Name: Rissie Larouche
Race: Half Sea Zora, Half River Zora
Age: 14
Gender: Female
Appearance: Clothing/Armor: Zora prefers to wear as little as possible. Her physiology is naturally modest, but her guardians have insisted, for the sake of decency (for whom, she’s not gotten an answer, they just insist that it’s proper), that she cover her chest. To this purpose she wears a light cloth wrap around as little of her chest as she can, with loops over her arms to keep it in place.
When clothing does have function, though, Zora has no issue with it. Things like boots if she’s running, or an arm guard if she’s using her bow, are completely kosher, and she wears them when she plans on doing the requiring activity. The arm guard and boots are both of brown leather, and the soles of the boots are reinforced a few times, though slightly worn-down now.
Weapons: Rissie has one bow, but she’s only got field points (6) for it, so it’s not much of a weapon. She sees no reason to carry it around.
Skills:<Traded for 2 Major skills, and then 4 Minor skills (Expert)>
<Rissie isn’t old enough to really be called an “expert” in anything, no matter how intelligent she may be. Besides, with so many things to learn, why stick with one thing?>
<Archery (Major)>
<When you’re trapped on an extensive campus with no one but your “siblings” to play with, you’re left alone pretty often. For fun and to get rid of some of the excess energy that she builds up when just sitting and reading, Rissie took up archery.>
<Light Magic (Major)>
<If you were to have a studious, magically-inclined granddaughter, what magic would you steer her toward? Her guardians figured that she would do the least harm with Light magic, and so have provided her as many books as she could possibly want on the subject, and even brought in a trusted tutor to expand her abilities when she showed promise.>
<Sneak (Major)>
<Sometimes, it’s nice to get away without anyone knowing where you’ve gone, and to watch the mayhem that spreads throughout the grounds as they look for you. Who wants to be followed all the time? In her various attempts to get away from whoever happens to be tasked with watching her, Rissie’s gotten pretty good at moving about undetected. Not to mention that she supplements her skills with a bit of harmless light magic, which can sometimes make things easier.>[/ indent]
<Acrobatics (Minor)>
[indent]<Stuck in a manor, trying to run away from guards, and aided by a little boredom, Rissie often finds it necessary to make like a monkey. The roofs of the complex are some of her favorite hiding places, or in trees, or really anywhere high where she can see out into the world around her prison.>
<Fire (Minor)>
<As much as her guardians try to occupy Rissie with light magic, she still manages to find time for a little more-destructive magic. It’s in her blood, after all.>
<Alchemy (Minor), Medical Knowledge (Minor), Arcane Knowledge (Minor)>
<Rissie has a natural affinity for learning, and being stuck in a giant house with expansive libraries has provided her with a wonderful outlet for her curiosity. If there are books on it, she’s probably heard of it. Her guardians buy her more books for those subjects she especially enjoys; after all, when she’s reading, she can’t be trying to escape or pulling pranks or running around making a horrible racket. Though maybe letting her learn how to make stink bombs wasn’t a great idea.>
<Thievery (Minor)>
<Being locked up isn’t fun. And with so much curiosity, Rissie soon came upon a book which described in some small detail the process of picking locks. A bit of experimentation later, and Rissie has been wreaking havoc from behind locked doors ever since.>
<Ye Olde Empty Slot (Minor)>
<Some things need doing to learn. And as much as she’s begged (which really hasn’t been that much) for a forge, her guardians are yet to budge. And any sort of weapon in Rissie’s hands (well, except for a bow, but that’s for sport) is the last thing that her guardians want to deal with.>
Magic: 10% regen per minute
~Who, Me? (Light/Middle)~
(Rissie casts an illusion that makes her appear to be someone (or something) else. This emulates the physical properties of whatever it is, unless it is smaller than Rissie, in which case the object will seem odd in that there’s something invisible around it blocking examination by touch. The illusion of any creature she emulates will move in one of two ways: either it will align to her own position and move in the same way that she does, or it will simply move without animation, which makes it not very helpful for pretending to be anything that isn’t bipedal or standing still.)
2% MP per second
~Be Healed! (Light/Middle)~
(Rissie concentrates, eventually generating a small healing aura centered around her hands (or her furthest extremity on her arms). This increases rate of healing and closes wounds at ~.2 inches per second. Fills the healed with a sense of energy and wellbeing.)
10% MP to start, 3% MP per second to sustain the aura
~Pick-Me-Up (Light/Low)~
(Rissie selects a nearby target and restores half of their stamina, as well as 1/10 their MP. Can be cast on self.)
25% MP
~Laser Sight (Light/Low)~
(Creates an illusion in front of Rissie's eyes, showing her the trajectory of a projectile, either one she is about to throw/fire, or one that someone else has. Momentarily increases her Archery, Projectile, and her ability to dodge projectiles by the equivalent of one rank.)
20% MP per projectile
~Guiding Light (Light/Low)~
(Rissie marks an inanimate object with a "homing beacon". Casting the spell again, Rissie can pick any of her marked items to find, and will create an illusion in front of her eyes that marks the item and points the direction to the beacon. The beacon lasts a week, the homing illusion lasts a few seconds or until Rissie stops concentrating.)
20% MP to mark an object, 5% MP to cast the illusion
~Inferno! (Fire/Low)
(Rissie creates an instantaneous cone of fire in front of one of her hands. Projects about 7 feet)
20% MP to start, 15% MP per second
~Superheat (Fire/Low)~
(Rissie focuses, increasing the temperature of something she is touching. The rate of change varies based on what it is and how large it is: living beings change at around 2 degrees Celsius per second, something like water or a metal can change at up to 20 degrees Celsius per second. Whatever has been heated in this method cannot burn Rissie.)
10% MP per second
~Race Magic: Spit Fireball~(Rissie inherited the River Zoras' signature defense mechanism: the ability to shoot slow-moving fireballs from her mouth. The fireball dissipates after traveling 30 feet. The damage and speed of the fireball are increased slightly by her minor rank in Fire magic.)
10% MP per fireball
Inventory: (1) Fish-head dual-tone lute (kept slung over her left shoulder by a leather strap, hanging by her hip. When not in use, the jaw folds up nicely and lets her place her hip into the opening, reducing the instrument’s bulkiness.)
(1) Pair of boots (generally on her feet, but if not, she could tie the laces together and hang them over a shoulder)
(1) Brown leather book bag (slung over her left shoulder to her right hip. Large enough to hold about three collegiate textbooks)
(6) Marbles (kept in her book bag. Never know who might try to steal your marbles!)
(2) Stink potions (kept in her book bag. If you ask, she’s never seen them and has no idea how they got there)
Backstory:In every society, there are taboos. And often, in places where such things are possible, inter-racial marriage is one of those. Even worse if you have a mutt. Such is the way of things among the Zora, as well. Interbreeding between the Sea Zora and the River Zora is so stigmatized, in fact, that it only happens once or twice in a generation. And most of the time, the child doesn’t live very long.
Thankfully for Rissie, her grandparents, wealthy and genial Sea Zora who were just starting to get gray around the gills, were unwilling to let their son just throw away the bastard daughter whom he’d sired with a River Zora who’d caught his eye. She had left the child literally on his doorstep when she saw that it must have been his, and he, in turn, had presented the problem to his parents. Instead of having Rissie killed, they decided to keep her as the family’s dark little secret; they had no other grandchildren, and Rissie wasn’t a particularly hideous outlier nor a grumpy baby.
The manor that they’d recently retired to in Castle Town’s Dawn Heights became a fortified complex in which they hid away their son’s mistake. If news of Rissie’s existence ever reached any of their proper Zora friends, they were sure to be shunned for their son’s stupidity and for keeping the abomination of nature. But Rissie had wormed her way into their hearts from her first gurgle, and as she grew she solidified her place there, though she had to share with the many, many other “mistakes” that ended up on her father’s doorstep (though apparently he did learn to stick to his own race, at least).
The complex was a wonderful place to grow up. Her grandparents were educated folk, with a shared love of books which they passed down to their granddaughter. She proved to be studious and precocious, and soon they were bringing her new books, and eventually discreetly hiring tutors (only non-Zora, of course) to feed her appetite for learning.
But like all children, Rissie longs to run and play, maybe even with other people her own age! Though her younger siblings provide her some interaction and chance for play, she’s jealous that they get to leave the premises and go to school, make friends, have sleepovers! All those things that she can’t do, because she’s quite stuck where she is. Tall walls and vigilante eyes keep her where she can’t be seen by the outside world.
In her own ways, she’s been rebelling against such unfair treatment. Sure, she understands she looks weird, but it’s no reason to keep her from seeing the world! As she’s been testing the bounds of her freedom, she’s been learning important skills and spells that she knows that she’ll need when the big day comes. For she’s vowed to herself that this year, she’s not going to just hear the festival and imagine what it would be like to go out with her grandparents and siblings to see the amazing things that must happen at the Carnival, she’s going to get out there. Her plan is laid, her magic is practiced, her disguise perfected; it’s time for Rissie to see some action!
Wallet: 0 Rupees (Money? Now why would Rissie need that?)