STATUS:
"Gee Sam, this seems like the kinda case that requires the gentle, safe-cracking touch of the sociopathic, sausage-fingered freelance police."
9 yrs ago
Current
"Gee Sam, this seems like the kinda case that requires the gentle, safe-cracking touch of the sociopathic, sausage-fingered freelance police."
1
like
9 yrs ago
Blue in Dallas
Bio
Rain pattered dismally against the office’s windows, made liquid brass by the faint glow of the streetlamps below, and streaked against the glass like tears. Once, the words “Jennofski & Jennofski” had been painted in gold across these jalouises… but now there was only an outline, a ghost that had lingered, long past its time, when the acid rain had taken the rest to its grave. The Octo P.I. could sympathise with that.
But as long as he remained, those names would never be forgotten. Not in this, the office that had been his home, his sanctuary, and his prison. A perfectly preserved memory, kept sealed within the bell jar of personal tragedy. OctoP.I. sighed, deeply. “Of all the octopode's profiles in all the world… you had to read mine.”
Hi all, Jenno here! Or Captain. I'm your resident blues harpist, and part time octopode! (But let's keep that between you and me, eh? Nobody suspects a thing.) If you want to know anything just drop me a line via DMs and I'll get right back to you!
On a related note, I'd planned on posting tonight but my job gets really demanding when there're politics afoot so I'm afraid I'll have to postpone until tomorrow. Sorry!
The weight this place bore overcast the cavalcade of characters filtering in through the gates, once Zephyrus had adequately taken in his surroundings. It was a place of death, and of un-death. But that was true to anyone, be they Gerudo of Goron. For the Sheikah, it inspired a secondary layer of unease: a weight in the chest that threatened to drag the unprepared to their knees. He raised his eyes toward the graveyard’s flank, and the relics buried behind its walls. The Shadow Temple, one of his kind’s ugliest and most sacred secrets. Other people knew of it, naturally: even Sheikah weren’t adroit enough at what they did to make you doubt what lay right before your eyes. But its gory history, and the purposes for which it was built- what it was meant to contain- were burdens only the Shadow Folk shared. Whispered between them as though the information were alive, and prone to outrage when mishandled. Far too dangerous to be written down. Within their culture, The Shadow Temple was an omen much worse than that of Griz. It precluded death, but more than that: it prophesised great, hungry darkness. Inspired legends that that the Shadow of Hyrule might someday swallow the caster whole, if its secrets were not held in sacred silence. Or so the folk wisdom would suggest. But despite its grim history, it was not a place Sheikah reviled. It was a place all their own. Their creation carved straight into Hylian stone. Watching over the dead. Sacred, but seldom seen: and never visited. In Zephyrus it inspired dread, yes: but also a peculiar sense of awe. Its very presence sang to him, a mute dirge both tragic and beautiful, which made his head buzz. He knew, somehow, that he would soon be there, in one of the only intact relics his race had left. And above the trepidation, he felt excitement, strange and foreign. This was tempered, however, when he saw the sorts of people he would be watching – if it was the will of the Goddesses they enter the temple, he would not let them uncover his people’s secrets.
A burly Hylian and a Gerudo came bounding in, as he left his introspection. The former large, strong: a forged warrior, surely. The other small, at least in contrast, and gold of eye. Zephyrus felt a strange kinship with the Gerudo. They shared a common trait: being incredibly suspicious to the Hylian people. It was peculiar, that they would do business with Zora and live at the foot of Goron land, but a man with red eyes or a girl with gold might be cause for great fear and suspicion.
”… I am Jaege of the Lange family!” The Hylian seemed of a good nature, and Zephyrus was pleased. Only kindly folk should be bestowed strength: that was how justice would be best sustained. It lightened his heart. "Did he just say the ‘Large’ family? Because… ten for foresight." Nevermind, mood ruined.
"Veitaru. Pleasure." A childish gesture, a mixed response inside Zephyrus’ head. For a moment he remembered that he, too, had been so carefree and impolite, once. Before his mother had broken him, and rebuilt him anew. Rebuilt him ‘better’. He wondered if Gerudo were as strict and ruthless a group of trainers – or were their eyes the only similarity? He wondered if, one day, respect would be instilled into her, and the fight drawn out like the ore from the stone.
A passing thought. Veitaru wasn’t his child to wish discipline upon, after all: that was his trainer speaking. His mother.
He turned attention to the other denizens of the cemetery, and felt the optimism Jaege might have inspired drain from him. He noticed the Skullkids, first. Of course he did. They were hardly a people known for their subtlety, if they were a people at all. They were loud and chaotic creatures of habit, or so he had heard. Young, ignorant and perpetually causing trouble. Zephyrus was certain Archer would get on famously with them. A man in a darkened hood took issue with one, and Zephyrus thought him even stranger than they. Even by the standards of The Sheikah, whose aesthetic standards were frankly extraordinarily low, he looked shady. Unnatural. Like something out of a legend he just couldn’t quite remember.
When the Poe made itself known, Zephyrus didn’t flinch. But from the graveyard entrance, his brother was another matter. "Is that a GHOST?!" Exasperated, Zephyrus turned his head to the last of the discernible posse. Hylian, young. Looking about enthused as his brother had this morning. Was this the band The Golden Three had put together? A rag-tag team of monsters, men and children? Perhaps Archer had a point, after all. Although Zephyrus’ faith was unwavering, it didn’t mean he wasn’t starting to believe that this truly was madness.
Speaking of Archer, he- after settling his nerves- was still talking at Griz, with all the suave sophistication of a man who only alleged to have had success in the past. None. "You have beautiful… eye… s? I mean I bet they’re both beautiful. If you have both. If not I bet you look great in an eyepatch, right?" An awkward pause. Unflinching silence on Griz’ part. "… Not much of a talker, huh? Heh. Yeah, me neither. Man of few words, over here. They used to call me No-Talk Archer, back on the street. It would have been my middle name if I’d known my last one, haha. But yeah, they’d say ‘Get Archer talking? Hah, impossible!’ and I’d…” He stared into Griz’ eye and saw nothing. Hrmph. "I’m, uh. Really bombing, huh? Look, maybe I’m not much of a smooth talker when the voices in my head are leading me to beautiful women… uh… question mark. But I am a totally cool guy, alright? Look, do you wanna see a magic trick? I’m a magician." Archer reached into his satchel, and rooted around until he took out a set of playing cards.
"Just, just watch this, alright?" Archer stretched both thumbs up, and then- with one hand- began to push cards from the deck with one thumb, and balance them on the other. At first it was a flat facedown, and then another right on top of it. In a bizarre feat, dispensing the third card at an angle lifted the second until both of them formed a triangle, balancing on Archer’s thumb. He balanced a forth card on top of that, and then-- ”H-hello... hello... HELLO! I AM GRAHAM!” Cards flew everywhere, the whole deck spilled from Archer’s hand and scattered across the floor, pouring out into a disorganised mess. The shape he’d been balancing fell apart and its constituents floated slowly to the floor. The longer they fell, the worse Archer felt.
He turned away from Griz for the first time since he’d entered the graveyard, and- with his hands on his hips- narrowed his eyes at Graham’s distant form. "Buddy!", he yelled back, in a tone that suggested buddies was something the two of them were most certainly not.
"So explain to me why we’re doing this again," Archer asked, for the seventh time that long, bustling morn. They were wading through festival goers, bright, lively and oft not paying attention to their purses at all. Archer, reformed only in his brother’s watchful red eye, was unamused by how easy he might have turned a profit. They were pacing up towards a narrow path, the stretch of silent green which broke the line of sight between Kakariko and the graveyard beyond. One of them vibrant, and lively, especially today – the other a place of stillness. Of death. Zephyrus was totally serene about this: as calm and mild as the breeze. Archer, however, had been on edge for the best part of a month. This, he had concluded after a long talk with himself in the mirror, was madness. Complete and utter. "I feel like I needn’t," Zephyrus replied, nodding politely to a bemused Hylian child as he passed them by, "You have both seen and heard everything that I have."
"That’s just it! Are we really headed to a cemetery because a voice in my head said we should? That’s crazy!" "I heard them too, brother." "Hey, I hear it runs in families!" Zephyrus slowed their pace to a crawl, then a stop, and gazed into Archer’s eyes with the sort of guilt-inspiring look only a pacifist could give. No tears, no quivering lips: just disappointment, radiating out from his unwavering red stare. "Our dreams have brought us here, and now our thoughts will guide us onwards. Have you no faith?" "In the voices I hear in my head? What sort of question is that?" Zephyrus shook his head. How disappointing. "You must learn to trust, Archer. The river does not ask why it must meet the ocean, it knows only that it must." "Yeah? If water’s so smart, why’s it let me drink it?" "I’m not even going to dignify that with a response." "Milk, that’s the liquid to learn from. Curdles at the first sign of trouble." "Your heroism is met only by your valour," Zephyrus chastised, sardonically but nonetheless in his usual, unwavering tone. "Hey, I never signed up to be a hero, okay? Is this what heroes do?" "Heed the call?" "No. Do whatever the voices in their heads tell them to. Do you do everything the voices in your head tell you to do?" "I don’t often have voices in my head, Archer." "… huh." "Do y—" "No. What? No. Shut up. What? Let’s just get this over with."
Zephyrus stared down at him in silence for a few moments. Archer looked back defiantly, although with a height disadvantage it did nothing but confirm to Zephyrus that he was, in fact, a petulant child. "Contain your enthusiasm," the elder brother murmured, before they continued on their path. Soon they breached the membrane of the festival, and filtered out towards the quieter corner of town. Cuccos crowed restlessly from their pens, away from the noise of the fete. They had the right idea, thought Archer: he was considering screaming, too.
"It’s dead over here," he noted, aloud. "Everybody is involved with the festival." "That’s right, there is a festival going on today! In fact, you should be going and saying hello to… what’s his name… Halibut, shouldn’t you?" "Halberd? You loathe Halberd." "What? No! I just love his… speeches? Is that what he does? I feel like that’s what he does." "Last we spoke of him, you called him a pontificating dunce." "I said ‘pompous asshole’, and that was before I learned to appreciate his… again, is it speeches? You’ve gotta give me something to work with, here. Something with swords? Is he the mayor?" "You don’t know who governs Castle Town?" "I… yes. Of course I do." Zephyrus quirked a sceptical brow. "It’s, you know… somebody else. Not Halberd. Or it is Halberd? Please emote once, you’re giving me nothing here." Zephyrus sighed heavily, and creased his brow. Momentarily, he cast his eyes skyward. "I know they chose you, but I can’t imagine why." "Right? Me neither! I’ll just get out of your hair."
Archer turned to make a hasty retreat, took three steps South, then realised that Zephyrus had him firmly by the collar. "You cannot leave now: fate has cast the die." "I cheat every time I gamble." Zephyrus tightened his grip. Archer smiled sheepishly at him from over his shoulder. "Which is… never?" "Come on," Zephyrus tugged him back towards their destination.
Although Archer lagged greatly behind, they eventually found the path they sought. A stretch overlooked by ledges, a ribbed valley that ought to have funneled the town’s racket. Instead, it was quiet, and still. Archer didn’t like it at all: "This is a great plan. One of your best." "Why do I get the feeling that was insincere?" "Well, I said it with scorn and derision, so." "Ah. Naturally." Zephyrus laid his foot over the line, and then- too close now to surrender- the two pushed onwards.
[Introducing one of the DM's official NPCs!] A shuffling sound then drew attention to a somebody atop the rocky cliff face that made up the shallow chasm of the graveyard path. In a blur of signal orange and midnight blue, the person leapt with great dexterity off the edge and into the sunlight. Upon landing on the path just before Archer and Zephyrus, it became immediately obvious that the person before them was a shiekah.
The shiekah wore standard black and blue shiekah armor-- unremarkable, but practical nonetheless. A long signal orange scarf, wrapped around their head and pinned at the shoulders, spilled behind them almost like a tail as they landed with barely a sound. Bandages engulfed the stranger’s forearms and hands and a pair of intricate twin blades, one noticeably larger than the other, gleamed at the men from the stranger’s back as s/he faced the other direction. For a moment it almost seemed as though the brothers had gone unnoticed, but such speculations were soon dashed as he—or she-- turned to face them.
Beneath the scarf, bandages could also be seen wrapped around the forehead and crossing over the right eye. The left eye, bright red with long lashes, stared placidly. A black mask completely covered the rest of the strangers face from the bridge of their nose down. The Eye of Truth in red marked their leather breastplate-- eery as ever. It was nigh impossible to determine whether the shiekah was male or female. Their frame was very lean and muscular with legs that seemed to better resemble bamboo poles than human appendages. From what little skin could be seen, they seemed almost sickly fair. Nonetheless, the shiekah seemed to demonstrate strength as they stood there openly, rigid as a tombstone with head held high—taking in the appearance of the pair.
The eye widened with recognition and the shiekah seemed to motion towards the graveyard by looking ahead and looking back. Without a word, they turned once more and took off down the path, crouched and wary—running beneath the shadow of the cliff face beside them.
As they made their retreat, they left the brothers in total, unerring silence. Archer watched their feats in awe, jaw ajar, eyes narrowed at the retreating outline of their mute, beckoning guide. Zephyrus, stolid, frowned thoughtfully, thin lips pressed into a narrow line. "I am beginning to empathise with your hesitance, Archer. That, was a bad omen indeed." Archer, star struck, didn’t respond, not until Zephyrus clasped his shoulder, and motioned for him to keep walking.
"I finally figured out why you’re so gung-ho to do this," Archer eventually mustered, as his rigid form bent to Zephyrus’ will, and the two resumed their journey, "All Sheikah are insane." "Their name is Griz," Zephyrus explained, beginning that familiar ritual in which he totally ignored whatever it was Archer had been saying, "And even amongst our kind, they are… anomalous." "Why?" "They have never spoken a known word to anybody. Even their name is an assumption." "A mute Sheikah? Goddess, where do I go trade?" Zephyrus offered him a look that suggested he’d asked himself the same question, more than a few times. Archer cleared his throat, awkwardly. "So… what? Why is… Griz… a bad omen?" "It depends on how inclined you are to believe gossip." "Always and without question."
Zephyrus side-eyed Archer skeptically as he spoke on. "We are not so inclined to wild bruits, but what little I have heard from other Sheikah would suggest that Griz is a spirit of vengeance, sworn to silence until they can slay their parents’ killer." "Yikes. Sounds like her life is even more messed up than ours is." "At least we have each other, brother." "Yeah, you’re right… she still has it better."
The two lapsed into quietness, and Archer watched as Griz moved on. Dazed by the fluidness of their movement. Their grace and poise. He smiled, nervously. What was this strange heat, rising in his throat? Surely it was no magic of his. "Hey, uh… Zeph?" "Yes?" "She sure is… lithe, huh? Toned, too." "I... beg your pardon?" "Griz. She’s… you know. All… fit, and stuff. And narrow." "It is expected of Sheikah to be fit,” he explained, missing the point in a way only Zephyrus seemed to be able to, "All of us are in the peak of physical health. Even our elders treat their bodies like temp-" "Not like that," Archer hissed, and motioned for Zephyrus to lower his already rather quiet voice. "Oh? Oh. Oh dear."
Zephyrus took a moment to look from Griz, to Archer, and then back again. "You have a very… peculiar type, Archer." "What?" "Griz is hardly a conventional target, is all I mean to imply." "Target? I’m not hunting her… y’know, yet." "Your charm truly is fathers." "Worked on our moms." "Unfortunately." A pause. Awkward, unnatural. "… what?" “What?” “You’re being weird. Weirder than usual.” “I haven’t the slightest idea what you could be implying, brother.” “What are you hiding? Is she a black widow, is that it? Am I going to die on our third date?” “Are you already thinking that far ahead?” “As we’ve established, I’m very charming-- and don’t change the subject.” “I assure you, I know nothing of Griz being a ‘black widow’.” “Then what?” “It’s just that… hm. Well. Nobody is entirely sure whether Griz is…” “Into puckish rogues who can perform neat magic tricks on a whim?” “A woman.” “What? No, me.” “No, nobody is sure if Griz is a woman. Their features are rather perfectly androgynous.” “I’m pretty sure you made that word up.” “They’re not indicative of gender.” “But her legs—” “Like bean poles.” “Her figure…” “Without a curve.” “… this adventure is going to suck.”
Zephyrus tilted his head to the one side, an indicator that he was inclined to agree, now. “Of course, Griz might not be as interested in you, regardless.” “What? What are you talkin’ about? I’m a catch.” “You are an undisciplined child." “A free spirit, one of my many desirable features.” “And it is not… conventional, that Sheikah should seek companionship outside of our own kind, either." “But dad—” “Was an honourless scoundrel. Perhaps that might be a point in your favour.” “So I guess he wasn’t all bad. But what you’re sayin’ is that it’s rare?” “Exceedingly.”
“So what you mean is…” Archer trailed off, as- still walking- he turned away to think aloud, “I’ve got a chance.” “I wonder, do you listen to me at all when you set your mind to things like this?” “I should take the plunge, I’m still willin’ to put my money on her bein’ a girl!” “Archer, father was a Goron.” “And I’m fit, y’know? I’m good looking…” “He sold magical utensils to dogs. They were very grateful.” “Y’know what? I’m going to do it, I’m goin’ to talk to her.” “He was a travelling eunuch, we are miracle children.” “Good talk, Zeph – I think I’m gonna go for it!” Miracle children or not, Zephyrus thought sometimes that he had a saint’s patience. Who else would put up with Archer for so long? Certainly, he imagined, not Griz.
A short walk later, Griz led them straight and true to the graveyard, a place which seemed to ring with the threnody of total silence. A place where even the dead were known to mourn. In a more literal sense today, perhaps: Zephyrus made note of a lantern’s presence as they entered. A Poe, at this time. Whatever had the Goddesses in store for them? Griz separated from the Anders brothers the moment they passed the cemetery threshold, breaking off in order to stand sentinel by the gates. Zephyrus, head high, made for the graveyard’s centre: Archer lagged behind, walking backwards so as not to break line of sight with Griz. “I bet they’re really pretty under that mask." “I struggle to discern, sometimes, whether that assumption makes you more or less shallow.” “Oh, definitely more shallow. I’m thinking, like… 11/10.” “You are a joy.”
Zephyrus watched disapprovingly as Archer broke off, and made his way, without poise or style, to Griz’ side. “Tell me you drink wine.”
.::𝔸𝕡𝕡𝕖𝕒𝕣𝕒𝕟𝕔𝕖::. At 6’2”, Zephyrus stands tall and narrow - willowy and built for speed. His physique has some faint definitions of muscle, but there’s nothing to suggest he’s 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, ”Pacing within in the shadow of The Goddess.”
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 – his family’s 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.
.::𝕋𝕙𝕖𝕞𝕖 𝕊𝕠𝕟𝕘::.
.::ℙ𝕖𝕣𝕤𝕠𝕟𝕒𝕝𝕚𝕥𝕪::. 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 brother’s will.
.::𝔹𝕒𝕔𝕜𝕤𝕥𝕠𝕣𝕪::. 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, Zephyrus’ 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. She’d been part way through berating his handling of a weapon when it suddenly struck her dead. “Physical exhaustion”, he was told. “Hers was a tough line of work.” 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 ‘street artist’, 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 life’s mission to set his brother “straight”, against Archer’s 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.
.::𝕊𝕜𝕚𝕝𝕝𝕤/𝕋𝕒𝕝𝕖𝕟𝕥𝕤::. (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 “flow like water”, in life and in combat. Despite his home life, Zephyrus thrived in his training by virtue of constantly adapting to his mother’s 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 you’d 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 father’s most prolific skill, and he was known for being able to summon tempest-grade winds: but Zephyrus isn’t 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 can’t get around, without sight nor sound? Zephyrus isn’t unique in this respect, as any Sheikah worth their order’s name can stealthily flip and kick their way into and out of most situations. They are everywhere and they are silent – they are shadow people. 7/10
(4) Guandao Training (FS) Of course, Zephyrus’ Jeet Kun Do philosophy doesn’t mean he goes rambling around unarmed. He’s 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, Zephyrus’ formal training was with staves and staffs: the guandao is much heavier than anticipated, and he’s 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 “Shadow Folk” 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 – 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 it’d be awfully embarrassing if a highly trained Sheikah warrior drowned in a creek somewhere. Still, he isn’t a strong swimmer. He hadn’t 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 it’s avoidable, and his preference for polearms, he’d never choose a sword if given the chance. 3/10
.::𝔾𝕠𝕒𝕝𝕤::. 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 family’s bad history by embracing brotherhood.
.::𝕀𝕟𝕧𝕖𝕟𝕥𝕠𝕣𝕪::. - 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. - … an irritating brother.
.::𝕎𝕒𝕝𝕝𝕖𝕥::. - 50 Rupees. - One “IOU one good deed”, signed by one Archer Anders.
Archer Anders
.::𝔸𝕘𝕖::. 20
.::ℝ𝕒𝕔𝕖::. Hylian/Sheikah (dominant Hylian)
.::𝔾𝕖𝕟𝕕𝕖𝕣::. Male
.::𝔸𝕡𝕡𝕖𝕒𝕣𝕒𝕟𝕔𝕖::. Although not quite dwarfed by his brother, Archer stands at 5’11, just a few inches short of Zephyrus’ imposing height. However, he surpasses his brother in having a healthier, broader build, with wider shoulders better befitting a warrior… which Archer most certainly is not. His skin is a few shades darker than Zephyrus’, 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 father’s 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, there’s 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.
.::𝕋𝕙𝕖𝕞𝕖 𝕊𝕠𝕟𝕘::.
.::ℙ𝕖𝕣𝕤𝕠𝕟𝕒𝕝𝕚𝕥𝕪::. 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 doesn’t resent his father; he doesn’t hate how is life turned out, and he’s perfectly happy making his living on the streets. This, compounded with the fact he’s incredibly hard-headed and often too fiery for his own good, is much to his brother’s chagrin. He only believes in two laws: survival of the quickest, and honour amongst thieves. And he obeys the latter begrudgingly.
.::𝔹𝕒𝕔𝕜𝕤𝕥𝕠𝕣𝕪::. Daddy issues and sad orphan stories are the worst, aren’t 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 that’s why he was so good at lying – it was his father’s legacy. He took off when Archer was three, and Archer remembered nothing about him but his eyes, disarming and soft, despite his brother’s 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: ”You have… a brother…”
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 – he would teach Archer how to survive off of other people’s 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 ‘performers’ off of your turf, and even how to hurl a fireball. For another half decade, Archer swindled his way through Castle Town’s 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. They’d locked eyes just before they’d 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 isn’t as much money to be made in being a “straight-lace” magician, but Zephyrus had sworn he would set Archer ‘straight’. Pffft, yeah right.
.::𝕊𝕜𝕚𝕝𝕝𝕤/𝕋𝕒𝕝𝕖𝕟𝕥𝕤::. 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. He’s quick to lift wallets and real mean in a thumb-war. In true magician’s style, he’s 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 that’s exactly what Archer’s 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 he’s in possession of… 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 Zephyrus’ 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 Archer’s fiery attitude really shines through is in combat, because he’s 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, it’s as natural as breathing – to his brother, it’s 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 be… generous. He doesn’t 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 he’s going. Archer is good at escaping, but there is no grace about it: he’ll 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, he’s sustained his fair share of wounds, and over the years he’s just, figured out how to deal with them. He’s no surgeon, but if it’s a flesh-wound he’ll manage it, provided you’re in his good books. No suing. 4/10
.::𝔾𝕠𝕒𝕝𝕤::. - 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
.::𝕀𝕟𝕧𝕖𝕟𝕥𝕠𝕣𝕪::. - 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 “IOU” cards, as yet undelivered If you could update your character's inventory as they receive/lose things that would be super rad.
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.
ℤ𝕖𝕡𝕙𝕪𝕣𝕦𝕤 𝔸𝕟𝕕𝕖𝕣𝕤
.::𝔸𝕘𝕖::. 25
.::ℝ𝕒𝕔𝕖::. Sheikah
.::𝔾𝕖𝕟𝕕𝕖𝕣::. Male
.::𝔸𝕡𝕡𝕖𝕒𝕣𝕒𝕟𝕔𝕖::. At 6’2”, Zephyrus stands tall and narrow - willowy and built for speed. His physique has some faint definitions of muscle, but there’s nothing to suggest he’s 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, ”Pacing within in the shadow of The Goddess.”
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 – his family’s 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.
.::𝕋𝕙𝕖𝕞𝕖 𝕊𝕠𝕟𝕘::.
.::ℙ𝕖𝕣𝕤𝕠𝕟𝕒𝕝𝕚𝕥𝕪::. 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 brother’s will.
.::𝔹𝕒𝕔𝕜𝕤𝕥𝕠𝕣𝕪::. 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, Zephyrus’ 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. She’d been part way through berating his handling of a weapon when it suddenly struck her dead. “Physical exhaustion”, he was told. “Hers was a tough line of work.” 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 ‘street artist’, 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 life’s mission to set his brother “straight”, against Archer’s 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.
.::𝕊𝕜𝕚𝕝𝕝𝕤/𝕋𝕒𝕝𝕖𝕟𝕥𝕤::. (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 “flow like water”, in life and in combat. Despite his home life, Zephyrus thrived in his training by virtue of constantly adapting to his mother’s 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 you’d 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 father’s most prolific skill, and he was known for being able to summon tempest-grade winds: but Zephyrus isn’t 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 can’t get around, without sight nor sound? Zephyrus isn’t unique in this respect, as any Sheikah worth their order’s name can stealthily flip and kick their way into and out of most situations. They are everywhere and they are silent – they are shadow people. 7/10
(4) Guandao Training (FS) Of course, Zephyrus’ Jeet Kun Do philosophy doesn’t mean he goes rambling around unarmed. He’s 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, Zephyrus’ formal training was with staves and staffs: the guandao is much heavier than anticipated, and he’s 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 “Shadow Folk” 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 – 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 it’d be awfully embarrassing if a highly trained Sheikah warrior drowned in a creek somewhere. Still, he isn’t a strong swimmer. He hadn’t 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 it’s avoidable, and his preference for polearms, he’d never choose a sword if given the chance. 3/10
.::𝔾𝕠𝕒𝕝𝕤::. 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 family’s bad history by embracing brotherhood.
.::𝕀𝕟𝕧𝕖𝕟𝕥𝕠𝕣𝕪::. - 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. - … an irritating brother.
.::𝕎𝕒𝕝𝕝𝕖𝕥::. - 50 Rupees. - One “IOU one good deed”, signed by one Archer Anders.
Archer Anders
.::𝔸𝕘𝕖::. 20
.::ℝ𝕒𝕔𝕖::. Hylian/Sheikah (dominant Hylian)
.::𝔾𝕖𝕟𝕕𝕖𝕣::. Male
.::𝔸𝕡𝕡𝕖𝕒𝕣𝕒𝕟𝕔𝕖::. Although not quite dwarfed by his brother, Archer stands at 5’11, just a few inches short of Zephyrus’ imposing height. However, he surpasses his brother in having a healthier, broader build, with wider shoulders better befitting a warrior… which Archer most certainly is not. His skin is a few shades darker than Zephyrus’, 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 father’s 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, there’s 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.
.::𝕋𝕙𝕖𝕞𝕖 𝕊𝕠𝕟𝕘::.
.::ℙ𝕖𝕣𝕤𝕠𝕟𝕒𝕝𝕚𝕥𝕪::. 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 doesn’t resent his father; he doesn’t hate how is life turned out, and he’s perfectly happy making his living on the streets. This, compounded with the fact he’s incredibly hard-headed and often too fiery for his own good, is much to his brother’s chagrin. He only believes in two laws: survival of the quickest, and honour amongst thieves. And he obeys the latter begrudgingly.
.::𝔹𝕒𝕔𝕜𝕤𝕥𝕠𝕣𝕪::. Daddy issues and sad orphan stories are the worst, aren’t 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 that’s why he was so good at lying – it was his father’s legacy. He took off when Archer was three, and Archer remembered nothing about him but his eyes, disarming and soft, despite his brother’s 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: ”You have… a brother…”
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 – he would teach Archer how to survive off of other people’s 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 ‘performers’ off of your turf, and even how to hurl a fireball. For another half decade, Archer swindled his way through Castle Town’s 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. They’d locked eyes just before they’d 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 isn’t as much money to be made in being a “straight-lace” magician, but Zephyrus had sworn he would set Archer ‘straight’. Pffft, yeah right.
.::𝕊𝕜𝕚𝕝𝕝𝕤/𝕋𝕒𝕝𝕖𝕟𝕥𝕤::. 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. He’s quick to lift wallets and real mean in a thumb-war. In true magician’s style, he’s 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 that’s exactly what Archer’s 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 he’s in possession of… 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 Zephyrus’ 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 Archer’s fiery attitude really shines through is in combat, because he’s 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, it’s as natural as breathing – to his brother, it’s 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 be… generous. He doesn’t 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 he’s going. Archer is good at escaping, but there is no grace about it: he’ll 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, he’s sustained his fair share of wounds, and over the years he’s just, figured out how to deal with them. He’s no surgeon, but if it’s a flesh-wound he’ll manage it, provided you’re in his good books. No suing. 4/10
.::𝔾𝕠𝕒𝕝𝕤::. - 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
.::𝕀𝕟𝕧𝕖𝕟𝕥𝕠𝕣𝕪::. - 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 “IOU” cards, as yet undelivered If you could update your character's inventory as they receive/lose things that would be super rad.
[i]Rain pattered dismally against the office’s windows, made liquid brass by the faint glow of the streetlamps below, and streaked against the glass like tears. Once, the words “Jennofski & Jennofski” had been painted in gold across these jalouises… but now there was only an outline, a ghost that had lingered, long past its time, when the acid rain had taken the rest to its grave.
The Octo P.I. could sympathise with that.
But as long as he remained, those names would never be forgotten. Not in this, the office that had been his home, his sanctuary, and his prison.
A perfectly preserved memory, kept sealed within the bell jar of personal tragedy.
OctoP.I. sighed, deeply.
“Of all the octopode's profiles in all the world… you had to read mine.” [/i]
Hi all, Jenno here! Or Captain. I'm your resident blues harpist, and part time octopode! (But let's keep that between you and me, eh? Nobody suspects a thing.)
If you want to know anything just drop me a line via DMs and I'll get right back to you!
<div style="white-space:pre-wrap;"><span class="bb-i">Rain pattered dismally against the office’s windows, made liquid brass by the faint glow of the streetlamps below, and streaked against the glass like tears. Once, the words “Jennofski & Jennofski” had been painted in gold across these jalouises… but now there was only an outline, a ghost that had lingered, long past its time, when the acid rain had taken the rest to its grave. <br>The Octo P.I. could sympathise with that. <br><br>But as long as he remained, those names would never be forgotten. Not in this, the office that had been his home, his sanctuary, and his prison. <br>A perfectly preserved memory, kept sealed within the bell jar of personal tragedy. <br>OctoP.I. sighed, deeply. <br>“Of all the octopode's profiles in all the world… you had to read mine.” </span><br><br>Hi all, Jenno here! Or Captain. I'm your resident blues harpist, and part time octopode! (But let's keep that between you and me, eh? Nobody suspects a thing.)<br>If you want to know anything just drop me a line via DMs and I'll get right back to you!</div>