Name: Griga
Race: Zora
Age: 33
Gender: Male
Appearance: Griga is rather big, standing a head taller than the average Zora, with broad shoulders and a quite muscular physique. He has green eyes and light blue skin, with darker splotches patterned sporadically on his back. His left shoulder is tattooed with a symbol that (totally coincidentally) looks like the Kokiri symbol
Clothing/Armor: Griga does’t wear clothes, finding them uncomfortable and disruptive in everyday life. He also doesn’t wear armor, for mostly the same reasons, along with the added fact that protective gear has a tendency to get in the way of his bioelectric abilities.
Weapons: Griga doesn’t fight with weapons, and as such doesn’t carry any with him.
Skills:
Wind (Expert) – Griga has devoted most of his life to mastering the use of wind magic, with a particularly strong focus on integrating it with his physical fighting style.
Unarmed (Expert) - Griga’s interest in wind magic is rivaled only by his love for martial arts. Trained to fight without weapons since he was a child, Griga continues to tinker with his style, and now works primarily to integrate his martial arts with his wind magic.
Hunting/Tracking (Major) - In his years traveling Termina, Griga’s learned that the ability to pay attention to even the smallest of details can be the difference between life and death.
Athletics (Major) - As a traveling warrior, it’s rather important to keep in shape, and Griga has. He can keep up with most dry-land runners, and he can fight for hours.
Water (Minor) - Although most of his time studying magic has been devoted to wind, Griga was introduced to sorcery with water magic, and makes sure to practice a spell or two whenever he’s got free time.
Magic:
~Bioelectrical Discharge (Wind/High)~
Griga builds up the bioelectricity in his body for several seconds, before raising his arms, releasing all his pent up energy in a violent electrical strike. The strike electrocutes the target, killing or severely injuring them in the process. If other targets are present, the electrical strike will jump from victim to victim, continuing to electrocute with weaker strikes until becoming totally harmless or running out of victims. This move consumes almost all of Griga’s magic power, and physically exhausts him.
~Dust Devil (Wind/High)~
Griga forces the air into a violent whirl, after several seconds forming a whirlwind that picks up enemies, weapons, and pretty much anything else in its path, before violently hurling them several yards away, causing severe damage to enemies from impact and even worse if they happen to get hit by something painful in the process. Consumes around half of Griga’s magic power.
~Bioelectrical Aura (Wind/Middle)~
Griga uses his species’ unique abilities to his advantage, forming a sustained aura of bioelectricity throughout his body that will painfully electrocute any enemy that comes into contact with his body. Takes a second to charge, and slowly saps magic power as long as it’s active.
~Gusty Punch (Wind/Middle)~
Griga focuses on his fist, releasing a powerful wind with a punch. Griga can use this spell to send enemies flying from a close up punch, or simply knock them off their feet from far away.
~Magical Leep (Wind/Middle)~
Griga focuses on his feet, releasing a powerful wind from beneath them, allowing him to jump far higher and further than would otherwise be possible. Griga can combine this spell with his martial techniques to leap into the fray from above, or simply to access a hard-to-reach spot.
~Trippy Air Trick (Wind/Low)~
Griga causes a small gust of wind to blow past a target’s feet, knocking them off balance.
~Cheap Tactics (Wind/Low)~
Griga manipulates the air around a target, pushing dirt from the ground up and into the enemy’s eyes, momentarily blinding them.
~Water Whip (Water/Low)~
Griga shapes nearby water into a long(or short in the case of smaller amounts of source water) tendril. Upon formation, the water strikes Griga’s target with a whip-like motion that damages the enemy and destroys the tendril.
~Extract Water (Water/Low)~
Griga drains the water from his target object, condensing it into a ball, before placing it wherever he wishes to contain it. The extraction process takes more time the more water the target contains, and any more than a gallon of water will result in Griga losing control of the water’s form.
Inventory: Griga packs quite light, preferring to live off whatever land he happens to be in. He carries three steel bottles with him, two filled with water, one filled with blue potion. He also carries a collapsible fishing pole and a pouch holding string, hooks, and a little bait. Lastly, he has a wallet where he keeps any money he squires in his travels. He carries all of this on a leather belt he wears on his waist.
Backstory: The son of a pair of wealthy Zoras, Griga was one of the smaller boys in a family of eight children. Idolizing Mikau since the first time he heard the Legend of the Oathkeepers, Griga struggled in his attempts to emulate the guitarist musically. Luckily, Griga’s real talents were eventually discovered when, after getting teased, Griga punched his brother in the face.
Griga quickly discovered that he enjoyed combat, and began to practice constantly, wrestling with his brothers and facing off against dummies made from sea shells until he turned 7, when his parents enrolled him in a martial arts academy. He continued to be taught there for the rest of his time in the Great Bay, by all accounts becoming as good as any could within the confines of a classroom.
At the age of 9, Griga’s mother, worried that her son would become to violent, hired a tutor to teach Griga water magic, an art that would hopefully temper Griga’s aggressive side. These lessons continued until Griga’s eleventh birthday, when Griga requested that he instead be taught wind magic, a sorcerous form he believed could potentially be integrated with martial arts.
When Griga turned 17, he left the Great Bay, wishing to travel the world and master his personal style of combat. He spent the first four years of his travels wandering Termina Field, fighting anything hostile and swapping stories with anyone friendly. After that, he spent another four years in the mountains, exploring the less inhabited areas of the north until Carnival Season, when he would join in the Oathkeeper’s Sacrifice(although his style seemed troublingly ineffective against the stronger gorons). The next four years, Griga stayed in the Southern Swamps, enjoying the region’s damp environment when he wasn’t training or doing odd jobs for locals. After that, he returned to the Great Bay, helping out the Cape Floria navy and spending time with family.
Although Griga’s quite fond of Carnival season, the last time he attended the Clock Town Carnival of Time was when he was 12, and he is quite excited to see the spectacle again this year.
Wallet: 80 rupees.
Race: Zora
Age: 33
Gender: Male
Appearance: Griga is rather big, standing a head taller than the average Zora, with broad shoulders and a quite muscular physique. He has green eyes and light blue skin, with darker splotches patterned sporadically on his back. His left shoulder is tattooed with a symbol that (totally coincidentally) looks like the Kokiri symbol
Clothing/Armor: Griga does’t wear clothes, finding them uncomfortable and disruptive in everyday life. He also doesn’t wear armor, for mostly the same reasons, along with the added fact that protective gear has a tendency to get in the way of his bioelectric abilities.
Weapons: Griga doesn’t fight with weapons, and as such doesn’t carry any with him.
Skills:
Wind (Expert) – Griga has devoted most of his life to mastering the use of wind magic, with a particularly strong focus on integrating it with his physical fighting style.
Unarmed (Expert) - Griga’s interest in wind magic is rivaled only by his love for martial arts. Trained to fight without weapons since he was a child, Griga continues to tinker with his style, and now works primarily to integrate his martial arts with his wind magic.
Hunting/Tracking (Major) - In his years traveling Termina, Griga’s learned that the ability to pay attention to even the smallest of details can be the difference between life and death.
Athletics (Major) - As a traveling warrior, it’s rather important to keep in shape, and Griga has. He can keep up with most dry-land runners, and he can fight for hours.
Water (Minor) - Although most of his time studying magic has been devoted to wind, Griga was introduced to sorcery with water magic, and makes sure to practice a spell or two whenever he’s got free time.
Magic:
~Bioelectrical Discharge (Wind/High)~
Griga builds up the bioelectricity in his body for several seconds, before raising his arms, releasing all his pent up energy in a violent electrical strike. The strike electrocutes the target, killing or severely injuring them in the process. If other targets are present, the electrical strike will jump from victim to victim, continuing to electrocute with weaker strikes until becoming totally harmless or running out of victims. This move consumes almost all of Griga’s magic power, and physically exhausts him.
~Dust Devil (Wind/High)~
Griga forces the air into a violent whirl, after several seconds forming a whirlwind that picks up enemies, weapons, and pretty much anything else in its path, before violently hurling them several yards away, causing severe damage to enemies from impact and even worse if they happen to get hit by something painful in the process. Consumes around half of Griga’s magic power.
~Bioelectrical Aura (Wind/Middle)~
Griga uses his species’ unique abilities to his advantage, forming a sustained aura of bioelectricity throughout his body that will painfully electrocute any enemy that comes into contact with his body. Takes a second to charge, and slowly saps magic power as long as it’s active.
~Gusty Punch (Wind/Middle)~
Griga focuses on his fist, releasing a powerful wind with a punch. Griga can use this spell to send enemies flying from a close up punch, or simply knock them off their feet from far away.
~Magical Leep (Wind/Middle)~
Griga focuses on his feet, releasing a powerful wind from beneath them, allowing him to jump far higher and further than would otherwise be possible. Griga can combine this spell with his martial techniques to leap into the fray from above, or simply to access a hard-to-reach spot.
~Trippy Air Trick (Wind/Low)~
Griga causes a small gust of wind to blow past a target’s feet, knocking them off balance.
~Cheap Tactics (Wind/Low)~
Griga manipulates the air around a target, pushing dirt from the ground up and into the enemy’s eyes, momentarily blinding them.
~Water Whip (Water/Low)~
Griga shapes nearby water into a long(or short in the case of smaller amounts of source water) tendril. Upon formation, the water strikes Griga’s target with a whip-like motion that damages the enemy and destroys the tendril.
~Extract Water (Water/Low)~
Griga drains the water from his target object, condensing it into a ball, before placing it wherever he wishes to contain it. The extraction process takes more time the more water the target contains, and any more than a gallon of water will result in Griga losing control of the water’s form.
Inventory: Griga packs quite light, preferring to live off whatever land he happens to be in. He carries three steel bottles with him, two filled with water, one filled with blue potion. He also carries a collapsible fishing pole and a pouch holding string, hooks, and a little bait. Lastly, he has a wallet where he keeps any money he squires in his travels. He carries all of this on a leather belt he wears on his waist.
Backstory: The son of a pair of wealthy Zoras, Griga was one of the smaller boys in a family of eight children. Idolizing Mikau since the first time he heard the Legend of the Oathkeepers, Griga struggled in his attempts to emulate the guitarist musically. Luckily, Griga’s real talents were eventually discovered when, after getting teased, Griga punched his brother in the face.
Griga quickly discovered that he enjoyed combat, and began to practice constantly, wrestling with his brothers and facing off against dummies made from sea shells until he turned 7, when his parents enrolled him in a martial arts academy. He continued to be taught there for the rest of his time in the Great Bay, by all accounts becoming as good as any could within the confines of a classroom.
At the age of 9, Griga’s mother, worried that her son would become to violent, hired a tutor to teach Griga water magic, an art that would hopefully temper Griga’s aggressive side. These lessons continued until Griga’s eleventh birthday, when Griga requested that he instead be taught wind magic, a sorcerous form he believed could potentially be integrated with martial arts.
When Griga turned 17, he left the Great Bay, wishing to travel the world and master his personal style of combat. He spent the first four years of his travels wandering Termina Field, fighting anything hostile and swapping stories with anyone friendly. After that, he spent another four years in the mountains, exploring the less inhabited areas of the north until Carnival Season, when he would join in the Oathkeeper’s Sacrifice(although his style seemed troublingly ineffective against the stronger gorons). The next four years, Griga stayed in the Southern Swamps, enjoying the region’s damp environment when he wasn’t training or doing odd jobs for locals. After that, he returned to the Great Bay, helping out the Cape Floria navy and spending time with family.
Although Griga’s quite fond of Carnival season, the last time he attended the Clock Town Carnival of Time was when he was 12, and he is quite excited to see the spectacle again this year.
Wallet: 80 rupees.