign, but if there's an object someone else has that he wants - or worse, that someone has promised him - Link will get very insistent about getting that object. (See: the paraglider, the snow and sand boots, the Thunder Helm...)
Powers and Abilities:
MINOR TIME MANIPULATION
Link has also the ability to manipulate time, to a small extent. This mostly takes the form of him being able to briefly slow down time - allowing him to move much, *much* faster than anyone else. This effect never lasts more than a few seconds, and manifests in two ways:
SEEING SPIRITS
Link has the ability to see spirits that would otherwise be invisible. This takes the form of him being able to see forest-spirit koroks, dragons, and also 'poes' - little blue wisps of light that are heavily implied to be the spirits of the dead.
SHEIKAH SLATE RUNES
The Sheikah Slate is a device that looks suspiciously like a tablet. This table comes with a number of 'Runes', which allow for the use of the following abilities:
CHAMPION GIFTS
In addition to his own natural abilities, Link has four other powers that were gifted to him by the spirits of the fallen Champions. These include:
Inventory:
Thanks to Link's Korok-enchanted pack, he is carrying on his person a truly ridiculous amount of shit. For the purposes of this app not going on forever, the major items are listed below, with the full list of items located here.
Korok-enchanted pack: a bag-of-holding that carries 19 weapons, 13 bows, 20 shields, all of Link's armour sets and clothing, materials, cooked speaks, and special items. Notable features include the fact that is stores things that are bigger than the bag itself, small living creatures (who are still living when Link pulls them out), and various cooked and uncooked foods that does not ever go off.
Sheilah Slate: an ancient Nintendo Switch device, its rune abilities are detailed in the powers section. It's also has a map feature that allows Link to teleport to visited shrines in Hyrule (which presumably no longer works)
Paraglider: it's a paraglider. It does what you think it does. Also probably magically reinforced in some way, since it survives all the shit Link does with it.
Travel medallion: allows Link to set a 'warp point' that works with the Sheikah Slate's teleportation feature. May or may not still function without the map feature working.
Sample: TDM thread
When presented with a choice, is the character more likely to stick with tried and true methods? Or make something new up on the fly?
Link's got a set of tactics he often falls on - he likes getting up high to scout, he likes using flurry rush to overwhelm opponents, he will solve as many problems as possible with bombs. But this is also the kid who is divinely challenged by puzzles. He absolutely will vary it up, and try new things, and generally take the 'but what if I do this' approach.
What is more important to your character, preserving the past or forging a future?
In many ways, Link is essentially forced to focus on forging a future - by the time his quest starts, his past has already been destroyed for over 100 years. Then there's the fact that he can't remember it. It's the past that plague's the present of Hyrule; so he is absolutely prioritising forging a future.
But his story is one where he needs to learn to understand that past, and remember it, in order to make that future.
How does your character influence their own story? What about the stories of others?
While being very much influential through his actions, Link tends to defer to taking on whatever roles and tasks are assigned to him. This happens on a lesser scale with various minor tasks and questions - if anyone so much as hints that they might need something, Link's there agreeing to help. But it also manifests with how he approaches his role as the 'Hero of Hyrule'. This is a destiny that was assigned to him, not something that he specifically choose. But it's one that he willingly accepts, even when he doesn't remember it.
Are you alright with your character’s canon being used as a Recommended Reading?: Yes
Player Contact(s):
Are you over 18? Yes
Do you have any other characters in game?: Murderbot
Who invited you?: NA
Character Name: Link
Canon: The Legend of Zelda: Breath of the Wild & Tears of the Kingdm
Canon Point: Just after the end of Breath of the Wild
Age: around 18-ish
History: Wiki link
Is this character an AU? What type?: No
Personality:
Link's single most defining trait is that he's courageous. It's in the whole job description of being the 'Hero of Hyrule', after all. But it's one that Link embodies, even when he doesn't even have any memories to drive that courage. He wakes up, not even knowing who he is or why the fate of Hyrule should be important to him, but he still agrees to fight and work towards stopping Ganon without any hesitation. He knows it's dangerous, and he eventually learns that it's a task that's also already killed him once before. But because he knows it's important, and he's the only one who can help, there's no question for him as to whether he should be involved.
The dark flip-size of Link's courage is that he's reckless, and self-sacrificing. Both Mipha and Zelda have described him as such, and the fact is that his explorations of Hyrule involve a generally inadvisable amount of leaping off of cliffs, bombs, and setting things on fire. Personal safety is not always a consideration that factors heavily into Link's decision making. It's a bit different when other people are involved, though - it's himself that he will casually put at risk, not others.
He also happens to be woefully lacking in social skills. Before losing all of his memories, Link tended to rarely speak - the result of him feeling like he had bottle up and hide any concerns or worries he might have, due to his role as the Hero of Hyrule and the near to 'appear strong'. After losing his memories, Link has basically been spending all of his time alone in the wilderness. He doesn't even remember what the normal rules of society, and as a result he's rather naive and tackless and abrupt in his responses to people. He's woefully unprepared to deal with living in any kind of community.
But at the same time, he's also very much someone who likes to be useful and to help people. If someone says they need something - whether that be ingredients for a meal, a camp of enemies that need to be cleared out, or building an entirely new town, Link will want to help. Sometimes this is because he's been promised something in return, but in most cases Link just wants to have a task to complete and a way to help someone else out. This even includes people he doesn't like all that much - although nothing says he has to be polite while helping someone out.
And something that comes in handy when he's undertaking his various quests is the fact that Link is highly pragmatic, and a problem solver. If he's outclassed by an enemy, he'll sneak around or use underhanded tactics to whittle them down from a distance before engaging. He'll use his puzzle-solving skills to make his way through the various shrines and challenges scattered across Hyrule, sometimes using quite unorthodox approaches to do so. He's still very good at the general hack-and-slash approach, and it's one he employs frequently - but he's not one to approach all of his problems with brute force.
And lastly, he's also a bit of a hoarder. Link collects stuff, wherever he goes. Mushrooms, bugs, gemstones, various slain monster parts. He will get sidetracked from whatever he's doing by the need to go and pick up a bunch of flowers. For the most part the fact that he can store all of this in the Slate makes this fairly benign, but if there's an object someone else has that he wants - or worse, that someone has promised him - Link will get very insistent about getting that object. (See: the paraglider, the snow and sand boots, the Thunder Helm...)
Powers and Abilities:
- FIGHTING SKILLS
As a trained knight, Link is highly capable in combat. This includes abilities such as:- Melee weapons: Link can wield a wide range of melee weapons, including swords, clubs, spears, and axes. He's also been known to improvise weapons where needed - such as mops, soup ladles, and tree brances.
- Archery: he has expert marksmanship, and can be highly precise with a bow
- Shield: In addition to being able to use his shield generally for defense, he can also use it to parry blows - and in some cases, reflect them back upon the attacker
- Strength and agility: Link's strong enough to push boulders around, but also agile enough to dodge enemy bows through backflips and fancy footwork
- Melee weapons: Link can wield a wide range of melee weapons, including swords, clubs, spears, and axes. He's also been known to improvise weapons where needed - such as mops, soup ladles, and tree brances.
Link has also the ability to manipulate time, to a small extent. This mostly takes the form of him being able to briefly slow down time - allowing him to move much, *much* faster than anyone else. This effect never lasts more than a few seconds, and manifests in two ways:
- Flurry rush: When dodging an enemy attack, Link is able to briefly slow down time. This allows him to get in 4-10 hits (depending on the type of weapon), before the enemy is able to react.
- Slow motion bow: While using a bow mid-air - either from paragliding or jumping down from somewhere - Link can slow down time while aiming, allowing him to line up his shot. How often he can do this depends on how much stamina he has available, as doing this using up his energy very quickly.
Link has the ability to see spirits that would otherwise be invisible. This takes the form of him being able to see forest-spirit koroks, dragons, and also 'poes' - little blue wisps of light that are heavily implied to be the spirits of the dead.
The Sheikah Slate is a device that looks suspiciously like a tablet. This table comes with a number of 'Runes', which allow for the use of the following abilities:
- Remote bombs: this summons a glowing blue bomb - either spherical or cube shaped - that can be detonated on command. Only one of each type of bomb can exist at a time, and there is a short recharge of a few seconds before it can be used again.
- Magnesis: Summons forth a giant glowing magnet, which can be used to connect and hold to metal objects. No matter the weight of these objects, magnesis can lift them and move them around as Link wishes.
- Stasis: Temporarily 'freezes' an object or creature, so that it is frozen in time. If any force is applied to the object while in stasis, that force will then be applied once the stasis ends - so a giant boulder struck multiple times with a sword will go flying off.
- Cryosis: Creates up to three giant blocks of ice from any body of water. These blocks float on top of the water without sinking, and can be climbed and stood on.
- Camera: It's a camera. It takes pictures!
- Master Cycle Zero: Summons forth a horse-themed motorcycle.
In addition to his own natural abilities, Link has four other powers that were gifted to him by the spirits of the fallen Champions. These include:
- Mipha's Grace: If Link is injured to the point where he drops unconscious, Mipha's spirit will appear to heal and revive him. Once used, it requires eight hours to recharge.
- Daruk's Protection: A red crystal sphere appears around Link and protects him from all attacks. After taking a certain amount of damage, the crystal will break - with the spirit of Daruk's briefly appearing for one last moment of protection. This can be used three times, after which it requires six hours to recharge.
- Revali's Gale: The spirit of Revali appears to create an updraft that lifts Link into the sky. This can be used three times, after which it requires two hours to recharge.
- Urbosa's Fury: A sphere of light appears around Link, before the spirit of Urbosa appears along with a burst of electricity, damaging and stunning everyone within the sphere. This can be used three times, after which it requires four hours to recharge.
Inventory:
Thanks to Link's Korok-enchanted pack, he is carrying on his person a truly ridiculous amount of shit. For the purposes of this app not going on forever, the major items are listed below, with the full list of items located here.
- The Master Sword, a divine weapon also known as the Sword that Seals the Darkness. Relevant abilities and powers of the sword in this iteration are:
- increased power/damage when in the presence of evil & malice (whether the source of that is a particular enemy or location) - this is accompanied by a glowing blue aura
- while Link is uninjured, the sword can shoot forth beams of energy to attack at a distance
- after a period of use, the sword will need to 'recharge' before being used again
- the sword is bound to Link's soul, meaning that he's the only one who can wield it
- increased power/damage when in the presence of evil & malice (whether the source of that is a particular enemy or location) - this is accompanied by a glowing blue aura
Sample: TDM thread
When presented with a choice, is the character more likely to stick with tried and true methods? Or make something new up on the fly?
Link's got a set of tactics he often falls on - he likes getting up high to scout, he likes using flurry rush to overwhelm opponents, he will solve as many problems as possible with bombs. But this is also the kid who is divinely challenged by puzzles. He absolutely will vary it up, and try new things, and generally take the 'but what if I do this' approach.
What is more important to your character, preserving the past or forging a future?
In many ways, Link is essentially forced to focus on forging a future - by the time his quest starts, his past has already been destroyed for over 100 years. Then there's the fact that he can't remember it. It's the past that plague's the present of Hyrule; so he is absolutely prioritising forging a future.
But his story is one where he needs to learn to understand that past, and remember it, in order to make that future.
How does your character influence their own story? What about the stories of others?
While being very much influential through his actions, Link tends to defer to taking on whatever roles and tasks are assigned to him. This happens on a lesser scale with various minor tasks and questions - if anyone so much as hints that they might need something, Link's there agreeing to help. But it also manifests with how he approaches his role as the 'Hero of Hyrule'. This is a destiny that was assigned to him, not something that he specifically choose. But it's one that he willingly accepts, even when he doesn't remember it.
Are you alright with your character’s canon being used as a Recommended Reading?: Yes

Bows & Arrows (13 slots)