Once upon a time Garo was a man. Now he is nothing more then a hollow shell of his former self. The robe that once covered his body in life has become a part of his body in death, a spirit that refuses to leave the world until his unfinished business is complete. Under the somewhat unnatural shadows of the hood, a pair of bright green lights that seem to be his eyes shine against the darkness never blinking as he gazes out at the world around him.
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.:: βππ£π€π πππππ₯πͺ ::. Garo is... quiet and some might say emotionless. While a great deal of this was related to his training as a spy/assassin of the Garo people in order to make him an effective field agent, his current status as a member of the undead has resulted in what few emotions he still has to be... distant and distorted; Like sound underwater. While much of who he once was has been lost to time and his death, Garo's sense of duty to the mission that he had been originally given and his hatred for his target burns so brightly that it allowed him to cling to the world and continue on despite his death countless years prior.
The mission? To spy on the newly risen tyrant Ganondorf of Hyrule and judge if he was a threat to the Garo people; If he was judged a threat, he was to be eliminated. The failure of Garo and his team to kill Ganondorf (and their deaths in the resulting battle) stung more painful then the fatal blow from the dark tyrant's sword had ever been and Garo refused to leave the living world with his duty unfulfilled.
Garo is not his real name; As is custom of his people, he merely uses it as a code name while in the field. Truthfully, Garo no longer remembers what his real name once was, or really anything about his past anymore. Death and time saw those memories fade away because they weren't important to the task at hand.
While he is overcome with a desire to see Ganondorf die (Preferably by his hand but he'll settle for him just being dead), Garo knows for a fact just how powerful the Dark Tyrant truly is and just how badly trying to take him on without some sort of advantage can go.
.:: πΉππππ€π₯π π£πͺ ::. Once there was a young baby boy that was born into the Garo nation. At some point the boy was trained to be an agent of the nation, undergoing brutal training to learn how to be both spy and assassin in an unforgiving world where a single slip up or mistake could result in the deaths of both himself and those few allies that he had around him. He almost certainly had a family at least briefly, friends that he had gotten to know over the years and he might have even gotten lucky and encountered true love (Or at least a happy lust). When the boy had finished his training and grown into a man, he was sent out into the world on dangerous missions. One such mission was to investigate the new 'King' of Hyrule and judge if he was was too dangerous to let live. The man never return from the mission, fatally wounded and dying alone after the trap had been sprung and they discovered to late that their prey was a lot stronger then they had considered.
But for every ending, there is also a beginning. A man died; Garo woke for the first time.
He knew that there had been a life before he had awoken, but many of the memories associated with it were... hazy. Like shapes in a mist that twisted or disappeared the moment you blinked or breathed the wrong way. But the memory of his death still burned in his mind as clear as day... and just because he had died didn't mean that his duty to fulfill his mission had ended. King Ganondorf had proved himself to great a threat to the Garo people to ignore and thus needed to be eliminated... through the failed attempt on the tyrant's life had proven just how difficult doing so was going to be.
With grim resolution, Garo laid low and watched with the determination of the vengeful dead, seeking out a weakness, an opportunity to strike and deliver a vital blow at just the right time to push the power mad ruler into an early grave. While no such opportunity ever presented itself, Garo was a silent witness to the battle between Ganon and the Hero of Time; Watching from the shadows of the wreckage of the ruined castle, Garo thought that the man in green would have attempted to strike a final, killing blow on the downed Ganon only to discover that even in his weakened state, he simply refused to die.
Rather then try and finish the downed tyrant off, Garo watched as the Princess and the Sages sealed him away instead. This did not satisfy Garo's objective nor his desire for blood; No seal lasted forever after all. So... he decided to wait. He became an unofficial sentinel of sorts for the seal, watching it carefully in order to see when it started to fail.
While he waited he wasn't idle; He trained to improve his skills to the very limits and went out into the world in order to track down every lead, every possibly theory that he could come up with that might give him the killing blow he so desired against a man that by all accounts appeared to be immortal. Months became years, years became decades and still there was no solution in sight...
Sword Master - 10 The twin blades that Garo carries around with him (Normally hidden in his sleeves for easy access) are not just for show. Having spent decades, if not centuries refining and perfecting his form, few can face him in melee combat and survive.
Stealth - 10 In both their roles as spies and assassins, stealth is of vital importance to the Garo. With the added challenge of being undead and generally terrifying to the general public, not being seen is kind of important.
Shadow Magic - 3 Garo does use Shadow Magic, but only to a limited degree; To the Garo race, it is about enhancing their ability to move around undetected rather then using it as a method of attack itself.
Pyromancy- 4 Fire is a tool employed by Garo to sow chaos and cut off their target from possibly reinforcements or to create a distraction to either create an opening to strike at their target or escape.
Unlimited Stamina - 10 Being undead, Garo doesn't need to eat, sleep, breath or drink in order to regain his physical energy. He doesn't even have vital signs! In many ways, being undead has made him a hell of a lot better at being a spy or assassin then he could ever be while alive.
Weather/Environmental Resistance - 8 Bad Weather is general something that happens to other people. Hot and cold, wet or dry, humid and damp really don't bother him anymore. Garo would be just as comfortable walking under a blazing desert sun as he would be marching through a blizzard or wading through a poisonous swamp. This doesn't mean that he can't be physically affected by things through; Ice is still slippery and a powerful enough wind could blow a man back.
Unnerving Presence - 7 Between his physical appearance and a subtle aura of blood lust that Garo gives off, most living creatures tend to find his presence... somewhat off putting.
Acrobatics - 9 Skill with a sword is one thing; The way that Garo can make his body twist, turn and move on a dime during combat however can be just as impressive and just as deadly.
Literate-8 During his training as a spy, Garo was taught how to read, write and have at least a passing understanding of a fair number of languages. As the decades have passed and he went looking for information, he put those talents to use.
.:: πΎπ πππ€ ::. To fulfill his final mission, no matter what it takes.
.:: πππ§πππ₯π π£πͺ ::. Two very well kept swords that he keeps hidden in his shelves almost at all times.
@Bright_Ops Hey! I didn't think you were joining! Right on.
While I do like your character, there are more than few problems I'm foreseeing with the whole Termina-origin thing. In this Adult Link Timeline, Termina was completely destroyed by Skull Kid before Ganondorf even rose to power. That included the Garo Nation. Not to mention, the Garo, like the rest of Termina, shouldn't know anything about Hyrule. It's a parallel universe, not a neighboring nation.
Oh, @Dervish and @Chanda-- I forgot to mention. Can you add (FS), (MS), (SS), or (PS) to classify your abilities? I kinda want everyone to do this to keep a perspective on how many Fighting and Magic abilities they have in total.
Oh, @Dervish and @Chanda-- I forgot to mention. Can you add (FS), (MS), (SS), or (PS) to classify your abilities? I kinda want everyone to do this to keep a perspective on how many Fighting and Magic abilities they have in total.
Speaking of Daddy Issues... Can I submit this punk?
.:: πΈππ ::. 176 - Lost at 11 .:: βπππ ::. Skullkid .:: πΎπππππ£ ::. Female
.:: πΈπ‘π‘πππ£ππππ ::.
Jillian, much like her fellow Skullkids has eerily blue skin. Large red-yellow eyes and long pointed ears. Her long tunic is a sandy beige adorned with green leaves seemingly growing directly from her back. Along her legs is green moss, growing directly from her skin as well. On her feet are warm, well worn and padded cloth boots. Short messily chopped dark blue hair pokes out from under her wide brimmed hat. While she often wears a mask to scare the Kokiri for kicks, when she is on her own she goes without the mask.
Stands at a height of 5β0β feet, roughly around the same height she was when she was Hylian. Terrible posture however has her dip to 4β10β.
On her person she keeps a hand carved ocarina, meant to emulate the Fairy Ocarina. Tried and failed several times to steal her own from the fairies.
While her trusty iron lantern helps to guide Kokiri and Hylian children deeper into the forest. Compelled by a drive to never be alone, knowing more was always merrier.
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βI only want someone to play with.β
βYou wanna fight?β
βHe only comes βround on my birthday, how curious.β
Prankster βLook at the dummy! Fell straight into my pit fall! hehehehehe!β
Competitive βBest five outta seven! Iβll beat your time twice over!β
Unapologetic ββS not my fault youβre a dimwit that didnβt clarify what sorta trinket you were lookinβ for. Sheesh.β
Highly Inquisitive βHowβd you die? Did you steal that spear? How is possible you wear all that armour? Why do you smell so funny?β
Jillian is a mixed bag for a trickster. Not one to pass up the opportunity to really get someone good with a well built prank. Loves to tease the Kokiri, they are typically difficult to trick, as they are more privy than most to the nature of Skullkids. Jillian usually settles for scaring them with her scary mask. Giggler to an almost annoying degree.
Jillian often challenged fellow Skullkids to just about any sort of competition. Ocarina playing, puppet stringing races, who can jump higher, climb the highest tree, etc. You name it and Jillian steps up to the challenge every time.
Her pranking and otherwise free spirited nature helps her wiggle out of most trouble, she often never apologizes for her actions as she doesnβt see much point to insincere apologies, especially regarding her nature.
Despite her chaotic nature and pull toward being a troublemaker, she is very curious, unaware it is a trait she retained from her past life as a Hylian child. Much like a child, she has no tact in her line of questions, ranging from innocent hows to incredibly rude whys.
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Jillian was born and raised in Ordon Village, an only child. One fateful morning, Jillian and her family decided to take one of the many regular trips into the forest to see the Deku Tree. Her parents would gather loose materials for crafting figurines, tools and other such amenities to sell in local general store. They were quite skilled at woodwork, both coming from long family lines of craftsmanship.
Jillian would enter the Kokiri Forest, give thanks to the Deku Tree and the spirits of the forest on behalf of her family. Thanking them with fresh bread or fresh Lon Lon Ranch cream. Their family wholly believed they must always pay back for the livelihood the forest provided them.
With the frequent trips Jillian was aptly warned by her parents to ignore the troublemakers of the forest, who were frustratingly vague when she asked for answers. Unfortunately, her curiosity willed her to follow the giggles and flute playing into the Lost Woods. She assumed she could finally meet a shy Kokiri spirit, the bright lantern light was mesmerizing as it was inviting. What felt like an eternity of time passing Jillian was lost to the maze of the forest looking for the source of the music. The sun dipped and plunged the Lost Woods into darkness along with Jillianβs chances of returning home.
She was never seen again.
Unknown amounts of time passed, her memories fogged and she woke up in the Lost Woods⦠different. Her new body, new life, and no clear memories to tell her she was any different in the first place.
Her mother and father however, were distraught by her disappearance. Their only daughter being taken by the forest, her father assumed their tributes were never enough to satisfy the forest. Determined to find her, he struck out on his own without a goodbye. He spent days wandering the Lost Woods, fighting only with an old family sword that belonged to his grandfather. Through monsters and genuinely terrifying obstacles, he fought for his survival as the days turned. Eventually after many long nights, the forest overwhelmed him. Much like his daughter, he became lost, transforming into a Stalfos.
Retaining only a little memory, the Stalfos would unknowingly seek out his daughter on her birthday every year. Never knowing why the date really meant so much to him, the Stalfos regardless somehow always managed to find the same Skullkid.
Given a new life and deep connection to the Lost Woods, she spent years exploring them and learned every inch of it. She learned how to expertly climb trees, as well as trying and failing many times before succeeding in emulating what her fellow Skullkids could do to build wooden puppets. It wasnβt until an unwitting mage entered the Lost Woods hoping to study the nature of the woods, cleverly thinking to leave a trail of string. A terrible opportunist, Jillian messed with the string looping their trail in circles. When the forest took the mage, Jillian scoured through their things looking for something to hold her interest. She found a spellbook.
Having a low literacy level, it did take time for Jillian to understand the spellbook but it contained summoning spells. Now over a hundred years later, the spellbook is her most prized possession having memorized every page and every word.
Her long life was spent primarily within the Lost Woods. Luring children into the forest, spending time with other Skullkids, pranking the Deku Tree and Kokiri. She absolutely hated spending time by herself, often sought out company in one form or another.
For some reason unknown to her, deep in the marrow of her bones she felt an urgent need for companionship. Like a hole that needed to be filled, foggy memories reminding her she once had a family. The strange Stalfos that visited every year, stranger still, made that hole in her heart very sore.
On occasion she did venture out to visit places like Castle Town and other small villages in Hyrule, being gone for months at a time while travelling, letting the wind take her where she pleased. When Ganondorf returned from the Sacred Realms, Jillian was abroad. The destruction he left in his wake exiting the forest was so thorough she would have surely perished had she remained. Upon her return, the Kokiri and surviving Skullkids were working to restore the burnt and desecrated forest. The dark magic exerted by the demon king tainted the creatures, they became increasingly vicious to even local residents.
Her birthday came and passed for the year but the Stalfos was nowhere to be found after Ganonβs exit. Such a regular presence to suddenly disappear, it unsettled her greatly. Regardless, Jillian still frequently summoned the creatures and her puppets to keep her company, exerting some level of control over their actions, while she had some difficulty controlling monsters not native to the Lost Woods.
While the Lost Woods were still busy recuperating from Ganonβs exit, Jillianβs nights were filled with other worries. A voice willing her to Kakariko Village to enjoy the Hero of Time festival. Only vaguely aware of the stories connected to such a festival, very aware of Ganondorf's involvement in it. Perhaps she could learn something to help restore the forest. Only joining the festivities would be the only way to find out.
Consistent practice of the summoning spells found in her stolen spellbook. Jillian is able to summon creatures and puppets to come to her aid. While she does like to summon creatures found exclusively in the Lost Woods, she is able to summon just about any she wants to.
(FS) Evasion (7)
Skullkids are rather dexterous creatures, light on their feet and quick to move. Jillian is no exception. Having little strength to her small body, she relies solely on evasion during a fight allowing her summoned monsters or puppets to land the appropriate hits.
(PS) Lost Item Finder (9)
Years spent helping strangers find their lost items in exchange for often eccentric payment. She treats it as a game, uncannily good instincts to where to look for lost things. While she is tricky to deal with, being clear in what you are looking for will guarantee its return.
(SS) Climber (6)
Great at climbing trees, scaling rock faces, can climb just about anything when she puts her mind to it.
(PS) Decent Ocarina Player (4)
Time on her side she has had plenty of practice playing her own handcrafted ocarina. Though to some sensitive ears, her ocarina crafting skills need some work.
(PS) Semi Literate (3)
Able to read and understand her spellbook has boosted her literacy levels considerably but she is hardly a scholar.
(SS) Forager (7)
Not much is needed to sustain a Skullkid, though she is strictly vegetarian. Forages her own food like berries and roots. Able to recognize poisonous from edible.
(PS) Crafty (6)
Jillian is quite skilled with her hands, able to build small tools and other such things from raw materials. Nothing to sniff at in comparison to her parents but retaining some natural inclination to craft, carve and whittle woodwork.
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Quietly she hopes to discover a faster way to help heal the forest and return it to normal. Truly the loneliness was prevalent in every point in her life. Sure she had great fun with her fellow Skullkids but they were as flighty and unpredictable as she was. Never around for long before abandoning her for more interesting activities.
Ultimately she is driven now more than ever to find out the connection she has with the Stalfos, his disappearance in line with Ganonβs return could only mean certain trouble. As a self proclaimed troublemaker, she was bound to follow it.
.:: πππ§πππ₯π π£πͺ ::.
-> Handcrafted Ocarina -> Iron Lantern -> Leather bound spellbook strapped in leather straps slung over her shoulder.
In a small Knapsack -> A glass bottle full of Forest Water for emergencies -> Handcrafted flask of water -> Small Skull Mask
.:: ππππππ₯ ::. A few green rupees. She has no real need for money.
@DearTrickster Jillian is adorable! Everything is perfect, except (and this is my fault-- I clarified this in the old RP, but not here in the new one like I should have) Ganondorf hasn't quite started his attack just yet. For now, it's just a ridiculous rumor that he's returned. His return to the land could cause some uneasiness in the forest, but that's about it. I don't want very many people to be alerted to his return right away. Also, please include how many green rupees she has. It will eventually become important.
Otherwise, feel free to post her CS once that's fixed!
Presenting Hyrule's two most annoying brothers, back and ready to squabble. I'll proof read these tomorrow, I spent an hour trying to figure out why the tags weren't working and my eyes are on strike. Tell me to fix anything that needs it.
.::πΈπ‘π‘πππ£ππππ::. At 6β2β, Zephyrus stands tall and narrow - willowy and built for speed. His physique has some faint definitions of muscle, but thereβs nothing to suggest heβs particularly strong. On the contrary, his frame was designed for swift elegance. His skin is fair, with a ridge of darker freckles across the bridge of his nose. His eyes are a cool, calm carnelian, and his nose is slightly turned-up, but otherwise undistinctive. His face is narrow, and curtained at either side by a mess of platinum-blonde curls, broken up only by the protruding tips of his pointed ears. Oh the back of either hand, he boasts a red-inked tattoo of The Eye of Truth. Around his neck, Zephyrus wears a scarf made up of a tattered white material which reads roughly, in Sheikah, βPacing within in the shadow of The Goddess.β
Zephyrus wears a suit of boiled leather armour, comprised of a tight leather cuirass, layered pauldrons and padded sleeves ending in bracers. All of said armour is navy blue, save for the pauldrons which are black. Beneath that he wears a thin shirt of a similar fabric. For legwear, he wears a pair of non-restrictive harem pants, similarly blue, tucked into a pair of black leather boots. All of this is worn against the background of a dark black cloak, in which he will often wrap himself to try and reduce the amount of prying Hylian eyes.
On his back, Zephyrus carries a long polearm with a curved red blade at one end β his familyβs guandao. Around the neck of the weapon, just short of the blade, is a red rag of fabric which will always flutter in the direction of the wind.
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.::βππ£π€π πππππ₯πͺ::. Zephyrus, at least on a surface level, is what most would expect of a rigorously trained Sheikah warrior. Reserved, stoic and instilled with a rigid respect befitting a servant of the royal family. His loyalty is unwavering, his sense of justice intrinsic to his being. But beyond what is expected of him, Zephyrus is kindly, and on some level empathetic. Although his demeanour is cold, and his social skills stunted, he tries his best to do well by strangers of all walks of life. He even spares his foes, when possible: he walks the line of non-lethal as closely as his duties will allow, and is known to give long-winded speeches on the values of mercy and courage. This softer side of him is often at odds with his brother, a meddlesome pick-pocket magician. In recent years Zephyrus has sworn to be his keeper and saviour, mostly against his brotherβs will.
.::πΉππππ€π₯π π£πͺ::. Zephyrus was born in a Sheikah village without a name, some many miles from mainland Hyrule. His father was a proud, arrogant village sentinel who begrudged his lot in life, to serve as an indentured servant to a royal family who had earned nothing. His mother was a trainer, a woman who forged insolent Sheikah children into dutiful Sheikah warriors. Zephyrus was a happy, healthy baby boy. For a spell. When he was five, however, his father fled the village, and his duty, to pursue an extramarital affair with a Hylian woman he had met on a tour of Castle Town, leaving Zephyrus and his mother in a broken home. In order to distract herself from her loss, and perhaps in order to still control at least one aspect of his father, Zephyrusβ mother became an overbearing matriarch, who trained him rigorously and without end from the instant he was applicable. Her love was not withdrawn, but it had to be earned. In order to cope with the pressure of her expectations, Zephyrus withdrew into himself, creating a hard carapace of apathy about himself. Losing himself in thought, adjusting to her increasingly unrealistic goals. His mother died shortly before his 19th birthday. A stress-induced heart attack during a training exercise. Sheβd been part way through berating his handling of a weapon when it suddenly struck her dead. βPhysical exhaustionβ, he was told. βHers was a tough line of work.β In her will she bequeathed him only two things. Her weapon, a guandao that had, in turn, been passed down to her. And a scarf his father had given her, when they were both still young. Old now, tattered. With no other family to turn to, Zephyrus enlisted to join other members of his village in their tour on guard duty in Kakariko. He was dispatched shortly after. For a year, Zephyrus simply went through the motions. Eyes forwards, the world surging past his ears like rushing water. But as that year drew to its close, he learned to appreciate his newfound freedom, and independence. That was when Archer arrived, and made everything complicated again. A common conman working the streets of Castle Town, Zephyrus caught Archer pickpocketing another βstreet artistβ, and moved in to apprehend him. It was then that he learned that Archer was his brother, another child abandoned by a selfish, arrogant man. In the scramble, the two had locked eyes just long enough for Archer to recognise his.
Zephyrus resented the reality, at first: he knew it to be true, but nonetheless despised the fact his father would play the same game over. Over time, however, he came to accept that Archer was his brother. And a petty crook. Zephyrus has since made it his lifeβs mission to set his brother βstraightβ, against Archerβs quite vocal protestation. Archer has since helped Zephyrus emerge a little bit from the shell his mother made for him, although a jovial Zephyrus who laughs warmly and smiles brightly still seems a distant fantasy.
.::ππππππ€/ππππππ₯π€::. (1) Jeet Kun Do (FS) (PS) Zephyrus is an experienced martial artist who, after training rigorously under his authoritarian mother, has internalised the idea that one should βflow like waterβ, in life and in combat. Despite his home life, Zephyrus thrived in his training by virtue of constantly adapting to his motherβs increasingly unreasonable demands. In recent years, this has become more applicable to more reasonable challenges. Because of this, he follows no pre-set school of combat, his style is purely adaptive and changes from battle to battle, only consistent in the sense that he moves quickly and flexibly throughout, one moment calm like the stream, and the next crashing down like a wave. 8/10
(2) Wind Magic (MS) Not unlike his father before him (although youβd be brave to draw the comparison), Zephyrus has a kernel of magical talent in him, especially when it comes to manipulating the air. This is a skill he practiced extensively in conjunction with his combat training, as it added more potential for non-fatal strikes and adaptability in combat. Wind Magic was his fatherβs most prolific skill, and he was known for being able to summon tempest-grade winds: but Zephyrus isnβt quite so proficient yet. Still, he is skilled enough to whip up a nasty blast of air, blowing himself (or rivals) away, or else channelling it through his guandao. 6/10
(3) Sneaky Acrobatics (PS) (SS) What is a Sheikah who canβt get around, without sight nor sound? Zephyrus isnβt unique in this respect, as any Sheikah worth their orderβs name can stealthily flip and kick their way into and out of most situations. They are everywhere and they are silent β they are shadow people. 7/10
(4) Guandao Training (FS) Of course, Zephyrusβ Jeet Kun Do philosophy doesnβt mean he goes rambling around unarmed. Heβs found that using a polearm is ideal for his particular brand of combat, because- unlike swords and bows- the art of using a staff is all about balance, and allows for the martial artist and the weapon to move and strike as one. The only problem is, Zephyrusβ formal training was with staves and staffs: the guandao is much heavier than anticipated, and heβs only been using it for a handful of years. He is more likely to employ it defensively, or as a means of whipping up wind-storms than he is to use it as a full-on weapon. 5/10
(5) Shadow Magic (MS) Fog. What sort of βShadow Folkβ would Zephyrus be, had he no control over the shadows? Of course, his intense focus on his control of the wind has left his shadow magic rather lacking: he knows only how to use the two magics in tandem to form a thick, blinding fog. Alone, his shadow magic is able to temporarily cloak himself in shadow, but otherwise has no combat use. Which is fine by him β he has no interest in using it for lethal means, anyway. 4/10
(6) Swimming (PS) Zephyrus was taught to swim at a young age by his mother, not for any particular purpose other than the fact itβd be awfully embarrassing if a highly trained Sheikah warrior drowned in a creek somewhere. Still, he isnβt a strong swimmer. He hadnβt had much exposure to running water since leaving the village, either. 4/10
(7) Swordplay (FS) Given his training, Zephyrus has at least some rudimentary skill in swordplay, although one could hardly call him a swashbuckler. He knows enough to block, thrust and perhaps riposte: but given his aversion to killing when itβs avoidable, and his preference for polearms, heβd never choose a sword if given the chance. 3/10
.::πΎπ πππ€::. Zephyrus hopes to do his best in his role, and to protect the denizens of Kakariko and Castle Town against the forces that might work against them. But, just slightly more-so than that, he hopes to turn his brother to the path of willing lawfulness and selflessness, and dispel their familyβs bad history by embracing brotherhood.
.::πππ§πππ₯π π£πͺ::. - A Guandao, tipped with a crimson-steel blade. The point at which the blade meets the pole is embellished by a small, red strip of fabric which flows in the direction of the wind. - A suit of boiled leather armour, blue. - A shoulder bag. - Deku Nuts. - β¦ an irritating brother.
.::ππππππ₯::. - 50 Rupees. - One βIOU one good deedβ, signed by one Archer Anders.
.::πΈπ‘π‘πππ£ππππ::. Although not quite dwarfed by his brother, Archer stands at 5β11, just a few inches short of Zephyrusβ imposing height. However, he surpasses his brother in having a healthier, broader build, with wider shoulders better befitting a warriorβ¦ which Archer most certainly is not. His skin is a few shades darker than Zephyrusβ, a light olive that looks altogether healthier. His facial features are a little harder, too: a strong chin and angular cheeks, framed by a head of thick, dark hair. Chestnut brown and hanging just short of his face in the front, but tied up into a tight ponytail at the back. Not unlike his fatherβs race, his defining features are his eyes: strange and mahogany coloured, the only indicator of a union between a Sheikah and the Hylian peasant girl who fell for him.
When it comes to clothing, thereβs very little that distinguishes him from the next Hylian. A white shirt and a pair of dark blue cloth pants. The exception to this is his jacket, a strange twist on a leather jerkin that includes a pair of sleeves. The fastening belts on the front are usually left undone, as Archer hopes to give off a more casual air.
.::πππππ ππ ππ::.
.::βππ£π€π πππππ₯πͺ::. Quick to anger, slow to learn from it, Archer is a survivor. He prides himself on his charisma and deceptiveness, although whether these qualities actually exist is often contested. Archer is, altogether, a fun-loving guy who thrives on the life of crime he was thrust into. He doesnβt resent his father; he doesnβt hate how is life turned out, and heβs perfectly happy making his living on the streets. This, compounded with the fact heβs incredibly hard-headed and often too fiery for his own good, is much to his brotherβs chagrin. He only believes in two laws: survival of the quickest, and honour amongst thieves. And he obeys the latter begrudgingly.
.::πΉππππ€π₯π π£πͺ::. Daddy issues and sad orphan stories are the worst, arenβt they?
Archer never knew his father, so maybe that was a good start. He was the product of an extramarital affair, between a peasant on the borders of poverty and starvation, and her Sheikah lover, a sentinel from a nameless village who had used her with the supposed intention to eventually make her his wife. Perhaps thatβs why he was so good at lying β it was his fatherβs legacy. He took off when Archer was three, and Archer remembered nothing about him but his eyes, disarming and soft, despite his brotherβs later insistence that he was cruel and arrogant. His mother, poverty stricken and now with a child to feed, tried her hardest to provide for him: but she starved to death a couple of years later, the victim of life among a feudal peasantry. Her dying words had been brief and unhelpful, but the only thing Archer ever remembered her saying to him: βYou haveβ¦ a brotherβ¦β
Archer was put into an orphanage, which was a learning experience in itself. They say that petty crooks come out of prison as better criminals: the same, it turns out, is true of orphanages. Over the next five years, Archer learned how to lie to his carers, steal food from the kitchen and swindle his roommates out of whatever little they had. When he was ten, he mounted an escape. Not because life there had been bad, but because he thought he might find his father- or his brother- and a better life along with them.
He was wrong, and wound up on the streets. That is, until he was taken in by a kindly magician, who in all actuality was a conman. The two made a pact β he would teach Archer how to survive off of other peopleβs rupees, if in turn he pickpocketed the onlookers of his fire-centric magic show. The two became good friends, and for three years their hustle went uninterrupted. But eventually, the magician decided to move on to greener pastures, and left Archer to take over his territory, which he did.
Over those three years, he had taught Archer the tricks of the trade: how to pull off a hustle, keep other βperformersβ off of your turf, and even how to hurl a fireball. For another half decade, Archer swindled his way through Castle Townβs denizens and visitors, making regular trips to the holding cells for petty theft and coming back bigger and better than ever each time. It seemed this was the life he was destined to live: until he got into a tussle with a Sheikah warrior, who had spotted him cutting the purse of a phoney psychic who had been cutting in on his territory. Theyβd locked eyes just before theyβd launched into the fray, and after the chaos died down, Archer explained to him what little he knew.
He and this Sheikah were brothers.
He almost regrets doing it, now. Zephyrus has since been linked on him like a hawk on a thrush, constantly pecking his head and forcing him toward a path of justice. There isnβt as much money to be made in being a βstraight-laceβ magician, but Zephyrus had sworn he would set Archer βstraightβ. Pffft, yeah right.
.::ππππππ€/ππππππ₯π€::. Skills/Talents: (1) Sleight of Hand (PS) Years of performing magic tricks and picking pockets have left Archer with a great deal of manual dexterity. Heβs quick to lift wallets and real mean in a thumb-war. In true magicianβs style, heβs good at pocketing things without so much as a tell. After all, having a tell means you feel guilt. 7/10 (2) Fighting Dirty (Muay Thai) (FS) Performing (and stealing) on the streets is risky, both because others will try to encroach on your bracket, and because whenever the opportunity arises, Archer will try to encroach on theirs. When push comes to shove, you need to learn to fight: and thatβs exactly what Archerβs old teacher taught him. Archer fights using a full-contact, unarmed martial art that utilises boxing punches, kicks and elbow strikes in order to protect himself (or deal damage). On its own, this might not phase better armoured rivals, but this is made even more dangerous by the fact heβs in possession ofβ¦ 7/10
(3) Fire Magic (MS) Much like his father and brother before him, Archer possesses an aptitude for magic, but followed the path of emotion and fire, as opposed to Zephyrusβ less fatal alternatives. His understanding of magic is rudimentary at best, an instinct as opposed to a refined skill: he can throw a few fireballs, light some torches maybe. But where Archerβs fiery attitude really shines through is in combat, because heβs prone to lighting his fists on fire when a battle gets truly heated in order to deal some extra damage. 5/10
(4) General Magic Tricks (PS) Archer has gathered a small collection of fairly involving magic tricks over the years, from simple playing-card tricks to some show-stopping (but ultimately harmless) fire displays, and everything in between. Archer can dazzle and amaze with flaming doves, and pick some pockets in between. To him, itβs as natural as breathing β to his brother, itβs a habit that needs to be broken. 6/10
(5) Scrambling (SS) To call what Archer does acrobatics, parkour or anything in that same vein would beβ¦ generous. He doesnβt move swiftly with the wind, or pass over the rooftops soundlessly like a shadow in the night. He is loud, he is chaotic and he is clumsy: but he gets where heβs going. Archer is good at escaping, but there is no grace about it: heβll climb walls, throw himself at trees and stumble his way across aqueducts. But it works, so he feels no shame. 5/10
(6) First Aid (SS) Archer has spent his life on the streets, fighting off rival entertainers, or being fought off himself. As a result, heβs sustained his fair share of wounds, and over the years heβs just, figured out how to deal with them. Heβs no surgeon, but if itβs a flesh-wound heβll manage it, provided youβre in his good books. No suing. 4/10
.::πΎπ πππ€::. - For everybody to love him as much as he loves himself - To strike it big in show business - To show his killjoy brother how to take a little walk on the wild side
.::πππ§πππ₯π π£πͺ::. - One deck of actual playing cards - One deck of fixed playing cards - A roll of gauze for his knuckles - A leather jacket - A card satchel - A half dozen βIOUβ cards, as yet undelivered If you could update your character's inventory as they receive/lose things that would be super rad.
.::ππππππ₯::. 14 Rupees (none of them his)