Well, thanks for well wishes. Have begun process of transferring Ekra over! Just....not done yet. Actually rereading old IC posts to determine how to best tweak her.
Color: ff711f
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96 years as a skull kid
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Skull kid
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Female, though like many skull kids, indistinguishable at a glance.
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Ekra stands at just about 4 feet - maybe 4'1" if she stands on her toes. Her colors are the same as any other skull kidβs - woodlike skin, red-orange hat with the golden links, orange beak, the green over the orange shirt, light green pants, brown shoes. She tries to keep her appearance concealed under a red cloak and Keaton mask.
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Ekra has heard the tales, of kokori straying from the path in the Lost Woods and becoming skull kids forever more. Sheβs not sure if itβs true β she canβt remember if she was a kokori at any point and, if so, if she was always the born liar she is today. While she is a trickster like other skull kids, she is wary of big flashy displays she knows she canβt particularly back up, and thus prefers to pull her tricks with words β spinning lies and falsehoods, trying basic measures to obscure her nature. Her targets are often those who catch her attention for whatever reason, ranging from carrying wares not native to the forest to humming a tune sheβs never heard before. Ekraβs never known life outside the Lost Woods and so she has a deep sense of curiosity and a profound ignorance to what other races may take for granted.
Given her lack of self-confidence, she comes across as nervous, keeping a kind of caution up around others and keeping her voice quiet. It doesnβt mean she dislikes talking β in fact, get her on a subject she likes and she can easily ramble for an hour, or ask dozens of questions to sate her interest β it just means she is concerned about whose attention she may draw. What few direct tricks she plays, she tries to avoid being able to receive credit for them. You never know whoβll be tricked, after all. Some of those people are quite mean.
Ekra shares a lot in common with her fellow skull kids - for example, a tendency to childishness and impatience. She hates being told she'll have to 'put up' with something she's decided she doesn't like, and she can get frustrated when being made to wait. This also means she can be quick to assumptions due to a marked tendency not to take the time to think things through. However, unlike a lot of skull kids, Ekra has a slightly warped sense of mortality. Perhaps it's a result of dealing with so many violent travelers, but, either way, the notion of death and murder does not bother Ekra terribly despite her otherwise shy and childlike nature.
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Ekra doesnβt exactly have much memory of her life before she was a skull kid. She suspects she was likely a Kokori, since the children of Hylians and others tend to become stalfos. Sheβs met other skull kids in the woods, each of varying temperaments, though with one trait in common: general mischief towards wanderers of the Lost Woods. Ekra was never above tricking and bothering these wayfarers, though she was often curious as to what they were doing in the woods - where were they headed, where had they come from, what things had they done and were planning to do? A few of the friendlier ones, she managed to persuade to stick around in the forest and talk to her about their own lives. While such chats were good, most couldnβt stay. Worse were the ones who no longer could find their path; those, Ekra watched become stalfos. She learned quite a bit - the variety of races scattered across Hyrule, the encroaching darkness, the tales of a hero long gone - and collected just as much from
When the whispers started, Ekra wasnβt sure what to make of them. She wasnβt even sure if skull kids could leave the Lost Woods - sheβd never tried, nor had she seen any of the others (well, there was that story of one long ago who left and never came back, but they also said heβd always been strange and it was possible heβd wandered off to die). However, with the urgency of the whispers and the date fast approaching, she decided to give it a go. For the first time, she left the Lost Woods to see the world sheβd heard so much about, and maybe learn where the whispers were coming from.
Ekra loves to play her flute, lifted from a wayward traveler during her first year as a skull kid. It appears to be a normal, if well-made flute, and Ekra has gone to pains to keep it intact. Most of the songs she knows are learned from travelers, either directly or indirectly. One of her more peculiar songs was taught directly, by the same man who gave her the Keaton mask, and it feels like it charges the air around her.
(FS) Seed shooting (6)
Ekra is capable of using her flute as a blowgun for sufficiently dense plant seeds, and using them to pelt people. However, while her aim is good, her range is somewhat lacking - perhaps from the top of a tree branch.
(FS) Thrown weapons (5)
If Ekra is out of deku seeds, and she cannot flee, her next skill is throwing objects from her perch - deku nuts, rocks, that kind of thing. Though her aim remains good, her stamina is a little less so.
(FS) Agility (7)
As is true of many skull kids, Ekra is light on her feet and fast to move. Her small stature even lets her weave between people.
(SS) Tracking (5)
Ekra is capable of tracking people for miles over dirt surfaces and undergrowth with a fair amount of ease. Other surfaces prove problematic for her, however.
(PS) Sleight of hand (8)
Ekra has no innate magic. She has tried to make up for it by improving her sleight of hand, to good effect. She can apparently 'teleport' small items out of her reach into her hands, make small items 'disappear', and even make her marionette seem alive. While there are rational means behind her tricks, observable to those able to watch at their leisure or the particularly sharp-eyed, she's gone to great lengths to conceal them.
(SS) Plant gathering (4)
Ekra is capable of gathering roots, berries, leaves, flowers, and stems edible to her. However, as most skull kids have slightly better constitutions than other species on account of their nature, this has occasionally led to her gathering plants that would be poisonous to those she wanted to befriend. There are a handful of things she can gather with practiced ease - mostly seeds and deku nuts.
(SS) Climbing (3)
Ekra is decent at climbing trees, even if taller trees will wear her out. She has no skill climbing rock faces or anything else, though.
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Like many skull kids, there is the strong desire for companionship, from people who will not abandon or harm her. However, she also wants to know β what lies outside the Lost Woods? Is any of it something she ought to know, perhaps from another life?
@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.
Well... Considering that Termina has a counterpart to just about every race on Hyrule, I considered the possibility that the Garo have their counterpart on Hyrule... we just never saw them because they were never at war with Hyrule. After all, the only reason we know the Garo exist on Termina is because of the war against Ikana.
Well... Considering that Termina has a counterpart to just about every race on Hyrule, I considered the possibility that the Garo have their counterpart on Hyrule... we just never saw them because they were never at war with Hyrule. After all, the only reason we know the Garo exist on Termina is because of the war against Ikana.
I don't know mang, I don't buy it. With no evidence from any Zelda game of there being any Garo in Hyrule, the counterpart assumption doesn't have much of a basis for me. Plenty of things exist without counterpart in Termina; the Ikana Kingdom itself is one large example of a race of people and region that isn't reflected in Hyrule (except possibly in the Hylians and the Royal family, but that connection is dubious at best). With Terminian Garo being the only option on the table and Termina not existing in this timeline (for good reason, frankly, as it's a whole can of worms we don't want to mention) I think we're going to have to give a hard no to the Garo idea. Sorry.
No living creature of the world of light has ever seen what Magus looks like under his hooded robe and the man has little desire to enlighten them of his true appearance. The only three things that define Magus as male are his voice, his insistence that he is male and the slowly glowing blue eyes that seem to stare out of the depths of his darkened hood. Those who listen to him when he moves can't help but hear some kind of clinking sound, as if his body was made of wood...
In truth, Magus's 'Physical' form is that of a pool of shadows and shadowy tendrils due to the nature of how he arrived in the world of light. Unable to survive in direct sunlight and lacking a humanoid form, Magus came across a strange scarecrow that was designed to move about in order to scare off birds with movement and noise. Binding himself to the wooden body much like puppet strings to a puppet, Magus uses the scarecrow as a frame to house himself in order to keep himself out of the sunlight. The robe he wears was once a worn out brown thing, but it covered his whole body and with the improvements of twili enchantments it is now completely black while keeping everything within bathed in shadow as an additional level of security for his well being; Magus isn't 100 percent sure of what would happen to him if his borrowed wooden body was exposed to sunlight and he really doesn't want to find out unless he is truly despite. He tends to wear black gloves for much the same reason.
Backstory: Once upon a time, Magus was a young Twili researcher of their peoples dark magics and in discovering ways for them to exist in the world of light without being killed by the presence of the light that made the world its home. During one such experiment however there was an accident that resulted in Magus being sent into the world of light and transformed into a living mass of shadows. By pure chance he had appeared in Hyrule during the night and was thus not destroyed right away, but he was completely cut off from home and trapped in a realm that was deadly to him half the time.
Searching frantically, Magus discovered a strange wooden scarecrow that had been designed to move its limbs about in order to frighten birds with movement and the clicking noise of its joints rubbing together. Somewhat despite, Magus poured himself inside of the wooden shell and used his new form to act as strings to move the puppet around. While clumsy at first, he was able to get the scarecrow free of its poll and found a nearby abandoned build to take shelter in from the day. Once night came about, he inspected the building and discovered an old brown robe that would pretty much completely cover his wooden frame. Out of paranoia and legit worry, Magus spent several days enchanting the fabric in order to better provide protection from harsh light, as well as cover up the fact that for all intents and purposes he looked like a living scarecrow.
Once he had managed to enchant his cloak to the point that he was willing to test it, Magus made a few lesser tests by sticking his arms out into the sunlight. When he failed to suffer horrible pain, he considered it safe enough to try going for a walk and thus became the first Twili in a long time to 'walk under the sun' without dying.
Skills/Talents:
1)Shadow puppetry- 10 Due to his new physical form, Magus has been forced to adjust how he gets around the world around himself. By using strands of himself as strings for his wooden outer shell, Magus can make it move. Since any movement on his behalf requires that he use this ability (The act of remaining standing on both feet requires this ability) Magus has gotten very good at doing this.
2)Shadow Enchanting- 9 Magus was an enchanter back home and he is incredibly grateful that his skills translated over to his new state of being. Given time and an idea of what needs to be done, Magus can enhance an object with some Twili magic; effects can range from enhancing somethings defenses, giving a magic edge to weapons and of course, enchanting something so that the shadows they cast are highly resistant to the light. Depending on the enchantment, the process can take days.
3) Carpentry - 4 A very recent skill that Magus has started to learn. The wooden frame that he pilots to give himself a humanoid form is made out of wood and standard wear and tear would start to effect the pieces sooner or later; Magus has thus made keeping his wooden frame in good repair to be a highly important goal.
4) Engineering - 4 His wooden outer shell was the result of inventive engineering put to practical use, but it was limited by the minor function it was meant to play. Along with maintaining his frame, Magus has also taken an interest in improving upon the design to allow himself ease of movement and faster reaction times.
5) Sewing - 4 Much like his wooden body, Magus's cloak is vital to his survival and thus its upkeep is an equally vital requirement.
6) Combat Dark Magic - 6 Unlike the rest of his kin Magus cannot simply teleport away or disappear the moment trouble arises, thus forcing him to stand his ground in order to defend himself. To that end, he has began to put into practice ancient twili combat spells of both offensive and defensive abilities, often times having to rediscover or reinvent parts the spells he is trying to perform. While currently limited to firing small 'spears' of dark magic and creating small shields of shadows to protect himself, Magus is actively seeking to improve himself whenever he has the chance.
7) Knowledge of ancient Twili relics and history - 8 All twili know the basic knowledge of their history and how they came to be, but the path that Magus took in life required him to dive much, much deeper into their past in order to affect the present. As such, Magus knows a lot about the ancient relics of his people and the powers that they wielded that caused them to be banished into the twilight in the first place.
Goal(s): While returning back home is one of his major goals, Magus is taking advantage of his ability to have an interdependent physical form to attempt to reclaim some of the relics of his people sealed away in the world of light and using their power to restore himself to his original form and possibly get back home.
Inventory: 1 black hooded cloak (Enchanted) 1 experimental scarecrow (Wood) 1 pair of black gloves (Enchanted) 1 tool box (Carpentry) 1 tool box (Engineering) 1 sewing kit (Fully stocked) 1 large leather bag
@Bright_Ops Good ol' Magus-- he's an anomaly I will allow since he's from the old RP. ;) Go ahead and convert his sheet into the new Template, post it in the OOC here and after I review it one more time, he should be good to go.
......I just got the weirdest sense of deja vu. Didn't something like this happen in the last thread?
Also, just noticed the new skull kid character. @DearTrickster yo if Ekra gets finished soon and Jillian fully accepted wanna hash things out?
Yeah, that'd be pretty great. So far Ekra seems like the other side of the Skullkid coin and I think Jillian and Ekra would make a pretty scary pair working together. c:
@Baklava I'll get my edits in regarding Ganondorf and move the sheet over soon~ I'm glad you liked her :>
No living creature of the world of light has ever seen what Magus looks like under his hooded robe and the man has little desire to enlighten them of his true appearance. The only three things that define Magus as male are his voice, his insistence that he is male and the slowly glowing blue eyes that seem to stare out of the depths of his darkened hood. Those who listen to him when he moves can't help but hear some kind of clinking sound, as if his body was made of wood...
In truth, Magus's 'Physical' form is that of a pool of shadows and shadowy tendrils due to the nature of how he arrived in the world of light. Unable to survive in direct sunlight and lacking a humanoid form, Magus came across a strange scarecrow that was designed to move about in order to scare off birds with movement and noise. Binding himself to the wooden body much like puppet strings to a puppet, Magus uses the scarecrow as a frame to house himself in order to keep himself out of the sunlight. The robe he wears was once a worn out brown thing, but it covered his whole body and with the improvements of twili enchantments it is now completely black while keeping everything within bathed in shadow as an additional level of security for his well being; Magus isn't 100 percent sure of what would happen to him if his borrowed wooden body was exposed to sunlight and he really doesn't want to find out unless he is truly despite. He tends to wear black gloves for much the same reason.
.:: πΉππππ€π₯π π£πͺ ::. Once upon a time, Magus was a young Twili researcher of their peoples dark magics and in discovering ways for them to exist in the world of light without being killed by the presence of the light that made the world its home. During one such experiment however there was an accident that resulted in Magus being sent into the world of light and transformed into a living mass of shadows. By pure chance he had appeared in Hyrule during the night and was thus not destroyed right away, but he was completely cut off from home and trapped in a realm that was deadly to him half the time.
Searching frantically, Magus discovered a strange wooden scarecrow that had been designed to move its limbs about in order to frighten birds with movement and the clicking noise of its joints rubbing together. Somewhat despite, Magus poured himself inside of the wooden shell and used his new form to act as strings to move the puppet around. While clumsy at first, he was able to get the scarecrow free of its poll and found a nearby abandoned build to take shelter in from the day. Once night came about, he inspected the building and discovered an old brown robe that would pretty much completely cover his wooden frame. Out of paranoia and legit worry, Magus spent several days enchanting the fabric in order to better provide protection from harsh light, as well as cover up the fact that for all intents and purposes he looked like a living scarecrow.
Once he had managed to enchant his cloak to the point that he was willing to test it, Magus made a few lesser tests by sticking his arms out into the sunlight. When he failed to suffer horrible pain, he considered it safe enough to try going for a walk and thus became the first Twili in a long time to 'walk under the sun' without dying.
1)Shadow puppetry- 10 Due to his new physical form, Magus has been forced to adjust how he gets around the world around himself. By using strands of himself as strings for his wooden outer shell, Magus can make it move. Since any movement on his behalf requires that he use this ability (The act of remaining standing on both feet requires this ability) Magus has gotten very good at doing this.
2)Shadow Enchanting- 9 Magus was an enchanter back home and he is incredibly grateful that his skills translated over to his new state of being. Given time and an idea of what needs to be done, Magus can enhance an object with some Twili magic; effects can range from enhancing somethings defenses, giving a magic edge to weapons and of course, enchanting something so that the shadows they cast are highly resistant to the light. Depending on the enchantment, the process can take days.
3) Carpentry - 4 A very recent skill that Magus has started to learn. The wooden frame that he pilots to give himself a humanoid form is made out of wood and standard wear and tear would start to effect the pieces sooner or later; Magus has thus made keeping his wooden frame in good repair to be a highly important goal.
4) Engineering - 4 His wooden outer shell was the result of inventive engineering put to practical use, but it was limited by the minor function it was meant to play. Along with maintaining his frame, Magus has also taken an interest in improving upon the design to allow himself ease of movement and faster reaction times.
5) Sewing - 4 Much like his wooden body, Magus's cloak is vital to his survival and thus its upkeep is an equally vital requirement.
6) Combat Dark Magic - 6 Unlike the rest of his kin Magus cannot simply teleport away or disappear the moment trouble arises, thus forcing him to stand his ground in order to defend himself. To that end, he has began to put into practice ancient twili combat spells of both offensive and defensive abilities, often times having to rediscover or reinvent parts the spells he is trying to perform. While currently limited to firing small 'spears' of dark magic and creating small shields of shadows to protect himself, Magus is actively seeking to improve himself whenever he has the chance.
7) Knowledge of ancient Twili relics and history - 8 All twili know the basic knowledge of their history and how they came to be, but the path that Magus took in life required him to dive much, much deeper into their past in order to affect the present. As such, Magus knows a lot about the ancient relics of his people and the powers that they wielded that caused them to be banished into the twilight in the first place.
8) Intimidating - 9 While not international on his part (Mostly), Magus's appearance and demeanor can be... rather intimidating when it comes to interacting with normal people.
.:: πΎπ πππ€ ::. While returning back home is one of his major goals, Magus is taking advantage of his ability to have an interdependent physical form to attempt to reclaim some of the relics of his people sealed away in the world of light and using their power to restore himself to his original form and possibly get back home.
.:: πππ§πππ₯π π£πͺ ::. 1 black hooded cloak (Enchanted) 1 experimental scarecrow (Wood) 1 pair of black gloves (Enchanted) 1 tool box (Carpentry) 1 tool box (Engineering) 1 sewing kit (Fully stocked) 1 large leather bag
@Bright_Ops Looks great! Just a few small alterations, and you can go ahead and add him to the Character section--
1) Make sure you use the header on his name so it's nice and big and center it.
2) This time around, I'm looking for a little bit of elaboration in the personality section. So just describe the attributes you listed a little and that'll be good.
3) Make sure you label his abilities (FS) (MS) (SS) or (PS). See the Information hider just above the Template hider in the Character Section if you're wondering what to classify everything as.
4) I can't remember if I asked this is the old RP or not, but how long has he been in Hyrule so far?
No living creature of the world of light has ever seen what Magus looks like under his hooded robe and the man has little desire to enlighten them of his true appearance. The only three things that define Magus as male are his voice, his insistence that he is male and the slowly glowing blue eyes that seem to stare out of the depths of his darkened hood. Those who listen to him when he moves can't help but hear some kind of clinking sound, as if his body was made of wood...
In truth, Magus's 'Physical' form is that of a pool of shadows and shadowy tendrils due to the nature of how he arrived in the world of light. Unable to survive in direct sunlight and lacking a humanoid form, Magus came across a strange scarecrow that was designed to move about in order to scare off birds with movement and noise. Binding himself to the wooden body much like puppet strings to a puppet, Magus uses the scarecrow as a frame to house himself in order to keep himself out of the sunlight. The robe he wears was once a worn out brown thing, but it covered his whole body and with the improvements of twili enchantments it is now completely black while keeping everything within bathed in shadow as an additional level of security for his well being; Magus isn't 100 percent sure of what would happen to him if his borrowed wooden body was exposed to sunlight and he really doesn't want to find out unless he is truly despite. He tends to wear black gloves for much the same reason.
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.:: βππ£π€π πππππ₯πͺ ::. Inquisitive Magus has always processed a desire to find answers to things that he doesn't know the answers to. This trip to Hyrule has been a major education all of its own.
Distant Magus has never been the most social of people; Sure he can talk to them, but he has always favored his own company above that of others. The fact that he is currently stuck in a world filled with races that worship the very goddesses that banished his kind to the realm of Twilight in the first place has not improved things.
Determined Say what you will about Magus, but when he puts his mind to something he will see it through to whatever end. He doesn't like leaving things undone after all.
Intelligent Call it intelligence, wisdom or cunning but Magus is very clever and quick to adept to an evolving situation while recognizing the shape of things left unsaid. As the old saying goes, once you hear enough lies you start to get an idea of what the truth is shaped like.
Cold Magus has his goals. If a couple of light walkers have to die in order to achieve said goals, that is a small price to pay.
.:: πΉππππ€π₯π π£πͺ ::. Once upon a time, Magus was a young Twili researcher of their peoples dark magics and in discovering ways for them to exist in the world of light without being killed by the presence of the light that made the world its home. During one such experiment however there was an accident that resulted in Magus being sent into the world of light and transformed into a living mass of shadows. By pure chance he had appeared in Hyrule during the night and was thus not destroyed right away, but he was completely cut off from home and trapped in a realm that was deadly to him half the time.
Searching frantically, Magus discovered a strange wooden scarecrow that had been designed to move its limbs about in order to frighten birds with movement and the clicking noise of its joints rubbing together. Somewhat despite, Magus poured himself inside of the wooden shell and used his new form to act as strings to move the puppet around. While clumsy at first, he was able to get the scarecrow free of its poll and found a nearby abandoned build to take shelter in from the day. Once night came about, he inspected the building and discovered an old brown robe that would pretty much completely cover his wooden frame. Out of paranoia and legit worry, Magus spent several days enchanting the fabric in order to better provide protection from harsh light, as well as cover up the fact that for all intents and purposes he looked like a living scarecrow.
Once he had managed to enchant his cloak to the point that he was willing to test it, Magus made a few lesser tests by sticking his arms out into the sunlight. When he failed to suffer horrible pain, he considered it safe enough to try going for a walk and thus became the first Twili in a long time to 'walk under the sun' without dying.
Having arrived on Hyrule less then three months ago, Magus has surprisingly adepted to the lay of the land rather well all things considered... He isn't dead or starving which is a good start at least.
1)Shadow puppetry (MS)(SS)- 10 Due to his new physical form, Magus has been forced to adjust how he gets around the world around himself. By using strands of himself as strings for his wooden outer shell, Magus can make it move. Since any movement on his behalf requires that he use this ability (The act of remaining standing on both feet requires this ability) Magus has gotten very good at doing this.
2)Shadow Enchanting (MS)(PS)- 10 Magus was an enchanter back home and he is incredibly grateful that his skills translated over to his new state of being. Given time and an idea of what needs to be done, Magus can enhance an object with some Twili magic; effects can range from enhancing somethings defenses, giving a magic edge to weapons and of course, enchanting something so that the shadows they cast are highly resistant to the light. Depending on the enchantment, the process can take days.
3) Carpentry (PS)(SS) - 4 A very recent skill that Magus has started to learn. The wooden frame that he pilots to give himself a humanoid form is made out of wood and standard wear and tear would start to effect the pieces sooner or later; Magus has thus made keeping his wooden frame in good repair to be a highly important goal.
4) Engineering (PS)(SS) - 4 His wooden outer shell was the result of inventive engineering put to practical use, but it was limited by the minor function it was meant to play. Along with maintaining his frame, Magus has also taken an interest in improving upon the design to allow himself ease of movement and faster reaction times.
5) Sewing (PS)(SS) - 4 Much like his wooden body, Magus's cloak is vital to his survival and thus its upkeep is an equally vital requirement.
6) Combat Dark Magic (MS)(FS) - 6 Unlike the rest of his kin Magus cannot simply teleport away or disappear the moment trouble arises, thus forcing him to stand his ground in order to defend himself. To that end, he has began to put into practice ancient twili combat spells of both offensive and defensive abilities, often times having to rediscover or reinvent parts the spells he is trying to perform. While currently limited to firing small 'spears' of dark magic and creating small shields of shadows to protect himself, Magus is actively seeking to improve himself whenever he has the chance.
7) Knowledge of ancient Twili relics and history (PS) - 8 All twili know the basic knowledge of their history and how they came to be, but the path that Magus took in life required him to dive much, much deeper into their past in order to affect the present. As such, Magus knows a lot about the ancient relics of his people and the powers that they wielded that caused them to be banished into the twilight in the first place.
8) Intimidating (PS)(SS) - 9 While not international on his part (Mostly), Magus's appearance and demeanor can be... rather intimidating when it comes to interacting with normal people.
.:: πΎπ πππ€ ::. While returning back home is one of his major goals, Magus is taking advantage of his ability to have an interdependent physical form to attempt to reclaim some of the relics of his people sealed away in the world of light and using their power to restore himself to his original form and possibly get back home.
.:: πππ§πππ₯π π£πͺ ::. 1 black hooded cloak (Enchanted) 1 experimental scarecrow (Wood) 1 pair of black gloves (Enchanted) 1 tool box (Carpentry) 1 tool box (Engineering) 1 sewing kit (Fully stocked) 1 large leather bag
@Kal-El Oh hey, Kal-- geez, all of a sudden more of the old people are sproutin' up outta nowhere. Alright, just let me know.
For everyone else, here's Felicia's new sheet. I've added to it quite a bit. In the last RP I wasn't planning on revealing much of her backstory until much much later, but I figured that was kind of unfair. I want her to be on the same page as all the other players, so most of her secrets are now laid bare.
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26
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Hylian
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Female
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Felicia is roughly 5β9β with olive skin, long wispy grey-green hair, pointed ears, and downturned grey eyes that tend to always look tired. She typically wears her hair in a loose side braid with an old blue and white hat, passed down in her family for generations. Feliciaβs typical garb consists of a dark army green ΒΎ sleeve shirt, dark denim blue pants within brown overalls, light brown boots, a single white earring on her right ear, and a thickly woven twine bracelet. She also wears a necklace with her wedding ring on it, but it's so long that the bottom disappears into her shirt and overalls.
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"Let me rewind to the times where we never felt ill..."
Felicia has become known as a very reclusive, albeit altruistic, person. Those in town who have tried to get close to her are often met with a thousand and one polite excuses for why she's too busy to keep chatting. One would think she's the busiest single woman with no dates alive, but anyone who frequents the local pub after her shop's closing hours would be able to tell you otherwise.
She isn't irresponsible with her drinking, per se. Every weekday morning she's at her shop, sober and seemingly normal. She's always kind and patient with her customers and employees, but anyone who knew her before her incident can tell she isn't quite right. She's jumpy, anxious, nods off when nobody's looking, and is altogether quite gloomy, despite her attempted fronts.
Talking about fish is the only thing that really seems to bring a spark to her eyes these days. She has a great fascination with it and, given the opportunity, will talk your ear off about everything she's read about the ocean rumored to exist beyond the Haunted Wasteland-- a massive body of water so vast it couldn't possibly ever run out of life.
.:: πΉππππ€π₯π π£πͺ ::.
Felicia was born in the dingy part of Castle Town to a family with little in the way of prospects. Her father worked as a street cleaner and her mother would occasionally clean people's homes for a small fee. Her parents worked hard enough for her and her younger brother to live a comfortable life-- they put food on their plate and shoes on their feet. Regardless, however, they wanted more for their children and Felicia couldn't have been more on board with that idea.
When she turned 14, her father's uncle, Heno, reached out to her family for help. He was getting on in years and, never having been married, wanted to train someone to manage his fishing supply rental business at Lake Hylia. Of course, Felicia's brother was first pick, but upon finding out how badly his sister wanted to take the position, he stubbornly refused it. He had his eyes set upon other horizons anyway.
Eternally grateful to her brother, Felicia packed only a select few of her belongings and set off to join her uncle in Indigo Town. It was there that she learned her trade and eventually came to take over the business when her great uncle passed away. She soaked up every bit of information he provided her with, even going so far as too use her new-found literacy to read all about fish and their origins with great enthusiasm. Maybe it was because she was so happy to have discovered a path other than sweeping streets or scrubbing floors, but her love for the work couldn't be denied.
Her laid-back, upbeat attitude easily won the hearts of the townsfolk and she became a well-known face like any other in the small town. At 19, Felicia fell in love with a local Silencer named Derek Reid. They were married by the year's end. Derek taught her basic sword techniques-- lessons which were never taken very seriously and often resulted in the sound of giggling rather than the sound of metal on metal. Felicia, in turn, taught Derek how to fish. The pair enjoyed going out early in the morning to watch the sun rise over the glistening lake.
A year and a half later, Felicia became a mother. She named her daughter Lily and the small family of three were as happy as a family of three could be.
One cold autumn night, however, the howls of a pack of Wolfos ripped through the town. They were large in number and took the Silencer's by surprise. Many lost their lives, but in the end they were able to protect the town from an all-out massacre. Normally Felicia would not allow Lily to leave her side during such a night, but a string of unique circumstances whisked the baby girl away. In one fell swoop, Lily and Derek were gone and Felicia has never forgiven herself. Two years ago, the town mourned the death of the Silencers who lost their lives-- her daughter's small casket among them.
Since the tragedy, Felicia has taken to spending her afternoons and weekends at the local pub. That cold autumn night still haunts her and she's found it much easier to cope with on her own. She wonders if the voices she's been hearing in her dreams as of late have anything to do with her before-bed beverages, but with a cart of fish to deliver to the festival, she sees little reason not to go. Since her drastic change in temperament, the business has been suffering and she can't really afford not to.
Sheβs a fisherwoman for a living. Owns the fishing supplies rental shop. She's knows anything and everything about fishing. While she's been fishing for twelve years, however, she could stand to have even more experience under her belt. The kind that only comes with age, like her Uncle Heno had before he died.
Aquatic Biology (PS) (7)
This was never quite as essential as the fishing portion of Uncle Heno's lessons, but Felicia developed an interest in learning more about the fish they caught and what kind of lives they lived. She's read more than a few books about Lake Hylia and the fish that live there. Her knowledge on fish outside of Lake Hylia is quite limited, however.
Cooking (SS) (7)
Sheβs quite good at preparing meals. Felicia can make something tasty out of just about anything-- her specialty being fish.
Swimming (PS) (6)
Sheβs a decently strong swimmer, but prefers to stay in the boat when sheβs fishing and near shore when sheβs relaxing. When she was a bit younger, she used to swim more often for fun.
Long Sword (FS) (4)
Taught by her husband, Derek, Felicia had never taken the lessons very seriously. She can't help but remember a few of the basics and silly sparring matches they'd shared together over the years.
Sneaking (SS) (5)
Those fish can be mighty flighty. As a fairly flighty person herself, she understands this.
First Aid (SS) (8)
Over the years, Felicia had good reason to learn a thing or two about patching up injuries. Whether it was a customer who'd found themselves at the wrong end of a hook, a one year old that had touched the soup pot, or a tired husband with a bloody, mangled arm full of teeth marks-- she patched them up and took the time to prepare for whatever injury might walk through her door next.
Business Dealings (PS) (7)
From reading and writing to basic math, Felicia's uncle schooled her in all the things she'd need to know to take over his business and that didn't just include fishing. In addition to these skills, she knows a thing or two about bartering. Being the kind hearted and anxious person that she is, however, she typically ends up getting walked all over more than she'd like.
Sewing (PS) (6)
Nine months of sewing booties, blankets, and mittens could probably make a seamstress out of anyone.
.:: πΎπ πππ€ ::.
Lately Felicia has been doing all she can just to keep her fishing business afloat. She doesnβt seem to have any other goals besides this, though she has voiced her desire to see the ocean on more than one occasion.
@Bright_Ops Whoop-- forgot to mention. You're good to go, Bright_Ops.
This is a thought that kind of just occurred to me, as well. Wouldn't Magus have a last name? The twili were a bit civilized, right? I mean, enough to have a monarch and be well learned and such. Just for consistency's sake, perhaps we should give him one? I kind of want to reserve the no-last-name thing for monsters, like Derv's Poe or Dear's Skullkid.
@Baklava I thought Hyrule was still in a fairly early state name wise, and only royalty or the like would have last names. Normal villages still working on the informal naming system of "Oh, that's Rob the Smith, and that's Roger son of Roger."
@The 42nd Gecko Eh, I dunno. It could be, I guess, but there aren't really any indicators that it couldn't be either. Nobody in Ocarina of Time introduces themselves or others like that.